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categoryallspace2-Agile Documentation
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	<title>Agile&gt;Documentation</title>	<link>http://tc.eserver.org/dir/Agile/Documentation</link>
	<description>A directory of resources about agile and documentation in the field of technical communication.</description>
	<language>en-us</language>
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	<copyright>Copyright (c) 2005-08 by the EServer. All rights reserved.</copyright>
	<managingEditor>tclib-editorial@eserver.org (TC Library Editorial Board)</managingEditor>
	<webMaster>webmaster@eserver.org (Geoffrey Sauer)</webMaster>
	<image>
		<url>http://tc.eserver.org/images/newlogo.gif</url>
		<title>Agile&gt;Documentation</title>
		<link>http://tc.eserver.org/dir/Agile/Documentation</link>
	</image>
	<item>
		<title>An Agile Review Process for Technical Documentation</title>
		<link>http://tc.eserver.org/31163.html</link>
		<guid>http://tc.eserver.org/31163.html</guid>
		<description>Documentation teams need a fast and effective review process to move forward on their projects and deliver quality, timely content. Reviewers, may they be SMEs (Subject Matter Experts) or key organization authorities, are usually extremely busy and have limited time (or interest) to review documentation. Interesting dilemma, no?</description>
	</item>
	<item>
		<title>Agile Documentation (Using Tests as Documentation)</title>
		<link>http://tc.eserver.org/30762.html</link>
		<guid>http://tc.eserver.org/30762.html</guid>
		<description>Storytelling can make documentation more exciting for both writers and readers. Stories provide context and people tend to remember them. More all-∆around fun when stories are tests.</description>
	</item>
	<item>
		<title>Best Practices for Agile/Lean Documentation</title>
		<link>http://tc.eserver.org/30729.html</link>
		<guid>http://tc.eserver.org/30729.html</guid>
		<description>Documentation is an important part of agile software development projects, but unlike traditionalists who often see documentation as a risk reduction strategy, agilists typically see documentation as a strategy which increases overall project risk and therefore strive to be as efficient as possible when it comes to documentation. Agilists write documentation when that&apos;s the best way to achieve the relevant goals, but there often proves to be better ways to achieve those goals than writing static documentation.  This article summarizes common &quot;best practices&quot; which agilists have adopted with respect to documentation.</description>
	</item>
	<item>
		<title>Agile Documentation with doctest and epydoc</title>
		<link>http://tc.eserver.org/28121.html</link>
		<guid>http://tc.eserver.org/28121.html</guid>
		<description>A Test Map is a list of unit tests associated with a specific function/method under test. It helps you see how that specific function/method is being exercised via unit tests.</description>
	</item>
	<item>
		<title>Two Kinds of Documentation</title>
		<link>http://tc.eserver.org/27609.html</link>
		<guid>http://tc.eserver.org/27609.html</guid>
		<description>When it comes to getting work done, replace written documentation with more efficient forms of communication. To guide future work, create documents at the end of the project, when everything is complete, well understood, and easy to document.</description>
	</item>
	<item>
		<title>The Almighty Thud</title>
		<link>http://tc.eserver.org/27601.html</link>
		<guid>http://tc.eserver.org/27601.html</guid>
		<description>Why do we bother with models or documentation? They don&apos;t execute, and our customers pay us for working code, not pretty pictures. We bother with models to communicate. The idea is that a graphical object model can show how objects fit together more clearly than looking at the source, an interaction diagram can show a collaboration better than figuring out the call path from several class definitions. But so often the design documentation fails in this, and leaves me puzzled on my sofa.</description>
	</item>
	<item>
		<title>Beyond Story Cards: Agile Requirements Collaboration</title>
		<link>http://tc.eserver.org/27603.html</link>
		<guid>http://tc.eserver.org/27603.html</guid>
		<description>Discusses the life cycle of Story Cards, what they should be, how to use them and what to watch out for.</description>
	</item>
	<item>
		<title>The TAGRI (They Aren&apos;t Gonna Read It) Principle</title>
		<link>http://tc.eserver.org/27604.html</link>
		<guid>http://tc.eserver.org/27604.html</guid>
		<description>The basic idea is that very little of the documentation which gets created during software development actually gets read by the actual target audience. This article explains the problem and presents advice for addressing it.</description>
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	<item>
		<title>Agile Documentation: A Pattern Guide to Producing Lightweight Documents for Software Projects</title>
		<link>http://tc.eserver.org/27589.html</link>
		<guid>http://tc.eserver.org/27589.html</guid>
		<description>In Agile Documentation, Rüping gets to the heart of the documentation dilemma, offering a two-word solution: minimum necessary.</description>
	</item>
	<item>
		<title>The Documentation Dilemma</title>
		<link>http://tc.eserver.org/27590.html</link>
		<guid>http://tc.eserver.org/27590.html</guid>
		<description>With limited staff, a rapidly changing IT environment, and increasing complexity, my own inflexible documentation practices had to be updated to reflect more dynamic environments.</description>
	</item>
	<item>
		<title>Using Design Rationales for Agile Documentation</title>
		<link>http://tc.eserver.org/27591.html</link>
		<guid>http://tc.eserver.org/27591.html</guid>
		<description>Recently, Agile Software Processes have been discussed as flexible and light-weight alternatives to established Software Engineering approaches, in order to overcome the obstacles created by the cost of producing and maintaining documents on higher abstraction levels. Depending on requirements and needs on the documents itself, Agile Documentation becomes a key issue and brings up questions on how to create, maintain and distribute documents among the team members without creating unnecessary or unjustifiable cost. This paper describes a technique allowing to produce documentation automatically, by conducting analysis on the series of development steps taken during project planning and enactment.</description>
	</item>
	<item>
		<title>Agile Documentation: Strategies for Agile Software Development</title>
		<link>http://tc.eserver.org/27588.html</link>
		<guid>http://tc.eserver.org/27588.html</guid>
		<description>When I initially started work on Agile Modeling (AM) I wanted to focus solely on principles and practices for effective modeling but quickly discovered that this scope was not sufficient, that I also needed to consider the issue of how to be effective at the creation and maintenance of documentation too.  Some agile models will &amp;#65533;evolve&amp;#65533; into official system documentation, although the vast majority will not, and therefore it is relevant to discuss how to be agile doing so.</description>
	</item>
	<item>
		<title>eXtreme Documentation and Design</title>
		<link>http://tc.eserver.org/27572.html</link>
		<guid>http://tc.eserver.org/27572.html</guid>
		<description>What quicker way can there be to find out if something is teachable than to write up task-oriented documentation? And as things are built or changed, the documentation is updated. I often update the documentation before the code!</description>
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	<item>
		<title>Extreme Programming</title>
		<link>http://tc.eserver.org/27586.html</link>
		<guid>http://tc.eserver.org/27586.html</guid>
		<description>Extreme Programming (or XP) is a popular software development process that encourages a return to the days of little or no documentation, Design After First Testing, and Constant Refactoring After Programming. Despite its popularity, not everyone thinks XP is a good idea.</description>
	</item>
	<item>
		<title>USDP-Distilled eXtreme Documentation</title>
		<link>http://tc.eserver.org/27587.html</link>
		<guid>http://tc.eserver.org/27587.html</guid>
		<description>This is a description of a simple software-internals documentation format and process. It is derived from the Unified Software Development Process, simplified towards eXtreme Programming compatibility, and arranged for realisation in a plain text file.</description>
	</item>
	<item>
		<title>XP Design and Documentation  </title>
		<link>http://tc.eserver.org/27585.html</link>
		<guid>http://tc.eserver.org/27585.html</guid>
		<description>A broader awareness of how changes can impact other things, including schedule commitments and work outside of the immediate area of change, is beneficial in terms of assessing trade-offs and benefits.</description>
	</item>
	<item>
		<title>eXtreme Documentation</title>
		<link>http://tc.eserver.org/19666.html</link>
		<guid>http://tc.eserver.org/19666.html</guid>
		<description>A revolution is under way in software development, revolving around agile methodologies that allow more room for design changes based on input from customers during development. One popular agile&#xD;methodology is eXtreme Programming (XP).</description>
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