BT

Facilitating the Spread of Knowledge and Innovation in Professional Software Development

Write for InfoQ

Topics

Choose your language

InfoQ Homepage Teamwork Content on InfoQ

  • I’d Rather Be Coding – Writing Things Down

    For lots of reasons, most developers hate writing down anything that isn’t code. The Agile Manifesto deemphasizes documentation, but there are times on a project when a little documentation can go a long way. In this article, we will explore why collaboration over comprehensive documentation shouldn’t mean “NO” documentation – and when you should stop coding and start writing things down.

  • Retrospectives Applied as “PROspectives"

    We can view situations in our work as opportunities from which to learn how to better handle similar situations in future, by looking back and asking “How will I deal with future situations like this to improve my results?” PROspectives help us to reflect more often, independently of acute, unexpected problems and without time pressure, to uncover ideas for future improvements.

  • Agile Walls

    BVCs, TOWs and POWs are very important tools in the agile world but what exactly are they? BVCs are Big Visible Charts, TOWs are Things on Walls and POWs are Plain Old Whiteboards – information radiators all. Using the right wallware and the information they provide can make or break an agile team.

  • Learning and Liminality in Agile Adoptions

    In this 4th article in the series about Open Agile Adoption Dan Mezick presents an approach to take advantage of the natural stress that come about when making change in organisations to help achieve sustainable agile transitions.

  • Interview with Simon Brown about Sustainable Competence

    Why are some teams successful while others are less than stellar? Can teams use processes to do their work? How can managers help teams to become better? And do we need incentives to improve the quality of software? InfoQ did an interview with Simon Brown about sustainable competence for continuous improvement, balancing people and processes, and software quality and architecture.

  • Agile Fluency: Finding Agile That's Fit-for-Purpose

    The Agile Fluency model is a way of thinking about and planning investments to create the conditions of Agile that best fit your development effort, business need, and customer value. James Shore and Diana Larsen described it in the 2012 article "Your Path through Agile Fluency". This article by Diana aims to helps you to use the Agile Fluency model effectively.

  • Open Agile Adoption in Theory

    In this 3rd article in the series about Open Agile Adoption Dan Mezick presents the theoretical background to the approach and explains why the techniques described in the other articles work to help achieve sustainable agile transitions.

  • Open Agile Adoption: The Executive Summary

    Agile adoption is struggling - organisations mandate agile practices expecting teams to change their way of working but the changes don't seem to be sustainable. This is the second in a series of articles which examine why this is happening and suggest an alternate approach - Open Agile adoption based on invitation and engagement rather than mandate and instruction from above

  • Much Ado About Commitment

    Great projects are generally the end result of commitment from three basic sets of actors: individual team members, teams and projects. With agile teams committing based on the needs of the business and their capabilities, and delivering against the commitment they make.

  • Experiments in Performance Management to foster High Performing Agile Teams

    Experiments in Performance Management to foster High Performing Agile Teams: A question that often comes up – Agile talks about team performance so why am I measured on individual goals which have little to do with team performance? The author discusses some approaches which can bridge the gaps between performance management and team productivity.

  • Scrum for Education - Experiences from eduScrum and Blueprint Education

    Schools use Scrum to help students to learn more effectively and develop themselves in an enjoyable way. The self-organized student teams work in sprints to learn subjects and evolve the learning process. Results from the agile way of working are improved quality of education, higher grades and motivated students. InfoQ interviewed people from several schools involved in teaching with Scrum.

  • Interview with Ian Hughes on Virtual Environments and Gaming for Product Development

    Virtual environments can be a rich form of communication, where people can brainstorm, share and discuss ideas, or collaborate on a virtual version of a product. They can also add a new dimension to customer interaction. Games can be used to simulate situations, as an enhancement for learning and teaching complex problems. Ian Hughes talking about mixing the physical world and the virtual world.

BT