4. Planning User stories Written by the customers The stories that will be developed in one of three ways: All stories will be implemented immediately The stories with highest value will be implemented first . The riskiest stories will be implemented first
5. Release planning meeting Creation of a release plan document Planning of individual iterations Estimation of user stories in terms of ideal programming weeks
6. Make frequent small releases For valuable feedback Important features are introduced early
7. Project velocity How many user stories were finished during the iteration Poject velocity can then be used to help estimate delivery dates and schedule and implemented first.
8. Designing Simplicity Needs no explanation Use KIS principle. Design Of extra functionality is discourage.
9. CRC cards Class, Responsibilities and Collaboration Used to represent objects Class written on top Organize the components
10. system metaphor Allows consistent naming of classes and methods
11. Spike solution A very simple program to explore potential solutions
13. Coding Coding standards Everybody chooses class names and variable names in the same style
14. Pair programming Sitting side by side in front of the monitor One person types The other one thinks strategically increases software quality comes big savings later in the project.
16. On-site Customer To write user stories To select user stories Developers need to talk with the customer to get enough detail to complete a programming task
17. Testing Unit testing Written by developer Test only a single class are small cluster of classes.
18. Acceptance tests Created from user stories. Customer verifies the correctness of the tests. Test the entire system.