Ernst Perpignand presents some real world solution center initiatives along with their shortcomings, exposing the underlying patterns and some ideas on how to avoid the pitfalls.
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.
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.
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.
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.
Oliver Szymanski reviews the pros and cons of several frameworks and tools when one attempts to use them in an Agile environment.
Allan Kelly introduces Xanpan, a mixture of Kanban, XP, Lean and economics, focusing on teams not projects, allowing for planned and unplanned work within iterations and levels flow.