Effects of Agile Methods on Electronic Commerce Do they improve website quality? David F. Rico.
-
Upload
mervyn-thompson -
Category
Documents
-
view
213 -
download
1
Transcript of Effects of Agile Methods on Electronic Commerce Do they improve website quality? David F. Rico.
3
Abstract
Purpose The purpose of this briefing is to present a model for measuring the relationship
between the use of agile methods to manage the development of Internet websites and their quality. Agile methods are a general purpose approach for managing the development of new products, which are often associated with Internet software. Agile methods may be used for improving website quality by obtaining early customer feedback on a large number of frequent software releases. Agile methods are characterized by early customer involvement, iterative development, self organizing teams, and flexibility. This model may help managers better understand the business effects of adopting or failing to adopt agile methods for the $2 trillion U.S. electronic commerce industry.
Author David F. Rico has been in the field of computer programming since 1983. He worked on
NASA’s $20 billion space station in the 1980s, he worked for a $40 billion Japanese corporation in Tokyo in the early 1990s, and he worked on U.S. Navy fighters such as the F-18, F-14, and many others. He’s also supported the U.S. Defense Advanced Research Projects Agency (DARPA), Defense Information Systems Agency (DISA), Space and Naval Warfare Center (SPAWAR), Air Force, and Army. He’s been an international keynote speaker, published numerous articles on three continents, and written a textbook on computer science. He holds a bachelor's degree in computer science, a master’s degree in software engineering, and is pursuing a doctoral degree in information technology.
4
Purpose
GOAL — Determine if agile methods improve website quality Determine if the use of agile methods improves the quality of Internet websites Some believe traditional methods lead to higher quality websites (e.g., CMMI, etc.) Others believe agile methods lead to higher quality websites (e.g., XP, Scrum, etc.)
MacCormack, A., Verganti, R., & Iansiti, M. (2001). Developing products on Internet time: The anatomy of a flexible development process. Management Science, 47(1), 133-150.
AGILITY — Agile methods are based on principles of … Obtaining early customer feedback on a large number of frequent software releases Closed-loop, circular, recursive, and tight-knit processes for rapidly creating software Early customer involvement, iterative development, self organizing teams, flexibility
Highsmith, J. A. (2002). Agile software development ecosystems. Boston, MA: Addison Wesley.
OBJECTIVE — Develop an instrument to determine if … Early customer involvement is linked to website quality among U.S. firms? Iterative development is linked to website quality among U.S. firms? Self organizing teams are linked to website quality among U.S. firms? Flexibility is linked to website quality among U.S. firms?
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
5
Background
U.S. information technology expenditures ($141B - $231B) Top 500 U.S. firms spend between $141B and $231B on IT projects each year There are 250,000 IT projects in the U.S. and as many as 180,000 are failing (72%) Managers need to know if agile methods help alleviate the high project failure rates
Anonymous. (2006). Information Week 500: Masters of technology. Information Week, 2006(1105), 73-81.
U.S. Department of Commerce. (2006). Information and communication technology. Washington, DC: Author.
2006 U.S. IT EXPENDITURES BY INFOWEEK (in billions)
$1.5
$9.4
$4.3
$13.7 $1.7 $4.9 $4.4 $2.1$4.9
$3.0
$5.5
$0.6
$2.1$11.6
$13.3
$13.8
$2.2
$0.4
$8.4
$25.4
$7.5
Automotive Banking Biotechnology ChemicalsConstruction Consult ing Consumer DistributionElectronics Energy Healthcare HospitalityInsurance Logist ics Manufacturing MediaMetal Retail-General Retail-Specialty T echnologyT elecommunications
2006 U.S. IT EXPENDITURES BY U.S. DoC (in billions)
$0.2$5.9$2.0$9.3$3.8
$4.5$2.7
$3.6
$1.5$14.2
$3.2
$22.6
$1.3
$3.5
$33.7$2.4 $54.5
$19.0
$43.1
Accommodation Administrative Agriculture Construction Educational
Entertainment Finance Healthcare Information ManagementManufacturing Mining Other Professional Real estate
Retail T ransportation Utilit ies Wholesale
6
Terminology
Agile methods — Approaches to managing the development of Internet software based on principles of early customer involvement, iterative development, self organizing teams, and flexibility
Highsmith, J. A. (2002). Agile software development ecosystems. Boston, MA: Addison Wesley.
Early customer involvement (feedback) — The solicitation of early market feedback by including end users in the software development process to achieve higher quality and satisfaction
Kaulio, M. A. (1998). Customer, consumer, and user involvement in product development: A framework and a review of selected methods. Total Quality Management, 9(1), 141-149.
Iterative development (frequent releases) — The act of creating a skeletal computer program followed by the gradual enhancement of successive software implementations
Basili, V. R., & Turner, J. (1975). Iterative enhancement: A practical technique for software development. IEEE Transactions on Software Engineering, 1(4), 390-396.
Self organizing teams — Non-hierarchical groups with different and complementary skills, who are responsible and accountable for organizational outcomes
Zarraga, C., & Bonache, J. (2005). The impact of team atmosphere on knowledge outcomes in self managed teams. Organization Studies, 26(5), 661-681.
Flexibility — A development process tolerant to design changes, late software changes, or change altogether due in part to flexible designs
Thomke, S., & Reinertsen, D. (1998). Agile product development: Managing development flexibility in uncertain environments. California Management Review, 41(1), 8-30.
Website quality — A website whose features satisfy user needs and reflect the overall excellence of a website
Aladwani, A. M., & Palvia, P. C. (2002). Developing and validating an instrument for measuring user perceived web quality. Information and Management, 39(6), 467-475.
U.S. firm — An entity registered with the appropriate national regulatory authority overseeing the entity’s investment management activities
Caccese, M. S., & Lim, C. H. (2005). Revised global investment performance standards: Highlights and recommendations. Investment Lawyer, 12(12), 3-10.
8
2004 U.S. electronic commerce revenues ($1.95 trillion)
U.S. Census Bureau. (2006). E-stats. Washington, DC: Author.
Ecommerce Revenues (total)
2004 U.S. ECOMMERCE REVENUES (in billions)
$130,112
(7%)
$1,820,876
(93%) B2B B2C
2004 U.S. ECOMMERCE REVENUES (in billions)
$59,206
(3%)$70,906
(4%)
$996,174
(51%)
$824,702
(42%)
Manufacturing (B2B)
Wholesale (B2B)
Retail (B2C)
Services (B2C)
9
2004 U.S. B2B electronic commerce revenues ($1.82 trillion)
U.S. Census Bureau. (2006). E-stats. Washington, DC: Author.
Ecommerce Revenues (B2B)
2004 U.S. B2B MANUFACTURING ECOMMERCE (in billions)
$611
$4,416
$7,974
$8,472
$19,631
$8,694
$8,259
$10,850
$33,220
$33,410
$102,967
$77,527
$52,783
$33,992$52,292$76,197
$25,177
$346,473
$64,121
$17,844
$11,264
Food Beverage M ills TextileApparel Leather Wood P aperP rinting P etroleum Chemical P lasticsNonmetallics Metals Fabricated MachineryComputer Equipment Transportation FurnitureM iscellaneous
2004 U.S. B2B WHOLESALE ECOMMERCE (in billions)
$13,181
$37,074
$5,626
$27,741
$12,534
$246,028
$77,791
$4,138$20,144
$35,608 $11,250 $6,930 $62,589
Furniture Lumber EquipmentMetals Electrical Hardware
Machinery P aper DrugsGroceries Farm P etroleum
Miscellaneous
10
2004 U.S. B2C electronic commerce revenues ($130 billion)
U.S. Census Bureau. (2006). E-stats. Washington, DC: Author.
Ecommerce Revenues (B2C)
2004 U.S. RETAIL EC OMMERC E (in mil l ions)
$53,630
$1,363
$1,097 $269
$1,249
$820$11,450
Vehicles Electronics BuildingClothing Sport ing MiscellaneousNonstore
2004 U.S. SERVIC ES EC OMMERC E (in mil l ions)
$10,385
$4,834$4,735
$226 $1,526$527$6,268
$4,027
$2,378
$6,871
$6,355$764
$4,393
T ruck Couriers Publishing BroadcastingOnline Securit ies T echnical ComputerWaste T ravel Other Svcs RepairCivic
11
2004 U.S. B2C electronic shopping revenues ($52.2 billion)
U.S. Census Bureau. (2006). E-stats. Washington, DC: Author.
Ecommerce Revenues (B2C)
2004 U.S. ELEC TRONIC SHOPPING (in mill ions)
$4,084
$1,415
$1,753$6,572
$3,568
$1,960$4,289 $1,114 $2,266
$7,152
$9,410
$4,653
$1,515
$2,466
Books Clothing Computers Software DrugsElectronics Food Furniture Music OfficeSports Toys Collectibles Auctions
13
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Computers and Software
FIRST GENERATION(Vacuum Tubes 1940-50)
SECOND GENERATION(Transistorized 1950-64)
THIRD GENERATION(Integrated Circuit 1964-80)
FOURTH GENERATION(Microprocessor 1980-Present)
ELECTRONIC COMPUTERS
OPERATING SY STEMS
PACK AGED SOFTWARE
INTERNET & WWW
PROGRAMMING LANGUAGES
· ARPA· IMP· NCP· Ethernet· TCP/IP
· DNS· AOL· HTML· HTTP· Netscape
· Autoflow · Wordperfect· Word· Excel· 1-2-3· Visicalc
· IBM 0S/360· MIT CTSS· MULTICS· UNIX· DEC VMS
· CPM· DOS· MAC OS· MS Windows
· FORTRAN· FLOWMATIC· ALGOL· COBOL· JOVIAL
· BASIC· PL/I· Smalltalk· Pascal· C
· Ada· C++· Eiffel· Perl· Java
· ENIAC· EDVAC· UNIVAC· MARK I, II, III
· TRANSAC S-100· CDC 3600· IBM 7090
· IBM 3/360· RCA Spectra 70· Honeywell 200· CDC 7600· DEC PDP-8
· IBM PC· Apple Macintosh
14
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Electronic Commerce
SECOND GENERATION(Transistorized 1950-64)
THIRD GENERATION(Integrated Circuit 1964-80)
FOURTH GENERATION(Microprocessor 1980-1990)
MID FOURTH GENERATION(Microprocessor 1990-Present)
· MICR
· ATM· EFT· NYSE· FAX· Email· POS· DOT· Compuserve· EDI
· Super DOT
· Books· Clothing· Computers· Software· Health· Electronics· Food· Furniture· Music· Sports· Toys· Transportation· Automotive· Vehicles· Brokerages· Finance
(This is only a partiallisting for illustrative purposes)
15
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Software Methods
Structured Methods
Object Oriented Methods
Database Design
Software Life Cycles
Software Testing
Software Reviews
Formal Methods
Software Processes
Software Environments
Early User Involvement
Software Quality Assurance
Software Reuse
Software Architecture
Rapid Development
Agile Methods
MAINFRAME ERA(1960s)
MIDRANGE ERA(1970s)
MICROCOMPUTER ERA(1980s)
INTERNET ERA(1990s)
PERSONALIZED ERA(2000s)
Automatic Programming
Software Project Management
16
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Software Quality Measures
Software Complexity
Software Size
User Satisfaction
Website Quality
Software Reliability
Software Defect Models
Software Attributes
MAINFRAME ERA(1960s)
MIDRANGE ERA(1970s)
MICROCOMPUTER ERA(1980s)
INTERNET ERA(1990s)
PERSONALIZED ERA(2000s)
Software Errors
17
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Agile Methods
J APAN
New Product Development Game
MICROCOMPUTER ERA(1980s)
INTERNET ERA(1990s)
PERSONALIZED ERA(2000s)
IBM
New Development Rhythm
ADM
Scrum
UK
Dynamic Systems Development
MICROSOFT
Synch-n-Stabilize
NETSCAPE
Judo Strategy
CHRY SLER
Extreme Programming
Y AHOO, ETC.
Internet Time
AGILE ALLIANCE
Agile Methods
IBM
Crystal Methods
NEBULON
Feature Driven Development
18
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Studies of Agile Methods
Harvard
INTERNET ERA(1990s)
PERSONALIZED ERA(2000s)
Flexible Technologies
Harvard
Boston College
Reifer Consultants
Shine Technologies
CIO Magazine
Version One
Digital Focus
Flexible Development Processes
Iterative Development
Agile Benefits
Agile Benefits
Agile Organizations
Agile Benefits
Agile Benefits
NANO COMPUTING ERA(2010s)
AmbySoft
Agile Adoption Rate
20
Scrum
Created by Jeff Sutherland at Easel in 1993 Bare bones methodology to produce operational software in 30 day iterations Consists of three phases — Pre-sprint planning, sprint, and post-sprint meeting Becoming popular due to its simplicity — What-you-see-is-what-you-get approach
Schwaber, K., & Beedle, M. (2001). Agile software development with scrum. Upper Saddle River, NJ: Prentice Hall.
21
Extreme Programming
Created by Kent Beck at Chrysler in 1998 Rigorous test-first approach to produce operational software in 14-day iterations Consists of 13 practices: Unit testing, pair programming, on-site customer, etc. Most widely used software development approach by international community
Beck, K. (1999). Extreme programming explained: Embrace change. Reading, MA: Addison Wesley.
22
Feature Driven Development
Develop anOverall Model
Build aFeatures List
P lan byFeature
Design byFeature
Build byFeature
Iteration
Created by Jeff De Luca at Nebulon in 1997 Robust object-oriented method to produce operational software in 30-day iterations Consists of traditional practices: Object-oriented analysis, inspections, CM, etc. Second most heaviest approach to agile methods behind extreme programming
Palmer, S. R., & Felsing, J. M. (2002). A practical guide to feature driven development. Upper Saddle River, NJ: Prentice Hall.
23
Dynamic Systems Development
Created by consortium of British firms in 1993 RAD approach of using prototypes to elicit requirements over two broad iterations Consists of traditional practices: Plans, specifications, testing, documentation, etc. As-designed, is sort of a closed-end spin-off of RAD approaches from early 1990s
Stapleton, J. (1997). DSDM: A framework for business centered development. Harlow, England: Addison Wesley.
25
Early Case Studies
(1989) IBM — New development rhythm Modularity, reuse, peer reviews, testing, iteration, overlapping, user involvement, teams Created 7 MLOC midrange operating system in 26 months and ported 30 BLOC of RPG 40% lower cycle time, $14B revenues, 95% customer satisfaction, and 1st Baldrige award
Sulack, R. A., Lindner, R. J., & Dietz, D. N. (1989). A new development rhythm for AS/400 software. IBM Systems Journal, 28(3), 386-406.
(1995) MICROSOFT — Synch-n-stabilize Parallel design, flexible requirements, builds, iteration, market feedback, teams Created Windows and Office 95 with 20 MLOC, ie., Word, Excel, Powerpoint, Access 135% annual growth rate (average), 95% customer satisfaction, and 36% profit margins
Cusumano, M. A., & Selby, R. W. (1995). Microsoft secrets: How the world’s most powerful software company creates technology, shapes markets, and manages people. New York, NY: The Free Press.
(1998) NETSCAPE — Judo strategy Modularity, parallel design, flexible priorities, testing, market feedback, teams Created Navigator browsers, Suitespot servers, and Xpert ecommerce with 30MLOC $1.4B revenues, 168% growth rate, 90% market share, 4% profit margins (reinvestment)
Cusumano, M. A., & Yoffie, D. B. (1998). Competing on internet time: Lessons from netscape and its battle with microsoft. New York, NY: The Free Press.
26
Early Scholarly Studies
(1998) HARVARD BUSINESS SCHOOL — Flexibility Prototyping, experimentation, iterative development, flexible technologies Surveyed 391 engineers from a database of 1,000 magazine subscribers Linked technological flexibility to faster cycle times and higher productivity
Thomke, S., & Reinertsen, D. (1998). Agile product development: Managing development flexibility in uncertain environments. California Management Review, 41(1), 8-30.
(1998) HARVARD BUSINESS SCHOOL — Internet time Architectural design, early market feedback, generational experience Surveyed 29 projects from top 17 Internet firms (e.g., Microsoft, Yahoo, etc.) Linked architectural design investments and early market feedback to website quality
MacCormack, A. (1998). Managing adaptation: An empirical study of product development in rapidly changing environments. Unpublished doctoral dissertation, Harvard, Boston, MA, USA.
(1998) BOSTON COLLEGE — Results driven incrementalism Business objectives, non-overlapping, operational, 90 day intervals, feedback Compared the performance of 10 incremental versus 18 waterfall software projects Delivered 38% sooner, completed projects 2X faster, and satisfied 2X more requirements
Fichman, R. G., & Moses, S. A. (1999). An incremental process for software implementation. Sloan Management Review, 40(2), 39-52.
27
Early Surveys
(2003) REIFER CONSULTANTS — 78 respondents 14% to 25% reported productivity gains 7% to 12% reported cost reductions 25% to 80% reported time-to-market improvements
Reifer, D. J. (2003). The business case for agile methods/extreme programming (XP). Proceedings of the Seventh Annual PSM Users Group Conference, Keystone, Colorado, USA, 1-30.
(2003) SHINE TECHNOLOGIES — 131 respondents 49% experienced cost reductions 93% experienced productivity increases 88% experienced customer satisfaction improvements
Johnson, M. (2003). Agile methodologies: Survey results. Victoria, Australia: Shine Technologies.
(2004) CIO MAGAZINE — 100 respondents 28% had been using agile methods since 2001 85% initiated enterprise-wide agile methods initiatives 43% used agile methods to improve growth and marketshare
Prewitt, E. (2004). The agile 100. CIO Magazine, 17(21), 4-7.
28
Newest Surveys
(2006) DIGITAL FOCUS — 136 respondents 27% of software projects used agile methods 23% had enterprise-wide agile methods initiatives 51% used agile methods to speed-up development
Digital Focus. (2006). Agile 2006 survey: Results and analysis. Herndon, VA: Author.
(2006) VERSION ONE — 722 respondents 86% reported time-to-market improvements 87% reported productivity improvements 92% reported ability to dynamically change priorities
Version One. (2006). The state of agile development. Apharetta, GA: Author.
(2006) AMBYSOFT — 4,232 respondents 41% of organizations used agile methods 44% reported improved productivity, quality, and costs 38% reported improvements in customer satisfaction levels
Ambler, S. W. (2006). Agile adoption rate survey: March 2006. Retrieved September 17, 2006, from http://www.ambysoft.com/downloads/surveys/AgileAdoptionRates.ppt
29
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Studies of Agile MethodsY ear Source Findings Responses
1998 Harvard
(Thomke et al., 1998)
50% reduction in engineering effort 55% improvement in time to market 925% improvement in number of changes allowed
391
1998 Harvard
(MacCormack, 1998)
48% productivity increase over traditional methods 38% higher quality associated with more design effort 50% higher quality associated with iterative development
29
1999 Boston College
(Fichman et al., 1999)
38% reduction in time to produce working software 50% time to market improvement 50% more capabilities delivered to customers
28
2003 Reifer Consultants
(Reifer, 2003)
20% reported productivity gains 10% reported cost reductions 53% reported time-to-market improvements
78
2003 Shine Technologies
(Johnson, 2003)
49% experienced cost reductions 93% experienced productivity increases 88% experienced customer satisfaction improvements
131
2004 CIO Magazine (Prewitt, 2004)
28% had been using agile methods since 2001 85% initiated enterprise-wide agile methods initiatives 43% used agile methods to improve growth and marketshare
100
2006 Digital Focus
(Digital Focus, 2006)
27% of software projects used agile methods 23% had enterprise-wide agile methods initiatives 51% used agile methods to speed-up development
136
2006 Version One
(Version One, 2006)
86% reported time-to-market improvements 87% reported productivity improvements 92% reported ability to dynamically change priorities
722
2006 AmbySoft
(Ambler, 2006)
41% of organizations used agile methods 44% reported improved productivity, quality, and costs 38% reported improvements in customer satisfaction levels
4,232
31
Agile Manifesto
In 2001, 17 industry leaders met to form a manifesto Formed as an alternative to heavyweight documentation-driven methodologies Agile methods mushroomed to free the community from Dilbertesque corporations To succeed in ecommerce, firms must rid themselves of make-work, arcane policies
Agile Manifesto. (2001). Manifesto for agile software development. Retrieved November 29, 2006, from http://www.agilemanifesto.org
Original Signatories
K ent Beck
Mike Beedle
Arie van Bennekum
Alistair Cockburn
Ward Cunningham
Martin Fowler
J ames Grenning
J im Highsmith
Andrew Hunt
Ron J effries
J on K ern
Brian Marick
Robert C. Martin
Steve Mellor
K en Schwaber
J eff Sutherland
Dave Thomas
32
Values of Agile Methods
We value items on the left more than items on the right Customer collaboration over contract negotiation Working software over comprehensive documentation Individuals and interactions over processes and tools Responding to change over following a plan
Agile Manifesto. (2001). Manifesto for agile software development. Retrieved November 29, 2006, from http://www.agilemanifesto.org
is valuedmore thanCustomer Collaboration
Working Software
Individuals & Interactions
Responding to Change
Contract Negotiation
Comprehensive Documentation
Processes & Tools
Following a Plan
is valuedmore than
is valuedmore than
is valuedmore than
33
We [the signatories] follow these 12 principles
Agile Manifesto. (2001). Manifesto for agile software development. Retrieved November 29, 2006, from http://www.agilemanifesto.org
Principles of Agile Methods
Principles of Agile Methods
· Business people and developers must work together daily throughout the project.
· Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely.
· At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.
· Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.
· Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale.
· Working software is the primary measure of progress.
· Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done.
· The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.
· The best architectures, requirements, and designs emerge from self-organizing teams.
· Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage.
· Continuous attention to technical excellence and good design enhances agility.
· Simplicity—the art of maximizing the amount of work not done—is essential.
34
Factors derived from analysis of values and principles
Agile Manifesto. (2001). Manifesto for agile software development. Retrieved November 29, 2006, from http://www.agilemanifesto.org
Factors of Agile Methods
CustomerCollaboration
WorkingSoftware
Individuals& Interactions
Respondingto Change
EarlyCustomer
Involvement
IterativeDevelopment
SelfOrganizing
Teams
Flexibility
· Business people and developers must work together daily throughout the project.
· Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely.
· At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.
· Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage.
· Continuous attention to technical excellence and good design enhances agility.
· Simplicity—the art of maximizing the amount of work not done—is essential.
· Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.
· Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale.
· Working software is the primary measure of progress.
· Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done.
· The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.
· The best architectures, requirements, and designs emerge from self-organizing teams.
36
Analysis of Agile Methods
Analyzed factors and subfactors of agile methods New development rhythm Scrum Dynamic systems development method Synch-n-stabilize Internet time Judo strategy Extreme programming Feature driven development Open source software development
Identified four major factors from analysis of agile methods Early customer involvement Iterative development Self organizing teams Flexibility
Identified scholarly model of e-commerce website quality Fulfillment and reliability Website design Privacy and security Customer service
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
37
Factors and subfactors derived from agile methods
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Model of Agile Methods
Agile Methods Website Effectiveness Electronic Commerce
Early Customer Involvement
· Feedback solicited· Feedback received· Feedback frequency· Feedback quality· Feedback incorporated
Iterative Development
· Time boxed releases· Operational releases· Small releases· Frequent releases· Numerous releases
Self Organizing Teams
· Team leader· Vision and strategy· Goals and objectives· Schedules and timelines· Small team size
Flexibility
· Small size· Simple design· Modular design· Portable design· Extensible design
H 1 (+)
H 2 (+)
H 3 (+)
H 4 (+)
Website Quality
· Fulfillment and reliability· Website design· Privacy and security· Customer service
Business-to-Consumer (B2C)
· Shopping· Retail· Services
38
Hypotheses derived from analysis of 76 scholarly studies
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Hypotheses for Agile Methods
40
Factors. Early customer involvement, iterative development, self organizing teams, and flexibility.
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Agile Methods
Method Major Factors
New development rhythm
Reviews, iterations 2, involvement 1, synchronization, configuration control, dependency management, performance reviews, metrics, testing, empowerment, teams 3, modularity 4
Scrum Iterative development 2, prioritized requirements, early architectural design 4, daily team meetings, self managing teams 3, stakeholder feedback 1
Dynamic systems development
User involvement 1, stakeholder cooperation 1, empowered teams 3, frequent delivery, simple flexible designs 4, iterative development 2, change control, high-level requirements, testing
Synch-n-stabilize Parallel development, vision statements, evolving specifications 4, prioritized features, iterations 2, daily builds, milestones, releases, continuous customer feedback 1, small teams 3
Internet time Rapid prototyping and early beta releases 2, daily incorporation of rapid market feedback 1, experienced teams 3, large investments in software architecture and design 4
J udo strategy Cross platform design 4, modular architectures 4, code reuse, parallel development, flexible priorities, evolving features, automated testing, beta testing 2, market feedback 1, teams 3
Extreme programming
Planning, releases 2, metaphor, simplicity 4, tests, refactoring, pair programming 3, continuous integration, collective owners, on-site customer 1, 40-hour weeks, open workspace, just rules
Feature driven development
Domain experts 1, object modeling, design by feature, class (code) ownership, feature teams
3, inspections, regular builds 2, configuration management, reporting, technical architecture 4 Open source
software Parallel development, international communities 3, peer reviews, prompt feedback 1, highly talented developers, increased user involvement 1, rapid releases 2, evolutionary designs 4
Agile manifesto Customer collaboration 1, working software 2, individuals and interactions, responding to change
1 Early customer involvement — 2 Iterative development — 3 Self organizing teams — 4 Flexibility
41
Subfactors. Feedback solicited, feedback received, feedback frequency, feedback quality, and feedback incorporated.
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Early Customer Involvement
Method Subfactors
New development rhythm
Requirements briefings, field partners, usability activities, contract testing, migrations, invitational’s, advisory councils, early support program
Dynamic systems development
Vision, business processes, requirements, designs, reviews, conflict management, measurement, monitoring, commitments, information, prototyping, approval, testing
Synch-n-stabilize Planning data, wish lines, call data, usability, beta, and supportability testing, technical support, teleconferences, surveys, usage studies, instrumented tools, marketing studies
Internet time Technical feedback on prototypes, technical feedback on daily operational builds, market feedback on early beta releases
J udo strategy Technical feedback on alpha tests, internal feedback on beta tests, market feedback on beta tests, customer feedback from telephone support
Extreme programming
Integrated into team, provide feedback at all stages, write user stories, select user stories, prioritize user stories, specify test scenarios, approve tests, evaluate releases
Scrum Attend reviews, ask questions, note changes, vote on impressions, changes, and priorities, rearrange backlogs, give feedback, identify omissions, suggest additions, add to backlog
Feature driven development
Participate in modeling team, give an overview of domain, assess domain model, help build features list, assess features list, participate in domain walkthrough
Open source software
Propose changes, vote on changes, report bugs, join mailing list, suggest guidelines, browse code, download code, analyze code, modify code, add code, join community
42
Subfactors. Time-boxed releases, operational releases, small releases, frequent releases, and numerous releases.
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Iterative Development
Method Subfactors
New development rhythm
Iterative or cyclic process, developing system by iterating, functional milestones at each iteration, prototyping, staged delivery, overlapped component testing
Dynamic systems development
Frequent delivery of products, product-based approach, time-boxing, fixed end dates
Synch-n-stabilize Risk-driven incremental spiral life cycle model, incremental milestones, prototypes, subprojects, daily builds, beta testing
Internet time Evolutionary delivery, iterative approach, working version, prototypes, beta versions
J udo strategy Short development cycles, three-month windows, multiple milestones, daily builds, internal usage testing, alpha testing, beta testing, field testing
Extreme programming
Release planning, release plans, iterations, iteration plans, frequent small releases, continuous integration, incremental deployment, daily deployment, incremental design
Scrum Sprint planning meeting, product backlog, sprints, sprint backlog, sprint review meeting, sprint retrospective meeting, time-box, increment, shippable product, 30-day iteration
Feature driven development
Frequent deliveries, tangible working results, adaptive processes, feature development, small features, regular builds, feature lists, feature sets, feature designs, feature builds
Open source software
Rapid releases, rapid increments, multiple daily releases, development releases, production releases, early releases, official releases, new releases, minor releases, major releases
43
Subfactors. Team leader, vision and strategy, goals and objectives, schedules and timelines, and small team size.
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Self Organizing Teams
Method Subfactors
New development rhythm
Cross-functional teams, empowered management teams, isolated development teams, co-located teams, special decision teams, engineering teams, testing teams, design groups
Dynamic systems development
Team leaders, empowerment, large team structures, collaboration, communication, daily sub-team meetings, daily time-box meetings, core teams, facilitated workshops
Synch-n-stabilize Small teams, overlapping functional specialists, delegated hiring, learning by doing, mentoring, career paths, ladder levels, specialized management and teams
Internet time Small teams, broad-based experienced team, team empowered to respond to market feedback, team with generational experience
J udo strategy Numerous teams, small six-person teams, decentralized teams, self managed teams, product teams, programming teams, build teams, version teams, Unix teams, quality assurance teams
Extreme programming
Pair programming, personnel rotation, cross training, co-location, side-by-side, take breaks, humility, confidence, communication, listening, teamwork
Scrum Self-managing teams, self-organizing teams, cross-functional teams, collective responsibility, daily scrum meetings
Feature driven development
Feature teams, team leaders, class owners, code inspection team, small teams, modeling teams, planning teams, development teams, feature list teams
Open source software
International communities, distributed communities, large communities, mailing lists, quality assurance groups, core teams, trust
44
Subfactors. Small size, simple design, modular design, portable design, and extensible design.
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Flexibility
Method Subfactors
New development rhythm
Preliminary system architectures, experimental system architectures, architectural reuse, software reuse, design control groups, early system, software, and user interface prototypes
Dynamic systems development
Fitness for business purpose, system architecture definition, enterprise model, system model, technology model, reversible changes
Synch-n-stabilize Vision statements, evolving specifications, horizontal architectures, modularity, functional building blocks, flexible skeletons, architectural layers, portable designs, simple code
Internet time Flexible, evolving, coherent, delayed, robust, open, scaleable, and modular architectures and designs
J udo strategy Cross-platform modularized architectures, designs, programming systems, programming languages, feature sets, abstraction layers, components, and reusable libraries
Extreme programming
Architectural spikes, system metaphors, spikes, spike solutions, simple designs, delayed functionality, merciless refactoring, coding standards, delayed optimization
Scrum Product infrastructures, detailed product architectures, detailed technical architectures, business architecture, system architecture, development environment
Feature driven development
Technical architectures, user interface layers, problem domain layers, data management layers, system interaction layers, domain object models, class diagrams, sequence diagrams
Open source software
Advanced design decisions, solid architectures, design patterns, portable designs, modular designs, code modularity, cohesive modules, coding guidelines, standards, and conventions
46
Survey of Agile Methods
Phase 0 — Cognitive Interviews Interview six or seven software developers to pre-test agile survey instrument. Analyze feedback received from cognitive interviews of agile survey instrument. Calibrate and adjust agile survey instrument (and conceptual model if necessary).
Phase I — Survey of Software Developers Survey software developers to determine compliance with agile methods. Use online survey service to collect data and perform basic statistical analysis. Collect URLs of e-commerce websites produced by software developers.
Phase II — Survey of Internet Shoppers Survey Internet shoppers to determine quality of e-commerce websites at URLs. Use online survey service to collect data and perform basic statistical analysis. Administer eTailQ website quality instrument with proven inter-item reliability.
Phase III — Analysis of Results Analyze and report basic demographics and statistical results. Analyze relationships between use of agile methods and website quality. Test hypotheses to determine effects (if any) of agile methods on website quality.
47
20 items derived from conceptual model of agile methods
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Survey of Agile Methods
Factor Variable Item
Feedback solicited 1. We seek early market feedback on every software release
Feedback received 2. We receive early market feedback on every software release
Feedback frequency 3. We receive early market feedback within a few hours or days
Feedback quality 4. We receive in-depth early market feedback on every software release
Early customer
involvement
Feedback incorporated 5. We incorporate early market feedback into every software release
Time boxed releases 6. Our software is delivered in fixed intervals
Operational releases 7. Our software is delivered as working products
Small releases 8. Our software is delivered in multiple small increments
Frequent releases 9. Our software is delivered in daily, weekly, or bi-weekly increments
Iterative development
Numerous releases 10. Our software is delivered in more than 12 increments
Team leader 11. Our software teams have clear administrative and technical leaders
Vision and strategy 12. Our software teams have clear visions, missions, and strategies
Goals and objectives 13. Our software teams have clear goals and objectives
Schedules and timelines 14. Our software teams have clear schedules and timelines
Self organizing
teams
Small team size 15. Our software teams have a small size with no more than 10 people
Small size 16. Our software is designed to be as small as possible
Simple design 17. Our software is designed to be as simple as possible
Modular design 18. Our software is designed to use modular and interchangeable parts
Portable design 19. Our software is designed to work on multiple operating systems
Customer service
Extensible design 20. Our software is designed to be extensively changed if necessary
48
14 items derived from eTailQ model of website quality
Wolfinbarger, M., & Gilly, M. C. (2003). Etailq: Dimensionalizing, measuring, and predicting etail quality. Journal of Retailing, 79(3), 183-198
Survey of Website Quality
Factor Variable Item
Order received 1. You get what you ordered from this site
On time delivery 2. The product is delivered by the time promised by the company Fulfillment
and reliability
Order accurate 3. The product that came was represented accurately by the website
In-depth information 4. The website provides in-depth information
Processing efficiency 5. The site doesn’t waste my time
Processing speed 6. It is quick and easy to complete a transaction at this website
Personalization 7. The level of personalization at site is about right, not too much or too little
Website design
Product selection 8. This website has good selection
Protection of privacy 9. I feel like my privacy is protected at this site
Feelings of safety 10. I feel safe in my transactions with this website Privacy and
security
Adequate security 11. The website has adequate security features
Willingness to respond 12. The company is willing and ready to respond to customer needs
Desire to fix issues 13. When you have a problem, the website shows a sincere interest in solving it Customer
service
Promptness of service 14. Inquiries are answered promptly
49
14 items derived from eTailQ model of website quality
Wolfinbarger, M., & Gilly, M. C. (2003). Etailq: Dimensionalizing, measuring, and predicting etail quality. Journal of Retailing, 79(3), 183-198
Analysis of Website Quality
Fulfillment and
reliability
Website design
Privacy and security
Customer service
1. You get what you ordered from this site
2. The product is delivered by the time promised by the company
3. The product that came was represented accurately by the website
4. The website provides in-depth information
5. The site doesn’t waste my time
6. It is quick and easy to complete a transaction at this website
7. The level of personalization at site is about right, not too much or too little
8. This website has good selection
9. I feel like my privacy is protected at this site
10. I feel safe in my transactions with this website
11. The website has adequate security features
12. The company is willing and ready to respond to customer needs
13. When you have a problem, the website shows a sincere interest in solving it
14. Inquiries are answered promptly
1 2 3 5 6 7Factor Item
50
Test hypotheses for agile methods and website quality
Rico, D. F. (2007). Effects of agile methods on website quality for electronic commerce. Retrieved April 9, 2007, from http://davidfrico.com/rico07h.pdf
Final Hypothesis Testing
Factors Hypotheses t-value p-value
H 1.1 Early customer involvement Fulfillment and reliability / / p < 0.05
H 1.2 Early customer involvement Website design / / p < 0.05
H 1.3 Early customer involvement Privacy and security / / p < 0.05
Early customer involvement
H 1.4 Early customer involvement Customer service / / p < 0.05
H 2.1 Iterative development Fulfillment and reliability / / p < 0.05
H 2.2 Iterative development Website design / / p < 0.05
H 2.3 Iterative development Privacy and security / / p < 0.05
Iterative development
H 2.4 Iterative development Customer service / / p < 0.05
H 3.1 Self organizing teams Fulfillment and reliability / / p < 0.05
H 3.2 Self organizing teams Website design / / p < 0.05
H 3.3 Self organizing teams Privacy and security / / p < 0.05
Self organizing teams
H 3.4 Self organizing teams Customer service / / p < 0.05
H 4.1 Flexibility Fulfillment and reliability / / p < 0.05
H 4.2 Flexibility Website design / / p < 0.05
H 4.3 Flexibility Privacy and security / / p < 0.05 Flexibility
H 4.4 Flexibility Customer service / / p < 0.05