Agile 2. Adrian Lander

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Agile 2 - Adrian Lander


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Agile actually dead? The statistics say no,5 yet something is clearly wrong. Agile—which was sold as the solution for software development's ills—has severe problems. What are those problems, how did they happen, and what can be done about them? And is Agile worth saving?

      Most of the discussion in this chapter will be about software. That is because Agile began in the software domain. In later chapters, we will broaden the discussion to product development in general, and to other kinds of human endeavor, since many Agile ideas apply to essentially any group effort.

      In 1999 a new book called Extreme Programming Explained by Kent Beck sent shock waves through the IT industry. Agile ideas had been circulating and in use prior to this, but Beck's book somehow pierced corporate IT consciousness. It arguably launched the Agile movement, even though the movement was not called “Agile” yet.

      The movement's core thesis was that methodical, phase-based projects were too slow and too ineffective for building software—challenging the approach then used by most large organizations and pretty much every government agency.

      Many of the methods of XP were not new, but they had been outlier methods, and XP put them under a single umbrella. The book strongly asserted that these methods work and are a superior alternative to traditional methods.

      Then in 2001 a group of IT professionals—all men by the way, with most from the United States and a few from Europe—got together over a weekend and hammered out a set of four “values,” which they believed should be the foundation of a new approach to building software. Kent Beck was among them. You can find these four values at AgileManifesto.org . It was largely a rejection of many approaches that had become commonplace, such as detailed plans, passing information by documents, and big all-at-once deliveries.

      In the weeks that followed, some of them continued the discussion by email and added 12 principles, which you can also find at the same website.

      They called all this the Manifesto for Agile Software Development, and it came to be known colloquially as the Agile Manifesto or just Agile. This “manifesto” took the popular culture baton from XP and other iterative approaches and launched the Agile movement for real.

      Extreme Programming had set the tone for what would become the Agile movement, and the tone was to be extreme. In those days, extreme was popular. We had extreme rock climbing, extreme skateboarding, extreme pogo, extreme skiing, and extreme pretty much anything. Extreme was in. People were so tired of the ordinary; everything new had to be extreme. It was a new millennium for crying out loud: everything needed a reset!

      And so “extreme” was a necessary aspect of anything new and interesting at that moment in time in the late 1990s—the end of the 20th century.

      Since Agile was a rejection of what had become established software development methods, it was inherently a disruptive movement, and in the ethos of the time, it had to be extreme. And so it was that every Agile method that came to be proposed—these are called practices—were of necessity extreme. Otherwise, they were not seen to be consistent with the spirit of being entirely new and disruptive.

      It does not say, “Forget process and tools—only pay attention to individuals and interactions.” Instead, it says, consider both, but pay special attention to individuals and interactions.

      In other words, the Agile Manifesto advocated judgment and consideration of context. In that sense, it is a sophisticated document and cannot be used well by people who do not have the experience needed to apply judgment.

      But the tone had already been set by XP: extreme practices received the most attention and applause, because XP practices were all extreme. For example, XP's recommendation of pair programming, in which two people sit together and write code together, sharing a keyboard, was considered by many programmers to be extreme. Or everyone sitting side by side in a single room, with all walls removed and no privacy—that was pretty extreme, as it had been assumed that people needed privacy to focus, and the big programmer complaint of the 1990s, depicted in so many Dilbert cartoons, was that programmers were no longer being given offices and instead were being sat in cubicles that did not afford enough quiet or privacy. And now here comes XP and says, in effect, You got it all wrong; you need to sit next to each other. That was an extreme swing of the pendulum.


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