Extreme Programming (XP) has spent the past decades under perpetual scrutiny by software developers fixated on up front design methodologies. The idea behind this is simple: if you want to make sure something is well built, you must design it well first, then put it together using reliable tools. For objects such as houses, cars, or tables, of which the design evolves gradually throughout decades, the methods of up front design suffice. Computer programs, on the other hand, are products often made for an industry that evolves at higher rates than any other. For this type of environment, more dynamic methods are required, which is why XP suits as a viable candidate. How design is altered from the traditional up front design method will be discussed.
The general picture obtained from a first glance at the XP method tends to imply that design is a frivolous activity put in second-place after programming. Although programming is incredibly important for getting anything done, it is equally nothing without design as design without programming. They compensate each other for their own blunders. Programming builds the program, but leads to over-complex systems. Design leads to well structured systems, but no actual program. As such, design is not frivolous, but so is not programming.
How is it that XP actually combines design and programming in the right amounts? It tends to reiterate a certain algorithm until the project is complete: design, implementation of design, then redesigning and refactoring (Fowler). Meanwhile the design is kept simple (Fowler).
Simple is a key word in XP. In fact, Martin Fowler's essay (Fowler) seems to make it XP's core. However, what exactly is meant by simplicity will depend on multiple factors. As Marti...
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...ing the design pattern would consequently be counter productive. This does not necessarily mean, however, that design patterns will always hold the solution to a problem. Instead, they provide an idea which may be altered for solving a problem.
XP is an evolutionary design methodology. It follows simplicity religiously with YAGNI as its motto. To do this, it takes refactoring into account when necessary. This requires redesigning the program's structure, which is easier when following YAGNI. Considering today's IT industry, one where last minute changes are commonplace, its methodologies fit like a glove. It may still have some unnoticed necessary improvements, but it seems to suit the industry better than up front design.
Works Cited
Fowler, Martin. "Is Design Dead?". Martin Fowler. N/A, n.d. Web. 18 Oct 2013. .
Lawson, Bryan. How Designers Think: The Design Process Demystified. 4th ed. Oxford: Architectural Press, 2006.
The Software Development Life Cycle is seldom used at my place of work. Unfortunately, recent developments in its use are deemed confidential. Due to this fact, this paper will examine in general terms one of the projects we are undertaking right now while at the same time attempting to maintain our confidentiality.
Software design and development is a field that requires various skills and abilities. Companies engaged in the development of software should provide an inclusive work environment where the different strengths of their employees are recognised, utilised and respected. Software development involves far more than programming skills. Personnel are required with strong communication, teamwork, attention to detail, creativity, design and problem-solving skills. Different personnel will possess these skills in varying proportions. It is the job of management to foster and encourage the development and enhancement of skills in the workplace.
Extreme programming roots evolved from Kent Beck and Ware Cunningham working together on a research group at Tektronix and the collaboration used on the project. (Larman, pg. 170) Extreme programming really became known during the Chrysler Comprehensive Compensation (C3) project where Kent Beck took personal risk in deciding which factor of programming to emphasize. As the methods taken became known as Extreme Programming (XP) the founders are often considered to be Ward Cunningham (the inventor), Kent Beck (the articulator), and Ron Jeffries (the realizer). (Unknown, Software Development Methodologies) The team worked together during the extent of the Chrysler Corporation project, which was the first large-scale use of XP. After this first project with the use of Extreme Programming Kent Beck published his first book Extreme Programming Explained and the use for this software development methodology gained increasing usage in the programming field.
Responsible design really influences people and society in different effective aspects. No published design book considers the public in the way like not a single volume on the responsibility of the designer. As well as this, design as a positive way helps improve and encourage social behaviors. Design shows the element as positive shape of today’s environment, culture influence of design acts on different kinds of sustainability and globalization of culture is very important for social responsibility.
Bruce Nussbaum, 2011. Design Thinking Is A Failed Experiment. So What's Next?. Fast Co Design. [Online], Available: http://www.fastcodesign.com/1663558/design-thinking-is-a-failed-experiment-so-whats-next [23 February 2016].
Wicked Problems in Design Thinking Author(s): Richard Buchanan Source: Design Issues, Vol. 8, No. 2 (Spring, 1992), pp. 5-21 Published by: The MIT Press Stable URL: http://www.jstor.org/
“Design is the method of putting form and content together. Design, just as art, has multiple definitions, there is no single definition. Design can be art. Design can be aesthetics. Design is so simple, that’s why it is so complicated.”(Rand, Paul)
David Haugen and Susan Musser. Detroit: Greenhaven Press, 2009. Opposing Viewpoints. Rpt. from "Design Isn't Science." Journal Gazette 28 Aug. 2005. Opposing Viewpoints in Context. Web. 18 Nov. 2013.
Some software systems have a relatively short lifetime (many web-based systems), others have a lifetime of tens of years (large command and control systems). Some systems have to be delivered quickly if they are to be useful. The techniques used to develop short-lifetime, rapid delivery systems (e.g. use of scripting languages, prototyping, etc.) are inappropriate for long-lifetime systems which require techniques that allow for long-term support such as design modelling.
Given the time, it takes to develop large sophisticated software systems it not possible to define the problem and build the solution in a single step. Requirements will often change throughout a projects development, due to architectural constraints, customer’s needs or a greater understanding of the original problem. Iteration allows greater understanding of a project through successive refinements and addresses a projects highest risk items at every stage of its lifecycle. Ideally each iteration ends up with an executable release – this helps reduce a projects risk profile, allows greater customer feedback and help developers stay focused.
One of the key ideas of the modern era was to forge the designs of the future on the corpses of the past, disregarding everything from the last era and moving forward with new ideals and styles. Refining and discarding they shaped, molded and constricted the ideas of design until reaching the pinnacle of minimalism. Creating design with pure aesthetics and reducing an object down to its core fundamental elements. Using the ideas of “less is more” or even “using less for more”, the designs ended up simple and elegant with a focus not in quantit...
Some of the disadvantages of object orientated programming are as follows; Andrew Hardwick. (2007} states that it is “not ideal for doing small quickly-written one-off programs”. Another drawback of object orientated programming is that it requires a lot of prior planning and so it doesn’t hold the advantages of developing in increments in other methods such as agile
Hegeman, J. (2008). The Thinking Behind Design. Master Thesis submitted to the school of design, Carngie Mellon University. Retrieved from: http://jamin.org/portfolio/thesis-paper/thinking-behind-design.pdf.
In this case study, the work breakdown structure is classified as a waterfall methodology where it is more rigid whereas eXtreme programming (XP) would be considered under the agile approach. The work breakdown structure (WBS) is a hierarchical structure that outlines tasks needed to deliver the product or service.