激情式软件开发

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出版社:北京理工大学出版社
出版日期:2011-3
ISBN:9787564042288
作者:麦凯
页数:344页

章节摘录

版权页:插图:The Agile philosophy is not restricted to the code phase and rapid delivery of functionality.You can also do the understanding and designing bits in an agile way. The next set of chapters probe the ZenTai concepts and it is just as important to engage the user during the ZenTai design phase as it is in the code crafting phase. There should always be some form of thinking before doing, else you are really wasting people's time and money. But, many people seem to bail early on the thinking side and use the Agile concept as an excuse. At least that is my own personal observation. Thinking is hard and it hurts. It is not tim. It is a lot more fun to start wailing on some poor code and showing ill-thought through functionality under the premise Of this is how to figure out the functionality, claiming that this is how the Agile manifesto says how to do it (not). You need to think enough to get to a reasonable starting point and user engagement during the design helps you do that. There is nothing in the Agile texts and guidelines that says you have to be an idiot, that you should not think, and that you should use it as an excuse for sloppy development. When you take the time to engage the user and to understand the problem, it helps you understand the user's value chain, the most important comfort issues, areas where evolution will be important, and the potential and impact of experience. It helps you understand how the computer technology can help the user.When you are building relatively small systems for a limited audience or specialized functions, it is usually easy to identify and engage the key or representative user. For example, when I build planning and scheduling systems for a factory, there are usually several users involved and that is it. You know their names, where they sit and you can dialog with them. Management might want certain fields on reports and certain features to be included, and there might be a number of these folk putting in their two cents worth. However, when it comes down to banging on keys, there are few users to really engage. This is the same in small businesses, or focused applications such as customer database development, charity donor systems, etc.

内容概要

  Dr. Kenneth McKay is a Professor of Operations Management and
Information Systems. Department of Management Sciences.Faculty of
Engineering, University of Waterloo. Canada. He has been involved
with computer systems for over four decades, and has developed
dozens of software systems ranging from relational databases and
interactive math software to factory scheduling tools.During this
time. Dr. McKay has focused on systems that are centred on tile
user. and which require innovative solutions. In "Software
Development on Adrenalin. " methods and concepts are shared for how
to understand the user requirements, and how to undertake software
development when there are few. if any, existing examples to
follow.

书籍目录

Part Ⅰ S/W Development: a Personal View
Overview
Chapter 1 Introduction
1.1 ZenTai
1.2 Mushing
Chapter 2 High Velocity Mushing
2.1 Low Volume vs. High Volume Development
2.2 From a Toothpick to a Decorated Living Christmas
Tree
2.3 Agile & Extreme -- an Overview
2.4 Preconditions
2.5 Bite Sized Pieces
Chapter 3 Experience and Expertise
Part Ⅱ Understanding the Problem & Thinking Through the
Conceptual Solution
Overview
Chapter 4 Understanding THE Problem
4.1 Understanding
4.2 Good Questions
4.3 Questioning and Understanding
4.4 Listening Is Reading
Chapter 5 Modeling
5.1 Abstract Modeling -- the Art of Seeing
5.2 Finite State Automata
5.3 Process Mapping
5.4 Ishikawa's Fishbone Diagrams
Chapter 6 Field Analysis
6.1 Ethnographic Methods
6.2 Analysis Under Hostile Fire
6.3 The Quick "Drive-by" Analysis
Chapter 7 User Engagement
7.1 Stating the Obvious
7.2 Styles of Engagement
7.3 Other Sources of Insight -- Support and QA
7.4 Stakeholder Checklist
7.5 Feedback and Suggestions -- Caveat Emptor
Chapter 8 ZenTai -- the Value Equation
8.1 面值-- Value
8.2 The Value Framework
8.3 Life Cycles
8.4 Society or Organizational Structure
8.5 Interactions
8.6 Information
8.7 Impact, Value
8.8 Utility or Futility?
8.9 Value Analysis -- an Example
8.10 Process Models and Value Mapping
8.11 Exploiting Existing Technology
8.12 Conclusion
Chapter 9 ZenTai -- the Comfort Zone
9.1 安心-- Comfort
9.2 Sources of Discomfort
9.3 Increasing the Comfort Level
9.4 A Comfort Analysis
Chapter 10 ZenTai -- the Experience Factor
10.1 经验-- Experience
10.2 Prior Experience
10.3 Experiencing
Chapter 11 ZenTai -- Evolution
11.1 进化-- Evolution
11.2 Environmental Evolution
11.3 Functional Evolution
Chapter 12 Pulling It All Together
Chapter 13 Universal Requirement Factors
13.1 The Human Element
13.2 The Synthetic Element
Chapter 14 ZenTai Summary
Part Ⅲ Architecture & Design
Overview
Chapter 15 Universal Designs
Chapter 16 The Big Picture
16.1 What Is Meant by the Phrase: Big Picture?
16.2 Good Architecture
16.3 Layered Analysis
16.4 Interface Definitions, and Protocols
Chapter 17 Designing for Change
17.1 Technology
17.2 The Problem
17.3 Users
Chapter 18 Stability & Robustness
18.1 Levels I through V-- Infrastructure Stu~
18.2 Levels VI through VII--Your Stuffl
Chapter 19 Tempus/Temporis
Chapter 20 Task Oriented Design
Chapter 21 Design Sufficiency
Part Ⅳ Level Ⅵ Rapids & Mushing
Overview
Chapter 22 Management
22.1 The Management Challenge
22.2 Good Management
22.3 Strategic, Tactical, and Operational
22.4 Management Skill & Training
Chapter 23 Risk Management
23.1 Risk Analysis
23.2 Development
23.3 Operational Considerations
23.4 Risk Identification
Chapter 24 Project Management
24.1 Early Phases of Project Management
24.2 Detailed Functionality and Planning
24.3 Budgets and Plans
24.4 Degrees of Certainty
24.5 Slack and Project Elasticity
24.6 Critical Paths
24.7 Resource Flexibility
24.8 Multiple Plans
24.9 Dancing with the Devil
Chapter 25 Planning vs. the Plan
Chapter 26 Aversion Dynamics
Chapter 27 Reliance on Technology
Chapter 28 User Interface Principles
Chapter 29 The Toothpick
Chapter 30 Factoring
Chapter 31 Coding
Chapter 32 Testing
Chapter 33 Tool Smithing
33.1 Passive Tools
33.2 Active Tools
Chapter 34 Documentation
Chapter 35 Client and Developer Build Cycles
Chapter 36 At the Helm
Chapter 37 Operational Control & Tracking
37.1 Tasks -- Who Does What
37.2 Detailed Plan Contents -- Start of Week
37.3 Weekly Updates and Reflection
37.4 Monthly Level Details
Chapter 38 Team Design
Chapter 39 Mission Critical Systems
Chapter 40 Final Thoughts
References

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《激情式软件开发》由北京理工大学出版社出版。

作者简介

The writing of this 《激情式软件开发》, at this time, can be attributed to Dr. Alan George who gave me an opportunity to do a reasonably large project that fits the methodology described in this book. This project in turn led to an opportunity to try to teach students and others associated with the project,the principles and concepts behind the project itself; hence the book. Alan also provided input on some of the content, such as the ideal characteristics of software.

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