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The Rules and Practices
of Extreme Programming.

Lessons Learned

Planning

 User stories are written.
 Release planning creates the schedule.
 Make frequent small releases.
 The Project Velocity is measured.
 The project is divided into iterations.
 Iteration planning starts each iteration.
 Move people around.
 A stand-up meeting starts each day.
 Fix XP when it breaks.

Designing

 Simplicity.
 Choose a system metaphor.
 Use CRC cards for design sessions.
 Create spike solutions to reduce risk.
 No functionality is added early.
 Refactor whenever and wherever possible.

Coding

 The customer is always available.
 Code must be written to agreed standards.
 Code the unit test first.
 All code is pair programmed.
 Only one pair integrates code at a time.
 Integrate often.
 Use collective code ownership.
 Leave optimization till last.
 No overtime.

Testing

 All code must have unit tests.
 All code must pass all unit tests before it
 can be released.
 When a bug is found tests are created.
 Acceptance tests are run often and the score
 is published.

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Copyright 1999 J. Donovan Wells all rights reserved