Agile Glossary

Iterative Development

What is Iterative Development?

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).

They are iterative in a third, less essential sense, in being most often structured around a series of iterations of fixed calendar length. However, some Agile approaches to scheduling, such as Kanban do away with iterations in this later sense, but retain the other aspects of multiple repetitions and planned rework.

Nearly all Agile projects are incremental as well as iterative. However, it is possible to use iterative strategies which are not also incremental; for instance, a “build it twice” strategy in which one first creates a throwaway prototype to gather user feedback, then uses insights from that experience to build the “real thing”. Prototyping is necessarily an iterative strategy and may have been a precursor to the development of iterative software development ideas.

Origins

The idea of iterative development predates Agile – by at least a decade or two.

  • 1984: an early empirical study by Barry Boehm of projects using prototyping, by essence an iterative strategy, suggests that iterative approaches first started receiving serious attention around that time, most probably driven by factors such as the rise of personal computers and graphical user interfaces
  • 1986: in a well-known paper, Barry Boehm presents “A Spiral model of software development and enhancement“, an iterative model geared to identifying and reducing risks through any appropriate approaches (though the “typical” example presented is based on prototyping)
  • 1995: an article by Alistair Cockburn, “Growth of human factors in application development“, suggests one major reason why iterative approaches gradually gain acceptance: the bottleneck in software development is shifting to (individual and organizational) learning, and human learning is intrinsically an iterative, trial and error process

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Additional Agile Glossary Terms

The Kanban Method is a means to design, manage, and improve flow systems for knowledge work. The method also allows organizations to start with their existing workflow and drive evolutionary change. They can do this by visualizing their flow of work, limit work in progress (WIP) and stop starting and start finishing.
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.
Usability testing is an empirical, exploratory technique to answer questions such as "how would an end user respond to our software under realistic conditions?"
Lead Time is the time between a customer order and delivery. In software development, it can also be the time between a requirement made and its fulfillment.
A timebox is a previously agreed period of time during which a person or a team works steadily towards completion of some goal.

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