DSDM: Business Focused Development, 2/e
暫譯: DSDM:以業務為中心的開發,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$1,572
  • 語言: 英文
  • 頁數: 272
  • 裝訂: Paperback
  • ISBN: 0321112245
  • ISBN-13: 9780321112248
  • 下單後立即進貨 (約5~7天)

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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)

內容:

前言。

介紹。

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。

介紹。

可行性研究。

商業研究。

功能模型迭代。

設計與建構迭代。

實施。

專案後期。

關鍵要點。

2. 基本原則。

原則 1:積極的用戶參與是必須的。

原則 2:DSDM 團隊必須被授權做出決策。

原則 3:重點在於頻繁交付產品。

原則 4:適合商業目的的可交付成果是接受的基本標準。

原則 5:迭代和增量開發是達成準確商業解決方案的必要條件。

原則 6:開發過程中的所有變更都是可逆的。

原則 7:需求在高層次上進行基準設定。

原則 8:測試在整個生命週期中是整合的。

原則 9:所有利益相關者之間的協作與合作方式是必不可少的。

關鍵要點。

3. 流程實踐。

何時使用 DSDM。

迭代和增量交付的現實。

分析與設計技術。

關鍵要點。

4. 時間與功能。

將夸特斯放入品脫罐中。

時間框。

MoSCoW 規則。

控制時間框活動。

要時間框還是不時間框?

災難場景。

關鍵要點。

5. 人員協作。

全球變革的潛力。

專案角色。

專案結構。

關鍵要點。

6. 敏捷專案經理的實踐。

有什麼不同?

規劃 DSDM 專案。

管理風險。

監控進度。

工作負載。

關鍵要點。

7. 對組織的影響。

做出決策。

用戶參與。

更好的溝通。

促進工作坊。

培訓用戶。

關鍵要點。

8. 不在乎質量?

「夠好」的軟體。

內建質量。

測試。

DSDM 與 TickIT。

舊的程序的新用法。

能力成熟度模型。

關鍵要點。

9. 原型設計不是浪費時間。

打破語言障礙。

但用戶總是改變主意!

原型的類別。

獲得有效的反饋。

保持控制。

關鍵要點。

10. 敏捷專業人士。

「不再快速且粗糙」。

技能與特質。

自我管理。

關鍵要點。

11. 在 DSDM 環境中的極限編程 (XP)。

競爭的敏捷方法?

DSDM 與 XP 的和諧。

一些 XP 獨特的需求。

關鍵要點。

12. 技術支持。

對技術支持的需求。

DSDM 支持環境。

測試工具。

配置管理工具。

有效的工具使用。

關鍵要點。

13. 讓系統持續運行。

時間框方法。

設定優先順序。

交付變更。

關鍵要點。

II. 案例研究。

14. 在 eBA 中實施 DSDM。

介紹。

創建 eBA。

引入 DSDM。

eBA 角色。

獎勵計劃。

環境。

團隊建設。

技術指導。

典型專案。

DSDM 支持。

專案準備評估。

使用 UML。

示例專案。

帳戶狀態。

15. DSDM 與消除合約隔閡。

介紹。

專案生命週期。

專案。

方法。

個性與角色。

功能模型迭代與設計與建構迭代。

好處。

經驗教訓。

16. 在非 IT 專案中的 DSDM。

介紹。

專案的環境。

專案。

可行性/商業研究。

組織。

功能模型迭代。

設計與建構迭代。

實施。

維護/專案後期。

功能模型迭代工作坊。

結論。

17. 一個面向對象的 DSDM 專案。

介紹。

OO/UML 與 DSDM 的理論兼容性。

專案動機。

可行性研究。

商業研究。

商業領域定義。

系統架構定義。

優先需求清單。

開發計劃。

功能模型迭代。

設計與建構迭代。

實施。

用戶文檔。

訓練的用戶群體。

交付的系統。

問題。

高層管理的理解。