INF5120 Modellbasert Systemutvikling Modelbased System development

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1 INF5120 Modellbasert Systemutvikling Modelbased System development Lecture 5: Arne-Jørgen Berre or Telecom and Informatics 1

2 Course parts (16 lectures) n January February (1-7) (BAE/WebRatio): n MDE-1: Introduction to INF5120 n MDE-2: Modeling structure and behaviour (UML and UML 2.0 and metamodeling) ( B. Hjelle) n BAE-1: Business Architecture Business Model Canvas - Strategyzer tool. n SAE-1: WebRatio for Mobile App development (Get an App up and running!) n BAE-2: Essence, Scrum, User stories and Use cases 2.0, Backlog, with Someone n BAE-3: BPMN process, VDML and UML Activ.Diagrams, (MD/EA, Smaply and Balsamiq) n BAE-4: Service Design, AT ONE,Touchpoints, UI, UX, Smaply and Balsamiq (Amela, Ragnhild) n Oblig 1: BA Spec, WebRatio App1 (individual) (end of February, March 7 th ), Agile Scrum n March (8,9,10) (MDE/IFML/Client-Side): n MDE-3: Model driven engineering Metamodels, DSL, UML Profiles, EMF, Sirius Editors n SAE-2: IFML Interaction Flow Modeling Language, WebRatio advanced n MDE-4: DSLs MOFScript, ATL Eclipse Sirius, transformation technologies n Oblig 2: Sirius DSL Editor for IFML +/- (indivual), WebRatio/IFML App2 UI (simple) (end of March, April 4 th ) n April (11,12,13) (SAE/UML/Server-side): n SAE-3: WebRatio Server side and IFML, Data models/uml, Architecture patterns n SAE-4: UML Service Modeling, ServiceML,SoaML, UML 2.0 Composition, MagicDraw n SAE-5: Non Functional requirements OCL and PLanguage n Oblig 3: SA Spec (More models), WebRatio/IFML App 3 Server (end of April, May 2 nd ) n May (14,15,16): (Bringing it together) n SAE-6: Final WebRatio App demo and discussion day (May 2 nd ) n MDE-5: Enterprise Architecture, TOGAF, UPDM, SysML DSLs etc. Big picture n MDE-6: Conclusions/Summary of the course n Exam (4 hours), (June 6 th ) Telecom and Informatics 2

3 Relevant Essence-related practice descriptions Business Model Canvas design - Strategyzer Value Proposition Design - Strategyzer AT ONE Service Design Workshops Symphonical SomeOne SPEED Service Journey designs Smaply, ExperienceFellow Vocabulary, Terminology, Information, Ontology designs - MagicDraw User Story and Use Cases Business Process Modeling with BPMN 2.0 UI Mockup/Concept designs Balsamiq Scrum development practices IFML based developmnet WebRatio Graphical Editor design Sirius.. See also Telecom and Informatics 3

4 Essence Kernel and Language for Software Engineering Methods The joint submission for the OMG FACESEM standard A Foundation for the Agile Creation and Enactment of Software Engineering Methods Arne.J.Berre@sintef.no 4

5 Book is available now Safaribooksonline/Addison Wesley 5

6 Alphas: The Essential Things to Work With Customer Solution Endeavor 6

7 Alphas: Example Requirements Description What the software system must do to address the opportunity and satisfy the stakeholders. It is important to discover what is needed from the software system, share this understanding among the stakeholders and the team members, and use it to drive the development and testing of the new system. Associations scopes and constrains : Work 7

8 Activity Spaces: The Essential Things to Do Explore Possibilities Understand Stakeholder Needs Ensure Stakeholder Satisfaction Use the System Understand the Requirements Shape the System Implement the System Test the System Deploy the System Operate the System Prepare to do the Work Coordinate Activity Support the Team Track Progress Stop the Work 8

9 Activity Spaces: Examples Activity Space Scrum Essentials Practice Activity Activity Predecessor Relationship 9

10 Agile and Lean No other process or method initiative has grabbed the attention from the developer community as much as agile. Specifically, being agile in method engineering means: 1. Active practitioner engagement is imperative. 2. The best method to start from is the one the team already has. 3. The team is empowered to change the method to fit their experience. The best method emerge from the team itself. 4. Replace one practice at a time and make sure it works before moving on to the next. 5. Adapt the practice early and often based on what you have learnt. 6. Capture the method as light as possible (but not lighter) focusing on the essentials. 7. Adopting a method within a team is most effectively and efficiently done through face to face discussions 8. A collaborative and cooperative approach between all stakeholders is essential. 9. Better, faster and happier (team as well as customers) are the primary measure of success. 10. Agile promotes sustainable improvement. The practitioners should be able to maintain a constant improvement pace indefinitely. 10

11 Stockholm, Sweden 2011 Scrum with Essence Brian Elvesæter Arne J. Berre

12 Objective Exercise the SEMAT Kernel and Language Kernel Language Specification Feedback (Issues and Suggestions) Practice Examples Develop Apply Illustrate the SEMAT approach One example of how the Scrum practice may be mapped to the SEMAT Kernel and Language Develop and apply methods for projects Agile requirements with User Stories and/or Use Cases practices Agile project management with Scrum or "Scrum-like" practices SEMAT Guidelines 12

13 About Scrum Scrum consists of Scrum Teams and their associated roles, events, artifacts, and rules. Scrum s roles, artifacts, events, and rules are immutable and although implementing only parts of Scrum is possible, the result is not Scrum. Source K. Schwaber and J. Sutherland, "The Scrum Guide", Scrum.org, October ge/scrumguides/scrum_gui de.pdf 13

14 Scrum Concepts Scrum team (roles) Product Owner Development Team (of developers) Scrum Master Scrum artifacts Product Backlog Sprint Backlog Increment Scrum events The Sprint Sprint Planning Meeting Daily Scrum Sprint Review Sprint Retrospective 14

15 Step 0: SEMAT Kernel & Essence Language Concepts A standard Kernel provides a baseline starting point a "map" of the software development endeavour. Practices add details and provide specific guidance on particular aspects of the software development Key language concepts: Alpha, Activity Space, Work Product and Activity Kernel Alpha Practice Work Product Activity Space Activity 15

16 Step 1a: Identify relevant Kernel Alphas 16

17 Step 1b: Outline the Scrum Practice Scrum Requirements Work Team Software System 17

18 Step 2a: Add sub-alphas Extending the Work Alpha Drives The Work alpha is typically used for the duration of a development project that may cover a number of sprints. Thus we define a new subalpha called Sprint. Sub-alphas drive their parent alphas 18

19 Step 2b: Define alpha states and checkpoints Specific Scrum rules are defined as part of the alpha state checkpoints. 19

20 Step 3: Add Work Products "The Product Backlog is an ordered list of everything that might be needed in the product and is the single source of requirements for any changes to be made to the product." "The Sprint Backlog is the set of Product Backlog items selected for the Sprint plus a plan for delivering the product Increment and realizing the Sprint Goal." "The Increment is the sum of all the Product Backlog items completed during a Sprint and all previous Sprints." 20

21 Step 4a: Define Activities "The work to be performed in the Sprint is planned at the Sprint Planning Meeting." "The Daily Scrum is a 15-minute time-boxed event for the Development Team to synchronize activities and create a plan for the next 24 hours." "A Sprint Review is held at the end of the Sprint to inspect the Increment and adapt the Product Backlog if needed." "The Sprint Retrospective occurs after the Sprint Review and prior to the next Sprint Planning Meeting." 21

22 Step 4b: Identify relevant Kernel Activity Spaces 22

23 Step 4c: Relate activities to Kernel Activity Spaces NB! Just one possible suggestion. The organization depends amongst others on how one interpret and define the completion criteria of the Activities. 23

24 Outline Scrum Practice Reference Example Defining the Scrum Practice Authoring the Practice in the EssWork Practice Workbench Questions 24

25 Sources OMG Essence specification OMG, "Essence Kernel and Language for Software Engineering Methods", OMG Document ad/ , 18 February Scrum Guide Ken Schwaber and Jeff Sutherland, "Scrum Guide", October de.pdf Practice authoring tool EssWork Practice Workbench 25

26 Practice Explorer The Practice Explorer shows Practice Workbench projects The Essence Kernel project contains the elements defined in the OMG Essence specification Alphas that represent the essential things to work with Activity Spaces that represent the essential things to do 26

27 ETextile, Guideline and Card views The ETextile Source view provides the main editor for authoring the practice using plain text and annotations The Guideline Preview renders how the guideline will be presented in HTML When selecting an element in the Practice Explorer you can switch between different views The Overview Card Preview renders the card presentation 27

28 Scrum Essentials The Scrum practice is created as a separate practice project in the Practice Workbench The Scrum practice extends the Essence Kernel by providing more detailed guidance. Drag and drop the relevant Alphas to extend from the Essence Kernel into the Scrum practice project Drag and drop the relevant Activity Spaces to extend from the Essence Kernel into the Scrum practice project 28

29 Scrum Roles Product Owner (Guideline Preview) Scrum roles are represented as Patterns Product Owner (Card Preview) 29

30 Scrum Sprint Sprint (Card Preview) Sprint is represented as a sub-alpha of Work The Sprint has States with Checkpoints Sprint in Under Control State (Card Preview) The Sprint has associated the Work Product Sprint Backlog that contains the set of Product Backlog items selected for the Sprint, and the plan for delivering the product Increment Under Control (State Card Preview) 30

31 Scrum Activities The Scrum events (except the Sprint which is represented as an Alpha) are represented as Activities Sprint Planning Meeting (Card Preview) The Sprint Planning Meeting activity provides guidance on how to achieve the Planned state of the Sprint. 31

32 Questions OMG website: SEMAT website: 32

33 Introduction to The Essentials Module 1 Principles and Practices Copyright Ivar Jacobson International SA. All rights reserved

34 Introduction to The Essentials Module 2 Software Development Essentials Copyright Ivar Jacobson International SA. All rights reserved

35 Manifesto for Agile Software Development Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan 35 Copyright Ivar Jacobson International SA. All rights reserved

36 User Story template I <in the role of XX> needs functionality <zzz> to achieve the goal of <YYY> 36 Copyright Ivar Jacobson International SA. All rights reserved

37 Backlog metamodel Copyright Ivar Jacobson International SA. All rights reserved

38 Inf5120.modelbased.net 38 Copyright Ivar Jacobson International SA. All rights reserved

39 39 Copyright Ivar Jacobson International SA. All rights reserved

40 Use case modeling Telecom and Informatics 40

41 Create GUI Mockups Balsamiq: Telecom and Informatics 41

42 Template of a Use Case Description. Telecom and Informatics

43 Telecom and Informatics

44 User Story template n I <in the role of XX> needs functionality <zzz> to achieve the goal of <YYY> Telecom and Informatics 44

45 Backlog metamodel Telecom and Informatics

46 Telecom and Informatics

47 Introduction to The Essentials Module 3 Use-Case Essentials Copyright Ivar Jacobson International SA. All rights reserved

48 Introduction to The Essentials Module 3 Use-Case Essentials Copyright Ivar Jacobson International SA. All rights reserved

49 Use-Case 2.0 Module 2 Finding Actors and Use Cases Copyright Ivar Jacobson International SA. All rights reserved

50 Use-Case 2.0 Module 7 - Adapting Your Use-Case Model - Using Include and Extend Copyright Ivar Jacobson International SA. All rights reserved

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