Tony Bruce proposes an approach to change based on techniques such as Finding the bright spots, Shrinking the change, Tweaking the environment, and suggests how to deal with objections.
Rachel Davies reports on how Unruly Media is using XP and how they have adapted to increasing scalability needs.
Giovanni Asproni suggests that teams should not blindly embrace a methodology but rather create their own suiting their specific needs by using an approach based on patterns and pattern languages.
Chris Smith provides practical advice for sprint retrospectives, gathering information and identifying root causes of both problems and successes, and addressing issues from a different perspective.
Carl Myhill, Steve Hayes highlight the key elements that a UX Design process and an Agile process have in common, providing practical tips on how to make them work together.
Arber Pllana shares from his experience using XP at Unruly while scaling the infrastructure to handle a growing amount of traffic and data.
Angel Medinilla advises on hiring and evolving a great Scrum master along with resources on psychology, coaching, motivational science, communication skills, corporate culture or change management.
Peter Stevens teaches the basics of Scrum starting from its principles, explaining why it works and how team can use it to be effective.
Dror Helper shares from his experience implementing Agile practices in his team, outlining the do and don'ts that can make all the difference. He addresses teams working in a non-agile environment.
Seb Rose explores the choices a team needs to make when considering which Agile test practices to adopt, urging teams to practice, practice, practice until they are happy with the way they code.
Michael Sahota discusses top 10 Agile gotchas: when release is ready, sprint meetings take too long, no retrospectives, people aren’t working together, getting new stories, stand-ups are boring, etc.
David Tanzer takes a look at the current status of software development and suggests what a team can do to stay competitive, and what a developer can do so his/her employers still need him over time.