The document discusses the role of architects in software development organizations. It defines an architect as someone who provides an abstract description of a system across its lifecycle. Effective architects communicate well, maintain an abstract view while also being hands-on, and work as part of a "council" rather than alone to leverage peer feedback. Architectural styles need to balance completeness with flexibility to withstand changing technologies over multiple eras. Overall the role requires both a broad technical expertise and an understanding of both technical and business perspectives.
This document discusses signs that can indicate whether a software development team is good or bad. Some red flags include developers complaining about lack of work or not understanding the codebase. A good process would make tasks and locations clear for new developers. Unit testing and issue tracking are also signs of a mature team, but many teams don't implement them properly or see their value. Overall, a good team is one where knowledge and skills continually grow to meet new challenges.
- Domain expertise needs to be documented before implementation begins, as a consultant with 10-15 years of experience in the domain helped a project that had been struggling for six months make progress within four months.
- User empathy is important, as simple features like grouping names were found very useful by users despite being easy for developers to implement.
- Content should be called content rather than data, as this shifts perspectives to prioritize things like user involvement and content creation tools.
- Architectures need to be understandable to executives in order to guide a project successfully rather than resulting in a "rough ride".
The document discusses a plugin architecture approach for building enterprise applications. It describes two approaches - one where the core is aware of plugin objects, and one where the core acts as a rules repository and plugins communicate through proxies. It outlines responsibilities for both plugins and the core, such as plugins declaring themselves, implementing core interfaces, and calling back the core, and the core validating plugins, maintaining identities and rules. The approach allows for distributed and independent development while retaining centralized control and sharing of resources through the core.
This document discusses how implementing design patterns for simple programs like "Hello World" can result in over-engineering and introduce unnecessary complexity. It provides an example of implementing the Observer pattern for a basic "Hello World" program in Java, creating two interfaces and two classes where a simpler approach would suffice. The document cautions against feeling obligated to use design patterns if there is no meaningful benefit, and notes that patterns can evolve into antipatterns if used inappropriately or without need.
This document provides an overview of building simple yet powerful organizational applications by separating data and logic. It discusses how early applications focused more on logic but over time became more data-centric. The presentation argues that organizations should treat logic (such as rules, policies and procedures) as the primary aspect by developing centralized knowledge applications like Thumbmetrics that can then be accessed by various simple data-focused applications. This architecture ensures applications remain simple and that organizational expertise determines the logic rather than any single vendor application.
This document discusses multi-tenant SaaS applications and the implications of sharing data and business logic across organizations. It notes that while multi-tenanting aims to reduce costs through a single codebase and database, it also blurs ownership and responsibilities. Further, as organizations adapt their business logic to a shared SaaS environment over time, their practices may influence and change the application in ways that are then shared with all users.
The document discusses the professional responsibilities of software engineers. It begins by defining PRoSE, which stands for Professional Responsibilities of Software Engineers. It then outlines the main responsibilities as personal, social, and professional. Under professional responsibilities, it emphasizes the importance of things like producing reviewable designs, prioritizing safety and well-being of the public, and ensuring maintainability of software. It provides examples of conflicts that can arise between responsibilities and how engineers should prioritize public safety above all else. It also discusses the need for software engineering to be recognized as a licensed profession with accredited educational programs and codes of ethics like other engineering fields.
The document summarizes research in software engineering and development practices. It discusses several studies that have provided evidence for practices like rigorous inspections reducing errors, Conway's Law relating organizational structure to system structure, and physical distance not affecting post-release fault rates as much as distance in the organizational chart. The document advocates building development practices around these empirical facts and calls for continued work to systematically synthesize research evidence and practices.
Serco Usability Research, Ben Weedon, The challenge of measuring game play ex...Use8.net
Ben Weedon from Serco Games Research presented on the challenge of measuring gameplay experience. He discussed how traditional usability metrics do not fully capture the experiential dimensions of games like fun and playability. Weedon suggested ethnographic research and diary studies adapted for mobile/casual games to provide quick feedback during development on issues related to context of use. The goal is to better understand general requirements for these new gaming areas and locate key issues through playtesting titles directly on users' devices.
Leadership Without Management: Scaling Organizations by Scaling Engineersbcantrill
My talk at Surge 2013. Video is at http://www.youtube.com/watch?v=bGkVM1B5NuI Caution: Should not be consumed by stack-ranking six-sigma black belts with fragile constitutions.
Workshop on software product development the backdropJoy Prabhakaran
This document summarizes a workshop on software product development. It begins with definitions of key activities in software development like requirements, estimation, architecture, design, implementation, testing and management. It then discusses the goal of the workshop, which is to give participants an opportunity to evaluate their methods and gain insight into different roles. The workshop also aims to facilitate sharing of ideas between different functions. Various quotes by experts are provided throughout to illustrate different aspects of software development.
- Many software projects fail to be completed on time and on budget due to unrealistic deadlines, poor estimation of tasks, and changing requirements. Architectural flaws and lack of domain knowledge also contribute to project failures.
- Common problems include inadequate testing, poor code quality, lack of documentation, and developers not wanting to work on code they did not write themselves. Traditional software engineering practices have not changed much over the past 30 years.
- A better approach focuses on rapid feedback through small iterative releases, collaboration with customers, responding flexibly to change, and empowering self-organizing teams. Continuous integration and testing also help catch problems early.
Rapid video prototyping for connected productsMartin Charlier
Slides from a workshop on using video as a rapid prototyping tool for connected products run by Tom Metcalfe and Martin Charlier at Interaction16 conference in Helsinki.
How to get what you really want from Testing' with Michael BoltonTEST Huddle
EuroSTAR Conferences, with the support of ISA Software Skillnet, Irish Software Innovation Network and SoftTest, were delighted to bring you a half-day software testing masterclass with Michael Bolton
In this session, Michael Bolton (who has extensive experience as a tester, as a programmer, and as a project manager) explained the role of skilled software testers, and why you might not want to think of testing as "quality assurance".
He present ideas about the relationship between management and testers, and about the service that testers really provide: making quality assurance possible by lighting the way of the project. For those of you who who attended this event, we really hope it was of use to you in your testing careers.
www.eurostarconferences.com
This document summarizes Greg Wilson's presentation titled "Two Solitudes". The presentation discusses the divide between academic computer science research and practical software development work. Academics do not respect practitioners' timelines and priorities, and their work is often inaccessible to practitioners. Practitioners do not understand that research is not focused on building software products. The presentation explores how other fields like medicine have addressed similar divides between theory and practice over long periods of time.
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
Presentation from WebDU 2008 in Sydney, where I attempt to give developers and designers some insight into what IA is and how it works, so they can integrate it into their own practices or just work more effectively with IA/UX practitioners
The author discusses how the art and craft of system design is in danger of being lost due to various factors that make careful system design more difficult. These factors include changes in industry and academia that have made it harder to teach and practice system design. Specifically, the economics of industry push against taking the needed time for design, while funding realities in research also reduce time available for design. The author is optimistic new areas like agile methods and open source projects provide opportunities for engineers to learn and practice system design skills.
We Know Less Than You Think (But We Do Know Something)Greg Wilson
A quick summary of empirical software engineering, followed by early results from a survey of how over 1900 scientists use computers in their research.
This document discusses psychology and engineering in testing. It describes the structure of European product development teams and how testers work embedded in agile teams. It advocates for automating some tests but also focusing on social aspects of testing. The document outlines how the authors' company transitioned from having testers separate from developers to integrated into teams. It provides their agile testing manifesto and emphasizes collaboration, learning, and using a combination of automated and manual testing. Finally, it provides advice for how others can implement a similar approach and encourages contacting the authors for hiring or sharing experiences.
Prototyping allows designers to fail fast and improve designs iteratively. Designers may not effectively search the design space or recognize good designs. Prototypes are used to evaluate ideas, communicate with users, and provide feedback. Prototypes can be created at different levels from conceptual to screen design. Common techniques include rapid prototyping and incremental prototyping. Prototyping is best used when requirements are unclear, rejection costs are high, or user testing is needed before full implementation. However, prototypes may introduce early constraints and take significant time to create.
A presentation I gave in 2007 to Business School students at the University of Auckland - focusing mostly on the value of sketching, prototyping and iterating in software design & development.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
This document discusses various aspects of prototyping in human-computer interaction design. It defines prototyping as a limited representation of a design that allows users to interact with it. The key advantages of prototyping discussed are that it allows stakeholders to experience a design early and provide feedback, which can save time and money. Various prototyping techniques are covered, such as low and high fidelity prototypes using sketches, storyboards, and interactive software. The goals and process of prototyping are also summarized.
This document provides an outline for an agile software architecture workshop. It begins by defining software architecture and describing key concepts like requirements, design principles, and architectural patterns. It emphasizes that architecture should enable agility by traveling light with just enough design. The document proposes techniques for agile architecture like architectural katas, risk analysis, and evolving the architecture over time with experiments. It concludes by providing an example architectural pitch for a restaurant ordering system that emphasizes high-level design, risks, and timelines.
The document discusses the professional responsibilities of software engineers. It begins by defining PRoSE, which stands for Professional Responsibilities of Software Engineers. It then outlines the main responsibilities as personal, social, and professional. Under professional responsibilities, it emphasizes the importance of things like producing reviewable designs, prioritizing safety and well-being of the public, and ensuring maintainability of software. It provides examples of conflicts that can arise between responsibilities and how engineers should prioritize public safety above all else. It also discusses the need for software engineering to be recognized as a licensed profession with accredited educational programs and codes of ethics like other engineering fields.
The document summarizes research in software engineering and development practices. It discusses several studies that have provided evidence for practices like rigorous inspections reducing errors, Conway's Law relating organizational structure to system structure, and physical distance not affecting post-release fault rates as much as distance in the organizational chart. The document advocates building development practices around these empirical facts and calls for continued work to systematically synthesize research evidence and practices.
Serco Usability Research, Ben Weedon, The challenge of measuring game play ex...Use8.net
Ben Weedon from Serco Games Research presented on the challenge of measuring gameplay experience. He discussed how traditional usability metrics do not fully capture the experiential dimensions of games like fun and playability. Weedon suggested ethnographic research and diary studies adapted for mobile/casual games to provide quick feedback during development on issues related to context of use. The goal is to better understand general requirements for these new gaming areas and locate key issues through playtesting titles directly on users' devices.
Leadership Without Management: Scaling Organizations by Scaling Engineersbcantrill
My talk at Surge 2013. Video is at http://www.youtube.com/watch?v=bGkVM1B5NuI Caution: Should not be consumed by stack-ranking six-sigma black belts with fragile constitutions.
Workshop on software product development the backdropJoy Prabhakaran
This document summarizes a workshop on software product development. It begins with definitions of key activities in software development like requirements, estimation, architecture, design, implementation, testing and management. It then discusses the goal of the workshop, which is to give participants an opportunity to evaluate their methods and gain insight into different roles. The workshop also aims to facilitate sharing of ideas between different functions. Various quotes by experts are provided throughout to illustrate different aspects of software development.
- Many software projects fail to be completed on time and on budget due to unrealistic deadlines, poor estimation of tasks, and changing requirements. Architectural flaws and lack of domain knowledge also contribute to project failures.
- Common problems include inadequate testing, poor code quality, lack of documentation, and developers not wanting to work on code they did not write themselves. Traditional software engineering practices have not changed much over the past 30 years.
- A better approach focuses on rapid feedback through small iterative releases, collaboration with customers, responding flexibly to change, and empowering self-organizing teams. Continuous integration and testing also help catch problems early.
Rapid video prototyping for connected productsMartin Charlier
Slides from a workshop on using video as a rapid prototyping tool for connected products run by Tom Metcalfe and Martin Charlier at Interaction16 conference in Helsinki.
How to get what you really want from Testing' with Michael BoltonTEST Huddle
EuroSTAR Conferences, with the support of ISA Software Skillnet, Irish Software Innovation Network and SoftTest, were delighted to bring you a half-day software testing masterclass with Michael Bolton
In this session, Michael Bolton (who has extensive experience as a tester, as a programmer, and as a project manager) explained the role of skilled software testers, and why you might not want to think of testing as "quality assurance".
He present ideas about the relationship between management and testers, and about the service that testers really provide: making quality assurance possible by lighting the way of the project. For those of you who who attended this event, we really hope it was of use to you in your testing careers.
www.eurostarconferences.com
This document summarizes Greg Wilson's presentation titled "Two Solitudes". The presentation discusses the divide between academic computer science research and practical software development work. Academics do not respect practitioners' timelines and priorities, and their work is often inaccessible to practitioners. Practitioners do not understand that research is not focused on building software products. The presentation explores how other fields like medicine have addressed similar divides between theory and practice over long periods of time.
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
Presentation from WebDU 2008 in Sydney, where I attempt to give developers and designers some insight into what IA is and how it works, so they can integrate it into their own practices or just work more effectively with IA/UX practitioners
The author discusses how the art and craft of system design is in danger of being lost due to various factors that make careful system design more difficult. These factors include changes in industry and academia that have made it harder to teach and practice system design. Specifically, the economics of industry push against taking the needed time for design, while funding realities in research also reduce time available for design. The author is optimistic new areas like agile methods and open source projects provide opportunities for engineers to learn and practice system design skills.
We Know Less Than You Think (But We Do Know Something)Greg Wilson
A quick summary of empirical software engineering, followed by early results from a survey of how over 1900 scientists use computers in their research.
This document discusses psychology and engineering in testing. It describes the structure of European product development teams and how testers work embedded in agile teams. It advocates for automating some tests but also focusing on social aspects of testing. The document outlines how the authors' company transitioned from having testers separate from developers to integrated into teams. It provides their agile testing manifesto and emphasizes collaboration, learning, and using a combination of automated and manual testing. Finally, it provides advice for how others can implement a similar approach and encourages contacting the authors for hiring or sharing experiences.
Prototyping allows designers to fail fast and improve designs iteratively. Designers may not effectively search the design space or recognize good designs. Prototypes are used to evaluate ideas, communicate with users, and provide feedback. Prototypes can be created at different levels from conceptual to screen design. Common techniques include rapid prototyping and incremental prototyping. Prototyping is best used when requirements are unclear, rejection costs are high, or user testing is needed before full implementation. However, prototypes may introduce early constraints and take significant time to create.
A presentation I gave in 2007 to Business School students at the University of Auckland - focusing mostly on the value of sketching, prototyping and iterating in software design & development.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
This document discusses various aspects of prototyping in human-computer interaction design. It defines prototyping as a limited representation of a design that allows users to interact with it. The key advantages of prototyping discussed are that it allows stakeholders to experience a design early and provide feedback, which can save time and money. Various prototyping techniques are covered, such as low and high fidelity prototypes using sketches, storyboards, and interactive software. The goals and process of prototyping are also summarized.
This document provides an outline for an agile software architecture workshop. It begins by defining software architecture and describing key concepts like requirements, design principles, and architectural patterns. It emphasizes that architecture should enable agility by traveling light with just enough design. The document proposes techniques for agile architecture like architectural katas, risk analysis, and evolving the architecture over time with experiments. It concludes by providing an example architectural pitch for a restaurant ordering system that emphasizes high-level design, risks, and timelines.
Software Architecture for Agile DevelopmentHayim Makabee
Slides of a workshop given at Herzliya on June/2017, organized by ILTAM and IASA Israel. This workshop was dedicated to the topic of Software Architecture in the context of Agile Development. We answered the question: “How much Design Up Front should be done in an Agile project?” Hayim presented his approach of Adaptable Design Up Front (ADUF), describing its rationale, applications in practice and comparison to other approaches such as Emergent Design. He explained why adaptability is essential for the development of complex software systems using Agile methods. The concepts were illustrated through practical software architecture approaches such as micro-services and examples of real software systems that were developed in the past. The workshop also included an exercise on the definition and evolution of the design of an interesting system.
Getting software released to users can be risky, time-consuming and painful. The solution is the ability to deliver reliable software continuously through build, test and deployment automation, and through improved collaboration between developers, testers and operations. In this tutorial we will present principles and technical practices that enable teams to incrementally deliver software of high quality and value into production whenever they want, and extremely fast. The size of the project or the complexity of its code base does not matter.
In the first half of the tutorial we will introduce the concepts of continuous delivery, through continuous integration; and automation of the build, test and deployment process. We will also go through som basic principles and patterns for building automatable applications (architecture). We will cover experiences on team collaboration patterns and lastly; techniques for solving tasks such as an easy and comprehendible version control strategy.
The second half of the tutorial we will be working with automated provisioning of agile infrastructure, including the use of tools (puppet) to automate the management of testing and production environments. We will go through some scripting lessons examplifying how to implement zero-downtime deploys (… and rollback – if something goes wrong!), with examples in both bash and Ruby. Along with controlling the start, stop, restart lifecycles during deploys, we will also show some simple techniques for backups, logging, error handling, monitoring and verification of application health that can make the automation more robust.
We will also use servers "in the cloud" to demonstrate different techniques, and we hope to make it a fun day and to deliver software (examples) several times throughout the workshop.
Required knowledge: Agile/Lean basics, Linux basics, version control basics, maven basics.
The document discusses the principles and practices of continuous delivery. It defines continuous delivery as making software deployable at any time by having automated tests, builds, and deployments. This allows for faster feedback and release cycles. The document outlines topics like collaboration, version control, continuous integration, automated deployments, monitoring, and migrating databases to support continuous delivery. It emphasizes keeping code releasable at all times and separating work in progress from releasable code.
The document describes the development of a web application for an online newspaper. It discusses the objectives, which are to provide daily news, breaking news, and make information easily accessible to people. It also covers the technologies used like PHP, MySQL, CSS, and the development models of waterfall and prototyping. Data gathering and analysis are explained as important parts of the initial analysis phase of the project.
Bridging the Validation Gap: Next-Level Model Governance in Digital-Twin Engi...Ákos Horváth
Digital twins revolutionize engineering by providing real-time digital replicas of physical systems. However, building complex digital twins along with the physical system requires an iterative approach that supports easy management of changes within both the user needs and the desired system performance. Managing these iterations to keep all design models synchronized—remains a significant hurdle. In the current presentation, we highlight IncQuery’s approach to realizing advanced model governance and validation strategies to support the systematic management of high-level system engineering models. We adopted software development model governance and validation practices, resulting in effective system model governance including, rigorous data management, robust model development, automated quality gates and continuous monitoring.
Presentation for Harvard's ABCD Technology in Education group:
The Institute for Quantitative Social Science (IQSS) is a unique entity at Harvard - it combines research, software development, and specialized services to provide innovative solutions to research and scholarship problems at Harvard and beyond. I will talk about the software projects that IQSS is currently working on (Dataverse, Zelig, Consilience, and OpenScholar), including the research and development processes, the benefits provided to the Harvard community, and the impacts on research and scholarship.
The document provides an introduction to software engineering. It discusses that software has a dual role as both a product and vehicle to deliver functionality. It defines software as a set of programs, documents, and data that form a configuration. The document outlines different types of software applications and categories. It also discusses software engineering practices such as communication, planning, modeling, construction, and coding principles.
TechEvent 2019: Artificial Intelligence in Dev & Ops; Martin Luckow - TrivadisTrivadis
This document provides an overview of artificial intelligence trends and applications in development and operations. It discusses how AI is being used for rapid prototyping, intelligent programming assistants, automatic error handling and code refactoring, and strategic decision making. Examples are given of AI tools from Microsoft, Facebook, and Codota. The document also discusses challenges like interpretability of neural networks and outlines a vision of "Software 2.0" where programs are generated automatically to satisfy goals. It emphasizes that AI will transform software development over the next 10 years.
The document discusses the origins of software engineering as a discipline. It summarizes discussions from a conference in 1968 where the term "software engineering" was first used. Key points discussed included that testing is best done iteratively during design rather than after, that small groups tend to be more successful than large groups on software projects, and that an organizational structure is needed for communication and decision making in large groups. The document also discusses criticisms of the "waterfall" development model and advocates for an iterative approach.
This document discusses the software development life cycle (SDLC) process. It explains that SDLC is necessary for large, multi-developer software projects to effectively communicate requirements and synchronize work. The key phases of the SDLC include planning, analysis, design, implementation, testing, and deployment. Introducing a standardized life cycle model helps divide a project into stages with clear milestones and deliverables. This approach is necessary to coordinate work across distributed development teams working on interdependent components. The SDLC provides a framework for collaborative software engineering to produce quality products.
The document discusses the role of the modern software architect. It provides definitions of a software architect as someone who makes high-level design choices and dictates technical standards. The main responsibilities of an architect are to limit development choices by choosing standards and frameworks and communicating designs to developers. The document also discusses how the role of the architect changes with the size of the organization and types of architectures like enterprise, solution, and application architects. It notes challenges with more agile development where architecture may not receive focus and issues like technical debt can increase over time.
The document discusses interaction design and human-computer interaction (HCI) in the software development process. It covers several key topics:
1. Interaction design principles like understanding users and reducing errors. The design process involves requirements gathering, analysis, design, and iterative prototyping.
2. HCI aspects are relevant at all stages of the software life cycle from requirements to maintenance. User research and iterative design are important given that requirements cannot be fully determined upfront.
3. Usability engineering specifies usability metrics early on but these are difficult to set without user testing prototypes. Iterative design overcomes this through incremental prototyping and testing with users.
No Silver Bullet - Essence and Accidents of Software EngineeringAditi Abhang
”There is no single development, in either technology or in management technique, that by itself promises even one order of magnitude improvement in productivity, in reliability, in simplicity.”
In the context of Iterative Software Development, we ask the question: How much design should be done "up front"?
We propose the approach of Adaptable Design Up Front, which focuses on capturing the essential aspects of the system and plans for extensibility and adaptability.
The document discusses various topics related to software engineering including:
1) How early days of software development have affected modern practices.
2) Definitions of software engineering from different sources.
3) The stages of software design including problem analysis, solution identification, and abstraction description.
4) Object-oriented design principles like information hiding, independent objects, and service-based communication.
This document provides an introduction to software engineering. It discusses how software serves both as a product that delivers computing potential and as a vehicle for delivering other products. The document defines what constitutes software and discusses different types of software applications. It also covers software engineering practices, including communication, planning, analysis and design modeling, construction, and principles related to each practice. Overall, the document gives a high-level overview of key concepts in software engineering.
You are already the Duke of DevOps: you have a master in CI/CD, some feature teams including ops skills, your TTM rocks ! But you have some difficulties to scale it. You have some quality issues, Qos at risk. You are quick to adopt practices that: increase flexibility of development and velocity of deployment. An urgent question follows on the heels of these benefits: how much confidence we can have in the complex systems that we put into production? Let’s talk about the next hype of DevOps: SRE, error budget, continuous quality, observability, Chaos Engineering.
Software design is the process of planning the structure and interfaces of a software program to ensure it functions properly and meets requirements. It includes architectural design to break the program into components and detailed design to break components into classes and interfaces. Software design patterns provide reusable solutions to common problems in design. The most important patterns include adapter, factory method, state, builder, strategy, observer, and singleton. The software design process involves research, prototyping, development, testing, and maintenance.
Remote Mob Programming In A High Stakes Environment (Agile Manchester 2023)Giovanni Asproni
When you have a newly formed remote team that has to deliver a system in a high stakes environment – including short deadlines, high visibility (especially for failure), limited knowledge of some of the technologies to use, and some hard security and accessibility constraints – remote mob programming might not be at the top of your list of methods to use. Yet, this is what we did to deliver successfully, and to high-quality standards, one of the backend systems used by the COVID-19 app – the covid app used in England and Wales. (Agile Manchester 2023 version)
This is an experience report on using remote mob programming in a high stakes environment with short deadlines, high visibility, and challenging requirements.
This document summarizes Giovanni Asproni's experience with scaling agile projects and provides recommendations. It discusses that scaling often amplifies problems and makes things more difficult. The key prerequisites for successful scaling are clear goals, high quality standards, suitable architecture, adequate resources, automation, communication, skills, metrics, user stories, and planning. When scaling, teams should start small and incrementally increase size while measuring effects to avoid issues. Overall, scaling may not be necessary, and methodologies should help not control people.
Scaling Agile Done Right (Agile Manchester 2017)Giovanni Asproni
1. The document discusses scaling agile development across multiple teams. It notes that scaling often amplifies problems and makes coordination more difficult.
2. Key prerequisites for successful scaling include clear goals, high quality standards, suitable architecture, adequate resources, automation, communication, skills, metrics, user stories, and planning. Most projects scale up without fulfilling these prerequisites.
3. When scaling, incrementally increase team size and measure effects. Start new teams small with a clear scope and dependencies minimized. Emphasize informal communication across teams. Scaling may not always be necessary.
"To be tested a system has to be designed to be tested"
Eberhardt Rechtin, The Art Of System Architecting
Testing is one of the main activities through which we gather data to assess the quality of our software; this makes testability an important attribute of software--not only for development, but also for maintenance and bug fixing.
Design for testability is a term that has its origin in hardware design, where the concept was introduced in order to make it easier testing circuits while reducing the costs of doing so.
In this talk I'll show how to translate this concept to the software domain along with the consequences on various aspects of the development activities, both from the technical point of view (e.g., design, code quality, choice of frameworks, etc.), and the product management point of view (e.g., management of team dependencies, delivery time, costs, etc.). I'll provide examples based on real world experience, both for the technical and the management aspects.
Slides of the "In The Brains" talk given at SkillsMatter on the 28th of October 2014.
The use of test doubles in testing at various levels has become commonplace, however, correct usage is far less common. In this talk Giovanni Asproni shows the most common and serious mistakes he's seen in practice and he'll give some hints on how to avoid them (or fix them in existing code).
1. Methodologies differ for each project and team, so a single methodology does not fit all. Managers need guidance to help teams create their own methodology using an evidence-based approach.
2. Methodologies have both formal parts like processes and meetings, as well as important informal parts like team collaboration. Simply mixing practices haphazardly is not effective.
3. Pattern languages can help by describing what works and what doesn't for a given context, explaining tradeoffs, and allowing the methodology to evolve with changing needs based on evidence.
This document discusses various techniques for designing usable APIs, including:
- Adopting a user-centered perspective when designing APIs and considering concepts like naming, explicit context, error reporting, and incremental design.
- Techniques like using language constructs to make intent clear, giving control to the caller, and test-driven development.
- The document also discusses some surprising findings from user studies that showed factories can reduce usability and that optional constructor parameters are preferred. Links to additional resources on API usability are provided.
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Join Ajay Sarpal and Miray Vu to learn about key Marketo Engage enhancements. Discover improved in-app Salesforce CRM connector statistics for easy monitoring of sync health and throughput. Explore new Salesforce CRM Synch Dashboards providing up-to-date insights into weekly activity usage, thresholds, and limits with drill-down capabilities. Learn about proactive notifications for both Salesforce CRM sync and product usage overages. Get an update on improved Salesforce CRM synch scale and reliability coming in Q2 2025.
Key Takeaways:
Improved Salesforce CRM User Experience: Learn how self-service visibility enhances satisfaction.
Utilize Salesforce CRM Synch Dashboards: Explore real-time weekly activity data.
Monitor Performance Against Limits: See threshold limits for each product level.
Get Usage Over-Limit Alerts: Receive notifications for exceeding thresholds.
Learn About Improved Salesforce CRM Scale: Understand upcoming cloud-based incremental sync.
Explaining GitHub Actions Failures with Large Language Models Challenges, In...ssuserb14185
GitHub Actions (GA) has become the de facto tool that developers use to automate software workflows, seamlessly building, testing, and deploying code. Yet when GA fails, it disrupts development, causing delays and driving up costs. Diagnosing failures becomes especially challenging because error logs are often long, complex and unstructured. Given these difficulties, this study explores the potential of large language models (LLMs) to generate correct, clear, concise, and actionable contextual descriptions (or summaries) for GA failures, focusing on developers’ perceptions of their feasibility and usefulness. Our results show that over 80% of developers rated LLM explanations positively in terms of correctness for simpler/small logs. Overall, our findings suggest that LLMs can feasibly assist developers in understanding common GA errors, thus, potentially reducing manual analysis. However, we also found that improved reasoning abilities are needed to support more complex CI/CD scenarios. For instance, less experienced developers tend to be more positive on the described context, while seasoned developers prefer concise summaries. Overall, our work offers key insights for researchers enhancing LLM reasoning, particularly in adapting explanations to user expertise.
https://arxiv.org/abs/2501.16495
Discover why Wi-Fi 7 is set to transform wireless networking and how Router Architects is leading the way with next-gen router designs built for speed, reliability, and innovation.
What Do Contribution Guidelines Say About Software Testing? (MSR 2025)Andre Hora
Software testing plays a crucial role in the contribution process of open-source projects. For example, contributions introducing new features are expected to include tests, and contributions with tests are more likely to be accepted. Although most real-world projects require contributors to write tests, the specific testing practices communicated to contributors remain unclear. In this paper, we present an empirical study to understand better how software testing is approached in contribution guidelines. We analyze the guidelines of 200 Python and JavaScript open-source software projects. We find that 78% of the projects include some form of test documentation for contributors. Test documentation is located in multiple sources, including CONTRIBUTING files (58%), external documentation (24%), and README files (8%). Furthermore, test documentation commonly explains how to run tests (83.5%), but less often provides guidance on how to write tests (37%). It frequently covers unit tests (71%), but rarely addresses integration (20.5%) and end-to-end tests (15.5%). Other key testing aspects are also less frequently discussed: test coverage (25.5%) and mocking (9.5%). We conclude by discussing implications and future research.
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This presentation explores code comprehension challenges in scientific programming based on a survey of 57 research scientists. It reveals that 57.9% of scientists have no formal training in writing readable code. Key findings highlight a "documentation paradox" where documentation is both the most common readability practice and the biggest challenge scientists face. The study identifies critical issues with naming conventions and code organization, noting that 100% of scientists agree readable code is essential for reproducible research. The research concludes with four key recommendations: expanding programming education for scientists, conducting targeted research on scientific code quality, developing specialized tools, and establishing clearer documentation guidelines for scientific software.
Presented at: The 33rd International Conference on Program Comprehension (ICPC '25)
Date of Conference: April 2025
Conference Location: Ottawa, Ontario, Canada
Preprint: https://arxiv.org/abs/2501.10037
Landscape of Requirements Engineering for/by AI through Literature ReviewHironori Washizaki
Hironori Washizaki, "Landscape of Requirements Engineering for/by AI through Literature Review," RAISE 2025: Workshop on Requirements engineering for AI-powered SoftwarE, 2025.
Designing AI-Powered APIs on Azure: Best Practices& ConsiderationsDinusha Kumarasiri
AI is transforming APIs, enabling smarter automation, enhanced decision-making, and seamless integrations. This presentation explores key design principles for AI-infused APIs on Azure, covering performance optimization, security best practices, scalability strategies, and responsible AI governance. Learn how to leverage Azure API Management, machine learning models, and cloud-native architectures to build robust, efficient, and intelligent API solutions
Societal challenges of AI: biases, multilinguism and sustainabilityJordi Cabot
Towards a fairer, inclusive and sustainable AI that works for everybody.
Reviewing the state of the art on these challenges and what we're doing at LIST to test current LLMs and help you select the one that works best for you
AgentExchange is Salesforce’s latest innovation, expanding upon the foundation of AppExchange by offering a centralized marketplace for AI-powered digital labor. Designed for Agentblazers, developers, and Salesforce admins, this platform enables the rapid development and deployment of AI agents across industries.
Email: [email protected]
Phone: +1(630) 349 2411
Website: https://www.fexle.com/blogs/agentexchange-an-ultimate-guide-for-salesforce-consultants-businesses/?utm_source=slideshare&utm_medium=pptNg
Why Orangescrum Is a Game Changer for Construction Companies in 2025Orangescrum
Orangescrum revolutionizes construction project management in 2025 with real-time collaboration, resource planning, task tracking, and workflow automation, boosting efficiency, transparency, and on-time project delivery.
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Exceptional Behaviors: How Frequently Are They Tested? (AST 2025)Andre Hora
Exceptions allow developers to handle error cases expected to occur infrequently. Ideally, good test suites should test both normal and exceptional behaviors to catch more bugs and avoid regressions. While current research analyzes exceptions that propagate to tests, it does not explore other exceptions that do not reach the tests. In this paper, we provide an empirical study to explore how frequently exceptional behaviors are tested in real-world systems. We consider both exceptions that propagate to tests and the ones that do not reach the tests. For this purpose, we run an instrumented version of test suites, monitor their execution, and collect information about the exceptions raised at runtime. We analyze the test suites of 25 Python systems, covering 5,372 executed methods, 17.9M calls, and 1.4M raised exceptions. We find that 21.4% of the executed methods do raise exceptions at runtime. In methods that raise exceptions, on the median, 1 in 10 calls exercise exceptional behaviors. Close to 80% of the methods that raise exceptions do so infrequently, but about 20% raise exceptions more frequently. Finally, we provide implications for researchers and practitioners. We suggest developing novel tools to support exercising exceptional behaviors and refactoring expensive try/except blocks. We also call attention to the fact that exception-raising behaviors are not necessarily “abnormal” or rare.
Scaling GraphRAG: Efficient Knowledge Retrieval for Enterprise AIdanshalev
If we were building a GenAI stack today, we'd start with one question: Can your retrieval system handle multi-hop logic?
Trick question, b/c most can’t. They treat retrieval as nearest-neighbor search.
Today, we discussed scaling #GraphRAG at AWS DevOps Day, and the takeaway is clear: VectorRAG is naive, lacks domain awareness, and can’t handle full dataset retrieval.
GraphRAG builds a knowledge graph from source documents, allowing for a deeper understanding of the data + higher accuracy.
2. Agenda
• What is Software Architecture
• The problems with the “Rational Model”
• What is Incremental Architecture and its advantages
• Getting started
• Growing the system
• Incremental Architecture for legacy and brownfield systems
3. http://handbookofsoftwarearchitecture.com/?p=63
“Every software-intensive system has an
architecture. In some cases that architecture is
intentional, while in others it is accidental […]
the architecture of a system is the naming of
the most significant design decisions that
shape a system, where we measure significant
by cost of change and by impact upon use.”
Photo from: https://commons.wikimedia.org/wiki/
File:Grady_Booch,_CHM_2011_2_cropped.jpg
5. “Impact upon use” is about
how much the users of the
system are affected by those
decisions
6. “Today’s programmers make
design decisions about the
architecture every single day.
When one line of code can tank a
required quality attribute, then
you are a software architect
whether you identify as one or
not.”
7. Architecture Is For
• Making important structural choices
• Recording and communicating
decisions
• Guiding implementation decisions
• Splitting work among teams
8. What Does Architecture Include?
• Static and dynamic views of the system
• Sketches
• Prototypes and reference implementations
• Documentation
• Design and implementation guidelines
• Anything else necessary to understand “the shape” and the
behaviour of the system
11. The Rational Design Process Doesn’t Work!
• Design Isn’t Just to Satisfy
Requirements, but Also to Uncover
them
• Design Isn’t Simply Selecting from
Alternatives, but Also Realizing
Their Existence
• Often the domain is not well
understood even by the domain
experts!
STAKT
1
- '•» T m mm |
II
12. The chances of success of a big
upfront design are inversely
proportional to the size of the
system being designed
13. BUFD Is A Red Herring
• Most projects have:
• Speculative Upfront Design
(SUFD)
• Absence of refactoring
14. “incremental design (also called
evolutionary design) allows you to
build technical infrastructure (such
as domain models and persistence
frameworks) incrementally, in
small pieces, as you deliver
stories”
17. An Incremental Approach Can Alleviate / Remove
Constraints
• Early production => early revenue => fewer budget
restrictions
• A technology can be learnt while creating and
deploying the system
• Often, important deadlines can be met with just some
basic functionality
23. Start Small!
“A complex system that works is invariably
found to have evolved from a simple system
that worked.”
24. Focus On What You Know
• No SUFD
• Sufficient design
• Remove “reusable” and “flexible” from your dictionary
• Address major risks
25. “Favoring simplicity before generality
acts as a tiebreaker between otherwise
equally viable design alternatives. When
there are two possible solutions, favor
the one that is simpler and based on
concrete need rather than the more
intricate one that boasts of generality.”
Kevlin Henney
35. The main purpose of automated
tests is to make the system
maintainable and evolvable
36. “When testing is done right, it is almost
unreasonably effective at uncovering
defects that matter.”
John Regehr
http://blog.regehr.org/archives/820