DSDM: Business Focused Development, 2/e (DSDM:以商業為中心的開發,第二版)
DSDM Consortium, Jennifer Stapleton, DSDM Consortium
- 出版商: Addison Wesley
- 出版日期: 2003-01-13
- 售價: $1,604
- 貴賓價: 9.8 折 $1,572
- 語言: 英文
- 頁數: 272
- 裝訂: Paperback
- ISBN: 0321112245
- ISBN-13: 9780321112248
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商品描述
CONTENTS:
Foreword.
Introduction.
Background.
What is DSDM?
A Bit of History.
Overview of the Framework.
Why is DSDM more Rapid than the Waterfall?
About this Book.
About the Agile Software Development
series.
I. THE FRAMEWORK.
1. DSDM Process Overview.
Introduction.
The Feasibility Study.
The Business Study.
Functional Model Iteration.
Design and Build Iteration.
Implementation.
Post-Project.
Key Points.
2. The Underlying Principles.
Principle 1: Active User Involvement is
Imperative.
Principle 2: DSDM Teams Must be Empowered to
Make Decisions.
Principle 3: The Focus is on Frequent Delivery
of Products.
Principle 4: Fitness for Business Purpose is the
Essential Criterion for Acceptance of Deliverables.
Principle 5: Iterative and Incremental
Development is Necessary to Converge on an Accurate Business Solution.
Principle 6: All Changes During Development are
Reversible.
Principle 7: Requirements are Baselined at a
High Level.
Principle 8: Testing is Integrated Throughout
the Lifecycle.
Principle 9: A Collaborative and Co-operative
Approach Between all Stakeholders is Essential.
Key Points.
3. The Process in Action.
When to Use DSDM.
The Reality of Iteration and Incremental
Delivery.
Analysis and Design Techniques.
Key Points.
4. Time Versus Functionality.
Fitting Quarts into Pint Pots.
Timeboxes.
MoSCoW Rules.
Controlling Timebox Activity.
To Timebox or Not?
The Disaster Scenario.
Key Points.
5. People Working Together.
A Potential for Global Change.
The Project Roles.
Project Structures.
Key Points.
6. The Agile Project Manager in Action.
What is Different?
Planning a DSDM Project.
Managing Risk.
Monitoring Progress.
Workload.
Key Points.
7. Impact on the Organization
Making Decisions.
User Involvement.
Better Communication.
Facilitated Workshops.
Training Users.
Key Points.
8. Never Mind the Quality?
'Good Enough' Software.
Building in Quality.
Testing.
DSDM and TickIT.
New Procedures for Old.
The Capability Maturity Model.
Key Points.
9. Prototyping is not a Waste of Time.
Bridging the Language Barriers.
But the Users keep Changing their Minds!
Categories of Prototypes.
Getting Effective Feedback.
Keeping Control.
Key Points.
10. The Agile Professional.
'No More Quick and Dirty'.
Skills and Attributes.
Self-management.
Key Points.
11. Extreme Programming (XP) in a DSDM
Environment.
Competing Agile Methods?
DSDM and XP in Harmony.
Some Requirements Unique to XP.
Key Points.
12. Technology Support.
The Need for Technology Support.
DSDM Support Environments.
Testing Tools.
Configuration Management Tools.
Effective Tool Usage.
Key Points.
13. Keeping the System Going.
Timeboxing Approach.
Setting the Priorities.
Delivering the Change.
Key Points.
II. CASE STUDIES.
14. Implementing DSDM in eBA.
Introduction.
Creating eBA.
Introducing DSDM.
eBA Roles.
Reward Schemes.
The Environment.
Team-building.
Technique Coaching.
Typical Projects.
DSDM Support.
Project Readiness Reviews.
Use of UML.
Example Project.
Account Status.
15. DSDM and Eliminating the Contractual
Divide.
Introduction.
Project Lifecycle.
The Project.
Approach.
Personalities and Roles.
Functional Model Iteration and Design and Build
Iteration.
The Benefits.
Lessons Learned.
16. DSDM in a Non-IT Project.
Introduction.
The Environment of the Project.
The Project.
Feasibility/Business Study.
Organization.
Functional Model Iteration.
Design and Build Iteration.
Implementation.
Maintenance/Post-project.
The Functional Model Iteration Workshop.
Conclusion.
17. An Object-oriented DSDM Project.
Introduction.
Theoretical Compatibility of OO/UML with
DSDM.
Project Motivation.
Feasibility Study.
Business Study.
Business Area Definition.
System Architecture Definition.
Prioritized Requirements list.
Development Plan.
Functional Model Iteration.
Design and Build Iteration.
Implementation.
User Documentation.
Trained User Population.
Delivered System.
Problems.
Senior Management Understanding.
Contractual.
User Availability.
Conclusion.
18. How DSDM can De-risk Offshore
Working.
Introduction.
Challenges of Managing an Offshore
Project.
Why Move to the Fully Integrated Onshore and
Offshore Model?
The Benefits of Combining DSDM with the Fully
Integrated Onshore and Offshore Resourcing Model.
Transition to DSDM Offsite.
An Overview of the DSDM Offsite Lifecycle.
Feasibility Study.
Business Study.
Functional Model Iteration.
Design and Build Iteration.
Implementation.
New DSDM Roles to Accommodate Offsite
Working.
Conclusions.
19. What Happens When it all Goes Horribly
Wrong.
Our Technical Co-ordinator is Missing!
The Case of the Disappearing Ambassador
User.
Timeboxes for Fun (and no Profit).
Who Needs Testing?
We Cant Talk to the Users.
20. A Measured DSDM Project—BT.
The Approach to DSDM.
Quality and Testing.
Training and Team-building.
Project Roles and Planning.
External Relationships—Managing Critical
Interactions.
The Project Diary.
Project Data.
Effort and Resource Data.
The Teams Perceptions of the Project.
The Units Perception of DSDM and the
Project.
Conclusions and Lessons Learned.
Appendix: Results of the Project Review
Meeting.
What Worked Well.
What Worked Less Well—Lessons, Issues,
Questions.
21. From DSDM Adhocracy to DSDM Factory.
Introduction.
Project Situation.
Lessons Learned about a Fixed End Date.
Lessons Learned about the Kick-off
Meeting.
Lessons Learned about the Involvement of
Functional and Technical Maintenance Departments.
Lesson Learned about Testing.
Lessons Learned about Configuration
Management.
Lessons Learned about IT Roles Within the
Development Team Lesson Learned about Tool Support.
The 'DSDM Suitcase'.
What is the 'DSDM Suitcase'?
How is the Information in the 'DSDM Suitcase'
Structured?
How is the 'DSDM Suitcase' Used?.
Follow-up.
Project Group.
'DSDM Suitcase'.
22. DSDM in Process Improvement.
Background Information.
Experiment Objectives and Means of
Measurement.
Starting Scenario.
Experiment Context.
Company Context.
Baseline Project Context.
Experiment Description.
Overview.
Phases of the Experiment.
Resulting Scenario.
Technical Impact.
Business Impact.
Organization Impact.
Culture Impact.
Skills Impact.
Key Lessons Learned.
Technological Point of View.
Business Point of View.
Conclusions.
23. DSDM and Business Rules.
Introduction.
How this Chapter is Organized.
The Project.
About the Customer.
Initial Requirements and Expectations.
Project Overview.
Business Rules Based Methodology.
Rules Repository.
Rules Implementation.
Business Rules in ACUMEN.
BRM and Feasibility Study.
BRM and Business Study.
BRM and Functional Model Iteration.
Evaluation of BRM in ACUMEN.
DSDM and Business Rules.
Conclusions.
III. INFORMATION.
24. Where do I go From Here?
Contact the DSDM Consortium.
Get Trained.
Mentor is Essential.
IV. APPENDICES.
Appendix A. e-DSDM, a Specialization.
Focusing on the Net.
Appendix B. The Agile Manifesto.
Formation of the Agile Alliance.
The Agile Manifesto: Purpose.
The Agile Manifesto: Principles.
Toward an Agile Future.
The Manifesto for Agile Software
Development.
References.
商品描述(中文翻譯)
目錄:
前言。
導言。
背景。
什麼是DSDM?
一點歷史。
框架概述。
為什麼DSDM比瀑布模型更快速?
關於本書。
關於敏捷軟體開發系列。
I. 框架。
1. DSDM流程概述。
導言。
可行性研究。
業務研究。
功能模型迭代。
設計和構建迭代。
實施。
項目結束後。
要點。
2. 潛在原則。
原則1:積極的使用者參與是必要的。
原則2:DSDM團隊必須被授權做出決策。
原則3:重點是頻繁交付產品。
原則4:產品適合業務目的是接受交付的基本標準。
原則5:迭代和增量開發是收斂於準確的業務解決方案所必需的。
原則6:開發過程中的所有變更都是可逆的。
原則7:需求在高層次上被確定。
原則8:測試在整個生命週期中被整合。
原則9:所有利益相關者之間的合作和協作是必要的。
要點。
3. 流程實踐。
何時使用DSDM。
迭代和增量交付的現實。
分析和設計技術。
要點。
4. 時間與功能。
將夸脫裝入品脫。
時間盒。
MoSCoW規則。
控制時間盒活動。
使用時間盒還是不使用?
災難情境。
要點。
5. 人們共同合作。
全球變革的潛力。
項目角色。
項目結構。
要點。