Part Ⅰ S/W Development: a Personal View
Overview
Chapter 1 Introduction
1.1 ZenTai
1.2 Mushing
Chapter 2 High Velocity Mushing
2.1 Low Volume vs. High Volume Development
2.2 From a Toothpick to a Decorated Living Christmas Tree
2.3 Agile & Extreme -- an Overview
2.4 Preconditions
2.5 Bite Sized Pieces
Chapter 3 Experience and Expertise
Part Ⅱ Understanding the Problem & Thinking Through the Conceptual Solution
Overview
Chapter 4 Understanding THE Problem
4.1 Understanding
4.2 Good Questions
4.3 Questioning and Understanding
4.4 Listening Is Reading
Chapter 5 Modeling
5.1 Abstract Modeling -- the Art of Seeing
5.2 Finite State Automata
5.3 Process Mapping
5.4 Ishikawa's Fishbone Diagrams
Chapter 6 Field Analysis
6.1 Ethnographic Methods
6.2 Analysis Under Hostile Fire
6.3 The Quick "Drive-by" Analysis
Chapter 7 User Engagement
7.1 Stating the Obvious
7.2 Styles of Engagement
7.3 Other Sources of Insight -- Support and QA
7.4 Stakeholder Checklist
7.5 Feedback and Suggestions -- Caveat Emptor
Chapter 8 ZenTai -- the Value Equation
8.1 面值-- Value
8.2 The Value Framework
8.3 Life Cycles
8.4 Society or Organizational Structure
8.5 Interactions
8.6 Information
8.7 Impact, Value
8.8 Utility or Futility?
8.9 Value Analysis -- an Example
8.10 Process Models and Value Mapping
8.11 Exploiting Existing Technology
8.12 Conclusion
Chapter 9 ZenTai -- the Comfort Zone
9.1 安心-- Comfort
9.2 Sources of Discomfort
9.3 Increasing the Comfort Level
9.4 A Comfort Analysis
Chapter 10 ZenTai -- the Experience Factor
10.1 经验-- Experience
10.2 Prior Experience
10.3 Experiencing
Chapter 11 ZenTai -- Evolution
11.1 进化-- Evolution
11.2 Environmental Evolution
11.3 Functional Evolution
Chapter 12 Pulling It All Together
Chapter 13 Universal Requirement Factors
13.1 The Human Element
13.2 The Synthetic Element
Chapter 14 ZenTai Summary
Part Ⅲ Architecture & Design
Overview
Chapter 15 Universal Designs
Chapter 16 The Big Picture
16.1 What Is Meant by the Phrase: Big Picture?
16.2 Good Architecture
16.3 Layered Analysis
16.4 Interface Definitions, and Protocols
Chapter 17 Designing for Change
17.1 Technology
17.2 The Problem
17.3 Users
Chapter 18 Stability & Robustness
18.1 Levels I through V-- Infrastructure Stu~
18.2 Levels VI through VII--Your Stuffl
Chapter 19 Tempus/Temporis
Chapter 20 Task Oriented Design
Chapter 21 Design Sufficiency
Part Ⅳ Level Ⅵ Rapids & Mushing
Overview
Chapter 22 Management
22.1 The Management Challenge
22.2 Good Management
22.3 Strategic, Tactical, and Operational
22.4 Management Skill & Training
Chapter 23 Risk Management
23.1 Risk Analysis
23.2 Development
23.3 Operational Considerations
23.4 Risk Identification
Chapter 24 Project Management
24.1 Early Phases of Project Management
24.2 Detailed Functionality and Planning
24.3 Budgets and Plans
24.4 Degrees of Certainty
24.5 Slack and Project Elasticity
24.6 Critical Paths
24.7 Resource Flexibility
24.8 Multiple Plans
24.9 Dancing with the Devil
Chapter 25 Planning vs. the Plan
Chapter 26 Aversion Dynamics
Chapter 27 Reliance on Technology
Chapter 28 User Interface Principles
Chapter 29 The Toothpick
Chapter 30 Factoring
Chapter 31 Coding
Chapter 32 Testing
Chapter 33 Tool Smithing
33.1 Passive Tools
33.2 Active Tools
Chapter 34 Documentation
Chapter 35 Client and Developer Build Cycles
Chapter 36 At the Helm
Chapter 37 Operational Control & Tracking
37.1 Tasks -- Who Does What
37.2 Detailed Plan Contents -- Start of Week
37.3 Weekly Updates and Reflection
37.4 Monthly Level Details
Chapter 38 Team Design
Chapter 39 Mission Critical Systems
Chapter 40 Final Thoughts
References