3,190 research outputs found

    Estimating, planning and managing Agile Web development projects under a value-based perspective

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    Context: The processes of estimating, planning and managing are crucial for software development projects, since the results must be related to several business strategies. The broad expansion of the Internet and the global and interconnected economy make Web development projects be often characterized by expressions like delivering as soon as possible, reducing time to market and adapting to undefined requirements. In this kind of environment, traditional methodologies based on predictive techniques sometimes do not offer very satisfactory results. The rise of Agile methodologies and practices has provided some useful tools that, combined with Web Engineering techniques, can help to establish a framework to estimate, manage and plan Web development projects. Objective: This paper presents a proposal for estimating, planning and managing Web projects, by combining some existing Agile techniques with Web Engineering principles, presenting them as an unified framework which uses the business value to guide the delivery of features. Method: The proposal is analyzed by means of a case study, including a real-life project, in order to obtain relevant conclusions. Results: The results achieved after using the framework in a development project are presented, including interesting results on project planning and estimation, as well as on team productivity throughout the project. Conclusion: It is concluded that the framework can be useful in order to better manage Web-based projects, through a continuous value-based estimation and management process.Ministerio de Economía y Competitividad TIN2013-46928-C3-3-

    Scrum Sim - A Simulation Game to Learn the Scrum Agile Framework

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    In recent times, organizations have been attempting to shift from Traditional project management methodologies such as waterfall model to incorporate agile methodologies such as scrum for their project development. The main features of these agile methods include incremental and iterative delivery that allows inclusion of the requirement changes at any stage of the project lifecycle and the most commonly used agile method is scrum. As are result of wide usage of agile mythology in the IT industry, scrum framework is now being taught in various software engineering and project management courses. Even though scrum has been introduced in various academic courses, the constraints of time, scope and facilities restrict students from getting hands on experience on real world scenarios. Many employers believe that students graduating of the universities lack the desired skills and practical experience to adopt and implement agile method like scrum. Researchers have suggested that use of simulations or games if used in complement to the traditional class room setting can enhance students learning. During our previous research on the existing software educational games, it was found that there is availability of many games and simulations based on traditional software methodologies i.e. sequential software process but a lesser number of games or simulations are available on agile methodology especially based on scrum. Also the scrum games that are available are mainly card games, board games or toy games such as “Lego Bricks” which have their own limitations. To address this problem, we have developed Scrum Sim a computer based game that simulates scrum process for a software development project. It provides a glimpse of the scrum lifecycle and represents various aspects of scrum framework in a team for a software development project. We present the game, its rules, game play and discuss its validation or evaluation results

    Towards Empirically Validated Remedies for Scrum Retrospective Headaches

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    Agile methods, especially Scrum, have become staples of the modern software development industry. Retrospective meetings are Scrum\u27s instrument for process improvement and adaptation. They are considered one of the most important aspects of the Scrum method and its implementation in organizations. However, Retrospectives face their own challenges. Agile practitioners have highlighted common problems, i.e. headaches, that repeatedly appear in meetings and negatively impact the quality of process improvement efforts. To remedy these headaches, Retrospective activities, which can help teams think together and break the usual routine, have been proposed. In this research, we present case studies of educational and industry teams, investigating the effects of eleven Retrospective activities on five identified headaches. While we find evidence for the claimed benefits of activities in the majority of studied cases, application of remedies also led to new headaches arising

    Scrum Game: An Agile Software Management Game

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    For the past few years, in their attempt to avoid the heavyweight bureaucracy of traditional project management methods such as the Waterfall model, companies have started incorporating agile methods (e.g. Extreme Programming, Scrum, Crystal) for their project development. These methods are characterised by their incremental and iterative delivery, their ability to incorporate change at any stage of the project lifecycle, as well as their small and co-located teams. Even though these methods are included in the syllabus of many software engineering modules at university level, many students currently feel more confident with traditional, rather than agile methods. Many employers find that recent graduates are not equipped with the desired skills of a software engineer because, even though they are knowledgeable in the different software engineering practices, they lack practical experience of these methods. The combination of these two factors show that the university’s approach to teaching software management methods is only theoretical and it does not give students the opportunity to apply them to their projects so they can get a better understanding of their use. The project developed the prototype of a computer game that simulates the use of the Scrum method within different projects, named Scrum Game. The game is supplementary material for a lecture course, and its purpose is to guide students through the Scrum lifecycle. Students can thereby get a small glimpse of the different phases of Scrum, the way that the different Scrum roles interact with each other, and the way that Scrum is used to implement real projects. In addition, the Scrum Game has an administrator mode enabling lecturers to view a log of the progress of all their students in the game. They can use this mode to create new projects or to alter existing ones by adding new tasks or problems, thereby adjusting the level of difficulty to the level of their students, or so that it fits their teaching. The web-based system was developed using PHP, MySQL, HTML, CSS, JavaScript, AJAX (jQuery) and Google Charts API. The system was thoroughly tested against the initial requirements and other system tests. The Scrum Game was evaluated by 22 peer colleagues reading for an MSc in Software Engineering at the University of Southampton, to identify whether the system achieved its goal of introducing students to the Scrum methodology and reaching a deeper understanding of its practical use during project implementation. The results of a questionnaire showed that little prior knowledge was assumed during the game, and that 86% of the participants felt that the game helped them learn more about Scrum. When asked, “Do you think that if this game was part of your Project Management module, would you get a better understanding about Scrum?” an impressive 95% (21 out of 22 participants) agreed that the game would be helpful, and rated the system 8 out of 10 on average

    Implementing Agile practices in a large game development company

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    Abstract. Large game development companies working with complex projects need to find ways to work iteratively and adjust to changing requirements in order to succeed. To achieve this, many of them turn to Agile frameworks and practices. In this thesis, the purpose is to analyze how these large game development companies implement Agile working practices and what are the related benefits and challenges. The roles of human skills in the implementation process are also examined. This is done by conducting a single-case study of the Agile implementation process in a case company. The findings of the study indicate that the Agile implementation process in the case company follows a general change process structure, which consists of seven core activities: recognition and start, diagnosis, planning, implementation and review, sustaining change, learning, and managing people issues. During the implementation process, the most significant challenges the case company faced were connected to implementing Agile ways of leading development, such as Product Ownership and Products Backlog. In addition, the relationship of human skills and Agile implementation appears to be cyclical; while well-developed human skills such as support, communication, and conflict solving skills make the implementation process easier, properly implemented Agile practices may also improve human skills. This study contributes to Agile implementation research by expanding the knowledge of Agile implementation in large game development organizations and elaborating the connection between the implementation process and change management theory. The findings of the study can also help those implementing Agile in game companies to predict the structure of the process and anticipate the potential challenges of it.Tiivistelmä. Suurten ja monimutkaisten projektien parissa työskentelevien pelialan yritysten täytyy löytää tapoja työskennellä iteratiivisesti ja sopeutua muutoksiin menestyäkseen. Tästä syystä monet niistä kääntyvät ketterien menetelmien puoleen. Tässä diplomityössä tarkoitus on analysoida sitä, miten nämä yritykset ottavat käyttöön ketteriä menetelmiä ja mitä hyötyjä ja haasteita prosessiin liittyy. Myös inhimillisten taitojen rooleja käyttöönottoprosessissa tutkitaan. Tutkimuksessa perehdytään ketterien menetelmien käyttöönottoon kohdeyrityksessä yksittäistapaustutkimuksena. Tutkimuksen tulokset osoittavat, että kohdeyrityksessä ketterien menetelmien käyttöönottoprosessi mukailee yleisen muutosprosessin rakennetta, joka koostuu seitsemästä toiminnosta: muutostarpeen tunnistamisesta ja prosessin aloittamisesta, diagnosoinnista, suunnittelusta, käyttöönotosta ja arvioinnista, muutoksen ylläpitämisestä, oppimisesta ja ihmisiin liittyvien asioiden johtamisesta. Keskeisimmät kohdeyrityksen käyttöönottoprosessin aikana kohtaamat haasteet liittyivät ketterien menetelmien mukaisten johtamistapojen käyttöönottoon kuten tuoteomistajuuteen ja tuotteen tehtävälistoihin. Inhimillisten taitojen ja ketterien menetelmien käyttöönoton suhde puolestaan vaikuttaa sykliseltä; samalla kun hyvät inhimilliset taidot kuten tuki-, kommunikaatio-, ja konfliktienselvittelytaidot tekevät käyttöönottoprosessista helpomman, voivat ketterät menetelmät puolestaan kehittää inhimillisiä taitoja. Tämä tutkimus edistää ketterien menetelmien käyttöönottoon liittyvää tutkimusta kasvattamalla ymmärrystä menetelmien käyttöönotosta suurissa pelialan yrityksissä ja lisäämällä tietoa käyttöönottoprosessin ja muutoksenhallinnan teorian välisestä yhteydestä. Tutkimuksen tulokset voivat myös auttaa ketterien menetelmien käyttöönottoa pelialan yrityksissä johtavia henkilöitä ennakoimaan käyttöönottoprosessin kulkua ja siihen liittyviä haasteita

    Implementing Scrum Wholesale in the Classroom

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    As the most widely used agile software development method, Scrum has become a mainstay in many organizations that develop software. Despite Scrum’s popularity, several studies examine Scrum implementations that include some parts of the methodology and exclude others. This paper describes how Scrum has been incorporated into the classroom wholesale and highlights important considerations when using Scrum for student software development projects. Students having little to no knowledge of Scrum were able to gain confidence in using the method in a real-world setting. The paper discusses the use of a hands-on Scrum project as a pedagogical tool for teaching the Scrum methodology and software development life cycle principles. Quantitative and qualitative data were collected to understand student experiences with a wholesale Scrum implementation in the classroom. The paper concludes with data analysis and recommendations for implementing Scrum in future projects
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