35102448 Agile Testing

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Introduction Agile software development is a conceptual framework for software engineering that promotes development iterations throughout the life-cycle of the project. There are many agile development methods; most minimize risk by developing software in short amounts of time. Software developed during one unit of time is referred to as an iteration, which may last from one to four weeks. Each iteration is an entire software project: including planning, requirements analysis, design, coding, testing, and documentation. An iteration may not add enough functionality to warrant releasing the product to market but the goal is to have an available release (without bugs) at the end of each iteration. At the end of each iteration, the team re- evaluates project priorities. Agile methods emphasize face-to-face communication over written documents. Most agile teams are located in a single open office sometimes referred to as a bullpen. At a minimum, this includes programmers and their "customers" (customers define the product; they may be product managers , business analysts, or the clients). The office may include testers, interaction designers, technical writers , and managers. Agile methods also emphasize working software as the primary measure of progress. Combined with the preference for face-to-face communication, agile methods produce very little written documentation relative to other methods. This has resulted in criticism of agile methods as being undisciplined. History The modern definition of agile software development evolved in the mid 1990s as part of a reaction against "heavyweight" methods, as typified by a heavily regulated, regimented, micro-managed use of the waterfall model of development. The processes originating from this use of the waterfall model were seen as bureaucratic, slow, demeaning, and inconsistent with the ways that software developers actually perform effective work. A case can be made that agile and iterative development methods are a return to development practice seen early in the history of software development. Initially, agile methods were called "lightweight methods." In 2001, prominent members of the community met at Snowbird, Utah, and adopted the name "agile methods." Later,

Transcript of 35102448 Agile Testing

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Introduction

Agile software development is a conceptual framework for software engineering that promotes

development iterations throughout the life-cycle of the project.

There are many agile development methods; most minimize risk by developing software in short

amounts of time. Software developed during one unit of time is referred to as an iteration, which

may last from one to four weeks. Each iteration is an entire software project: including planning,

requirements analysis, design, coding, testing, and documentation. An iteration may not add

enough functionality to warrant releasing the product to market but the goal is to have an available

release (without bugs) at the end of each iteration. At the end of each iteration, the team re-

evaluates project priorities.

Agile methods emphasize face-to-face communication over written documents. Most agile teams are

located in a single open office sometimes referred to as a bullpen. At a minimum, this includes

programmers and their "customers" (customers define the product; they may be product managers,

business analysts, or the clients). The office may include testers, interaction designers, technical

writers, and managers.

Agile methods also emphasize working software as the primary measure of progress. Combined

with the preference for face-to-face communication, agile methods produce very little written

documentation relative to other methods. This has resulted in criticism of agile methods as being

undisciplined.

HistoryThe modern definition of agile software development evolved in the mid 1990s as part of a reaction

against "heavyweight" methods, as typified by a heavily regulated, regimented, micro-managed use

of the waterfall model of development. The processes originating from this use of the waterfall

model were seen as bureaucratic, slow, demeaning, and inconsistent with the ways that software

developers actually perform effective work. A case can be made that agile and iterative

development methods are a return to development practice seen early in the history of software

development. Initially, agile methods were called "lightweight methods." In 2001, prominent

members of the community met at Snowbird, Utah, and adopted the name "agile methods." Later,

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some of these people formed The Agile Alliance, a non-profit organization that promotes agile

development.

Methodologies similar to Agile created prior to 2000—include Scrum (1986), Crystal Clear, Extreme

Programming (1996), Adaptive Software Development, Feature Driven Development, and DSDM

(1995).

Extreme Programming (usually abbreviated as "XP") was created by Kent Beck in 1996 as a way to

rescue the struggling Chrysler Comprehensive Compensation (C3) project. While that project was

eventually canceled, the methodology was refined by Ron Jeffries' full-time XP coaching, public

discussion on Ward Cunningham's Portland Pattern Repository wiki and further work by Beck,

including a book in 1999. Elements of Extreme Programming appear to be based on Scrum and

Ward Cunningham's Episodes pattern language.

Principles

Agile methods are a family of development processes, not a single approach to software

development. In 2001, 17 prominent figures in the field of agile development (then called "light-

weight methodologies") came together at the Snowbird ski resort in Utah to discuss ways of

creating software in a lighter, faster, more people-centric way. They created the Agile Manifesto,

widely regarded as the canonical definition of agile development, and accompanying agile principles.

Some of the principles behind the Agile Manifesto are

• Customer satisfaction by rapid, continuous delivery of useful software

• Working software is delivered frequently (weeks rather than months)

• Working software is the principal measure of progress

• Even late changes in requirements are welcomed

• Close, daily cooperation between business people and developers

• Face-to-face conversation is the best form of communication

• Projects are built around motivated individuals, who should be trusted

• Continuous attention to technical excellence and good design

• Simplicity

• Self-organizing teams

• Regular adaptation to changing circumstances

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The publishing of the manifesto spawned a movement in the software industry known as agile

software development.

In 2005, Alistair Cockburn and Jim Highsmith gathered another group of people — management

experts, this time — and wrote an addendum, known as the PM Declaration of Interdependence.

Comparison with other methods

Agile methods are sometimes characterized as being at the opposite end of the spectrum from

"plan-driven" or "disciplined" methodologies. This distinction is misleading, as it implies that agile

methods are "unplanned" or "undisciplined". A more accurate distinction is to say that methods

exist on a continuum from "adaptive" to "predictive". Agile methods exist on the "adaptive" side of

this continuum.

Adaptive methods focus on adapting quickly to changing realities. When the needs of a project

change, an adaptive team changes as well. An adaptive team will have difficulty describing exactly

what will happen in the future. The further away a date is, the more vague an adaptive method will

be about what will happen on that date. An adaptive team can report exactly what tasks are being

done next week, but only which features are planned for next month. When asked about a release

six months from now, an adaptive team may only be able to report the mission statement for the

release, or a statement of expected value vs. cost.

Predictive methods, in contrast, focus on planning the future in detail. A predictive team can report

exactly what features and tasks are planned for the entire length of the development process.

Predictive teams have difficulty changing direction. The plan is typically optimized for the original

destination and changing direction can cause completed work to be thrown away and done over

differently. Predictive teams will often institute a change control board to ensure that only the most

valuable changes are considered.

Agile methods have much in common with the "Rapid Application Development" techniques from the

1980/90s as espoused by James Martin and others

Contrasted with other iterative development methods

Most agile methods share other iterative and incremental development methods' emphasis on

building releasable software in short time periods. Agile development differs from other

development models as in this model time periods are measured in weeks rather than months and

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work is performed in a highly collaborative manner, and most agile methods also differ by treating

their time period as a strict timebox.

Contrasted with the waterfall model

Agile development does not have much in common with the waterfall model. As of 2004, the

waterfall model is still in common use. The waterfall model is the most predictive of the

methodologies, stepping through requirements capture, analysis, design, coding, and testing in a

strict, pre-planned sequence. Progress is generally measured in terms of deliverable artifacts—

requirement specifications, design documents, test plans, code reviews and the like.

The main problem of the waterfall model is the inflexible nature of the division of a project into

separate stages, so that commitments are made early on, and it is difficult to react to changes in

requirements. Iterations are expensive. This means that the waterfall model is likely to be

unsuitable if requirements are not well understood or are likely to change radically in the course of

the project.

Agile methods, in contrast, produce completely developed and tested features (but a very small

subset of the whole) every few weeks or months. The emphasis is on obtaining the smallest

workable piece of functionality to deliver business value early, and continually improving it/adding

further functionality throughout the life of the project.

Some agile teams use the waterfall model on a small scale, repeating the entire waterfall cycle in

every iteration. Other teams, most notably Extreme Programming teams, work on activities

simultaneously.

Contrasted with Cowboy Coding

Cowboy coding is the absence of a defined method: team members do whatever they feel is right.

Agile development's frequent re-evaluation of plans, emphasis on face-to-face communication, and

relatively sparse use of documents sometimes causes people to confuse it with cowboy coding. Agile

teams, however, do follow defined (and often very disciplined and rigorous) processes.

As with all methodologies, the skill and experience of the users define the degree of success and/or

abuse of such activity. The more rigid controls systematically embedded within a process offer

stronger levels of accountability of the users. The degradation of well-intended procedures can lead

to activities often categorized as cowboy coding.

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Suitability of agile methods

Although agile methods differ in their practices, they share a number of common characteristics,

including iterative development, and a focus on interaction, communication, and the reduction of

resource-intensive intermediate artifacts. The suitability of agile methods in general can be

examined from multiple perspectives. From a product perspective, agile methods are more suitable

when requirements are emergent and rapidly changing; they are less suitable for systems that have

high criticality, reliability and safety requirements, though there is no complete consensus on this

point. From an organizational perspective, the suitability can be assessed by examining three key

dimensions of an organization: culture, people, and communication. In relation to these areas a

number of key success factors have been identified (Cohen et al., 2004):

• The culture of the organization must be supportive of negotiation

• People must be trusted

• Fewer staff, with higher levels of competency

• Organizations must live with the decisions developers make

• Organizations need to have an environment that facilitates rapid communication between

team members

The most important factor is probably project size. As size grows, face-to-face communication

becomes more difficult. Therefore, most agile methods are more suitable for projects with small

teams, with fewer than 20 to 40 people. Large scale agile software development remains an active

research area.

Another serious problem is that initial assumptions or overly rapid requirements gathering up front

may result in a large drift from an optimal solution, especially if the client defining the target

product has poorly formed ideas of their needs. Similarly, given the nature of human behaviour, it's

easy for a single "dominant" developer to influence or even pull the design of the target in a

direction not necessarily appropriate for the project. Historically, the developers can, and often do,

impose solutions on a client then convince the client of the appropriateness of the solution, only to

find at the end that the solution is actually unworkable. In theory, the rapidly iterative nature

should limit this, but it assumes that there's a negative feedback, or even appropriate feedback. If

not, the error could be magnified rapidly.

This can be alleviated by separating the requirements gathering into a separate phase (a common

element of Agile systems), thus insulating it from the developer's influence, or by keeping the client

in the loop during development by having them continuously trying each release. The problem there

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is that in the real world, most clients are unwilling to invest this much time. It also makes QAing a

product difficult since there are no clear test goals that don't change from release to release.

In order to determine the suitability of agile methods individually, a more sophisticated analysis is

required. The DSDM approach, for example, provides a so-called ‘suitability-filter’ for this purpose.

The DSDM and Feature Driven Development (FDD) methods, are claimed to be suitable for any agile

software development project, regardless of situational characteristics.

A comparison of agile methods will reveal that they support different phases of a software

development life-cycle to varying degrees. This individual characteristic of agile methods can be

used as a selection criterion for selecting candidate agile methods. In general a sense of project

speed, complexity, and challenges will guide you to the best agile methods to implement and how

completely to adopt them.

Agile development has been widely documented (see Experience Reports, below, as well as Beck,

and Boehm and Turner as working well for small (<10 developers) co-located teams. Agile

development is expected to be particularly suitable for teams facing unpredictable or rapidly

changing requirements.

Agile development's applicability to the following scenarios is open to question:

• Large scale development efforts (>20 developers), though scaling strategies and evidence

to the contrary have been described.

• Distributed development efforts (non-co-located teams). Strategies have been described in

Bridging the Distance and Using an Agile Software Process with Offshore Development

• Mission- and life-critical efforts

• Command-and-control company cultures

It is worth noting that several large scale project successes have been documented by organisations

such as BT which have had several hundred developers situated in the UK, Ireland and India,

working collaboratively on projects and using Agile methodologies. While questions undoubtedly still

arise about the suitability of some Agile methods to certain project types, it would appear that scale

or geography, by themselves, are not necessarily barriers to success.

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Barry Boehm and Richard Turner suggest that risk analysis be used to choose between adaptive

("agile") and predictive ("plan-driven") methods. The authors suggest that each side of the

continuum has its own home ground:

Agile home ground:

• Low criticality

• Senior developers

• Requirements change very often

• Small number of developers

• Culture that thrives on chaos

Plan-driven home ground:

• High criticality

• Junior developers

• Requirements don't change too often

• Large number of developers

• Culture that demands order

Agile data

One of the most challenging parts of an agile project is being agile with data. Typically this is where

projects hit legacy systems and legacy requirements. Many times working with data systems

requires lengthy requests to teams of specialists who are not used to the speed of an agile project

and insist on exact and complete specifications. Typically the database world will be at odds with

agile development. The agile framework seeks as much as possible to remove these bottlenecks

with techniques such as generative data models making change fast. Models for data serve another

purpose, often a change of one table column can be a critical issue requiring months to rebuild all

the dependent applications. An agile approach would try to encapsulate data dependencies to go

fast and allow change. But ultimately relational data issues will be important for agile projects and

are a common blockage point. As such agile projects are best suited where projects don't contain

big legacy databases. It still isn't the end of the world because if you can build your data

dependencies to be agile regardless of legacy systems you will start to prove the merit of the

approach as all other systems go through tedious changes to catch up with data changes while in

the protected agile data system the change would be trivial.

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Agile methods and method tailoring

In the literature, different terms refer to the notion of method adaptation, including ‘method

tailoring’, ‘method fragment adaptation’ and ‘situational method engineering’. Method tailoring is

defined as:

A process or capability in which human agents through responsive changes in, and

dynamic interplays between contexts, intentions, and method fragments determine

a system development approach for a specific project situation.

Potentially, almost all agile methods are suitable for method tailoring. Even the DSDM method is

being used for this purpose and has been successfully tailored in a CMM context. Situation-

appropriateness can be considered as a distinguishing characteristic between agile methods and

traditional software development methods, with the latter being relatively much more rigid and

prescriptive. The practical implication is that agile methods allow project teams to adapt working

practices according to the needs of individual projects. Practices are concrete activities and

products which are part of a method framework. At a more extreme level, the philosophy behind

the method, consisting of a number of principles, could be adapted (Aydin, 2004).

In the case of XP the need for method adaptation is made explicit. One of the fundamental ideas of

XP is that there is no process that fits every project as such, but rather practices should be tailored

to the needs of individual projects. There are also no experience reports in which all the XP

practices have been adopted. Instead, a partial adoption of XP practices, as suggested by Beck, has

been reported on several occasions.

A distinction can be made between static method adaptation and dynamic method

adaptation. The key assumption behind static method adaptation is that the project context is

given at the start of a project and remains fixed during project execution. The result is a static

definition of the project context. Given such a definition, route maps can be used in order to

determine which structured method fragments should be used for that particular project, based on

predefined sets of criteria. Dynamic method adaptation, in contrast, assumes that projects are

situated in an emergent context. An emergent context implies that a project has to deal with

emergent factors that affect relevant conditions but are not predictable. This also means that a

project context is not fixed, but changing during project execution. In such a case prescriptive route

maps are not appropriate. The practical implication of dynamic method adaptation is that project

managers often have to modify structured fragments or even innovate new fragments, during the

execution of a project (Aydin et al, 2005).

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Agile Methods

Some of the well-known agile software development methods:

• Agile Modeling

• Agile Unified Process (AUP)

• Agile Data

• Daily kickoff and review of goals

• short release cycles

• Responsive Development

• Generalism - Use of generic skill sets which are common across the team not reliance on

specific skill sets which are scarce

• Test Driven Development (TDD)

• Feature Driven Development (FDD)

• Behavior Driven Development (BDD)

• Essential Unified Process (EssUP)

Other approaches:

• Software Development Rhythms

• Agile Documentation

• ICONIX Process

• Microsoft Solutions Framework (MSF)

• Agile Data Method

• Database refactoring

Measuring agility

While agility is seen by many as a means to an end, a number of approaches have been proposed

to quantify agility. Agility Index Measurements (AIM) score projects against a number of agility

factors to achieve a total. The similarly-named Agility Measurement Index, scores developments

against five dimensions of a software project (duration, risk, novelty, effort, and interaction). Other

techniques are based on measurable goals. Another study using fuzzy mathematics has suggested

that project velocity can be used as a metric of agility.

While such approaches have been proposed to measure agility, the practical application of such

metrics has yet to be seen.

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Criticism

Agile development is sometimes criticized as cowboy coding. Extreme Programming's initial buzz

and controversial tenets, such as pair programming and continuous design, have attracted

particular criticism, such as McBreen and Boehm and Turner. Many of the criticisms, however, are

believed by Agile practitioners to be misunderstandings of agile development.

In particular, Extreme Programming is reviewed and critiqued by Matt Stephens's and Doug

Rosenberg's Extreme Programming Refactored.

Criticisms include:

• Lack of structure and necessary documentation

• Only works with senior-level developers

• Incorporates insufficient software design

• Requires too much cultural change to adopt

• Can lead to more difficult contractual negotiations

• Can be very inefficient -- if the requirements for one area of code change through various

iterations, the same programming may need to be done several times over. Whereas if a

plan was there to be followed, a single area of code is expected to be written once.

• Impossible to develop realistic estimates of work effort needed to provide a quote, because

at the beginning of the project no one knows the entire scope/requirements

• Drastically increases the chances of scope creep due to the lack of detailed requirements

documentation

The criticisms regarding insufficient software design and lack of documentation are addressed by

the Agile Modeling method which can easily be tailored into agile processes such as XP.

Agile software development has been criticized because it will not bring about the claimed benefits

when programmers of average ability use this methodology, and most development teams are

indeed likely to be made up of people with average (or below) skills.

Agile Principles

There are ten principles of Agile Testing:

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Agile Principle #1: Active user involvement is imperative

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It's not always possible to have users directly involved in development projects, particularly if the Agile Development project is to build a product where the real end users will be external customers or consumers.

In this event it is imperative to have a senior and experienced user representative involved throughout.

Not convinced? Here's 16 reasons why!

Requirements are clearly communicated and understood (at a high level) at the outset Requirements are prioritised appropriately based on the needs of the user and market Requirements can be clarified on a daily basis with the entire project team, rather than resorting to lengthy documents that aren't read or are misunderstood Emerging requirements can be factored into the development schedule as appropriate with the impact and trade-off decisions clearly understood The right product is delivered As iterations of the product are delivered, that the product meets user expectations The product is more intuitive and easy to use The user/business is seen to be interested in the development on a daily basis The user/business sees the commitment of the team Developers are accountable, sharing progress openly with the user/business every day There is complete transparency as there is nothing to hide The user/business shares responsibility for issues arising in development; it’s not a customer-supplier relationship but a joint team effort Timely decisions can be made, about features, priorities, issues, and when the product is ready Responsibility is shared; the team is responsible together for delivery of the product

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Individuals are accountable, reporting for themselves in daily updates that involve the user/business When the going gets tough, the whole team - business and technical - work together!

Agile Principle #2: Agile Development teams must be empowered

An Agile Development project team must include all the necessary team members to make

decisions, and make them on a timely basis.

Active user involvement is one of the key principles to enable this, so the user or user

representative from the business must be closely involved on a daily basis.

The project team must be empowered to make decisions in order to ensure that it is their

responsibility to deliver the product and that they have complete ownership. Any interference with

the project team is disruptive and reduces their motivation to deliver.

The team must establish and clarify the requirements together, prioritise them together, agree to

the tasks required to deliver them together, and estimate the effort involved together.

It may seem expedient to skip this level of team involvement at the beginning. It’s tempting to get

a subset of the team to do this (maybe just the product owner and analyst), because it’s much

more efficient. Somehow we’ve all been trained over the years that we must be 100% efficient (or

more!) and having the whole team involved in these kick-off steps seems a very expensive way to

do things.

However this is a key principle for me. It ensures the buy-in and commitment from the entire

project team from the outset; something that later pays dividends. When challenges arise

throughout the project, the team feels a real sense of ownership. And then it's doesn't seem so

expensive.

Agile Principle #3: Time waits for no man!

In Agile Development,requirements evolve, but timescales are fixed.

This is in stark contrast to a traditional development project, where one of the earliest goals is to

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capture all known requirements and baseline the scope so that any other changes are subject to

change control.

Traditionally, users are educated that it’s much more expensive to change or add requirements

during or after the software is built. Some organisations quote some impressive statistics designed

to frighten users into freezing the scope. The result: It becomes imperative to include everything

they can think of – in fact everything they ever dreamed of! And what’s more, it’s all important for

the first release, because we all know Phase 2’s are invariably hard to get approved once 80% of

the benefits have been realised from Phase 1.

Ironically, users may actually use only a tiny proportion of any software product, perhaps as low as

20% or less, yet many projects start life with a bloated scope. In part, this is because no-one is

really sure at the outset which 20% of the product their users will actually use. Equally, even if the

requirements are carefully analysed and prioritised, it is impossible to think of everything, things

change, and things are understood differently by different people.

Agile Development works on a completely different premise. Agile Development works on the

premise that requirements emerge and evolve, and that however much analysis and design you do,

this will always be the case because you cannot really know for sure what you want until you see

and use the software. And in the time you would have spent analysing and reviewing requirements

and designing a solution, external conditions could also have changed.

So if you believe that point – that no-one can really know what the right solution is at the outset

when the requirements are written – it’s inherently difficult, perhaps even practically impossible, to

build the right solution using a traditional approach to software development.

Traditional projects fight change, with change control processes designed to minimise and resist

change wherever possible. By contrast, Agile Development projects accept change; in fact they

expect it. Because the only thing that’s certain in life is change.

There are different mechanisms in Agile Development to handle this reality. In Agile Development

projects, requirements are allowed to evolve, but the timescale is fixed. So to include a new

requirement, or to change a requirement, the user or product owner must remove a comparable

amount of work from the project in order to accommodate the change.

This ensures the team can remain focused on the agreed timescale, and allows the product to

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evolve into the right solution. It does, however, also pre-suppose that there’s enough non-

mandatory features included in the original timeframes to allow these trade-off decisions to occur

without fundamentally compromising the end product.

So what does the business expect from its development teams? Deliver the agreed business

requirements, on time and within budget, and of course to an acceptable quality. All software

development professionals will be well aware that you cannot realistically fix all of these factors and

expect to meet expectations. Something must be variable in order for the project to succeed. In

Agile Development, it is always the scope (or features of the product) that are variable, not the cost

and timescale.

Although the scope of an Agile Development project is variable, it is acknowledged that only a

fraction of any product is really used by its users and therefore that not all features of a product are

really essential. For this philosophy to work, it’s imperative to start development (dependencies

permitting) with the core, highest priority features, making sure they are delivered in the earliest

iterations.

Unlike most traditional software development projects, the result is that the business has a fixed

budget, based on the resources it can afford to invest in the project, and can make plans based on

a launch date that is certain.

Agile Principle #4: Agile requirements are barely sufficient!

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Agile Development teams capture requirements at a high level and on a piecemeal basis, just-in-time for each feature to be developed.

Agile requirements are ideally visual and should be barely sufficient, i.e. the absolute minimum required to enable development and testing to proceed with reasonable efficiency. The rationale for this is to minimise the time spent on anything that doesn’t actually form part of the end product.

Agile Development can be mistaken by some as meaning there’s no process; you just make things up as you go along – in other words, JFDI! That approach is not so much Agile but Fragile!

Although Agile Development is much more flexible than more traditional development methodologies, Agile Development does nevertheless have quite a bit of rigour and is based on the fairly structured approach of lean manufacturing as pioneered by Toyota.

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However any requirements captured at the outset should be captured at a high level and in a visual format, perhaps for example as a storyboard of the user interface. At this stage, requirements should be understood enough to determine the outline scope of the product and produce high level budgetary estimates and no more.

Ideally, Agile Development teams capture these high level requirements in workshops, working together in a highly collaborative way so that all team members understand the requirements as well as each other. It is not necessarily the remit of one person, like the Business Analyst in more traditional projects, to gather the requirements independently and write them all down; it’s a joint activity of the team that allows everyone to contribute, challenge and understand what’s needed. And just as importantly, why.

XP (eXtreme Programming) breaks requirements down into small bite-size pieces called User Stories. These are fundamentally similar to Use Cases but are lightweight and more simplistic in their nature.

An Agile Development team (including a key user or product owner from the business) visualises requirements in whiteboarding sessions and creates storyboards (sequences of screen shots, visuals, sketches or wireframes) to show roughly how the solution will look and how the user’s interaction will flow in the solution. There is no lengthy requirements document or specification unless there is an area of complexity that really warrants it. Otherwise the storyboards are just annotated and only where necessary.

A common approach amongst Agile Development teams is to represent each requirement, use case or user story, on a card and use a T-card system to allow stories to be moved around easily as the user/business representative on the project adjusts priorities.

Requirements are broken down into very small pieces in order to achieve this; and actually the fact it’s going on a card forces it to be broken down small. The advantage this has over lengthy documentation is that it's extremely visual and tangible; you can stand around the T-card system and whiteboard discussing progress, issues and priorities.

The timeframe of an Agile Development is fixed, whereas the features are variable. Should it be necessary to change priority or add new requirements into the project, the user/business representative physically has to remove a comparable amount of work from scope before they can place the new card into the project.

This is a big contrast to a common situation where the business owner sends numerous new and changed requirements by email and/or verbally, somehow expecting the new and existing features to still be delivered in the original timeframes. Traditional project teams that don't control changes can end up with the dreaded scope creep, one of the most common reasons for software development projects to fail.

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Agile teams, by contrast, accept change; in fact they expect it. But they manage change by fixing the timescales and trading-off features.

Cards can of course be backed up by documentation as appropriate, but always the principle of agile development is to document the bare minimum amount of information that will allow a feature to be developed, and always broken down into very small units.

Using the Scrum agile management practice, requirements (or features or stories, whatever language you prefer to use) are broken down into tasks of no more than 16 hours (i.e. 2 working days) and preferably no more than 8 hours, so progress can be measured objectively on a daily basis.

Agile Principle #5: How d'you eat an elephant?

One bite at a time! Likewise, agile software development projects are delivered in small

bite-sized pieces, delivering small, incremental *releases* and iterating.

In more traditional software development projects, the (simplified) lifecycle is Analyse, Develop,

Test - first gathering all known requirements for the whole product, then developing all elements of

the software, then testing that the entire product is fit for release.

In agile software development, the cycle is Analyse, Develop, Test; Analyse, Develop, Test; and so

on... doing each step for each feature, one feature at a time.

Advantages of this iterative approach to software development include:

• Reduced risk: clear visibility of what's completed to date throughout a project

• Increased value: delivering some benefits early; being able to release the product

whenever it's deemed good enough, rather than having to wait for all intended features to

be ready

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• More flexibility/agility: can choose to change direction or adapt the next iterations based

on actually seeing and using the software

• Better cost management: if, like all-too-many software development projects, you run

over budget, some value can still be realised; you don't have to scrap the whole thing if you

run short of funds

For this approach to be practical, each feature must be fully developed, to the extent that it's ready

to be shipped, before moving on.

Another practicality is to make sure features are developed in *priority* order, not necessarily in a

logical order by function. Otherwise you could run out of time, having built some of the less

important features - as in agile software development, the timescales are fixed.

Building the features of the software ”broad but shallow” is also advisable for the same reason. Only

when you've completed all your must-have features, move on to the should-haves, and only then

move on to the could-haves. Otherwise you can get into a situation where your earlier features are

functionally rich, whereas later features of the software are increasingly less sophisticated as time

runs out.

Try to keep your product backlog or feature list expressed in terms of use cases, user stories, or

features - not technical tasks. Ideally each item on the list should always be something of value to

the user, and always deliverables rather than activities so you can 'kick the tyres' and judge their

completeness, quality and readiness for release.

Agile Principle #6: Fast but not so furious!

Agile software development is all about frequent delivery of products. In a truly agile world,

gone are the days of the 12 month project. In an agile world, a 3-6 month project is strategic!

Nowhere is this more true than on the web. The web is a fast moving place. And with the

luxury of centrally hosted solutions, there's every opportunity to break what would have

traditionally been a project into a list of features, and deliver incrementally on a very regular basis -

ideally even feature by feature.

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On the web, it's increasingly accepted for products to be released early (when they're basic, not

when they're faulty!). Particularly in the Web 2.0 world, it's a kind of perpetual beta. In this

situation, why wouldn't you want to derive some benefits early? Why wouldn't you want to hear

real user/customer feedback before you build 'everything'? Why wouldn't you want to look at your

web metrics and see what works, and what doesn't, before building 'everything'?

And this is only really possible due to some of the other important principles of agile

development. The iterative approach, requirements being lightweight and captured just-in-time,

being feature-driven, testing integrated throughout the lifecycle, and so on.

So how frequent is *frequent*?

Scrum says break things into 30 day Sprints.

That's certainly frequent compared to most traditional software development projects.

Consider a major back-office system in a large corporation, with traditional projects of 6-12

months+, and all the implications of a big rollout and potentially training to hundreds of users. 30

days is a bit too frequent I think. The overhead of releasing the software is just too large to be

practical on such a regular basis.

Agile Principle #7: "done" means "DONE!"

In agile development, "done" should really mean "DONE!".

Features developed within an iteration (Sprint in Scrum), should be 100% complete by the end of

the Sprint.

Too often in software development, "done" doesn't really mean "DONE!". It doesn't mean tested. It

doesn't necessarily mean styled. And it certainly doesn't usually mean accepted by the product

owner. It just means developed.

In an ideal situation, each iteration or Sprint should lead to a release of the product. Certainly that's

the case on BAU (Business As Usual) changes to existing products. On projects it's not feasible to do

a release after every Sprint, however completing each feature in turn enables a very precise

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view of progress and how far complete the overall project really is or isn't.

So, in agile development, make sure that each feature is fully developed, tested, styled, and

accepted by the product owner before counting it as "DONE!". And if there's any doubt about what

activities should or shouldn't be completed within the Sprint for each feature, "DONE!" should

mean shippable.

The feature may rely on other features being completed before the product could really be shipped.

But the feature on its own merit should be shippable. So if you're ever unsure if a feature is 'done

enough', ask one simple question: "Is this feature ready to be shipped?".

It's also important to really complete each feature before moving on to the next...

Of course multiple features can be developed in parallel in a team situation. But within the work of

each developer, do not move on to a new feature until the last one is shippable. This is important to

ensure the overall product is in a shippable state at the end of the Sprint, not in a state where

multiple features are 90% complete or untested, as is more usual in traditional development

projects.

In agile development, "done" really should mean "DONE!".

Agile Principle #8: Enough's enough!

Pareto's law is more commonly known as the 80/20 rule. The theory is about the law of distribution

and how many things have a similar distribution curve. This means that *typically* 80% of your

results may actually come from only 20% of your efforts!

areto's law can be seen in many situations - not literally 80/20 but certainly the principle that the

majority of your results will often come from the minority of your efforts.

So the really smart people are the people who can see (up-front without the benefit of hind-sight)

*which* 20% to focus on. In agile development, we should try to apply the 80/20 rule,

seeking to focus on the important 20% of effort that gets the majority of the results.

If the quality of your application isn't life-threatening, if you have control over the scope, and if

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speed-to-market is of primary importance, why not seek to deliver the important 80% of your

product in just 20% of the time? In fact, in that particular scenario, you could ask why you

would ever bother doing the last 20%?

that doesn't mean your product should be fundamentally flawed, a bad user experience,

or full of faults. It just means that developing some features, or the richness of some features, is

going the extra mile and has a diminishing return that may not be worthwhile.

So does that statement conflict with my other recent post: "done means DONE!"? Not really.

Because within each Sprint or iteration, what you *do* choose to develop *does* need to be

100% complete within the iteration.

Agile Principle #9: Agile testing is not for dummies!

In agile development, testing is integrated throughout the lifecycle; testing the software

continuously throughout its development.

Agile development does not have a separate test phase as such. Developers are much more

heavily engaged in testing, writing automated repeatable unit tests to validate their code.

Apart from being geared towards better quality software, this is also important to support the

principle of small, iterative, incremental releases.

With automated repeatable unit tests, testing can be done as part of the build, ensuring that all

features are working correctly each time the build is produced. And builds should be regular, at

least daily, so integration is done as you go too.

The purpose of these principles is to keep the software in releasable condition throughout the

development, so it can be shipped whenever it's appropriate.

The XPeXtreme Programming) agile methodology goes further still. XP recommends test driven

development, writing tests before writing the software.

But testing shouldn't only be done by developers throughout the development. There is still a very

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important role for professional testers, as we all know "developers can't test for toffee!" :-)

The role of a tester can change considerably in agile development, into a role more akin to quality

assurance than purely testing. There are considerable advantages having testers involved from the

outset<.

This is compounded further by the lightweight approach to requirements in agile development,

and the emphasis on conversation and collaboration to clarify requirements more than the

traditional approach of specifications and documentation.

Although requirements can be clarified in some detail in agile development (as long as they are

done just-in-time and not all up-front), it is quite possible for this to result in some ambiguity

and/or some cases where not all team members have the same understanding of the requirements.

So what does this mean for an agile tester? A common concern from testers moving to an agile

development approach - particularly from those moving from a much more formal environment - is

that they don't know precisely what they're testing for. They don't have a detailed spec to test

against, so how can they possibly test it?

Even in a more traditional development environment, I always argued that testers could test that

software meets a spec, and yet the product could still be poor quality, maybe because the

requirement was poorly specified or because it was clearly written but just not a very good idea in

the first place! A spec does not necessarily make the product good!

In agile development, there's a belief that sometimes - maybe even often - these things are only

really evident when the software can be seen running. By delivering small incremental releases and

by measuring progress only by working software, the acid test is seeing the software and only then

can you really judge for sure whether or not it's good quality.

Agile testing therefore calls for more judgement from a tester, the application of more

expertise about what's good and what's not, the ability to be more flexible and having the

confidence to work more from your own knowledge of what good looks like. It's certainly not just a

case of following a test script, making sure the software does what it says in the spec.

And for these reasons, agile testing is not for dummies!

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Agile Principle #10: No place for snipers!

Agile development relies on close cooperation and collaboration between all team

members and stakeholders.

Agile development principles include keeping requirements and documentation lightweight, and

acknowledging that change is a normal and acceptable reality in software development.

This makes close collaboration particularly important to clarify requirements just-in-time and to

keep all team members (including the product owner) 'on the same page' throughout the

development.

You certainly can't do away with a big spec up-front *and* not have close collaboration.

You need one of them that's for sure. And for so many situations the latter can be more effective

and is so much more rewarding for all involved!

In situations where there is or has been tension between the development team and business

people, bringing everyone close in an agile development approach is akin to a boxer keeping

close to his opponent, so he can't throw the big punch! :-)

But unlike boxing, the project/product team is working towards a shared goal, creating better

teamwork, fostering team spirit, and building stronger, more cooperative relationships.

There are many reasons to consider the adoption of agile development, and in the near future I'm

going to outline "10 good reasons to go agile" and explain some of the key business benefits of

an agile approach.

If business engagement is an issue for you, that's one good reason to go agile you shouldn't

ignore.