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Adaptive Software Development
Adaptive software development (ASD) is a software development process that grew out of the work by Jim Highsmith and Sam Bayer on rapid application development (RAD). It embodies the principle that continuous adaptation of the process to the work at hand is the normal state of affairs. Adaptive software development replaces the traditional waterfall cycle with a repeating series of ''speculate'', ''collaborate'', and ''learn'' cycles. This dynamic cycle provides for continuous learning and adaptation to the emergent state of the project. The characteristics of an ASD life cycle are that it is mission focused, feature based, iterative, timeboxed, risk driven, and change tolerant. As with RAD, ASD is also an antecedent to agile software development. The word ''speculate'' refers to the paradox of planning – it is more likely to assume that all stakeholders are comparably wrong for certain aspects of the project’s mission, while trying to define it. During speculation, the proje ...
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Software Development Process
In software engineering, a software development process is a process of dividing software development work into smaller, parallel, or sequential steps or sub-processes to improve design, product management. It is also known as a software development life cycle (SDLC). The methodology may include the pre-definition of specific deliverables and artifacts that are created and completed by a project team to develop or maintain an application. Most modern development processes can be vaguely described as agile. Other methodologies include waterfall, prototyping, iterative and incremental development, spiral development, rapid application development, and extreme programming. A life-cycle "model" is sometimes considered a more general term for a category of methodologies and a software development "process" a more specific term to refer to a specific process chosen by a specific organization. For example, there are many specific software development processes that fit the spiral ...
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Jim Highsmith
James A. Highsmith III (born 1945) is an American software engineer and author of books in the field of software development methodology. He is the creator of Adaptive Software Development, described in his 1999 book "Adaptive Software Development", and winner of the 2000 Jolt Award, and the Stevens Award in 2005. Highsmith was one of the 17 original signatories of the Agile Manifesto, the founding document for agile software development. Life and work Jim Highsmith has more than 25 years experience as an IT manager, project manager, product manager, consultant, and software developer. He has consulted with IT, software, and product-development companies in the U.S., Europe, Canada, Japan, India, South Africa, Australia, and New Zealand to help them adapt to an accelerated pace of development in increasingly complex, unstable environments. He has also worked at NASA. Jim Highsmith's areas of consulting include agile software development, collaboration, and project management. Hi ...
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Rapid Application Development
Rapid application development (RAD), also called rapid application building (RAB), is both a general term for adaptive software development approaches, and the name for James Martin's method of rapid development. In general, RAD approaches to software development put less emphasis on planning and more emphasis on an adaptive process. Prototypes are often used in addition to or sometimes even instead of design specifications. RAD is especially well suited for (although not limited to) developing software that is driven by user interface requirements. Graphical user interface builders are often called rapid application development tools. Other approaches to rapid development include the adaptive, agile, spiral, and unified models. History Rapid application development was a response to plan-driven waterfall processes, developed in the 1970s and 1980s, such as the Structured Systems Analysis and Design Method (SSADM). One of the problems with these methods is that they were ...
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Waterfall Model
The waterfall model is a breakdown of project activities into linear sequential phases, meaning they are passed down onto each other, where each phase depends on the deliverables of the previous one and corresponds to a specialization of tasks. The approach is typical for certain areas of engineering design. In software development, it tends to be among the less iterative and flexible approaches, as progress flows in largely one direction ("downwards" like a waterfall) through the phases of conception, initiation, analysis, design, construction, testing, deployment and maintenance. The waterfall development model originated in the manufacturing and construction industries, where the highly structured physical environments meant that design changes became prohibitively expensive much sooner in the development process. When first adopted for software development, there were no recognised alternatives for knowledge-based creative work. History The first known presentation describ ...
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Iterative And Incremental Development
Iterative and incremental development is any combination of both iterative design or iterative method and incremental build model for development. Usage of the term began in software development, with a long-standing combination of the two terms ''iterative'' and ''incremental'' having been widely suggested for large development efforts. For example, the 1985 DOD-STD-2167 mentions (in section 4.1.2): "During software development, more than one iteration of the software development cycle may be in progress at the same time." and "This process may be described as an 'evolutionary acquisition' or 'incremental build' approach." In software, the relationship between iterations and increments is determined by the overall software development process. Overview The basic idea behind this method is to develop a system through repeated cycles (iterative) and in smaller portions at a time (incremental), allowing software developers to take advantage of what was learned during development o ...
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Timeboxing
In agile principles, timeboxing allocates a fixed and maximum unit of time to an activity, called a timebox, within which planned activity takes place. It is used by agile principles-based project management approaches and for personal time management. In project management Timeboxing is used as a project planning technique. The schedule is divided into a number of separate time periods (timeboxes), with each part having its own deliverables, deadline and budget. Sometimes referred to as ''schedule as independent variable'' (SAIV). "Timeboxing works best in multistage projects or tasks that take little time and you can fit them in the same time slot. It is also worth implementing in case of duties that have foreseeable time-frames of completion." As an alternative to fixing scope In project management, there are generally considered to be three constraints: time (sometimes schedule), cost (sometimes budget), and scope. (Quality is often added as a fourth constraint---rep ...
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Agile Software Development
In software development, agile (sometimes written Agile) practices include requirements discovery and solutions improvement through the collaborative effort of self-organizing and cross-functional teams with their customer(s)/ end user(s), adaptive planning, evolutionary development, early delivery, continual improvement, and flexible responses to changes in requirements, capacity, and understanding of the problems to be solved. Popularized in the 2001 ''Manifesto for Agile Software Development'', these values and principles were derived from and underpin a broad range of software development frameworks, including Scrum and Kanban. While there is much anecdotal evidence that adopting agile practices and values improves the effectiveness of software professionals, teams and organizations, the empirical evidence is mixed and hard to find. History Iterative and incremental software development methods can be traced back as early as 1957, Gerald M. Weinberg, as quoted in " ...
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Paradox
A paradox is a logically self-contradictory statement or a statement that runs contrary to one's expectation. It is a statement that, despite apparently valid reasoning from true premises, leads to a seemingly self-contradictory or a logically unacceptable conclusion. A paradox usually involves contradictory-yet-interrelated elements that exist simultaneously and persist over time. They result in "persistent contradiction between interdependent elements" leading to a lasting "unity of opposites". In logic, many paradoxes exist that are known to be invalid arguments, yet are nevertheless valuable in promoting critical thinking, while other paradoxes have revealed errors in definitions that were assumed to be rigorous, and have caused axioms of mathematics and logic to be re-examined. One example is Russell's paradox, which questions whether a "list of all lists that do not contain themselves" would include itself, and showed that attempts to found set theory on the identification ...
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Project Stakeholder
Project stakeholders are persons or entities who have an interest in a given project. According to the Project Management Institute (PMI), the term ''project stakeholder'' refers to "an individual, group, or organization, who may affect, be affected by, or perceive itself to be affected by a decision, activity, or outcome of a project". ISO 21500 uses a similar definition. Stakeholders may be located inside or outside an organization, including: # the project's sponsor; # those with an interest or the potential to gain from the successful completion of a project; #anyone who may have a positive or negative influence in the project completion. Example roles The following are examples of project stakeholders: * Project leader * Senior management * Project team members * Project customer * Resource managers * Line managers * Product user group * Project testers * Any group impacted by the project as it progresses * Any group impacted by the project when it is completed * Subcontract ...
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Creating Innovative Products
Creation may refer to: Religion *'' Creatio ex nihilo'', the concept that matter was created by God out of nothing *Creation myth, a religious story of the origin of the world and how people first came to inhabit it *Creationism, the belief that the universe was created in specific divine acts and the social movement affiliated with it * Creator deity, a deity responsible for the creation of everything that exists *Genesis creation narrative, the biblical account of creation * Creation Museum, a creationist museum in Kentucky * Creation Ministries International, a Christian apologetics organization * Creation Festival, two annual four-day Christian music festivals held in the United States Entertainment Music Albums * ''Creation'' (EP), 2016 EP by Seven Lions * ''Creation'' (John Coltrane album), 1965 * ''Creation'' (Branford Marsalis album), 2001 * ''Creation'' (Keith Jarrett album), 2015 * ''Creation'' (Archie Roach album), 2013 * ''Creation'' (The Pierces album), 2014 *''Crea ...
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Addison-Wesley
Addison-Wesley is an American publisher of textbooks and computer literature. It is an imprint of Pearson PLC, a global publishing and education company. In addition to publishing books, Addison-Wesley also distributes its technical titles through the O'Reilly Online Learning e-reference service. Addison-Wesley's majority of sales derive from the United States (55%) and Europe (22%). The Addison-Wesley Professional Imprint produces content including books, eBooks, and video for the professional IT worker including developers, programmers, managers, system administrators. Classic titles include ''The Art of Computer Programming'', ''The C++ Programming Language'', ''The Mythical Man-Month'', and ''Design Patterns''. History Lew Addison Cummings and Melbourne Wesley Cummings founded Addison-Wesley in 1942, with the first book published by Addison-Wesley being Massachusetts Institute of Technology professor Francis Weston Sears' ''Mechanics''. Its first computer book was ''Progra ...
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Software Development Process
In software engineering, a software development process is a process of dividing software development work into smaller, parallel, or sequential steps or sub-processes to improve design, product management. It is also known as a software development life cycle (SDLC). The methodology may include the pre-definition of specific deliverables and artifacts that are created and completed by a project team to develop or maintain an application. Most modern development processes can be vaguely described as agile. Other methodologies include waterfall, prototyping, iterative and incremental development, spiral development, rapid application development, and extreme programming. A life-cycle "model" is sometimes considered a more general term for a category of methodologies and a software development "process" a more specific term to refer to a specific process chosen by a specific organization. For example, there are many specific software development processes that fit the spiral ...
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