AGILE 101

Agile Practices Timeline

Trace the history and evolution of Agile from its roots in 1968, and learn how it has evolved through the years.

1968
Conway’s Law

“Conway’s Law” is coined and summarized as follows: “Any organization that designs a system (defined more broadly here than just information systems) will inevitably produce a design whose structure is a copy of the organization’s communication structure.” It has long had the status of folklore rather than of well-supported scientific result, though recent studies have lent it some academic support. (The social aspects of software development remained largely ignored by academic software engineering until the mid-90’s.)

1968
1970s
Wideband Delphi

Barry Boehm proposes “Wideband Delphi”, a forerunner of Planning Poker.

1970s
1976
Automated Unit Testing

A series of articles by D. Panzl describing tools with features closely resembling those of JUnit attest to the long history of automated unit testing.

1976
1976
Software Reliability

Publication of Software Reliability by Glenford Myers, which states as an “axiom” that “a developer should never test their own code” (Dark Ages of Developer Testing).

1976
1977
Automating Software Builds

Creation of the “make” tool for Unix systems – the principle of automating software builds is not a new idea.

1977
1980
Principles of software engineering

Substantial discussion of incremental development in IBM’s Federal Systems Division can be found in a volume edited by Harlan Mills, ”Principles of software engineering”, specifically an article by Dyer, which recommends organizing “each increment to maximize the separation of its function(s) from function(s) in other increments”; however, the idea is still very much that of a scheduled, phased approach rather than one responsive to change.

1980
1980
Visual Control

The notion of “visual control” originating in the Toyota Production System is an anticipation of “information radiators.”

1980
1983
Human Factors Testing

A wide range of “human factors testing” techniques foreshadowing usability testing, used at the Xerox PARC during the design of the Xerox Star, are described in the CHI conference proceedings.

1983
1984
Prototyping vs. specifying

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.

1984
1984
Thinking forth

The notion of “factoring”, an anticipation of refactoring, is described in Brodie’s “Thinking Forth”, where it is presented as “organizing code into useful fragments” which “occurs during detailed design and implementation.”

1984
1984
Knowledge-based communication processes in software engineering”

While criticisms of the “waterfall” sequential approach have started much earlier, formulations of alternative incremental approaches are becoming more pointed; a good example is an early paper on ”Knowledge-based communication processes in software engineering” advocating incremental development for the specific reason that “complete and stable specifications are not available.”

1984
1985
Evolutionary Delivery Model

Perhaps the first explicitly named, incremental alternative to the “waterfall” approach is Tom Gilb’s Evolutionary Delivery Model, nicknamed “Evo.”

1985
1986
A Spiral model of software development and enhancement

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).

1986
1986
Scrum Framework Inspiration

Takeuchi and Nonaka publish their article ”The New New Product Development Game” in Harvard Business Review. The article describes a rugby approach where “the product development process emerges from the constant interaction of a hand-picked, multidisciplinary team whose members work together from start to finish.” This article is often cited as the inspiration for the Scrum framework.

1986
1988-1990
“Capture and Replay” test automation

The rise of event-driven GUI software and their specific testing challenges create an opportunity for “capture and replay” test automation tools provided by companies such as Segue or Mercury; this type of tool dominates the market for the next decade.

1988-1990
1988
Rapid Iterative Production Prototyping

The “timebox” is described as a cornerstone of Scott Schultz’s “Rapid Iterative Production Prototyping” approach in use at a Du Pont spin-off, Information Engineering Associates.

1988
1988
Anthropomorphic metaphors

Though the idea of reasoning through design issues by anthropomorphizing objects, as in the CRC technique, may seem quite natural, it has had some formidable detractors, for instance this artlce by Dijsktra ”On the cruelty of really teaching computing science”, which appears just as object-oriented is hitting the mainstream: “in computing science the anthropomorphic metaphor should be banned.”

1988
1989
Object-Oriented Thinking

Ward Cunningham describes the CRC technique in a joint article with Kent Beck; the specific format used for the cards derives from an application designed by Cunningham to store design documentation as a Hypercard stack.

1989
1990
Refactoring

Bill Opdyke coins the term “refactoring” in an ACM SIGPLAN paper with Ralph Johnson, “Refactoring: An aid in designing application frameworks and evolving object-oriented systems.”

1990
1990
Black Box Testing

Testing discipline dominated by “black box” techniques, in particular in the form of “capture and replay” testing tools.

1990
1990s
“make” tools lose favor

Owing to the rise in popularity of RAD tools and IDEs, “make” type tools acquire a mixed reputation.

1990s
1991
Rapid Application Development

RAD, possibly the first approach in which timeboxing and “iterations” in the looser sense of “one repetition of the entire software development process” are closely combined, is described by James Martin in his ”Rapid Application Development”. This book also describes the details of the timebox in one of its chapters.

1991
1991
Testing Frameworks

Independent creation of a testing framework at Taligent with striking similarities to SUnit (source).

1991
1992
Dynamic Duo Coding

“Dynamic Duo” is the term coined by Larry Constantine, reporting on a visit to Whitesmiths Inc., a compiler vendor started by P.J. Plauger, one of the implementors of C: “At each terminal were two programmers! Of course, only one programmer was actually cutting code at each keyboard, but the others were peering over their shoulders.” Whitesmiths existed from 1978 to 1988.

1992
1992
Refactoring object-oriented frameworks

A comprehensive description of “refactoring” is presented in Opdyke’s thesis, “Refactoring object-oriented frameworks.”

1992
1993
The benefits of collaboration for student programmers

“The benefits of collaboration for student programmers” by Wilson et al. is one early empirical study indicating benefits of pairing for programming tasks specifically. Posterior studies are more abundant and driven by the desire to “validate” pair programming after it had already gained popularity through Extreme Programming.

1993
1993
Stand-Up Meeting pattern.

Jim Coplien writes the original Stand-Up Meeting pattern.

1993
1993
Continuous Integration

The phrase “continuous integration” is already in use and thus predates what will later be known as Agile processes, for instance an article written this year contrasts it with “scheduled” integration, and recommends the latter, citing “lack of thorough testing” as one issue with continuous integration; this helps explain why the automated testing favored by Agile teams is an enabler for continuous integration.

1993
1993
Invention of Scrum

Jeff Sutherland invents Scrum as a process at Easel Corporation.

1993
1993
Daily Meetings

Jim Coplien, describing his observations of the “hyperproductive” Borland Quattro Pro team, notes their reliance on almost daily meetings: “the project was made more of meetings than anything else”; this article is also cited as a strong influence on Scrum.

1993
1994
SUnit testing framework for Smalltalk

Kent Beck writes the SUnit testing framework for Smalltalk.

1994
1995
Organizational Patterns

Coplien names the “Code Ownership” pattern in Pattern Languages of Program Design, in an early version of his “Organizational Patterns”, a work influential in the later development of Agile discourse. However, he endorses exclusive individual code ownership, and cautions against collective ownership which he equates to no ownership at all. Coplien admits that objections against individual ownership exist, but argues that other of his patterns mitigate those problems.

1995
1995
Growth of human factors in application development

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.

1995
1995
Invention of Wikis

Based on the same inspiration as CRC cards, Ward Cunningham develops the concept of a Wiki, which will later become the ancestor of Wikipedia and undoubtedly one of the most influential ideas in the history of the World Wide Web.

1995
1995
Sprint as iteration

The earliest writings on Scrum introduce the notion of the “sprint” as iteration, although its duration is variable.

1995
1995
Alexandrian Form

The pattern “Developing in Pairs” is given a brief description, in Alexandrian pattern form, in Jim Coplien’s chapter “A Generative Development-Process Pattern Language” from the first patterns book, “Pattern Languages of Program Design.”

1995
1995
Antipatterns

Andrew Koenig originally coined the term antipattern in the March – April 1995 edition of the Journal of Object Oriented Program: “An antipattern is just like a pattern, except that instead of a solution it gives something that looks superficially like a solution, but isn’t one.”

1995
1995
Antipatterns

Andrew Koenig originally coined the term antipattern in the March – April 1995 edition of the Journal of Object Oriented Program: “An antipattern is just like a pattern, except that instead of a solution it gives something that looks superficially like a solution, but isn’t one.”

1995
1995
Formal Introduction of Scrum

Ken Schwaber and Jeff Sutherland co-present Scrum at the OOPSLA Conference.

1995
1996
Daily Build and Smoke Test

Steve McConnell describes the “Daily Build and Smoke Test” technique, used at Microsoft for Windows NT 3.0 during the 1990’s; the emphasis is not so much on the automation as on the frequency, the daily cycle being at that time considered “extreme.”

1996
1996
Acceptance Testing

Automated tests are a practice of Extreme Programming, without much emphasis on the distinction between unit and acceptance testing, and with no particular notation or tool recommended.

1996
1997
Daily Scrum

Ken Schwaber describes the “daily scrum” (which does not appear in his earlier writings, such as the 1995 article “SCRUM Development Process”), this is later recast in pattern form by Mike Beedle.

1997
1997
Working in Increments

In ”Surviving Object-Oriented Projects”, Alistair Cockburn describes several projects (dating as far back as 1993) informally using the practice, but does not give it a label; he summarizes it as “Work in increments, focus after each.”

1997
1997
JUnit Testing Tool

The testing tool JUnit is written by Beck and Gamma, inspired by Beck’s earlier work on SUnit; its growing popularity over the next few years marks the end of the “capture and replay” era.

1997
1998 – 2002
Test First becomes Test Driven

“Test First” is elaborated into “Test Driven”, in particular on the C2.com Wiki.

1998 – 2002
1998
Continuous Integration

Continuous integration and the “daily stand-up” are listed among the core practices of Extreme Programming.

1998
1998
The Patterns Handbook

Linda Rising reprints Keonig’s definition of antipattern in "The Patterns Handbook: Techniques, Strategies, and Applications."

1998
1998
Antipatterns term Popularized

The book "AntiPatterns: Refactoring Software, Architectures, and Projects in Crisis" popularized the term antipattern.

1998
1998
Extreme Programming

The earliest article about Extreme Programming, “Chrysler goes to Extremes”, describes several XP practices such as self-chosen tasks, test first, three week iterations, collective code ownership, and pair programming.

1998
1999
System Metaphor

Early on in the elaboration of Extreme Programming, the “System Metaphor” practice is proposed to address the issues of business-technical translation and cognitive friction, however the practice is poorly understood and fails to catch on.

1999
1999
iterative and incremental

In an article for the C++ Report, Robert C. Martin gives what is perhaps the earliest description of the Agile sense of the terms “iterative” and “incremental.”

1999
1999
Personas

Personas are first described in one chapter of Alan Cooper’s “The Inmates are Running the Asylum”, building on prior work in “Goal-Directed design.”

1999
1999
Simple Design

The “rules of simple design” are described for the first time in an IEEE Computer article by Kent Beck, “Embracing Change with Extreme Programming”, summarizing earlier discussions on the OTUG mailing list.

1999
1999
Refactoring Popularized

The practice of “refactoring”, incorporated a few years earlier into Extreme Programming, is popularized by Martin Fowler’s book of the same name.

1999
1999
Big Visible Chart

The term “Big Visible Chart” is coined by Kent Beck in “Extreme Programming Explained”, though later attributed by Beck to Martin Fowler.

1999
1999
Gummi Bears

The unit “Gummi Bears”, an alternative to “story points” for estimating user stories, is first mentioned by Ron Jeffries (later attributed to an XP project led by Joseph Pelrine).

1999

Agile Practices from 2000-2001

2000
Three Questions

The “three questions” of Scrum’s daily meeting format are largely adopted by Extreme Programming teams.

2000
2000
Driver and Navigator Roles

The roles of Driver and Navigator are introduced to help explain pair programming; the earliest known reference is a mailing list posting. Note, however, that the reality of these roles has been disputed, for instance, Sallyann Bryant’s article ”Pair programming and the mysterious role of the navigator.”

2000
2000
continuous integration

An article by Martin Fowler provides perhaps the most complete description of the continuous integration practice available at that time.

2000
2000
Mock Objects Testing

The “mock objects” testing technique is described by Freeman, McKinnon and Craig in their article ”Endo-Testing: Unit Testing with Mock Objects”, an allusion to the “Mock Turtle” character in Lewis Carroll.

2000
2000
Burndown Chart

The burndown chart is first described by Ken Schwaber, who invented it while working at Fidelity Investments in an attempt to provide Scrum teams with a simple tool kit; he described it formally on his website.

2000
2000
Velocity in Extreme Programming

The term “velocity” is a relatively late addition to Extreme Programming, replacing a previous notion of “load factor” deemed overly complex.

2000
2000s
Build Automation Revival

Even though the practice is far from new, nor limited to Agile teams, it is partly due to Agile practices that a revival of “make” type build automation takes place.

2000s
February 11-13, 2001
Agile Manifesto for Software Development

17 people who develop software and help others do it met at The Lodge at Snowbird ski resort in the Wasatch mountains of Utah to find common ground among their different approaches to software development. The outcome of this meeting is the Manifesto for Agile Software Development. Several members of those discussions went on to found the Agile Alliance.

February 11-13, 2001
2001
Publication of the Agile Manifesto

An avowed member of the “context-driven” school of software testing, Brian Marick participated in the Snowbird event leading to the publication of the Agile Manifesto; he has often described himself as the “token tester” of the group, bringing some awareness of practices within exploratory testing to the Agile community.

2001
2001
Regular Retrospectives

Regular retrospectives are one of the principles of the Agile Manifesto: “At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly”, though not necessarily yet common practice.

2001
2001
Lean Programming

Mary Poppendieck’s article, ”Lean Programming”, draws attention to the structural parallels between Agile and the ideas known as Lean or the “Toyota Production System.”

2001
2001
Cruise Control

Cruise Control, the first “continuous integration server”, is published under an open source license; it automates monitoring of the source code repository, triggering the build and test process, notifications of the results to the developers, and archival of the test reports; the period 2001-2007 sees a large number of similar tools appear, leading perhaps to an excessive focus on tools over practice.

2001
2001
Energy Seismograph

Among the visualizations described in Norm Kerth’s “Project Retrospectives”, the “Energy Seismograph” can perhaps be seen as a forerunner of the niko-niko calendar.

2001
2001
relative and absolute estimation

An article by Bill Wake points out two distinct flavors of estimation in use among Agile teams, relative and absolute estimation.

2001
2001
Refactoring Becomes Accepted

Refactoring “crosses the Rubicon”, an expression of Martin Fowler describing the wide availability of automated aids to refactoring in IDEs for the language Java.

2001
2001
Context-driven software testing

Some techniques of exploratory testing, together with a first mention of the “context-driven school of software testing”, are introduced in Kaner, Bach, and Pettichord’s ”Lessons Learned in Software Testing.”

2001
2001
Quick Design Session
The term “quick design session” is described in ”Extreme Programming Installed.”
 
 
2001
2001
role-feature-reason

The “role-feature-reason” format for expressing user stories was invented at Connextra in the UK.

2001
2001
Scrum of Scrums

The Scrum of Scrums is first described (summarizing experiences at IDX) in an article by Jeff Sutherland, Agile Can Scale: Inventing and Reinventing SCRUM in Five Companies.

2001
2001
retrospectives endorsed at XP 2001

The XP community endorses retrospectives early on, by way of a paper at XP2001 on ”Adaptation: XP Style.”

2001
2001
Card, Conversation, Confirmation model

The Card, Conversation, Confirmation model is proposed by Ron Jeffries to distinguish “social” user stories from “documentary” requirements practices, such as use cases.

2001
2001
Project Chartering

The article, which will later come to largely define project chartering as an Agile practice, is published: “Immunizing Against Predictable Project Failure.”

2001
2001
reflection workshop

The first description of a “reflection workshop” in the context of an Agile project appears in Alistair Cockburn’s ”Agile Software Development.”

2001
2001
Project Retrospectives

The term “Project Retrospectives” is introduced in Norm Kerth’s book of the same name.

2001
2001
information radiator

The term “information radiator” was coined by Alistair Cockburn, part of an extended metaphor which equates the movement of information with the dispersion of heat and gas.

2001

Agile Practices from 2002 - 2003

2002
Pair Programming

”Pair Programming Illuminated”, by Laurie Williams and Robert Kessler, is the first book devoted exclusively to the practice and discusses its theory, practice, and the various studies up to that date.

2002
2002
acceptance testing

Ward Cunningham, one of the inventors of Extreme Programming, publishes Fit, a tool for acceptance testing based on a tabular, Excel-like notation.

2002
2002
Definition of Done

An early article by Bill Wake calls attention to the possible inconsistencies arising from terms commonly used within teams, such as “done,” among others.

2002
2002
Personas

An early practitioner’s report discusses personas within the broader context: Jeff Patton’s “Hitting the Target: Adding Interaction Design to Agile Software Development” is perhaps the first formal description in an Agile context, although the topic has been discussed informally on mailing lists since at least 2000.

2002
2002
continuous deployment

In early (unpublished) discussions of applying Lean ideas to software, seeing undeployed features as “inventory”, Kent Beck mentions continuous deployment at LifeWare and “several others”; it will take several years, however, for the idea to be refined and codified.

2002
2002
Velocity

The Scrum community picks up the practice of measuring “velocity.”

2002
2002
Burndown & Burnup

The burndown gains popularity among the Scrum community, as well as alternatives such as the “burnup” which merely inverts the vertical direction, or the more sophisticated ”Cumulative Flow Diagram”, which most closely resembles a burnup but appears to be an independent invention.

2002
Planning Poker

The current form of Planning Poker is set out in an article by James Grenning.

2002
CRC cards 

Rebecca Wirfs-Brock and Alan McKean popularized CRC cards through their book on responsibility-driven design, “Object Design: Roles, Responsibilities and Collaborators.”

2002
2003
Industrial XP

Joshua Kerievsky at Industrial Logic publishes ”Industrial XP”, a set of proposed extensions to Extreme Programming, which includes the Project Chartering activity, essentially as defined by the 2001 article.

2003
2003
AgileDox

AgileDox, the ancestor of BDD, is a tool generating technical documentation automatically from JUnit tests, written by Chris Stevenson.

2003
2003
FitNesse

Bob Martin combines Fit with Wikis (another invention of Ward Cunningham’s), creating FitNesse.

2003
2003-2006
Fit/FitNesse Combo

The Fit/FitNesse combo eclipses most other tools and becomes the mainstream model for Agile acceptance testing.

2003-2006
2003
Acceptance Test Driven Development (ATDD)

Kent Beck briefly mentions ATDD in the book “Test Driven Development: By Example” but dismisses it as impractical. In spite of Beck’s objections, ATDD becomes accepted practice due in part to the popularity of Fit/FitNesse.

2003
2003
Ping-Pong Programming

An anonymous article on the C2 Wiki describes Ping-Pong Programming, a moderately popular variant that marries pairing with test-driven development.

2003
2003
The Story of Done

Early Scrum training materials hint at the future importance of the “Definition of Done”, initially only in the form of a slide title: “The story of Done.”

2003
2003
Agile Task Board

Expanding on their earlier work on Lean Programming, Mary and Tom Poppendieck’s book ”Lean Software Development” describes the Agile task board as a “software kanban system.”

2003
2003
Test Driven Development

Publication of “Test Driven Development: By Example” by Kent Beck

2003
2003
project & iteration retrospectives

Thanks in good part to sessions at the XP Day cycle of conferences, more teams start practicing project and iteration retrospectives.

2003
2003
INVEST

The INVEST checklist for quickly evaluating user stories originates in an article by Bill Wake, which also repurposed the acronym SMART (Specific, Measurable, Achievable, Relevant, Time-boxed) for tasks resulting from the technical decomposition of user stories.

2003
2003
scrum task board

The five-column scrum task board format is described by Mike Cohn on his website; at the time, very diverse variants still abounded.

2003
2003
Nebulous Units of Time

The term “Nebulous Units of Time” or NUTs is coined by Joshua Kerievsky as an alternative to “story points.”

2003
2003
Domain-Driven Design

The term “domain-driven design” was coined by Eric Evans and described in his book of the same name, eventually emerging as a viable alternative to the “System Metaphor.”

2003

Agile Practices from 2004 - 2006

2004 – 2006
Daily Meetings

The daily meeting is generalized as a core Agile practice, and with widespread use of task boards, gains one final key guideline, “hold the daily meeting near the task board” (described, for instance, by Tobias Mayer).

2004 – 2006
2004
Whole Team

Kent Beck proposes “Whole Team” as the new denomination for the practice previously known as “On-Site Customer.”

2004
2004
Extreme Feedback Devices

An article by Alberto Savoia proposes “Extreme Feedback Devices” such as lava lamps or dedicated monitors, to display the results of the most recent integration, an important innovation in CI.

2004
2004
JBehave

To test his hypotheses about de-emphasizing “test” terminology in favor of “behavior”, Dan North releases JBehave.

2004
2004
User Stories applied

The INVEST acronym is among the techniques recommended in Mike Cohn’s ”User Stories applied”, which discusses it at length in Chapter 2.

2004
2005
Agile Estimating and Planning

The Planning Poker technique is popularized in the Scrum community, as are a number of planning techniques, by Mike Cohn’s “Agile Estimating and Planning.”

2005
2005
Backlog Refinement

The earliest recorded use of the term "backlog refinement" (aka "backlog grooming") is from Mike Cohn on the Scrum development mailing list; it will be several years before the practice is described more formally.

2005
2005
Definition of done

The first exercises inviting Scrum trainees to reflect on their (local) “definition of done” appear in later iterations of Scrum training materials.

2005
2005
Story Mapping

Without giving it that name, Jeff Patton formulates the concepts of story mapping in “It’s All in How You Slice It.”

2005
2006-2009
Behavior Driven Development

Several new tools are released, confirming the community’s investment in Behavior Driven Development (BDD), such as RSpec, or more recently, Cucumber and GivWenZen.

2006-2009
2006
Project Chartering

Jean Tabaka’s book ”Collaboration Explained” references project chartering as one of the key practices for effective collaboration; though she explicitly cites Industrial XP, her presentation differs in several respects from the 2001 article, indicating a synthesis influenced by other sources.

2006
2006
given-when-then

In collaboration with Chris Matts, North proposes the given-when-then canvas to expand the scope of BDD to business analysis and documents the approach in “Introducing BDD.”

2006
2006
Niko-niko calendars

Niko-niko calendars are first described by Akinori Sakata in this detailed web page, which describes how to make and use a Niko-niko Calendar.

2006
2006
continuous deployment

The first conference article describing the core of continuous deployment, ”The Deployment Production Line” by Jez Humble, Chris Read and Dan North is published in the proceedings of Agile2006, a codification of the practices of several Thoughtworks UK teams.

2006
2006
heartbeat retrospectives

The publication of Esther Derby and Diana Larsen’s ”Agile Retrospectives” brings to a close the codification of heartbeat retrospectives.

2006

Agile Practices from 2007 - Present

This part of the Agile Practices timeline is still being edited and updated.

2007
KanbanDev

The ”kanbandev” mailing list is formed to provide a venue for discussion of kanban-inspired Agile planning practices.

2007
2007
Kanban experience reports

The first few experience reports from teams using the specific set of alterations known as “kanban” (no iterations, no estimates, continuous task boards with WIP limits) are published, including reports from Corbis (David Anderson) and BueTech (Arlo Belshee).

2007
2007
three-column task board

The simplified three-column task board format (“To Do”, “In Progress”, “Done”) becomes, around that time, more popular and more standard than the original five-column version.

2007
2008
Agile2008 Keynote

Alan Cooper’s keynote at Agile 2008 marked a formal reconciliation, of sorts, between Agile discourse and interaction design, which had long been perceived to be at odds; invited by “the Agile leadership” as an “outsider”, Cooper came to be perceived over the following year as very much an “insider.”

2008
2008
User Exprience

The Agile 2008 conference features a stage dedicated to discussion of “User Experience” practices, such as usability testing, personas, or paper prototyping.

2008
2008
Exploratory Testing

An emerging definition of exploratory testing is given by Cem Kaner, reflecting the continuing refinement of this approach to testing.

2008
Backlog Refinement Formalized

One of the first formal descriptions of backlog refinement (aka backlog grooming) is given by Kane Mar, under the name “Story Time”, and recommending it as a regular meeting.

Story Mapping

The story mapping practice is described and abundantly illustrated in Jeff Patton’s “The new user story backlog is a map.”

2008
definition of ready
While the first few allusions to teams using a “definition of ready” date to the beginning of that year, the first formal description seems to be from October, and is incorporated into “official” Scrum training material shortly thereafter.
2008
2009
continuous deployment

The practice of continuous deployment has become well established, though still somewhat controversial, as a much commented upon article, ”Continuous Deployment at IMVU” by Timothy Fitz attests; it has become important not only in Agile but also as a core element of more specialized, recent strategies such as Lean Startup or DevOps.

2009
2009
Organizations exploring Kanban

Two entities dedicated to exploring the kanban approach are formed, one addressing business concerns, the LSSC, and a more informal one aimed at giving the community more visibility: the Limited WIP Society.

2009
2010
Software Guided by Tests

A comprehensive description of integrating mock objects, TDD, and OO design is provided in Freeman and Pryce’s ”Growing Object-Oriented Software Guided by Tests.”

2010
2011
Backlog Refinement Official

The practice of backlog refinement (aka backlog grooming) is promoted to an “official” element of Scrum with its inclusion in the Scrum Guides.

2011
2015
History of Pair Programming

James Coplien publishes Two Heads are Better Than One which provides an overview of the history of Pair Programming that traces its origins back to the mid 1980’s, if not before.

2015
2017
Definition of Agile Testing

Janet Gregory and Lisa Crispin establish a definition of Agile Testing, marking the first succinct definition of that topic.

2017
2017
The Agile Practice Guide

The first edition of the Agile Practice Guide was published by the Project Management Institute (PMI) in collaboration with the Agile Alliance on October 1, 2017. The guide provides tools, situational guidelines, and an understanding of the various Agile approaches available to enable better results.

2017
February 2024
Reimagining Agile

Launched during two virtual panel events with Sanjiv Augustine, Jim Highsmith, Jon Kern, and Heidi Musser, Reimagining Agile was formed as a loose working group to reimagine Agile by clarifying and strengthening Agile fundamentals, making them more accessible to everyone. The group felt that Agile needed to be extended to respond to the relevant issues in 2024 and beyond.

February 2024
July 2025
Enterprise Agility

The Enterprise Agility Manifesto Initiative was officially announced at Agile2025. This new joint effort from the Agile Alliance and the Project Management Institute (PMI) aimed to define what agility means at the organizational level. The initiative shifted the focus from scaling team-level practices to building the capacity to adapt across entire enterprises.

July 2025
2025
Reimagining Agility

Reimagining Agility is an Agile Alliance initiative to promote Agile and Agility by re-examining and clarifying the core values and principles of Agile and extending those values and principles into new communities, such as product management, non-IT organizational units, and overall enterprise agility.

2025
March 2026
Manifesto for Enterprise Agility

From an initiative led by PMI and Agile Alliance, the Manifesto for Enterprise Agility establishes adaptability as the advantage organizations need to reinvent, respond to disruption, and create sustained value amid accelerating change. Unlock the values and principles that power enterprise-wide agility.

March 2026

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