38,115 research outputs found

    National Wildlife Refuges and Intensive Management in Alaska: Another Case for Preemption

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    Developing high quality software is difficult. Traditional software engineering methods emphasizes on structured and linear workflow of activities methods that have been criticized due to their rigid and inflexible nature. Recently, agile software engineering approaches such as Scrum have gained popularity in the software industry. These methods emphasize flexibility, speed, transparency, and teamwork aspects. In this thesis, investigation and comparison of three modern production practices and principles done, these include; Kanban, the 5S workplace organization method and Toyota Production System (TPS). The goal has been to identity features of these production philosophies and analyzed how they might contribute to software engineering processes, particularly to improve Scrum. The study indicates that many principles from these production approaches have been implemented in Scrum. However, the Kanban, 5S and TPS principles of Visibility are just partially implemented in Scrum. Scrum overlooks many aspects of programming that need to be visualized such as code quality aspects (testing) and representations of the actual software structure under development

    Improving Communication in Scrum Teams

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    Communication in teams is an important but difficult issue. In a Scrum development process, we use the Daily Scrum meetings to inform others about important problems, news and events in the project. When persons are absent due to holiday, illness or travel, they miss relevant information because there is no document that protocols the content of these meetings. We present a concept and a Twitter-like tool that improves communication in a Scrum development process. We take advantage out of the observation that many people do not like to create documentation but they do like to share what they did. We used the tool in industrial practice and observed an improvement in communication

    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

    Scrum2Kanban: Integrating Kanban and Scrum in a University Software Engineering Capstone Course

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    Using university capstone courses to teach agile software development methodologies has become commonplace, as agile methods have gained support in professional software development. This usually means students are introduced to and work with the currently most popular agile methodology: Scrum. However, as the agile methods employed in the industry change and are adapted to different contexts, university courses must follow suit. A prime example of this is the Kanban method, which has recently gathered attention in the industry. In this paper, we describe a capstone course design, which adds the hands-on learning of the lean principles advocated by Kanban into a capstone project run with Scrum. This both ensures that students are aware of recent process frameworks and ideas as well as gain a more thorough overview of how agile methods can be employed in practice. We describe the details of the course and analyze the participating students' perceptions as well as our observations. We analyze the development artifacts, created by students during the course in respect to the two different development methodologies. We further present a summary of the lessons learned as well as recommendations for future similar courses. The survey conducted at the end of the course revealed an overwhelmingly positive attitude of students towards the integration of Kanban into the course

    Implementation of a new urban energy budget scheme into MetUM. Part II: Validation against observations and model intercomparison

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    In the first part of this article, we introduced a new urban surface scheme, the Met Office – Reading Urban Surface Exchange Scheme (MORUSES), into the Met Office Unified Model (MetUM) and compared its impact on the surface fluxes with respect to the current urban scheme. In this second part, we aim to analyze further the reasons behind the differences. This analysis is conducted by a comparison of the performance of the two schemes against observations and against a third model, the Single Column Reading Urban model (SCRUM). The key differences between the three models lie in how each model incorporates the heat stored in the urban fabric and how the surface-energy balance is coupled to the underlying substrate. The comparison of the models with observations from Mexico City reveals that the performance of MORUSES is improved if roof insulation is included by minimizing the roof thickness. A comparison of MORUSES and SCRUM reveals that, once insulation is included within MORUSES, these two models perform equally well against the observations overall, but that there are differences in the details of the simulations at the roof and canyon level. These differences are attributed to the different representations of the heat-storage term, specifically differences in the dominant frequencies captured by the urban canopy and substrate, between the models. These results strongly suggest a need for an urban model intercomparison exercise. Copyright © 2010 Royal Meteorological Society and Crown Copyrigh

    A Scrum-based approach to CMMI maturity level 2 in Web Development environments

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    Scrum has become one of the most popular agile methodologies, either alone or combined with other agile practices. Besides, CMMI (Capability Maturity Model Integration) is accepted as a suitable model to measure the maturity of the organizations when developing or acquiring software. Although these two approaches are often considered antagonist, the use of an agile approach to reach certain CMMI maturity levels may result beneficial to organizations that develop Web systems, since they would take the advantages of both approaches. In Web community, this union may be very interesting, because agile approaches fits with the special needs of Web development, and they could be a useful tool for companies getting a certain grade of maturity. This work analyzes the goals of CMMI maturity level 2 and the feasibility of achieving them using the practices proposed by Scrum, trying to assess whether the use of this methodology is suitable for meeting the CMMI generic and specific goals or not. Finally, and based on this analysis, this paper raises a possible extension of Scrum, based on agile techniques, to accommodate the CMMI maturity level 2.Ministerio de EducaciĂłn y Ciencia TIN2010-20057-C03-02Junta de AndalucĂ­a TIC-578
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