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Game Design & Engineering Theory   25 Sep 04
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(Source: Miyamoto’s Tokyo Univ. Lecture Today (July 3), at the Komaba campus of Tokyo University, a lecture was held by Shigeru Miyamoto, director and head of information development at Nintendo Co., Ltd. I’ll write out the main points of the lecture here. I’ve deliberately left some parts out; my apologies for this.

…I arrived at the classroom ten minutes before the lecture began. I was worried that there wouldn’t be any seats left, but I discovered one at the fourth row from the front so I hurried over and sat down. The classroom, which can hold around 200 people, filled up almost instantly. By the time I entered the room, Mr. Miyamoto was already sitting in a chair next to the blackboard.

Since Miyamoto was apparently too busy to make any special preparations for the event, it was decided to move from a traditional lecture format to a more informal discussion. To start off things, the instructor in charge discussed CERO [the Japanese game rating system], age restrictions, GTA, Kakuto Chojin, and other topics related to game regulation.

And then Miyamoto stepped up to the mike. Applause…

www.video-fenky.com/features/miyamoto.html

I've never been a Project Manager before   25 Sep 04
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Check out the excellent Dilbert

IT WON'T WORK HERE doesn't work here   25 Sep 04
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(Source: Kent Beck posted this to the XP mailinglist) This came up in a discussion of how to handle long-lead-time materials. The OP basically said,
 "I can't do all that stuff you say I should do, but how do I handle the situation ..."
  The response:
  -- IT WON'T WORK HERE doesn't work here.

Re: [agile-testing] Agile documents?   25 Sep 04
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(Source Ward Cunningham, agile-testing@yahoogroups)
 >Documents work
 >> because you can use them early (models that build knowledge),
 >> because they persist (you're not crippled by your imperfect memory),
 >> because they're efficient (you don't have to keep repeating the same
 >> conversation with perfect fidelity), because they can capture
 >> details (not just vague impressions), because they can be reviewed,
 >> critiqued, and corrected (unlike your trembling thoughts), because
 >> they remain (unlike you, you job-hopper!), etc.

Excellent points. Extreme programming demands this of the code as well as any documents the customer may require.

Hackers and Painters   25 Sep 04
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(Source: Paul Graham) When I finished grad school in computer science I went to art school to study painting. A lot of people seemed surprised that someone interested in computers would also be interested in painting. They seemed to think that hacking and painting were very different kinds of work— that hacking was cold, precise, and methodical, and that painting was the frenzied expression of some primal urge.

Both of these images are wrong. Hacking and painting have a lot in common. In fact, of all the different types of people I’ve known, hackers and painters are among the most alike. www.paulgraham.com/hp.html

XP is fractal.   25 Sep 04
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(Source: Ken Boucher posted this to the xp-mailinglist)
 > Surely, you're not calling design documents you built in the middle
 > of a project "up-front" design?

Let’s talk about "project" and "up-front" for a second.

In the old world I came from, a project had a feedback loop. This feedback loop could be considered to have covered design to unit testing, roughly a period of 6 months to a year on many projects. In other words, I would get feedback on my design 6 months after I made it.

Now let’s enter the fractal nature of XP.

My design to unit test feedback loop is the duration of a card in most cases. In some cases it’s as small as design/refactor/new test/new code/refactor/ (which may be a scope of minutes). In some cases it may be as large as an iteration (after all, we didn’t pick the cards in this iteration at random, we had a plan). It may even have been as large as a release plan.

The difference is that I get my feedback quickly and the design I do at any given stage is as small as it needs to be instead of as large as it can be. But I still do design "up-front". I have a plan before I leave the release meeting. I have a plan before I leave the iteration meeting. I have a plan before I even start refactoring before that first unit test. I have to make the same decisions I would have made in the BDUF, the only difference is that I make them as late as possible. In short, I make them just before I do the task that requires that decision to have been made.

XP is fractal. It’s possible to think about an XP project as a large collection of projects, each small enough to be written on 3*5 cards. And I do design for every one of those projects up front.

Extreme Leadership   25 Sep 04
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An interesting read. Patterns of extreme Leadership by Kent Beck. pdf

[XP] Alistair interview on IT Conversations   25 Sep 04
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I was just sent the link for an online interview about agile development. The interview was done last month, it got posted yesterday. You don’t have to register to listen

link

Story cards are like poker   25 Sep 04
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(Source: Brad Appleton, XP-ML) How cool would it be actually to /use/ poker chips in the Planning Game? Interesting - I interpreted the above statement to be talking about having the planning game include both cards and chips (just like poker). The chips would correspond to story points, and would be attached to a story card with the appropriate number of chips. And when a story was "split" the corresponding chips would be split between the resulting new card(s).
  • The dealer gives the customer all the chips for this iteration
  • Then the customer "shuffles" the cards and lays them down
  • As each one is laid down, development uses a different color of chips and places the number of chips that story costs.
  • If the customer is okay with it, they then take an equivalent number of chips from their "stack" and place it to the "bet" pile.
  • If the customer isn't okay with it, the story can be split (kind of like "double down" in blackjack) and/or cards can be "reshuffled"
  • At any time, the customer may "reshuffle"
  • When the customer is out of chips and is okay with the current "bets" and card order, the planning session is adjourned

Where is the snow?   25 Sep 04
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Summertime .. so all we do is to ski-roller. High time for the snow to come back and cool it down a bit. I found that pic a long time ago on I have forgotten what website.

Test-Driven Writing   25 Sep 04
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(Source: Stefan Schmiedl)
 >An activity that I /do/ still have trouble with, however, is writing.
 > When faced with having to compse anything more substantial than an
 > email response, I feel the fear start to creep in and I get myself all
 > tied in knots.  Even after I start to put some words down, I often
 > find myself getting stuck because the thing isn't flowing and the task
 > of finishing seems overwhelming.

Yup, writers block definitively, as John Roth diagnosed already. But if you’re able to describe it in such flowering detail as above, there’s no need to have it.

 > So on my way home last night (after another frustrating couple of
 > hours trying to get some thoughts on paper), I was thinking about how
 > I could make my prose writing come as easily as my code writing.  I
 > started wondering if I couldn't somehow employ a TDD-like cycle in my
 > writing process.

I am often writing articles with my business partner, who’s<br>especially good at collecting lots of nice stuff on the web. The first thing I have do with the "drafts" I get from him, is to find the<br>structure fitting best to the available data. This is currently donein a Mindmap using freemind (freely available at sf.net, IIRC). For some<br>time I also tried vimoutliner (www.vimoutliner.org) for this, but found that for this process, the two-dimensional display of a mindmap is better suited to my brain.

When the outline is finished, I start to grow the flesh on the bones. That’s relatively easy, as I confine my work strictly to the current paragraph.>

The next step is easy, if I have the time: I let the stuff settle for a few days, then go over it once more and clean up the unbelievable mess I created then. If I don’t have the time, I need to play about two hours nethack, which erases my brain just as well…

So the steps are:

 - data collection
  - gradually by experience
  - by force (coauthor delivery)
 - data organization
   - mindmap
   - outline
 - draft
   - follow the map
   - work local
 - refactor or polish
   - grammar, spelling, rhetoric
   - present line of thought more clearly

I think that there’s a difference between code and prose showing here. You expect your code to give certain results for a given input, and you are free to not care about the implementation at all. With prose, implementation is almost everything. So the cost of providing a "working release" is higher with prose than with code. At least for me.

 >find myself getting stuck because the thing isn't flowing and the task
 >of finishing seems overwhelming.

Writing is like every other kind of art. It is never finished. Feeling better now?

Writing is like dealing with animals. Don’t be afraid of it, and it won’t hurt you.

Your fellow author in pain, S.

Don't do code reviews. Do pair programming   25 Sep 04
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(Source: Ron Jeffries in the XP-mailinglist) Well, Don't do Code Reviews, do Pair Programming. Frankly, code reviews are /so/ much worse than pair programming that a dose of them would make me fly to pair. Let's see if we can replicate my experience.

Here's one path through a network of a million decision points:

To do code reviews, everyone has to read the code beforehand, unless you're doing a walkthrough, see below. I'd ask everyone to come together physically to the review. Then I'd ask them to report truthfully how much time they spent reviewing the code. Early on, I would report truthfully that I had spent zero or very little time, in hopes of getting others to admit the truth. When they admit the truth, I'd dismiss the meeting and reschedule it.

Then, after a while, the only alternative is a walkthrough, since no one is preparing effectively for the review. So we do walkthroughs for a while. They are intensely boring, and few people stay involved. Note in your mind the people who are present but not involved. At the end of the session, say, holding your hand up, "Who else had a real problem staying engaged with this walkthrough?" If there's honesty in the room, hands will go up. Prompting may be necessary. Then: "Any ideas?"

Surely someone will think of "doing this in smaller groups or one on one". Try it. Ask the team whether "we should empower the one-on-one folks to change the code, and under what circumstances." Don't mention that this is pair programming.

Try an experiment. You're "interested in collaborative programming". Interested parties should come to the room to help. On the screen, start writing a program. Ask for help with it, get the room to pair with you. Get stuck (no need to fake this if you are me). Someone will start telling you what to do. Don't get it (no need to fake this either). Get them to come up and do it ... grabbing the chair that is accidentally beside you, while you move over.

Note that reviews often find things. Observe how many of them are resisted by the original programmer, or are "too much trouble to fix now". Build a few BVCs relating to time spent prepping, in the meetings, number of useful suggestions (by person if you can do it without problems), number of changes made in response to suggestions, ...

Code reviews are intensely painful, in my experience, and we were trained by Freedman himself. There will be no need to set them up to be perceived that way, though it will take honesty among the group to express it. After doing enough code reviews, which take way more than half the groups' time by the way, a team who has heard of pair programming should be begging to pair. About all you have to do is make sure that no one treats the review session as nap time, and that you are /early/ in recognizing the people who think it's a waste of time. Because they're right.

Hang the code, and hang the rules   25 Sep 04
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Douglas Seelinger posted this in the XP-list:
 A quote from "Pirates of the Caribbean: The Curse of the Black Pearl":
 --You're pirates. Hang the code, and hang the rules. They're more like
 guidelines anyway.

When Should We Test?   25 Sep 04
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Kent Beck, one of the people that invented extreme programming (XP) offers an economic model. The financial risk management community and the software development community can learn a lot from each other. Think of this article as: When should you put Risk Management into place?

Amongst other things this article tells you when best to have children :-). [groups.yahoo.com/group/extremeprogramming/files/when%20should%20we%20test.pdf]

The Simplest Thing that Could Possibly Work   25 Sep 04
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(Source Ward Cunningham, Bill Venners) Ward Cunningham talks with Bill Venners about complexity that empowers versus complexity that creates difficulty, simplicity as the shortest path to a solution, and coding the simplest thing when you’re stuck.

In the software community, Ward Cunningham has a reputation for being a font of ideas. He invented CRC Cards, a technique that facilitates object discovery. He invented the worlds first wiki, a web-based collaborative writing tool, to facilitate the discovery and documentation of software patterns. Most recently, Cunningham is credited with being the primary inspiration behind many of the techniques of Extreme Programming. link

What's the Second Directive?   25 Sep 04
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(Source: Ron Jeffries, aka Mr. XP) I’m been struggling for years with notions like having empathy with our mistakes, Kerth’s Prime Directive, and the like. Springing from a couple of notes on the extremeprogramming group, and a blog entry from Dale Emery, here’s my latest rant. xprogramming.com/xpmag/jatPrimeThis.htm

Agile Processes Summarized   25 Sep 04
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(Source: Ron Jeffries and Alistair Cockburn, XP-ML)

I think that to get a group to be agile, you have to get people to do something like one of these things:

  1. Go in that room there and do all 12 XP practices until you actually do know better. (XP)
  2. Go in that room there, don’t let anyone screw with you, work on whatever you think you can get done for a month. Keep doing that until everyone is happy. (Scrum)
  3. Go in that room there, in peace love and understanding, ship software every month (*), and think about it. (Crystal Clear.)

There is a telling sameness to all of these, is there not? —> This is a wonderful summary of a summary! There’s not much to be removed (see Saint-Exupery, below). In Italian, the expresso of an espresso is called a "ristretto" (any Italians online?). This is the agile ristretto. It belongs on a Blog or something. "La perfection est atteinte non quand il ne reste rien a ajouter, mais quand il ne reste rien a enlever." (Saint-Exupery)

Increasing Software Development Productivity   25 Sep 04
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(Source: Mary Poppendieck) Income growth of workers in any economic sector is directly related to productivity growth. In the past, the productivity of the technology sector grew not because technical workers were becoming more productive, but because technical capability was growing so fast. Unfortunately for the incomes of software development professionals, this is no longer the case. Future income growth will be related to our ability to increase software development productivity.

How can software development productivity be increased? Through the same approaches used in operations: a focus on customer value, a short, effective supply chain, healthy discipline, and innovation. Mary will discuss techniques that businesses have used for decades to jump-start an increase productivity, and show how they can be used to increase software development productivity. pdf

Lean Manufacturing and Software   25 Sep 04
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(Source: Bill Wake) Is writing software more like manufacturing cookies or more like designing cookie cutters? It’s easy to wish that we could develop software like a factory stamps out cookies, but software has a design or creation element that is missing in that analogy.

But there are similarities: software is developed in stages, it is created in a process amenable to change, and it’s developed in a team. Lean manufacturing is a different approach than a traditional assembly line, and offers some lessons for software development. xp123.com/xplor/xp0312/index.shtml

Ender's Game and Software Development   25 Sep 04
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Very interesting entry by /\ndy Hunt. Ender is in reference to a novel by Orson Scott Card called ‘Ender’s Game’. Its part of a series of three books, all of which are well worth reading. www.toolshed.com/blog

 

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