• Getting Used to Life Without a Big Design

    As Scrum teams begin to become adept at the technical practices, they will naturally begin to shift further away from anticipating users' needs and more toward adapting to them. This will result in a number of changes for the agile architect or designer to become accustomed to. The new realities caused by this shift include the following:

    • Planning is harder. Estimating, planning, and committing to deliverables is already hard; it becomes more difficult in the absence of an up-front design. A lot of thinking goes into creating an up-front design. Some of that thinking is helpful in estimating how long things will take and in combining estimates into plans. The upside to forgoing the big up-front design, however, is that the work that needs to be estimated is often simpler so that individual features can be estimated more quickly and easily.

    • It is harder to partition the work among teams or individuals. Having a big, up-front design in hand makes it easy to see which features should be developed simultaneously and which should be developed in sequence. This makes it easier to allocate work to teams or individuals.

    • It is uncomfortable not to have design done. Even though we've always known that no up-front design can be 100% perfect, we took comfort in its existence. "Surely," we reasoned, "we've thought of all the big things so any changes will be minor."

    • Rework will be inevitable. Without a big up-front design, the team will certainly hit a point where it needs to undo some part of the design. This two-steps-forward-one-step-back aspect of iterative development can be unsettling to professionals trained to identify all needs and make all design decisions up front. Fortunately, refactoring and the automated tests created during test-driven development can keep most rework efforts from becoming very large.

    Doing a large, up-front design became popular because of the belief that doing so would save time and money. The cost of the up-front design plus the cost of adjustments was viewed as less expensive than the many small changes necessary with emergent design.

    In the past, it was entirely possible that doing a large, up-front design would save time and money. After all, Barry Boehm demonstrated in Software Engineering Economics (1981) that defects are more expensive to fix the later in the development process they are discovered. But the technical practices employed by good Scrum teams can dramatically alter the equation. When a team uses good technical practices—test-driven development, a heavy reliance on automated unit tests, refactoring, and pair programming among them—it may find itself in the situation where it is cheaper to adapt to user needs by reworking the application more often than it is to anticipate those needs and rework only occasionally.

    In traditional development there is a large cost on upfront analysis and design. This investment keeps down the number of later changes. But when a change is needed, it is relatively expensive to make because the change violates the primary assumption that change will be largely unnecessary. By contrast, the Scrum view shows many more changes, but the size of each bit of rework is smaller. This is the result of anticipating that change will be needed, but not knowing exactly where. Because of that, a Scrum team pursues technical excellence, always keeping the code well factored, with as simple a design as possible, and with a suite of automated tests for early detection of regression problems. So, while there are more occasions for rework, each is less of a setback.

    Source of Information : Pearson - Succeeding with Agile Software Development Using Scrum 2010


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