180 minutes

Building software that matters

room: Møllenberg (capacity 60) — time: Friday 09:15-10:00, Friday 11:15-12:00, Friday 08:30-09:15, Friday 10:30-11:15
Level: Expert

A group workshop on ideas, practices, tools and principles that help us focus development effort on things that really matter and deliver value efficiently with software, such as eliminating waste, providing focus in scope/specifications, providing visibility of business goals to developers and development progress to business, improving feedback, testing ideas and confirming that they work or don’t work.

The introduction to the workshop will be based on related workshops at AltNetUK 09, XPDay 09 and SPA 2010 and the participants will then work in groups focusing on one of the topics.

Test Driven Development: Performing Art

room: Gamle bybro (capacity 40) — time: Friday 09:15-10:00, Friday 11:15-12:00, Friday 08:30-09:15, Friday 10:30-11:15
Level: Introductory

The art of Test Driven Development (TDD) is a skill that needs to be learnt, and takes practice to master. In this workshop, a select number of conference participants, with considerable skill and experience, will perform code katas. The aim is for them to demonstrate excellence. The code Kata problems are not supposed to be hard in themselves, the challenge is to solve them in a pair using TDD, and end up with great code. This session is for the benefit of agile developers, who can come along and witness TDD and pairing, get a chance to ask questions, and provide feedback.

business oriented keyword-driven testing for testers and developers

room: Munkholmen (capacity 35) — time: Friday 09:15-10:00, Friday 11:15-12:00, Friday 08:30-09:15, Friday 10:30-11:15
Level: Introductory

This hands-on workshop on functional automated testing for testers and developers focuses on a proven approach that combines automated tests that require no programming with low maintenance effort to the testware. At its core are business oriented keywords that are defined by the testers specifically for a system, forming a very easy to use Domain Specific Test Language. It lets testers collaborate with developers but focus on testing and is very suitable for test-driven development at the system/acceptance level. It can be used with many tools, especially the free ones.

A gentle introduction to Feature Injection

room: Munkholmen (capacity 35) — time: Tuesday 10:30-11:15, Tuesday 08:30-09:15, Tuesday 09:15-10:00, Tuesday 11:15-12:00
Level: Introductory

This session introduces “Feature Injection”, a toolkit to help Business Analysts become effective on an Agile Project.

Feature Injection structures the process of “Example” discovery for business analysts so that they can feed directly into a BDD/TDD development process.

Feature Injection consists of…

  1. Find the Business Value.
  2. Inject the Features.
  3. Break the Model to find the Examples.

This is a toolkit based on actual experience of business analysts on Agile projects. Feature Injection is a variant in the TDD / BDD family of tools.

The Leadership Game

room: Torget (capacity 20) — time: Tuesday 10:30-11:15, Tuesday 08:30-09:15, Tuesday 09:15-10:00, Tuesday 11:15-12:00
Level: Practicing

Abstract What do you at expect from a leader? • That he goes away? • That she takes you strong and firmly by the hand? • That he enforces the team spirit?

In this three-hour game, together with you, we try to find an answer to these questions. By experiencing this situation on our playground, we hope to give you a better insight in: • The differences in result. • Personal taste • Group dynamic effects

View my linkedin profiel to see what others say about this game http://www.linkedin.com/in/yveshanoulle

The Distributed Agile Game

room: Ilsvika/Strinda (capacity 30 - combined) — time: Tuesday 13:00-13:45, Tuesday 15:00-15:45, Tuesday 13:45-14:30, Tuesday 15:45-16:30
Level: Introductory

When it is achieved together, the combined benefits of both Agile and Offshore software development, can be multiples greater than either approach alone. During this interactive session, we will simulate a distributed project with some participants being onsite and the others offshore. With 4 teams of upto 8 people each, this game will draw out learning around the challenges of Distributed Agile and different methods to communicate successfully on such projects. The rules of the game help illustrate how to deal with travel, different timezones, delayed communication and other such hurdles.

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