Chris Dagenais considers that offering and receiving peer feedback is an essential part of communication within a healthy team. He discusses some of the obstacles and solutions for better feedback.
Horia Dragomir discusses approaches and tools meant to improve the development process of distributed teams.
Benjamin Mitchell advices on carrying team conversations about information presented on Kanban boards helping members to change their thinking and acts in order to achieve evolutionary change.
Ivan Sutherland elaborates on the idea of a “prison” defined by sequential computers that work with sequential character strings making communication expensive and obstructing concurrency.
Jenny Cham teaches how to plan workshops having a technical or scientific audience in order to impress the audience, get feedback and get the best results.
Lyzbelle Strahan shares insurance claims investigation techniques useful for designing the interaction with users during product research.
Joe Kuemerle introduces the developer to the business side of development starting from the premise that it is not enough to be technologically savvy to be successful in a software organization.
John Allspaw presents technical, cultural, and process related lessons learned at Flickr and Etsy.com from the collaboration between the operations and development teams.
Amr Elssamadisy focuses on the individual and his responsibility to make things work in the team regarding the learning process, communication, dealing with upsets, ownership, and responsibility.
Matthew Simons and Steven Boswell consider that distributed software development is a strategic capability for a company, presenting a framework and Agile practices for building such an environment.
Andres Kutt shares lessons learned at Skype: rules of thumb don’t always apply, functionality is important, simple solutions, buzzwords are dangerous, and communication is important.
Glenn Saqui and Jon Mullen present the process used at Sky.com: recruitment, work area, continuous integration, tools, pairing, weekly and daily process, story cards, and the production environment.