Methodologies: Putting It All Together

References:

  1. Bernd Bruegge and Allen H. Dutoit, "Object-Oriented Software Engineering", Third Edition, Chapter 16

16.1 - Introduction: The First Ascent of K2

16.2 - Project Environment

16.3 - Methodology Issues

16.3.1 - How Much Planning?

16.3.2 - How Much Reuse?

16.3.3 - How Much Modeling?

16.3.4 - How Much Process?

16.3.5 - How Much Control and Monitoring?

16.3.6 - When to Redefine Project Goals?

16.4 - A Sprectrum of Methodologies

16.4.1 - Royce's Methodology

16.4.2 - Extreme Programming

16.4.3 - Rugby Methodologies

16.5 - Case Studies

A set of three student projects in software engineering, having different properties. ( Jump down to the end to see the comparative summaries. )

16.5.1 - XP Project: ATRACT

16.5.2 - Local King Client: FRIEND

How much modeling?

Three artifact sets were produced - A client set, a management set, and a system set:

How much process?

Life cycle model included three phases: pre-development, development, post-development. ( This project produced only a prototype, so no operation or support was included. )

How much control?

This project involved 42 students and 5 coaches in a hierarchical structure:

16.5.3 - Distributed Project: JAMES

16.5.4 Case Studies Summary