Agile 2006 – my highlights

Over the last couple of days, I’ve spent some time collecting my ideas and thoughts following Agile 2006. Spending the time to reflect has really helped to tie up the loose ends that were hanging around in my head, at least the ones from last week. I’m glad I took the good advice to stay away from email, well as much as possible, because for the first time in a while I’ve really got into “the zone” and it’s been incredibly productive. So here’s a brief summary of my highlights, and for a summary of all of the sessions I went to, check out the Agile 2006 page.

I went to so many worthwhile sessions, it’s hard to pick my favourite, but three in particular really stand out:

Ron Jeffries and Chet Henderson’s Planning Game – this session is great for two reasons: firstly, it’s fun and entertaining, and secondly, the lessons just reveal themselves through the game: to the most value from an agile project , you need to have clear estimates for the stories, you need to know your velocity, and the business needs to assign a clear value to the stories. Armed with this information, you can get almost all of the project value in the early iterations. Combine this with small, frequent releases, and then you start to see the real value of being agile and iterative. Ron and Chet have performed this session a lot, and it shows. It really is a performance, the banter and role playing were fantastic, especially in the Management role. If you haven’t done this, and you get a chance to, do it.

Programmers are from Mars, Customers are from Venus – Angela Martin and Robert Biddle – this was a highlight for me because it had some really practical, relevant guidance on splitting up the role of the customer into nine separate roles with specific different responsibilities – including acceptance tester, UI designer, negotiator, diplomat, and technical writer. They also suggested techniques such as having programmers play customer apprentice to improve interaction, and having a customer counselor for those times when you just need to vent. The powerpoint is really simple and clear, and it was good to attend a session that really focussed on and sympathised with the customer, rather than the team. I don’t play the role of customer, but it did give me a much deeper understanding of why it isn’t always as easy as you think.

The Test-Driven Development Pairing Game – Peter Provost, Mitch Lacey, Brad Wilson – this was the one session I refused to miss, and I’m glad I went, even though I had to leave Diana Larson and Esther Derby’s session on retrospectives, which I was also really enjoying. Brad and Peter have a great energy and humour, and they’ve created their own way to productively get the better of each other. Anything that makes writing unit tests fun for developers is pretty impressive, and their solution to write a single test and then pass the keyboard so that the other person makes it pass seems to go some way towards doing that. They somehow demonstrated something that combines two fairly complex practices in a really simple, easy to understand way, and entertained a group of people while simultaneously writing clean code. That’s pretty impressive. I’m just hoping that when I demonstrate it back home, it will seem as easy.

The biggest highlight of all was just meeting and talking to so many people who were doing agile – people who were still experimenting, who were learning from the same mistakes I am, and people who’d done it over and over and could share their experiences, or had the patience to listen to mine and offer advice. Over the next few weeks I hope I can share some more of my own experiences as I try and put some of these things into action!

 

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