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On Be(come)ing Agile: Using Scrum to apply Theory of Constraints
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Over the years we've made numerous attempts to use the variety of software project management and agile development applications available, from Microsoft Project to the more current agile-specific products. We kept returning to index cards, sometimes augmented with a patchwork of wikis and spreadsheets. We followed the agile planning tools out there, but each attempt to adopt one resulted in frustration. Configuration and data entry were a constant expense.Naresh Jain » Agile FAQs Blog » Managed Chaos » Agile (as practi
This is supposed to be an introductory presentation on Agile. In this presentation I give some examples of heavy weight methods and their implications on your project. Then I give a quick overview of Agile methods, the rationale behind it, its origin, its values and principles. I move on to describe that what I see happening today in the industry is really waterfall in the name of Agile. I give some reasons why this is happening and then I give some pointers to move away from this flawed thinking. Bottom line, Agile is not a Silver Bullet and don’t fall pray to marketing gimmicks.The Ideal Agile Workspace | Mike Cohn's Blog - Succeeding W
In the golden age of the video arcade, during he late seventies and early eighties, games like Pac Man, Asteroids, Centipede and Defender were gold mines. A single $3000 arcade machine could collect more than $1000 a weekend in quarters. This new gold rush attracted quite a few prospectors. Many of these “wanna-be” arcade game creators lost their shirt in the rush to release games.
Agile Game Development: The Golden Age of Iteration
Agile Game Development: Team co-location and team rooms
Agile principles emphasize face-to-face communication wherever possible. The benefits of this are demonstrated best at the team level. When teams sit apart from one another, the overhead of communication and the problems that arise from a lack of easy communication are seen daily. Studies have shown that when teams reduce their physical distance between themselves, their performance increases in many ways(*). Eventually teams realize this and rearrange their seating arrangements to improve communication. Teams that co-locate are often limited in their options for team rooms.Manage people not tasks :: Comindwork, a better way to collabora
It's possible to shrink this whole post to single phrase. "Manage people, not tasks". Actually that's all. But if anything inside you tweaks when you think of this phrase, I propose to go a bit deeper.Managing Software Development: Top 100 Blogs for Development Man
[NY-based developer Large Animal (Rocketbowl, Snapshot Adventures) switched to the Scrum method of agile development last year, 'sprinting' to complete individual game elements - here's just how it went.] Large Animal Games has been in business in New York City since January 2001. For the first several years, Large Animal developed games using informal, homegrown software development methods. "We did a lot of experimentation," says Wade Tinney, co-founder of Large Animal. To track project schedules, for example, teams at Large Animal tried using MS Excel, MS Project, FogBugz, and even tried different visualizations of the project schedule using Adobe Illustrator and Visio. Despite success with some of their practices, teams at Large Animal were still looking for improvements.
Introducing Scrum At Large Animal Games: A Look Back at the Firs
Le blog qui se trouvait là est maintenant à l’adresse http://www.agile-software-development.com/2007/09/how-to-implement-scrum-in-10-easy-steps.html.
How To Implement Scrum In 10 Easy Steps
A Leaner Start: Reducing Team Setup Times
Face facts: Teams change I've worked with lots of teams in the past few years, some for very long periods, others for very short times. One common theme I've noticed with many of those teams is that the team composition always changes. Usually, events beyond the control of any project trigger these changes: people fall sick or take holidays, project demands grow, new project opportunities arise or people simply want a change. Agile practices, like daily stand up meetings and pair programming, provide new members with all kinds of incidental information which may in fact be useless if they don't have enough context to hang it on.Scrum and Long Term Project Planning for Video Games
[The agile methodology known as Scrum is rapidly gaining development credence, and High Moon Studios CTO Clinton Keith ( Darkwatch, The Bourne Conspiracy ) presents this in-depth Gamasutra article explaining how publishers and developers can benefit through regular, focused iteration.] Scrum, an agile methodology, is emerging as a powerfully beneficial toolset for building games. The approach of finding the fun through iteration rather than trying to plan and predict it completely up front is appealing to many developers who have repeatedly been surprised by all the unanticipated problems and discoveries made on the path to creating a game. However, most publishers are too risk-averse to allow a team to not provide them with some form of detailed plan for the entire project. The developer using Scrum may resist this because they want to be able to adjust their priorities to the emerging game.Jeff Patton from Thoughtworks held a very interesting session at XpDay last month in London, focusing on a common misconception that causes “agile” projects to fall into the same trap that the waterfall ones typically do. Incremental is not iterative Using a very interesting combination of pop music and rock star images, Jeff Patton told a story of a failed agile project in his XpDay keynote “Embrace Uncertainty” .

