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| Home > Software Quality News > Alistair Cockburn on what's agile, what's not | |
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Alistair Cockburn, a signatory on The Manifesto for Agile Software Development, talks about the agile landscape, what has changed and where his methodology, Crystal, fits in.
That causes us, the people who were thoughtful about what we were doing, to gnash our teeth. Is there any remedy for this? The answer is no. We just keep educating people, but that's just the way the world turns. So if we look out there now, we see real developments that have been made, true proper agile programming techniques. The people who do that are having outstanding results. Then we see people who don't think about anything at all, but they like to follow the current brand and so are doing hacking and slashing, what I call "'lost in the woods development,"' and say they're doing agile. We even have waterfall-ish projects that have founds ways to use the agile lingo to make it look like they're legitimate. And then we have other people who say "'agile"' because it means they're up-to-date, but they haven't got a clue because they aren't thinking about it. And there are still people who are dead set against it. When you all wrote the manifesto, did you mean for it to be followed in a precise way, or did you expect people to adapt it? Since "agile' seems to mean different things to different people, could you come up with a David Letterman-like Top 10 of how to know you're not doing agile?
You developed an agile methodology called Crystal. How does it differ from Scrum and Extreme Programming (XP)? The second was that I wanted to deliberately leave the most amount of self-determination for the people in the projects -- I wanted to tie their hands the least. This is very different from both Scrum and XP. XP is very explicit, especially the first version of XP back in the 1998-2000 time frame. It told you exactly what to do -- a small team, co-located, and they had to do pair programming, and so on. So it was very invasive. It's an excellent methodology, it works when you follow it, but it tells you what to do, and it also has a limited range of projects in which it works properly. That's OK as long as you're aware. Scrum is really wonderful because they found a common subset across virtually all projects; then again, they don't tell you very much at all. They say get together, work it out, demo once a month, reprioritize your requirements once a month. That's a great piece of advice, but it has so many gaps; there's too much stuff to fill after that.
Probably the other distinguishing feature of Crystal is there should be a reflection workshop at least once a month and the results are posted on the wall, so that way the team can tune and change [the process] over the course of the project. It's one of the very few self-tailoring methodologies out there. It's supposed to be tuned and tailored at the rate of once a month. That way the project team, if they get hit with surprises -- staffing changes, technology changes, mission changes -- can respond in a timely fashion. That's probably the new thing that Crystal brings to the table. XP brought pair programming and refactoring and automated unit tests. Scrum brought this dynamic reprioritization and self-organization. And Crystal brings this notion of a reflection workshop and the process tunes itself or the team tunes the process on a monthly basis within the course of the project. So for Crystal it would be fine if the people started off not doing pair programming, and then for whatever reason they did pair programming for a while, then for whatever reason they stopped. What sense do you get for how widely adopted Crystal is compared with Scrum or XP? Dr. Alistair Cockburn is an internationally renowned author, project "witchdoctor," IT strategist and expert on object-oriented software development. He is best known for describing software development as a cooperative game, for co-authoring "The Manifesto for Agile Software Development" and for defining use cases. His books include Agile Software Development: The Cooperative Game, Crystal Clear: A Human-Powered Methodology for Small Teams and Writing Effective Use Cases.
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