Agile Glossary

Frequent Releases

What is Frequent Releases?

An Agile team frequently releases its product into the hands of end users, listening to feedback, whether critical or appreciative.

Precisely how frequent is desirable varies according to the technical and business aspects of the context, but in general one release every four to six iterations would be considered a maximum.

In favorable technical contexts, such as Web development, a more frequent rhythm of release can be achieved, such as every iteration. Some teams push this practice to its limit of continuous deployment.

Common Pitfalls

  • showing the latest version of the product to a project or product manager for “testing” is not sufficient; nor is turning a version over to a quality assurance team; a “release” in this sense should be at the least a beta version evaluated by representative users
  • in some cases (such as embedded software) it will not be possible to arrange for frequent release to “all” users; this should not be a pretext to give up on frequent release to “some” users (pilot sites, volunteer beta testers, etc.)

Expected Benefits

Setting up for frequent releases “from the early stages of the project” is a cornerstone of Agile’s risk reduction approach:

  • it mitigates the well-known planning failure mode of discovering delays very late
  • it validates the product’s fit to its market earlier
  • it provides earlier information about the quality and stability of the product
  • it allows for a quicker return on the economic investment into the product

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Additional Agile Glossary Terms

Rules of Simplicity is a set of criteria, in priority order, proposed by Kent Beck to judge whether some source code is "simple enough."
The scrum master is the team role responsible for ensuring the team lives agile values and principles and follows the processes and practices that the team agreed they would use.
Agile projects are iterative insofar as they intentionally allow for "repeating" software development activities, and for potentially "revisiting" the same work products (the phrase "planned rework" is sometimes used; refactoring is a good example).
When "simple design" choices have far-reaching consequences, two or more developers meet for a quick design session at a whiteboard.
Usability testing is an empirical, exploratory technique to answer questions such as "how would an end user respond to our software under realistic conditions?"
A Niko-niko Calendar is updated daily with each team member's mood for that day. Over time the calendar reveals patterns of change in the moods of the team, or of individual members.
The acronym INVEST stands for a set of criteria used to assess the quality of a user story. If the story fails to meet one of these criteria, the team may want to reword it.

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