Lecture Notes for Extreme Programming

24 May 2001 - Introduction to Extreme Programming


  1. what is - a software development process

    1. evolutionary prototyping without overhead

  2. personae - customers and developers; managers

    1. customers

      1. establish objectives - stories

      2. order and select alternatives - determine overall objectives

      3. define success - specify tests

      4. determines stopping points - releases

      5. consult with developers - trouble shooting, question answering

    2. developers

      1. determine costs - estimates from stories

      2. design

      3. implement

      4. re-design

    3. managers - do the manager thing; be the daddy and mommy

  3. process

    1. customer tells stories, developers write down stories

    2. developers estimate cost and duration from stories

    3. customer adjusts stories based on estimates

    4. developers start development

    5. customers specify acceptance tests

    6. eventually, they meet - the end of an iteration

    7. repeat until no more stories are left - the customer is satisfied


This page last modified on 3 July 2001.