| 作 者: | 垀凯 |
| 出版社: | 北京理工大学出版社 |
| 丛编项: | |
| 版权说明: | 本书为出版图书,暂不支持在线阅读,请支持正版图书 |
| 标 签: | 软件工程/开发项目管理 |
| ISBN | 出版时间 | 包装 | 开本 | 页数 | 字数 |
|---|---|---|---|---|---|
| 未知 | 暂无 | 暂无 | 未知 | 0 | 暂无 |
Part
Ⅰ
S/W
Development:
a
Personal
ViewOverviewChapter
Introduction1.1
ZenTai1.2
MushingChapter
High
Velocity
Mushing2.1
Low
Volume
vs.
High
Volume
Development2.2
From
a
Toothpick
to
a
Decorated
Living
ChristmasTree2.3
Agile
&
Extreme
--
an
Overview2.4
Preconditions2.5
Bite
Sized
PiecesChapter
Experience
and
ExpertisePart
Ⅱ
Understanding
the
Problem
&
Thinking
Through
theConceptual
SolutionOverviewChapter
Understanding
THE
Problem4.1
Understanding4.2
Good
Questions4.3
Questioning
and
Understanding4.4
Listening
Is
ReadingChapter
Modeling5.1
Abstract
Modeling
--
the
Art
of
Seeing5.2
Finite
State
Automata5.3
Process
Mapping5.4
Ishikawa's
Fishbone
DiagramsChapter
Field
Analysis6.1
Ethnographic
Methods6.2
Analysis
Under
Hostile
Fire6.3
The
Quick
\Drive-by\
AnalysisChapter
User
Engagement7.1
Stating
the
Obvious7.2
Styles
of
Engagement7.3
Other
Sources
of
Insight
--
Support
and
QA7.4
Stakeholder
Checklist7.5
Feedback
and
Suggestions
--
Caveat
EmptorChapter
ZenTai
--
the
Value
Equation8.1
面值--
Value8.2
The
Value
Framework8.3
Life
Cycles8.4
Society
or
Organizational
Structure8.5
Interactions8.6
Information8.7
Impact,
Value8.8
Utility
or
Futility?8.9
Value
Analysis
--
an
Example8.10
Process
Models
and
Value
Mapping8.11
Exploiting
Existing
Technology8.12
ConclusionChapter
ZenTai
--
the
Comfort
Zone9.1
安心--
Comfort9.2
Sources
of
Discomfort9.3
Increasing
the
Comfort
Level9.4
A
Comfort
AnalysisChapter
ZenTai
--
the
Experience
Factor10.1
经验--
Experience10.2
Prior
Experience10.3
ExperiencingChapter
ZenTai
--
Evolution11.1
进化--
Evolution11.2
Environmental
Evolution11.3
Functional
EvolutionChapter
Pulling
It
All
TogetherChapter
Universal
Requirement
Factors13.1
The
Human
Element13.2
The
Synthetic
ElementChapter
ZenTai
SummaryPart
Ⅲ
Architecture
&
DesignOverviewChapter
Universal
DesignsChapter
The
Big
Picture16.1
What
Is
Meant
by
the
Phrase:
Big
Picture?16.2
Good
Architecture16.3
Layered
Analysis16.4
Interface
Definitions,
and
ProtocolsChapter
Designing
for
Change17.1
Technology17.2
The
Problem17.3
UsersChapter
Stability
&
Robustness18.1
Levels
I
through
V--
Infrastructure
Stu~18.2
Levels
VI
through
VII--Your
StufflChapter
Tempus/TemporisChapter
Task
Oriented
DesignChapter
Design
SufficiencyPart
Ⅳ
Level
Ⅵ
Rapids
&
MushingOverviewChapter
Management22.1
The
Management
Challenge22.2
Good
Management22.3
Strategic,
Tactical,
and
Operational22.4
Management
Skill
&
TrainingChapter
Risk
Management23.1
Risk
Analysis23.2
Development23.3
Operational
Considerations23.4
Risk
IdentificationChapter
Project
Management24.1
Early
Phases
of
Project
Management24.2
Detailed
Functionality
and
Planning24.3
Budgets
and
Plans24.4
Degrees
of
Certainty24.5
Slack
and
Project
Elasticity24.6
Critical
Paths24.7
Resource
Flexibility24.8
Multiple
Plans24.9
Dancing
with
the
DevilChapter
Planning
vs.
the
PlanChapter
Aversion
DynamicsChapter
Reliance
on
TechnologyChapter
User
Interface
PrinciplesChapter
The
ToothpickChapter
FactoringChapter
CodingChapter
TestingChapter
Tool
Smithing33.1
Passive
Tools33.2
Active
ToolsChapter
DocumentationChapter
Client
and
Developer
Build
CyclesChapter
At
the
HelmChapter
Operational
Control
&
Tracking37.1
Tasks
--
Who
Does
What37.2
Detailed
Plan
Contents
--
Start
of
Week37.3
Weekly
Updates
and
Reflection37.4
Monthly
Level
DetailsChapter
Team
DesignChapter
Mission
Critical
SystemsChapter
Final
ThoughtsReferences