SPPM Material
SPPM Material
UNIT I
Software Process Maturity
Software maturity Framework, Principles of Software Process Change, Software Process Assessment, The Initial
Process, The Repeatable Process, The Defined Process, The Managed Process,
TheOptimizingProcess.ProcessReferenceModelsCapabilityMaturityModel(CMM), CMMI, PCMM, PSP,TSP.
UNIT II
Software Project Management Renaissance Conventional Software Management,
Evolution of Software Economics, Improving Software Economics,The oldwayandthenewway.Life-
Cycle Phases and Process artifacts Engineering and Production stages, inception phase, elaboration phase,
construction phase, transition phase, artifact sets, management artifacts, engineering artifacts and pragmatic
artifacts, model based software architectures.
UNIT III
Workflows and Checkpoints of process
Software process workflows, Iteration workflows, Major milestones, Minor milestones, Periodic status assessments.
Process Planning Work break down structures, Planning guidelines, cost and schedule estimating process, iteration
planning process, Pragmatic planning.
UNIT IV
Project Organizations
Line-of- business organizations, project organizations, evolution of organizations, process automation.
Project Control and process instrumentation
The seven core metrics, management indicators, quality indicators, life-cycle expectations, Pragmatic software
metrics, and metrics automation.
UNIT V
CCPDS-R Case Study and Future Software Project Management Practices
Modern Project Profiles, Next-Generation software Economics, Modern Process Transitions.
TEXT BOOKS:
1. ManagingtheSoftwareProcess,WattsS.Humphrey,PearsonEducation.
2. SoftwareProjectManagement,WalkerRoyce,PearsonEducation.
REFERENCE BOOKS:
1. Effective Project Management: Traditional, Agile, Extreme, Robert Wysocki, Sixth edition, Wiley India,rp2011.
2. An Introduction to the Team Software Process, Watts S. Humphrey, Pearson Education,2000
3. Process Improvement essentials, James R. Persse, O’Reilly,2006
4. Software Project Management, Bob Hughes & Mike Cotterell, fourth edition, TMH,2006
5. Applied Software Project Management, Andrew Stellman & Jennifer Greene, O’Reilly,2006.
6. Head First PMP, Jennifer Greene & Andrew Stellman, O’Reilly,2007
7. Software Engineering Project Management, Richard H. Thayer & Edward Yourdon, 2nd edition, Wiley India,2004.
8. The Art of Project Management, Scott Berkun, SPD, O’Reilly,2011.
9. Applied Software Project Management, Andrew Stellman & Jennifer Greene, SPD, O’Reilly,rp2011.
10. Agile Project Management, Jim Highsmith, Pearson education,2004.
OUTCOMES:
At the end of the course, the student shall be able to:
Apply suitable capability Maturity model for specific scenarios & determine the effectiveness.
Describe and determine the purpose and importance of project management from the perspectives of
planning, tracking and completion ofproject
Compare and differentiate organization structures and projectstructures.
Implement a project to manage project schedule, expenses and resource with the application of suitable
project managementtools
UNIT I
Software Process Maturity
Fundamentally, software development must be predictable. The software process is the set of
tools, methods, and practices we use to produce a software product. The objectives of software
process management are to produce products according to plan while simultaneously
improving the organization’s capability to produce better products.
The basic principles are those of statistical process control. A process is said to be stable or
under statistical control if its future performance is predictable within established statistical
limits.When a process is under statistical control, repeating the work in roughly the same way
will produce roughly the same result. To obtain consistently better results, it is necessary to
improve the process. If the process is not under statistical control, sustained progress is not
possible until it is.
Lord Kelvin - “When you can measure what you are speaking about, and express it in numbers,
you know something about it; but when you cannot measure it, when you cannot express it in
numbers, your knowledge is of a meager and unsatisfactory kind; it may be the beginning of
knowledge, but you have scarcely in your thoughts advanced the stage of science.” (But, your
numbers must be reasonably meaningful.)
The mere act of measuring human processes changes them because of people’s fears, and so
forth. Measurements are both expensive and disruptive; overzealous measurements can disrupt
the process under study.
People:
•The best people are always in short supply •you probably have
about the best team you can get right now.
•With proper leadership and support, most people can do much better than they are currently
doing Design:
•Superior products have superior design. Successful products are designed by people who
understand the application (domain engineer). •A program should be viewed as executable
knowledge. Program designers should have application knowledge.
•Software process changes will not be retained without conscious effort and periodic reinforcement
•Software process improvement requires investment
Continuous Change:
•Reactive changes generally make things worse
•Every defect is an improvement opportunity
•Crisis prevention is more important than crisis recovery
ASSESSMENT OVERVIEW
A software assessment is not an audit. Audit are conducted for senior managers who suspect problems
and send in experts to uncover them. A software process assessment is a review of a software
organization to advise its management and professionals on how they can improve their operation.
The phases of assessment are:
•Preparation - Senior management agrees to participate in the process and to take actions on
the resulting recommendations or explain why not. Concludes with a training program for the
assessment team
•Assessment - The on-site assessment period. It takes several days to two or more weeks. It concludes
with a preliminary report to local management.
Observe strict confidentiality - Otherwise, people will learn they cannot speak in confidence.
This means managers can’t be in interviews with their subordinates.
Involve senior management - The senior manager (called site manager here) sets the
organizations priorities. The site manager must be personally involved in the assessment and
its follow-up actions. Without this support, the assessment is a waste of time because lasting
improvement must survive periodic crises.
Respect the people in the assessed organization - They probably work hard and are trying to
improve. Do not appear arrogant; otherwise, they will not cooperate and may try to prove the
team is ineffective. The only source of real information is from the workers.
Assessment recommendations should highlight the three or four items of highest priority.
Don’t overwhelm the organization. The report must always be in writing.
Implementation Considerations - The greatest risk is that no significant improvement actions
will be taken (the “disappearing problem” syndrome). Superficial changes won’t help. A small,
full-time group should guide the implementation effort, with participation from other action
plan working groups. Don’t forget that site managers can change or be otherwise distracted, so
don’t rely on that person solely, no matter how committed.
Levels of CMM
What is CMMI ?
CMM Integration project was formed to sort out the problem of using multiple CMMs. CMMI
Product Team's mission was to combine three Source Models into a single improvement
framework to be used by the organizations pursuing enterprise-wide process improvement.
These three Source Models are :
Systems Engineering
Systems engineering covers the development of complete systems, which may or may not
include software. Systems engineers focus on transforming customer needs, expectations, and
constraints into product solutions and supporting these product solutions throughout the entire
lifecycle of the product.
Software Engineering
Software engineering covers the development of software systems. Software engineers focus
on the application of systematic, disciplined, and quantifiable approaches to the development,
operation, and maintenance of software.
Integrated Product and Process Development (IPPD) is a systematic approach that achieves a
timely collaboration of relevant stakeholders throughout the life of the product to better satisfy
customer needs, expectations, and requirements. The processes to support an IPPD approach
are integrated with the other processes in the organization.
If a project or organization chooses IPPD, it performs the IPPD best practices concurrently
with other best practices used to produce products (e.g., those related to systems engineering).
That is, if an organization or project wishes to use IPPD, it must select one or more disciplines
in addition to IPPD.
Supplier Sourcing
As work efforts become more complex, project managers may use suppliers to perform
functions or add modifications to products that are specifically needed by the project. When
those activities are critical, the project benefits from enhanced source analysis and from
monitoring supplier activities before product delivery. Under these circumstances, the
supplier sourcing discipline covers the acquisition of products from suppliers.
Similar to IPPD best practices, supplier sourcing best practices must be selected in conjunction with
best practices used to produce products.
Selecting a discipline may be a difficult step and depends on what an organization wants to improve.
• If you are improving your systems engineering processes, like Configuration
Management, Measurement and Analysis, Organizational Process Focus, Project
Monitoring and Control, Process and Product Quality Assurance, Risk Management,
Supplier Agreement Management etc., then you should select Systems engineering (SE)
discipline. The discipline amplifications for systems engineering receive special
emphasis.
• If you are improving your integrated product and process development processes like
Integrated Teaming, Organizational Environment for Integration, then you should select
IPPD. The discipline amplifications for IPPD receive special emphasis.
• If you are improving your source selection processes like Integrated Supplier
Management then you should select Supplier sourcing (SS). The discipline amplifications
for supplier sourcing receive special emphasis.
• If you are improving multiple disciplines, then you need to work on all the areas related
to those disciplines and pay attention to all of the discipline amplifications for those
disciplines.
The CMMI is structured as follows −
Staged Representation
The staged representation is the approach used in the Software CMM. It is an approach that
uses predefined sets of process areas to define an improvement path for an organization. This
improvement path is described by a model component called a Maturity Level. A maturity
level is a well-defined evolutionary plateau towards achieving improved organizational
processes.
CMMI Staged Representation
• Provides a proven sequence of improvements, each serving as a foundation for the next.
• Permits comparisons across and among organizations by the use of maturity levels.
• Provides an easy migration from the SW-CMM to CMMI.
• Provides a single rating that summarizes appraisal results and allows comparisons among
organizations.
Thus Staged Representation provides a pre-defined roadmap for organizational improvement
based on proven grouping and ordering of processes and associated organizational
relationships. You cannot divert from the sequence of steps.
Continuous representation is the approach used in the SECM and the IPD-CMM. This
approach allows an organization to select a specific process area and make improvements
based on it. The continuous representation uses Capability Levels to characterize
improvement relative to an individual process area.
Equivalent staging allows There is no need for an equivalence mechanism to back the
determination of a maturity level continuous representation because each organization can
from an organization's achievement choose what to improve and how much to improve using the
profile. staged representation.
• Increase market share: Market share is a result of many factors, including quality
products and services, name identification, pricing, and image. Customers like to deal with
suppliers who have a reputation for meeting their commitments.
• Gain an industry-wide recognition for excellence: The best way to develop a reputation
for excellence is to consistently perform well on projects, delivering quality products and
services within cost and schedule parameters. Having processes that conform to CMMI
requirements can enhance that reputation.
A maturity level is a well-defined evolutionary plateau toward achieving a mature software
process. Each maturity level provides a layer in the foundation for continuous process
improvement.
CMMI models with staged representation, have five maturity levels designated by the numbers 1
through 5. They are −
• Initial
• Managed
• Defined
• Quantitatively Managed
• Optimizing
The following image shows the maturity levels in a CMMI staged representation.
Now we will learn the details about each maturity level. Next section will list down all the process
areas related to these maturity levels.
Maturity levels consist of a predefined set of process areas. The maturity levels are measured
by the achievement of the specific and generic goals that apply to each predefined set of
process areas. The following sections describe the characteristics of each maturity level in
detail.
Each maturity level provides a necessary foundation for effective implementation of processes at the
next level.
• Higher level processes have less chance of success without the discipline provided by lower
levels.
• The effect of innovation can be obscured in a noisy process.
Higher maturity level processes may be performed by organizations at lower maturity levels, with
the risk of not being consistently applied in a crisis.
Maturity Levels and Process Areas
Here is a list of all the corresponding process areas defined for a software organization. These process
areas may be different for different organization.
Level Focus Key Process Area Result
• 0 − Incomplete
• 1 − Performed
• 2 − Managed
• 3 − Defined
• 4 − Quantitatively Managed
• 5 − Optimizing
A short description of each capability level is as follows −
An "incomplete process" is a process that is either not performed or partially performed. One
or more of the specific goals of the process area are not satisfied and no generic goals exist
for this level since there is no reason to institutionalize a partially performed process.
This is tantamount to Maturity Level 1 in the staged representation.
A managed process is planned, performed, monitored, and controlled for individual projects,
groups, or stand-alone processes to achieve a given purpose. Managing the process achieves
both the model objectives for the process as well as other objectives, such as cost, schedule,
and quality. As the title of this level indicates, you are actively managing the way things are
done in your organization. You have some metrics that are consistently collected and applied
to your management approach.
Note − metrics are collected and used at all levels of the CMMI, in both the staged and
continuous representations. It is a bitter fallacy to think that an organization can wait until
Capability Level 4 to use the metrics.
The P-CMM framework enables organisations to incrementally focus on key process areas
and to lay foundations for improvement in workforce practices. Unlike other HR models,
P-CMM requires that key process areas, improvements, interventions, policies, and
procedures are institutionalised across the organisation — irrespective of function or level.
Traditionally, process maturity models like ISO/IEC 15504 or CMMI focus on organisational
improvement with respect to operational (Product) Development Processes. PCMM in
contrast focus instead on the three prominent factors for operational capability to deliver
successful products and services:
1. People
2. Process
3. Products, Technology
Thus, these 3Ps of PCMM are comparable to ITIL's 4Ps: People, Processes, Products (tools and
technology) and Partners (suppliers, vendors, and outsourcing organisations). P-CMM is
characterised by a holistic approach to people-related issues. Instead of looking at traditional
Human Resource interventions in a reactionary scrappy fashion. The P-CMM framework enables
organisations to incrementally focus on key process areas and to lay foundations for improvement
in workforce practices.
Unlike other HR models, P-CMM requires that key process areas, improvements,
interventions, policies, and procedures are institutionalized across the organisation —
irrespective of function or level. Therefore, all improvements have to percolate throughout the
organisation, to ensure consistency of focus, to place emphasis on a participatory culture,
embodied in a team-based environment, and encouraging individual innovation and creativity.
P-CMM Maturity Levels
Like other staged maturity models of the CMMI product family developed at the Software
Engineering Institute (SEI) at Carnegie-Mellon University, the P-CMM consists of maturity
levels that establish successive foundations for continuously improving workforce
competencies.
These range from initial (Level 1), where workforce practices are performed inconsistently or
ritualistically and frequently fail to achieve their intended purpose, to the optimised level
(Level 5), where everyone in the organisation is focused on continuously improving their
Capability and the organisation's workforce practices.
PSP
The Personal Software Process (PSP) is a structured software development process that is
designed to help software engineers better understand and improve their performance by
bringing discipline to the way they develop software and tracking their predicted and actual
development of the code. It clearly shows developers how to manage the quality of their
products, how to make a sound plan, and how to make commitments. It also offers them the
data to justify their plans. They can evaluate their work and suggest improvement direction by
analyzing and reviewing development time, defects, and size data. The PSP was created by
Watts Humphrey to apply the underlying principles of the Software Engineering Institute's
(SEI) Capability Maturity Model (CMM) to the software development practices of a single
developer. It claims to give software engineers the process skills necessary to work on a team
software process (TSP) team.
The PSP aims to provide software engineers with disciplined methods for improving personal
software development processes. The PSP helps software engineers to:
• Scripts
• Measures
• Standards
• Forms
The PSP scripts provide expert-level guidance to following the process steps and they provide
a framework for applying the PSP measures. The PSP has four core measures:
• Size – the size measure for a product part, such as lines of code (LOC).
• Effort – the time required to complete a task, usually recorded in minutes.
• Quality – the number of defects in the product.
• Schedule – a measure of project progression, tracked against planned and actual completion
dates.
Applying standards to the process can ensure the data is precise and consistent. Data is logged
in forms, normally using a PSP software tool. The SEI has developed a PSP tool and there are
also open source options available, such as Process Dashboard.
The key data collected in the PSP tool are time, defect, and size data – the time spent in each
phase; when and where defects were injected, found, and fixed; and the size of the product
parts. Software developers use many other measures that are derived from these three basic
measures to understand and improve their performance. Derived measures include:
Logging time, defect, and size data is an essential part of planning and tracking PSP projects,
as historical data is used to improve estimating accuracy.
The PSP uses the PROxy-Based Estimation (PROBE) method to improve a developer's
estimating skills for more accurate project planning. For project tracking, the PSP uses the
earned value method.
The PSP also uses statistical techniques, such as correlation, linear regression, and standard
deviation, to translate data into useful information for improving estimating, planning and
quality. These statistical formulas are calculated by the PSP tool.
The PSP is intended to help a developer improve their personal process; therefore PSP
developers are expected to continue adapting the process to ensure it meets their personal
needs.
PSP and the TSP
In practice, PSP skills are used in a TSP team environment. TSP teams consist of PSP-trained
developers who volunteer for areas of project responsibility, so the project is managed by the
team itself. Using personal data gathered using their PSP skills; the team makes the plans, the
estimates, and controls the quality.
Using PSP process methods can help TSP teams to meet their schedule commitments and
produce high quality software. For example, according to research by Watts Humphrey, a third
of all software projects fail,[3] but an SEI study on 20 TSP projects in 13 different organizations
found that TSP teams missed their target schedules by an average of only six percent.[4]
Successfully meeting schedule commitments can be attributed to using historical data to make
more accurate estimates, so projects are based on realistic plans – and by using PSP quality
methods, they produce low-defect software, which reduces time spent on removing defects in
later phases, such as integration and acceptance testing.
PSP and other methodologies[edit]
The PSP is a personal process that can be adapted to suit the needs of the individual developer.
It is not specific to any programming or design methodology; therefore it can be used with
different methodologies, including Agile software development.
Software engineering methods can be considered to vary from predictive through adaptive. The
PSP is a predictive methodology, and Agile is considered adaptive, but despite their
differences, the TSP/PSP and Agile share several concepts and approaches – particularly in
regard to team organization. They both enable the team to:
• Design Review
• Code Review
To do an effective review, you need to follow a structured review process. The PSP
recommends using checklists to help developers to consistently follow an orderly procedure.
The PSP follows the premise that when people make mistakes, their errors are usually
predictable, so PSP developers can personalize their checklists to target their own common
errors. Software engineers are also expected to complete process improvement proposals, to
identify areas of weakness in their current performance that they should target for
improvement. Historical project data, which exposes where time is spent and defects
introduced, help developers to identify areas to improve.
PSP developers are also expected to conduct personal reviews before their work undergoes a
peer or team review.
TSP
The team software process (TSP) provides a defined operational process framework that is
designed to help teams of managers and engineers organize projects and produce software the
principles products that range in size from small projects of several thousand lines of code
(KLOC) to very large projects greater than half a million lines of code. The TSP is intended to
improve the levels of quality and productivity of a team's software development project, in
order to help them better meet the cost and schedule commitments of developing a software
system
The initial version of the TSP was developed and piloted by Watts Humphrey in the late 1990s
and the Technical Report for TSP sponsored by the U.S. Department of Defense was published
in November 2000. The book by Watts Humphrey, Introduction to the Team Software Process,
presents a view of the TSP intended for use in academic settings, that focuses on the process
of building a software production team, establishing team goals, distributing team roles, and
other teamwork-related activities.
The primary goal of TSP is to create a team environment for establishing and maintaining a
self-directed team, and supporting disciplined individual work as a base of PSP framework.
Self-directed team means that the team manages itself, plans and tracks their work, manages
the quality of their work, and works proactively to meet team goals. TSP has two principal
components: team-building and team-working. Team-building is a process that defines roles
for each team member and sets up teamwork through TSP launch and periodical relaunch.
Team-working is a process that deals with engineering processes and practices utilized by the
team. TSP, in short, provides engineers and managers with a way that establishes and manages
their team to produce the high-quality software on schedule and budget.
Before engineers can participate in the TSP, it is required that they have already learned about
the PSP, so that the TSP can work effectively. Training is also required for other team
members, the team lead and management. The TSP software development cycle begins with a
planning process called the launch, led by a coach who has been specially trained, and is either
certified or provisional. The launch is designed to begin the team building process, and during
this time teams and managers establish goals, define team roles, assess risks, estimate effort,
allocate tasks, and produce a team plan. During an execution phase, developers track planned
and actual effort, schedule, and defects meeting regularly (usually weekly) to report status and
revise plans. A development cycle ends with a Post Mortem to assess performance, revise
planning parameters, and capture lessons learned for process improvement.
The coach role focuses on supporting the team and the individuals on the team as the process
expert while being independent of direct project management responsibility. The team leader
role is different from the coach role in that, team leaders are responsible to management for
products and project outcomes while the coach is responsible for developing individual and
team performance.
UNIT 2
Software Project Management Renaissance
Conventional software management practices are sound in theory, but practice is still tied to archaic
(outdated) technology and techniques.
Conventional software economics provides a benchmark of performance for conventional software
manage- ment principles.
The best thing about software is its flexibility: It can be programmed to do almost anything.
The worst thing about software is also its flexibility: The "almost anything" characteristic
has made it difficult to plan, monitors, and control software development.
Three important analyses of the state of the software engineering industry are
1. Software development is still highly unpredictable. Only about 10% of software
projects are delivered successfully within initial budget and schedule estimates.
2. Management discipline is more of a discriminator in success or failure than are
technology advances.
3. The level of software scrap and rework is indicative of an immature process. All
three analyses reached the same general conclusion: The success rate for software
projects is very low. The three analyses provide a good introduction to the
magnitude of the software problem and the current norms for conventional software
management performance.
Analysis
Analysis and coding both involve creative work that
directly contributes to the usefulness of the end
Coding
2. In order to manage and control all of the intellectual freedom associated with software
development, one must introduce several other "overhead" steps, including system
requirements definition, software requirements definition, program design, and testing.
These steps supplement the analysis and coding steps. Below Figure illustrates the
resulting project profile and the basic steps in developing a large-scale program.
Requirement
Analysis
Design
Coding
Testing
Operation
3. The basic framework described in the waterfsky and invites failure. The testing phasethat
occurs at the end of the development cycle is the first event for which timing, storage,
input/output transfers, etc., are experienced as distinguished from analyzed. The resulting
design changes are likely to be so disruptive that the software requirements upon which the
design is based are likely violated. Either the requirements must be modified or a substantial
design change is warranted.
1. Program design comes first. Insert a preliminary program design phase between the
software requirements generation phase and the analysis phase. By this technique, the
program designer assures that the software will not fail because of storage, timing,
and data flux (continuous change). As analysis proceeds in the succeeding phase, the
program designer must impose on the analyst the storage, timing, and operational
constraints in such a way that he senses the consequences. If the total resources to be
applied are insufficient or if the embryonic(in an early stage of development)
operational design is wrong, it will be recognized at this early stage and the iteration
with requirements and preliminary design can be redone before final design, coding,
and test commences. How is this program design procedure implemented?
3. Do it twice. If a computer program is being developed for the first time, arrange matters
so that the version finally delivered to the customer for operational deployment is
actually the second version insofar as critical design/operations are concerned. Note that
this is simply the entire process done in miniature, to a time scale that is relatively small
with respect to the overall effort. In the first version, the team must have a special broad
competence where they can quickly sense trouble spots in the design, model them,
model alternatives, forget the straightforward aspects of the design that aren't worth
studying at this early point, and, finally, arrive at an error-free program.
4. Plan, control, and monitor testing. Without question, the biggest user of project
resources-manpower, computer time, and/or management judgment-is the test phase.
This is the phase of greatest risk in terms of cost and schedule. It occurs at the latest
point in the schedule, when backup alternatives are least available, if at all. The previous
three recommendations were all aimed at uncovering and solving problems before
entering the test phase. However, even after doing these things, there is still a test phase
and there are still important things to be done, including: (1) employ a team of test
specialists who were not responsible for the
original design; (2) employ visual inspections to spot the obvious errors like dropped minus
signs, missing factors of two, jumps to wrong addresses (do not use the computer to detect
this kind of thing, it is too expensive); (3) test every logic path; (4) employ the final checkout
on the target computer.
5. Involve the customer. It is important to involve the customer in a formal way so that
he has committed himself at earlier points before final delivery. There are three points
following requirements definition where the insight, judgment, and commitment of the
customer can bolster the development effort. These include a "preliminary software
review" following the preliminary program design step, a sequence of "critical software
design reviews" during program design, and a "final software acceptance review".
IN PRACTICE
Some software projects still practice the conventional software management approach.
It is useful to summarize the characteristics of the conventional process as it has
typically been applied, which is not necessarily as it was intended. Projects destined for
trouble frequently exhibit the following symptoms:
For a typical development project that used a waterfall model management process, Figure
1-2 illustrates development progress versus time. Progress is defined as percent coded, that
is, demonstrable in its target form.
• Early success via paper designs and thorough (often too thorough) briefings.
• Commitment to code late in the life cycle.
• Integration nightmares (unpleasant experience) due to unforeseen implementation issues and
interface ambiguities.
• Heavy budget and schedule pressure to get the system working.
• Late shoe-homing of no optimal fixes, with no time for redesign.
• A very fragile, unmentionable product delivered late.
Software Process and Project Management IV YEAR/II SEM MRCET
In the conventional model, the entire system was designed on paper, then implemented all at once, then
integrated. Table 1-1 provides a typical profile of cost expenditures across the spectrum of software activities.
Late risk resolution A serious issue associated with the waterfall lifecycle was the lack of early risk resolution.
Figure 1.3 illustrates a typical risk profile for conventional waterfall model projects. It includes four distinct
periods of risk exposure, where risk is defined as the probability of missing a cost, schedule, feature, or quality
goal. Early in the life cycle, as the requirements were being specified, the actual risk exposure was highly
unpredictable.
Requirements-Driven Functional Decomposition: This approach depends on specifying requirements com-
pletely and unambiguously before other development activities begin. It naively treats all requirements as
equally important, and depends on those requirements remaining constant over the software development life
cycle. These conditions rarely occur in the real world. Specification of requirements is a difficult and important
part of the software development process.
Another property of the conventional approach is that the requirements were typically specified in a
functional manner. Built into the classic waterfall process was the fundamental assumption that the software
itself was decomposed into functions; requirements were then allocated to the resulting components. This
decomposition was often very different from a decomposition based on object-oriented design and the use of
existing components. Figure 1-4 illustrates the result of requirements-driven approaches: a software structure
that is organized around the requirements specification structure.
3
Adversarial Stakeholder Relationships:
The conventional process tended to result in adversarial stakeholder relationships, in large part because of the
difficulties of requirements specification and the exchange of information solely through paper documents
that captured engineering information in ad hoc formats.
The following sequence of events was typical for most contractual software efforts:
1. The contractor prepared a draft contract-deliverable document that captured an intermediate artifact and
delivered it to the customer for approval.
2. The customer was expected to provide comments (typically within 15 to 30 days).
3. The contractor incorporated these comments and submitted (typically within 15 to 30 days) a final version
for approval.
This one-shot review process encouraged high levels of sensitivity on the part of customers and contractors.
The conventional process focused on producing various documents that attempted to describe the software
product, with insufficient focus on producing tangible increments of the products themselves. Contractors
were driven to produce literally tons of paper to meet milestones and demonstrate progress to stakeholders,
rather than spend their energy on tasks that would reduce risk and produce quality software. Typically,
presenters and the audience reviewed the simple things that they understood rather than the complex and
important issues. Most design reviews therefore resulted in low engineering value and high cost in terms of
the effort and schedule involved in their preparation and conduct. They presented merely a facade of progress.
Table 1-2 summarizes the results of a typical design review.
Barry Boehm's "Industrial Software Metrics Top 10 List” is a good, objective characterization of the state of
software development.
3
1. Finding and fixing a software problem after delivery costs 100 times more than finding and fixing the
problem in early design phases.
2. You can compress software development schedules 25% of nominal, but no more.
3. For every $1 you spend on development, you will spend $2 on maintenance.
4. Software development and maintenance costs are primarily a function of the number of source lines of
code.
5. Variations among people account for the biggest differences in software productivity.
6. The overall ratio of software to hardware costs is still growing. In 1955 it was 15:85; in 1985, 85:15.
7. Only about 15% of software development effort is devoted to programming.
8. Software systems and products typically cost 3 times as much per SLOC as individual software programs.
Software-system products (i.e., system of systems) cost 9 times as much.
9. Walkthroughs catch 60% of the errors
10. 80% of the contribution comes from 20% of the contributors.
SOFTWARE ECONOMICS
Most software cost models can be abstracted into a function of five basic parameters: size, process, personnel,
environment, and required quality.
1. The size of the end product (in human-generated components), which is typically quantified in terms of
the number of source instructions or the number of function points required to develop the required
functionality
2. The process used to produce the end product, in particular the ability of the process to avoid non- value-
adding activities (rework, bureaucratic delays, communications overhead)
3. The capabilities of software engineering personnel, and particularly their experience with the computer
science issues and the applications domain issues of the project
4. The environment, which is made up of the tools and techniques available to support efficient software
development and to automate the process
5. The required quality of the product, including its features, performance, reliability, and adaptability The
relationships among these parameters and the estimated cost can be written as follows:
One important aspect of software economics (as represented within today's software cost models) is that
the relationship between effort and size exhibits a diseconomy of scale. The diseconomy of scale of software
development is a result of the process exponent being greater than 1.0. Contrary to most manufacturing
processes, the more software you build, the more expensive it is per unit item.
Figure 2-1 shows three generations of basic technology advancement in tools, components, and
processes. The required levels of quality and personnel are assumed to be constant. The ordinate of the graph
refers to software unit costs (pick your favorite: per SLOC, per function point, per component) realized by an
organization.
The three generations of software development are defined as follows:
1) Conventional: 1960s and 1970s, craftsmanship. Organizations used custom tools, custom processes,
and virtually all custom components built in primitive languages. Project performance was highly
predictable in that cost, schedule, and quality objectives were almost always underachieved.
3
2) Transition: 1980s and 1990s, software engineering. Organiz:1tions used more-repeatable processes
and off- the-shelf tools, and mostly (>70%) custom components built in higher level languages. Some
of the
components (<30%) were available as commercial products, including the operating system, database
management system, networking, and graphical user interface.
3) Modern practices: 2000 and later, software production. This book's philosophy is rooted in the use
of managed and measured processes, integrated automation environments, and mostly (70%) off-
the-shelf components. Perhaps as few as 30% of the components need to be custom built
Technologies for environment automation, size reduction, and process improvement are not independent
of one another. In each new era, the key is complementary growth in all technologies. For example, the process
advances could not be used successfully without new component technologies and increased tool automation.
3
Organizations are achieving better economies of scale in successive technology eras-with very large projects
(systems of systems), long-lived products, and lines of business comprising multiple similar projects. Figure
2-2 provides an overview of how a return on investment (ROI) profile can be achieved in subsequent efforts
across life cycles of various domains.
4
PRAGMATIC SOFTWARE COST ESTIMATION
One critical problem in software cost estimation is a lack of well-documented case studies of projects that
used an iterative development approach. Software industry has inconsistently defined metrics or atomic units
of measure, the data from actual projects are highly suspect in terms of consistency and comparability. It is
hard enough to collect a homogeneous set of project data within one organization; it is extremely difficult to
homog- enize data across different organizations with different processes, languages, domains, and so on.
There have been many debates among developers and vendors of software cost estimation models and tools.
Three topics of these debates are of particular interest here:
4
There are several popular cost estimation models (such as COCOMO, CHECKPOINT, ESTIMACS,
KnowledgePlan, Price-S, ProQMS, SEER, SLIM, SOFTCOST, and SPQR/20), CO COMO is also one of the
most open and well-documented cost estimation models. The general accuracy of conventional cost models
(such as COCOMO) has been described as "within 20% of actuals, 70% of the time."
Most real-world use of cost models is bottom-up (substantiating a target cost) rather than top-down
(estimating the "should" cost). Figure 2-3 illustrates the predominant practice: The software project manager
defines the target cost of the software, and then manipulates the parameters and sizing until the target cost
can be justified. The rationale for the target cost maybe to win a proposal, to solicit customer funding, to attain
internal corporate funding, or to achieve some other goal.
The process described in Figure 2-3 is not all bad. In fact, it is absolutely necessary to analyze the cost risks
and understand the sensitivities and trade-offs objectively. It forces the software project manager to examine
the risks associated with achieving the target costs and to discuss this information with other stakeholders.
A good software cost estimate has the following attributes:
• It is conceived and supported by the project manager, architecture team, development team, and test team
accountable for performing the work.
• It is accepted by all stakeholders as ambitious but realizable.
• It is based on a well-defined software cost model with a credible basis.
• It is based on a database of relevant project experience that includes similar processes, similar technologies,
similar environments, similar quality requirements, and similar people.
• It is defined in enough detail so that its key risk areas are understood and the probability of success is
objectively assessed.
Extrapolating from a good estimate, an ideal estimate would be derived from a mature cost model with an
experience base that reflects multiple similar projects done by the same team with the same mature processes
and tools.
4
4. Using better environments (tools to automate the process).
5. Trading off or backing off on quality thresholds.
These parameters are given in priority order for most software domains. Table 3-1 lists some of the
technology developments, process improvement efforts, and management approaches targeted at improving
the economics of software development and integration.
LANGUAGES
Universal function points (UFPs1) are useful estimators for language-independent, early life-cycle estimates.
The basic units of function points are external user inputs, external outputs, internal logical data groups,
external data interfaces, and external inquiries. SLOC metrics are useful estimators for software after a
4
candidate solution is formulated and an implementation language is known. Substantial data have been
documented relating SLOC to function points. Some of these results are shown in Table 3-2.
Languages expressiveness of some of today’s popular languages
LANGUAGES SLOC per UFP
1
Function point metrics provide a standardized method for measuring the various functions of a software
application.
The basic units of function points are external user inputs, external outputs, internal logical data groups, external
data interfaces, and external inquiries.
Assembly 320
C 128
FORTAN77 105
COBOL85 91
Ada83 71
C++ 56
Ada95 55
Java 55
Visual Basic 35
Table 3-2
1. An object-oriented model of the problem and its solution encourages a common vocabulary between
the end users of a system and its developers, thus creating a shared understanding of the problem
being solved.
2. The use of continuous integration creates opportunities to recognize risk early and make incremental
corrections without destabilizing the entire development effort.
4
3. An object-oriented architecture provides a clear separation of concerns among disparate elements of
a system, creating firewalls that prevent a change in one part of the system from rending the fabric
of the entire architecture.
1. A ruthless focus on the development of a system that provides a well understood collection of essential
minimal characteristics.
2. The existence of a culture that is centered on results, encourages communication, and yet is not afraid to
fail.
3. The effective use of object-oriented modeling.
4. The existence of a strong architectural vision.
5. The application of a well-managed iterative and incremental development life cycle.
REUSE
Reusing existing components and building reusable components have been natural software engineering
activities since the earliest improvements in programming languages. With reuse in order to minimize
development costs while achieving all the other required attributes of performance, feature set, and quality.
Try to treat reuse as a mundane part of achieving a return on investment.
Most truly reusable components of value are transitioned to commercial products supported by
organizations with the following characteristics:
• They have an economic motivation for continued support.
• They take ownership of improving product quality, adding new features, and transitioning to new
technologies.
• They have a sufficiently broad customer base to be profitable.
The cost of developing a reusable component is not trivial. Figure 3-1 examines the economic trade-offs. The
steep initial curve illustrates the economic obstacle to developing reusable components.
Reuse is an important discipline that has an impact on the efficiency of all workflows and the quality of most
artifacts.
COMMERCIAL COMPONENTS
A common approach being pursued today in many domains is to maximize integration of commercial
components and off-the-shelf products. While the use of commercial components is certainly desirable as a
4
means of reducing custom development, it has not proven to be straightforward in practice. Table 3-3 identifies
some of the advantages and disadvantages of using commercial components.
In a perfect software engineering world with an immaculate problem description, an obvious solution space, a
development team of experienced geniuses, adequate resources, and stakeholders with common goals, we
could execute a software development process in one iteration with almost no scrap and rework. Because we
4
work in an imperfect world, however, we need to manage engineering activities so that scrap and rework
profiles do not have an impact on the win conditions of any stakeholder. This should be the underlying
premise for most process improvements.
Software project managers need many leadership qualities in order to enhance team effectiveness. The
following are some crucial attributes of successful software project managers that deserve much more
attention:
1. Hiring skills. Few decisions are as important as hiring decisions. Placing the right person in the right
job seems obvious but is surprisingly hard to achieve.
2. Customer-interface skill. Avoiding adversarial relationships among stakeholders is a prerequisite for
success.
Decision-making skill. The jillion books written about management have failed to provide a clear
definition of this attribute. We all know a good leader when we run into one, and decision-making
skill seems obvious despite its intangible definition.
Team-building skill. Teamwork requires that a manager establish trust, motivate progress, exploit
eccentric prima donnas, transition average people into top performers, eliminate misfits, and
consolidate diverse opinions into a team direction.
Selling skill. Successful project managers must sell all stakeholders (including themselves) on decisions
and priorities, sell candidates on job positions, sell changes to the status quo in the face of resistance,
and sell achievements against objectives. In practice, selling requires continuous negotiation,
compromise, and empathy
4
support for evolving the software engineering artifacts. Above all, configuration management
environments provide the foundation for executing and instrument the process. At first order, the isolated
impact of tools and automation generally allows improvements of 20% to 40% in effort. However, tools
and environments must be viewed as the primary delivery vehicle for process automation and
improvement, so their impact can be much higher.
Automation of the design process provides payback in quality, the ability to estimate costs and
schedules, and overall productivity using a smaller team.
Round-trip engineering describe the key capability of environments that support iterative development. As
we have moved into maintaining different information repositories for the engineering artifacts, we need
automation support to ensure efficient and error-free transition of data from one artifact to another. Forward
engineering is the automation of one engineering artifact from another, more abstract representation. For
example, compilers and linkers have provided automated transition of source code into executable code.
Reverse engineering is the generation or modification of a more abstract representation from an existing
artifact (for example, creating a .visual design model from a source code representation).
Economic improvements associated with tools and environments. It is common for tool vendors to make rela-
tively accurate individual assessments of life-cycle activities to support claims about the potential economic
impact of their tools. For example, it is easy to find statements such as the following from companies in a
particular tool.
• Requirements analysis and evolution activities consume 40% of life-cycle costs.
• Software design activities have an impact on more than 50% of the resources.
• Coding and unit testing activities consume about 50% of software development effort and schedule.
Test activities can consume as much as 50% of a project's resources.
• Configuration control and change management are critical activities that can consume as much as 25%
of resources on a large-scale project.
• Documentation activities can consume more than 30% of project engineering resources.
• Project management, business administration, and progress assessment can consume as much as 30% of
project budgets.
Focusing on driving requirements and critical use cases early in the life cycle, focusing on
requirements completeness and traceability late in the life cycle, and focusing throughout the life
cycle on a balance between requirements evolution, design evolution, and plan evolution
Using metrics and indicators to measure the progress and quality of an architecture as it evolves from
a high-level prototype into a fully compliant product
Providing integrated life-cycle environments that support early and continuous configuration
control, change management, rigorous design methods, document automation, and regression test
automation
Using visual modeling and higher level languages that support architectural control, abstraction, reliable
programming, reuse, and self-documentation
Early and continuous insight into performance issues through demonstration-based evaluations
4
Conventional development processes stressed early sizing and timing estimates of computer program
resource utilization. However, the typical chronology of events in performance assessment was as follows
Project inception. The proposed design was asserted to be low risk with adequate performance margin.
Initial design review. Optimistic assessments of adequate design margin were based mostly on
paper analysis or rough simulation of the critical threads. In most cases, the actual application
algorithms and database sizes were fairly well understood.
Mid-life-cycle design review. The assessments started whittling away at the margin, as early benchmarks
and initial tests began exposing the optimism inherent in earlier estimates.
Integration and test. Serious performance problems were uncovered, necessitating fundamental
changes in the architecture. The underlying infrastructure was usually the scapegoat, but the real
culprit was immature use of the infrastructure, immature architectural solutions, or poorly
understood early design trade-offs.
4
the context of relevant use cases
• Environment tools (compilers, debuggers, analyzers, automated test suites) that ensure representation
rigor, consistency, completeness, and change control
• Life-cycle testing for detailed insight into critical trade-offs, acceptance criteria, and requirements
compliance
• Change management metrics for objective insight into multiple-perspective change trends and
convergence or divergence from quality and progress goals
Inspections are also a good vehicle for holding authors accountable for quality products. All authors of
software and documentation should have their products scrutinized as a natural by-product of the process.
Therefore, the coverage of inspections should be across all authors rather than across all components.
5
15. Take responsibility. When a bridge collapses we ask, "What did the engineers do wrong?" Even when
software fails, we rarely ask this. The fact is that in any engineering discipline, the best methods can be
used to produce awful designs, and the most antiquated methods to produce elegant designs.
16. Understand the customer's priorities. It is possible the customer would tolerate 90% of the functionality
delivered late if they could have 10% of it on time.
17. The more they see, the more they need. The more functionality (or performance) you provide a user, the
more functionality (or performance) the user wants.
18. Plan to throw one away. One of the most important critical success factors is whether or not a product is
entirely new. Such brand-new applications, architectures, interfaces, or algorithms rarely work the first
time.
19. Design for change. The architectures, components, and specification techniques you use must
accommodate change.
20. Design without documentation is not design. I have often heard software engineers say, "I have finished
the design. All that is left is the documentation. "
21. Use tools, but be realistic. Software tools make their users more efficient.
22. Avoid tricks. Many programmers love to create programs with tricks constructs that perform a function
correctly, but in an obscure way. Show the world how smart you are by avoiding tricky code
23. Encapsulate. Information-hiding is a simple, proven concept that results in software that is easier to test
and much easier to maintain.
24. Use coupling and cohesion. Coupling and cohesion are the best ways to measure software's inherent
maintainability and adaptability
25. Use the McCabe complexity measure. Although there are many metrics available to report the inherent
complexity of software, none is as intuitive and easy to use as Tom McCabe's
26. Don't test your own software. Software developers should never be the primary testers of their own
software.
27. Analyze causes for errors. It is far more cost-effective to reduce the effect of an error by preventing it
than it is to find and fix it. One way to do this is to analyze the causes of errors as they are detected
28. Realize that software's entropy increases. Any software system that undergoes continuous change will
grow in complexity and will become more and more disorganized
29. People and time are not interchangeable. Measuring a project solely by person-months makes little
sense 30.Expect excellence. Your employees will do much better if you have high expectations for them.
Top 10 principles of modern software management are. (The first five, which are the main themes of my
definition of an iterative process, are summarized in Figure 4-1.)
Base the process on an architecture-first approach. This requires that a demonstrable balance be
achieved among the driving requirements, the architecturally significant design decisions, and the life-
cycle plans before the resources are committed for full-scale development.
Establish an iterative life-cycle process that confronts risk early. With today's sophisticated software
systems, it is not possible to define the entire problem, design the entire solution, build the software,
and then test the end product in sequence. Instead, an iterative process that refines the problem
understanding, an effective solution, and an effective plan over several iterations encourages a
5
balanced treatment of all stakeholder objectives. Major risks must be addressed early to increase
predictability and avoid expensive downstream scrap and rework.
Transition design methods to emphasize component-based development. Moving from a line-ofcode
mentality to a component-based mentality is necessary to reduce the amount of humangenerated source
code and custom development.
5. Enhance change freedom through tools that support round-trip engineering. Roundtrip
engineering is the environment support necessary to automate and synchronize engineering
information in different formats(such as requirements specifications, design
models, source code, executable code, test cases).
6. Capture design artifacts in rigorous, model-based notation. A model based approach (such as
UML) supports the evolution of semantically rich graphical and textual design notations.
7. Instrument the process for objective quality control and progress assessment. Life-cycle
assessment of the progress and the quality of all intermediate products must be integrated into the
process.
8. Use a demonstration-based approach to assess intermediate artifacts.
9. Plan intermediate releases in groups of usage scenarios with evolving levels of detail. It is
essential that the software management process drive toward early and continuous demonstrations
within the operational context of the system, namely its use cases.
10. Establish a configurable process that is economically scalable. No single process is suitable
for all software developments.
Table 4-1 maps top 10 risks of the conventional process to the key attributes and principles of a modern
process
5
TRANSITIONING TO AN ITERATIVE PROCESS
Modern software development processes have moved away from the conventional waterfall model, in which
each stage of the development process is dependent on completion of the previous stage.
The economic benefits inherent in transitioning from the conventional waterfall model to an iterative
development process are significant but difficult to quantify. As one benchmark of the expected economic
impact of process improvement, consider the process exponent parameters of the COCOMO II model.
(Appendix B provides more detail on the COCOMO model) This exponent can range from 1.01 (virtually
no diseconomy of scale) to 1.26 (significant diseconomy of scale). The parameters that govern the value of
the process exponent are application precedentedness, process flexibility, architecture risk resolution, team
cohesion, and software process maturity.
The following paragraphs map the process exponent parameters of CO COMO II to my top 10
principles of a modern process.
• Application precedentedness. Domain experience is a critical factor in understanding how to plan and
execute a software development project. For unprecedented systems, one of the key goals is to confront
risks and establish early precedents, even if they are incomplete or experimental. This is one of the
primary reasons that the software industry has moved to an iterative life-cycle process. Early
iterations in the life cycle establish precedents from which the product, the process, and the plans can
be elab- orated in evolving levels of detail.
• Process flexibility. Development of modern software is characterized by such a broad solution space
and so many interrelated concerns that there is a paramount need for continuous incorporation of
changes. These changes may be inherent in the problem understanding, the solution space, or the plans.
Project artifacts must be supported by efficient change management commensurate with project
5
needs. A configurable process that allows a common framework to be adapted across a range of
projects is necessary to achieve a software return on investment.
• Architecture risk resolution. Architecture-first development is a crucial theme underlying a
successful iterative development process. A project team develops and stabilizes architecture before
developing all the components that make up the entire suite of applications components. An architecture-first
and component-based development approach forces the infrastructure, common mechanisms, and control
mechanisms to be elaborated early in the life cycle and drives all component make/buy decisions into the
architecture process.
• Team cohesion. Successful teams are cohesive, and cohesive teams are successful. Successful teams
and cohesive teams share common objectives and priorities. Advances in technology (such as
programming languages, UML, and visual modeling) have enabled more rigorous and understandable
notations for communicating software engineering information, particularly in the requirements and
design artifacts that previously were ad hoc and based completely on paper exchange. These model-
based formats have also enabled the round-trip engineering support needed to establish change
freedom sufficient for evolving design representations.
• Software process maturity. The Software Engineering Institute's Capability Maturity Model (CMM)
is a well-accepted benchmark for software process assessment. One of key themes is that truly mature
processes are enabled through an integrated environment that provides the appropriate level of automa-
tion to instrument the process for objective quality control. Life-Cycle Phases and Process artifacts
To achieve economies of scale and higher returns on investment, we must move toward a software
manufacturing process driven by technological improvements in process automation and componentbased
development. Two stages of the life cycle are:
1. The engineering stage, driven by less predictable but smaller teams doing design and synthesis
activities
2. The production stage, driven by more predictable but larger teams doing construction, test, and
deployment activities
5
The transition between engineering and production is a crucial event for the various stakeholders.
The production plan has been agreed upon, and there is a good enough understanding of the problem and
the solution that all stakeholders can make a firm commitment to go ahead with production.
Engineering stage is decomposed into two distinct phases, inception and elaboration, and the production
stage into construction and transition. These four phases of the life-cycle process are loosely mapped to the
conceptual framework of the spiral model as shown in Figure 5-1
INCEPTION PHASE
The overriding goal of the inception phase is to achieve concurrence among stakeholders on the lifecycle
objectives for the project.
PRIMARY OBJECTIVES
• Establishing the project's software scope and boundary conditions, including an operational concept,
acceptance criteria, and a clear understanding of what is and is not intended to be in the product
• Discriminating the critical use cases of the system and the primary scenarios of operation that will
drive the major design trade-offs
• Demonstrating at least one candidate architecture against some of the primary scenanos
• Estimating the cost and schedule for the entire project (including detailed estimates for the elaboration
phase)
• Estimating potential risks (sources of unpredictability)
5
ESSENTIAL ACTMTIES
• Formulating the scope of the project. The information repository should be sufficient to define the
problem space and derive the acceptance criteria for the end product.
• Synthesizing the architecture. An information repository is created that is sufficient to demonstrate the
feasibility of at least one candidate architecture and an, initial baseline of make/buy decisions so that
the cost, schedule, and resource estimates can be derived.
• Planning and preparing a business case. Alternatives for risk management, staffing, iteration plans,
and cost/schedule/profitability trade-offs are evaluated.
PRIMARY EVALUATION CRITERIA
• Do all stakeholders concur on the scope definition and cost and schedule estimates?
• Are requirements understood, as evidenced by the fidelity of the critical use cases?
• Are the cost and schedule estimates, priorities, risks, and development processes credible?
• Do the depth and breadth of an architecture prototype demonstrate the preceding criteria? (The
primary value of prototyping candidate architecture is to provide a vehicle for understanding the
scope and assessing the credibility of the development group in solving the particular technical
problem.)
• Are actual resource expenditures versus planned expenditures acceptable
ELABORATION PHASE
At the end of this phase, the "engineering" is considered complete. The elaboration phase activities must
ensure that the architecture, requirements, and plans are stable enough, and the risks sufficiently mitigated,
that the cost and schedule for the completion of the development can be predicted within an acceptable
range. During the elaboration phase, an executable architecture prototype is built in one or more iterations,
depending on the scope, size, & risk.
PRIMARY OBJECTIVES
• Baselining the architecture as rapidly as practical (establishing a configuration-managed snapshot in
which all changes are rationalized, tracked, and maintained)
• Baselining the vision
• Baselining a high-fidelity plan for the construction phase
• Demonstrating that the baseline architecture will support the vision at a reasonable cost in a reasonable
time
ESSENTIAL ACTIVITIES
Elaborating the vision.
• Elaborating the process and infrastructure.
• Elaborating the architecture and selecting components.
CONSTRUCTION PHASE
During the construction phase, all remaining components and application features are integrated into
the application, and all features are thoroughly tested. Newly developed software is integrated where
required. The construction phase represents a production process, in which emphasis is placed on managing
resources and controlling operations to optimize costs, schedules, and quality.
PRIMARY OBJECTIVES
Minimizing development costs by optimizing resources and avoiding unnecessary scrap and rework
Achieving adequate quality as rapidly as practical
Achieving useful versions (alpha, beta, and other test releases) as rapidly as practical
ESSENTIAL ACTIVITIES
Resource management, control, and process optimization
Complete component development and testing against evaluation criteria Assessment of
product releases against acceptance criteria of the vision
TRANSITION PHASE
The transition phase is entered when a baseline is mature enough to be deployed in the end-user domain.
This typically requires that a usable subset of the system has been achieved with acceptable quality levels
and user documentation so that transition to the user will provide positive results. This phase could include
any of the following activities:
5
The transition phase concludes when the deployment baseline has achieved the complete vision.
PRIMARY OBJECTIVES
Achieving user self-supportability
Achieving stakeholder concurrence that deployment baselines are complete and consistent with the
evaluation criteria of the vision
Achieving final product baselines as rapidly and cost-effectively as practical
ESSENTIAL ACTIVITIES
Synchronization and integration of concurrent construction increments into consistent deployment
baselines
Deployment-specific engineering (cutover, commercial packaging and production, sales rollout kit
development, field personnel training)
Assessment of deployment baselines against the complete vision and acceptance criteria
in the requirements set
EVALUATION CRITERIA
Is the user satisfied?
Are actual resource expenditures versus planned expenditures acceptable?
5
THE MANAGEMENT SET
The management set captures the artifacts associated with process planning and execution. These artifacts
use ad hoc notations, including text, graphics, or whatever representation is required to capture the
"contracts" among project personnel (project management, architects, developers, testers, marketers,
administrators), among stakeholders (funding authority, user, software project manager, organization
manager, regulatory agency), and between project personnel and stakeholders. Specific artifacts included
in this set are the work breakdown structure (activity breakdown and financial tracking mechanism), the
business case (cost, schedule, profit expectations), the release specifications (scope, plan, objectives for
release baselines), the software development plan (project process instance), the release descriptions
(results of release baselines), the status assessments (periodic snapshots of project progress), the software
change orders (descriptions of discrete baseline changes), the deployment docu- ments (cutover plan,
training course, sales rollout kit), and the environment (hardware and software tools, process automation,
& documentation).
Management set artifacts are evaluated, assessed, and measured through a combination of the following:
Relevant stakeholder review
• Analysis of changes between the current version of the artifact and previous versions
• Major milestone demonstrations of the balance among all artifacts and, in particular, the accuracy of the
business case and vision artifacts
Requirements artifacts are evaluated, assessed, and measured through a combination of the following:
• Analysis of consistency with the release specifications of the management set
• Analysis of consistency between the vision and the requirements models
• Mapping against the design, implementation, and deployment sets to evaluate the consistency and
completeness and the semantic balance between information in the different sets
• Analysis of changes between the current version of requirements artifacts and previous versions (scrap,
rework, and defect elimination trends)
• Subjective review of other dimensions of quality
Design Set
UML notation is used to engineer the design models for the solution. The design set contains
varying levels of abstraction that represent the components of the solution space (their identities,
attributes, static relationships, dynamic interactions). The design set is evaluated, assessed, and
measured through a combination of the following:
• Analysis of the internal consistency and quality of the design model
• Analysis of consistency with the requirements models
• Translation into implementation and deployment sets and notations (for example, traceability, source code
generation, compilation, linking) to evaluate the consistency and completeness and the semantic balance
between information in the sets
• Analysis of changes between the current version of the design model and previous versions (scrap, rework,
and defect elimination trends)
• Subjective review of other dimensions of quality
Implementation set
The implementation set includes source code (programming language notations) that represents the tangible
implementations of components (their form, interface, and dependency relationships)
Implementation sets are human-readable formats that are evaluated, assessed, and measured through
a combination of the following:
• Analysis of consistency with the design models
• Translation into deployment set notations (for example, compilation and linking) to evaluate the consistency
and completeness among artifact sets
• Assessment of component source or executable files against relevant evaluation criteria through inspection,
analysis, demonstration, or testing
• Execution of stand-alone component test cases that automatically compare expected results with actual
results
• Analysis of changes between the current version of the implementation set and previous versions (scrap,
rework, and defect elimination trends)
• Subjective review of other dimensions of quality
Deployment Set
The deployment set includes user deliverables and machine language notations, executable software,
and the build scripts, installation scripts, and executable target specific data necessary to use the
product in its target environment.
Deployment sets are evaluated, assessed, and measured through a combination of the following:
• Testing against the usage scenarios and quality attributes defined in the requirements set to evaluate the
consistency and completeness and the~ semantic balance between information in the two sets
• Testing the partitioning, replication, and allocation strategies in mapping components of the
implementation set to physical resources of the deployment system (platform type, number, network
topology)
• Testing against the defined usage scenarios in the user manual such as installation, useroriented dynamic
reconfiguration, mainstream usage, and anomaly management
• Analysis of changes between the current version of the deployment set and previous versions (defect
elimination trends, performance changes)
• Subjective review of other dimensions of quality
Each artifact set is the predominant development focus of one phase of the life cycle; the other sets take
on check and balance roles. As illustrated in Figure 6-2, each phase has a predominant focus: Requirements
are the focus of the inception phase; design, the elaboration phase; implementation, the construction phase;
and deployment, the transition phase. The management artifacts also evolve, but at a fairly constant level
across the life cycle.
Most of today's software development tools map closely to one of the five artifact sets.
1. Management: scheduling, workflow, defect tracking, change management, documentation, spreadsheet,
resource management, and presentation tools
2. Requirements: requirements management tools
3. Design: visual modeling tools
4. Implementation: compiler/debugger tools, code analysis tools, test coverage analysis tools, and test
management tools
5. Deployment: test coverage and test automation tools, network management tools, commercial
components (operating systems, GUIs, RDBMS, networks, middleware), and installation tools.
Implementation Set versus Deployment Set
The separation of the implementation set (source code) from the deployment set (executable code) is
important because there are very different concerns with each set. The structure of the information
delivered to the user (and typically the test organization) is very different from the structure of the source
code information. Engineering decisions that have an impact on the quality of the deployment set but are
relatively incomprehensible in the design and implementation sets include the following:
• Dynamically reconfigurable parameters (buffer sizes, color palettes, number of servers, number of
simultaneous clients, data files, run-time parameters)
• Effects of compiler/link optimizations (such as space optimization versus speed optimization)
• Performance under certain allocation strategies (centralized versus distributed, primary and shadow
threads, dynamic load balancing, hot backup versus checkpoint/rollback)Virtual machine constraints (file
descriptors, garbage collection, heap size, maximum record size, disk file rotations)
• Process-level concurrency issues (deadlock and race conditions)
• Platform-specific differences in performance or behavior
The inception phase focuses mainly on critical requirements usually with a secondary focus on an
initial deployment view. During the elaboration phase, there is much greater depth in requirements,
much more breadth in the design set, and further work on implementation and deployment issues. The
main focus of the construction phase is design and implementation. The main focus of the transition
phase is on achieving consistency and completeness of the deployment set in the context of the other
sets.
TEST ARTIFACTS
• The test artifacts must be developed concurrently with the product from inception through
deployment. Thus, testing is a full-life-cycle activity, not a late life-cycle activity.
• The test artifacts are communicated, engineered, and developed within the same artifact sets as
the developed product.
• The test artifacts are implemented in programmable and repeatable formats (as software
programs).
• The test artifacts are documented in the same way that the product is documented.
• Developers of the test artifacts use the same tools, techniques, and training as the software
engineers developing the product.
Test artifact subsets are highly project-specific, the following example clarifies the relationship
between test artifacts and the other artifact sets. Consider a project to perform seismic data processing
for the purpose of oil exploration. This system has three fundamental subsystems: (1) a sensor
subsystem that captures raw seismic data in real time and delivers these data to (2) a technical
operations subsystem that converts raw data into an organized database and manages queries to this
database from (3) a display subsystem that allows workstation operators to examine seismic data in
human-readable form. Such a system would result in the following test artifacts:
• Management set. The release specifications and release descriptions capture the objectives,
evaluation criteria, and results of an intermediate milestone. These artifacts are the test plans
and test results negotiated among internal project teams. The software change orders capture
test results (defects, testability changes, requirements ambiguities, enhancements) and the
closure criteria associated with making a discrete change to a baseline.
• Requirements set. The system-level use cases capture the operational concept for the system and
the acceptance test case descriptions, including the expected behavior of the system and its
quality attributes. The entire requirement set is a test artifact because it is the basis of all
assessment activities across the life cycle.
• Design set. A test model for nondeliverable components needed to test the product baselines is
captured in the design set. These components include such design set artifacts as a seismic event
simulation for creating realistic sensor data; a "virtual operator" that can support unattended,
after- hours test cases; specific instrumentation suites for early demonstration of resource usage;
transaction rates or response times; and use case test drivers and component stand-alone test
drivers.
• Implementation set. Self-documenting source code representations for test components and test
drivers provide the equivalent of test procedures and test scripts. These source files may also
include human-readable data files representing certain statically defined data sets that are explicit
test source files. Output files from test drivers provide the equivalent of test reports.
• Deployment set. Executable versions of test components, test drivers, and data files are provided.
MANAGEMENT ARTIFACTS
The management set includes several artifacts that capture intermediate results and ancillary
information necessary to document the product/process legacy, maintain the product, improve the
product, and improve the process.
Business Case
The business case artifact provides all the information necessary to determine whether the project is
worth investing in. It details the expected revenue, expected cost, technical and management plans,
and backup data necessary to demonstrate the risks and realism of the plans. The main purpose is to
transform the vision into economic terms so that an organization can make an accurate ROI
assessment. The financial forecasts are evolutionary, updated with more accurate forecasts as the life
cycle progresses. Figure 6-4 provides a default outline for a business case.
The software development plan (SDP) elaborates the process framework into a fully detailed plan.
Two indications of a useful SDP are periodic updating (it is not stagnant shelfware) and
understanding and acceptance by managers and practitioners alike. Figure 6-5 provides a default
outline for a software development plan.
Work Breakdown Structure
Work breakdown structure (WBS) is the vehicle for budgeting and collecting costs. To monitor and control a
project's financial performance, the software project man1ger must have insight into project costs and how they
are expended. The structure of cost accountability is a serious project planning constraint.
Managing change is one of the fundamental primitives of an iterative development process. With greater
change freedom, a project can iterate more productively. This flexibility increases the content, quality,
and number of iterations that a project can achieve within a given schedule. Change freedom has been
achieved in practice through automation, and today's iterative development environments carry the burden
of change management. Organizational processes that depend on manual change management techniques
have encountered major inefficiencies.
Release Specifications
The scope, plan, and objective evaluation criteria for each baseline release are derived from the vision
statement as well as many other sources (make/buy analyses, risk management concerns, architectural
considerations, shots in the dark, implementation constraints, quality thresholds). These artifacts are
intended to evolve along with the process, achieving greater fidelity as the life cycle progresses and
requirements understanding matures. Figure 6-6 provides a default outline for a release specification
Release Descriptions
Release description documents describe the results of each release, including performance against each
of the evaluation criteria in the corresponding release specification. Release baselines should be
accompanied by a release description document that describes the evaluation criteria for that configuration
baseline and provides substantiation (through demonstration, testing, inspection, or analysis) that each
criterion has been addressed in an acceptable manner. Figure 6-7 provides a default outline for a release
description.
Status Assessments
Status assessments provide periodic snapshots of project health and status, including the software project
manager's risk assessment, quality indicators, and management indicators. Typical status assessments
should include a review of resources, personnel staffing, financial data (cost and revenue), top 10 risks,
technical progress (metrics snapshots), major milestone plans and results, total project or product scope &
action items
Environment
An important emphasis of a modern approach is to define the development and maintenance environment
as a first-class artifact of the process. A robust, integrated development environment must support
automation of the development process. This environment should include requirements management,
visual modeling, document automation, host and target programming tools, automated regression testing,
and continuous and integrated change management, and feature and defect tracking.
Deployment
A deployment document can take many forms. Depending on the project, it could include several
document subsets for transitioning the product into operational status. In big contractual efforts in which
the system is delivered to a separate maintenance organization, deployment artifacts may include computer
system operations manuals, software installation manuals, plans and procedures for cutover (from a legacy
system), site surveys, and so forth. For commercial software products, deployment artifacts may include
marketing plans, sales rollout kits, and training courses.
In each phase of the life cycle, new artifacts are produced and previously developed artifacts are updated
to incorporate lessons learned and to capture further depth and breadth of the solution. Figure 6-8 identifies
a typical sequence of artifacts across the life-cycle phases.
ENGINEERING ARTIFACTS
Most of the engineering artifacts are captured in rigorous engineering notations such as UML,
programming languages, or executable machine codes. Three engineering artifacts are explicitly
intended for more general review, and they deserve further elaboration.
Vision Document
The vision document provides a complete vision for the software system under development and.
supports the contract between the funding authority and the development organization. A project
vision is meant to be changeable as understanding evolves of the requirements, architecture, plans,
and technology. A good vision document should change slowly. Figure 6-9 provides a default outline
for a vision document.
Architecture Description
The architecture description provides an organized view of the software architecture under
development. It is extracted largely from the design model and includes views of the design,
implementation, and deployment sets sufficient to understand how the operational concept of the
requirements set will be achieved. The breadth of the architecture description will vary from project
to project depending on many factors. Figure 6-10 provides a default outline for an architecture
description.
The software user manual provides the user with the reference documentation necessary to support
the delivered software. Although content is highly variable across application domains, the user
manual should include installation procedures, usage procedures and guidance, operational
constraints, and a user interface description, at a minimum. For software products with a user
interface, this manual should be developed early in the life cycle because it is a necessary mechanism
for communicating and stabilizing an important subset of requirements. The user manual should be
written by members of the test team, who are more likely to understand the user's perspective than
the development team.
PRAGMATIC ARTIFACTS
• People want to review information but don't understand the language of the
artifact. Many interested reviewers of a particular artifact will resist having to learn
the engineering language in which the artifact is written. It is not uncommon to find
people (such as veteran software managers, veteran quality assurance specialists, or an
auditing authority from a regulatory agency) who react as follows: "I'm not going to
learn UML, but I want to review the design of this software, so give me a separate
description such as some flowcharts and text that I can understand."
• People want to review the information but don't have access to the tools. It is not
very common for the development organization to be fully tooled; it is extremely rare
that the/other stakeholders have any capability to review the engineering artifacts on-
line. Consequently, organizations are forced to exchange paper documents.
Standardized formats (such as UML, spreadsheets, Visual Basic, C++, and Ada 95),
visualization tools, and the Web are rapidly making it economically feasible for all
stakeholders to exchange information electronically.
• Human-readable engineering artifacts should use rigorous notations that are
complete, consistent, and used in a self-documenting manner. Properly spelled
English words should be used for all identifiers and descriptions. Acronyms and
abbreviations should be used only where they are well accepted jargon in the context
of the component's usage. Readability should be emphasized and the use of proper
English words should be required in all engineering artifacts. This practice enables
understandable representations, browse able formats (paperless review), more-
rigorous notations, and reduced error rates.
• Useful documentation is self-defining: It is documentation that gets used.
• Paper is tangible; electronic artifacts are too easy to change. On-line and Web-
based artifacts can be changed easily and are viewed with more skepticism because of
their inherent volatility.
UNIT III
The term WORKFLOWS is used to mean a thread of cohesive and mostly sequential activi- ties.
Workflows are mapped to product artifacts There are seven top-level workflows:
1. Management workflow: controlling the process and ensuring win conditions for all
stakeholders
2. Environment workflow: automating the process and evolving the maintenance environment
3. Requirements workflow: analyzing the problem space and evolving the requirements artifacts
4. Design workflow: modeling the solution and evolving the architecture and design artifacts
5. Implementation workflow: programming the components and evolving the implementation and
deployment artifacts
6. Assessment workflow: assessing the trends in process and product quality
7. Deployment workflow: transitioning the end products to the user
Figure 8-1 illustrates the relative levels of effort expected across the phases in each of the toplevel
workflows.
Table 8-1 shows the allocation of artifacts and the emphasis of each workflow in each of the life-
cycle phases of inception, elaboration, construction, and transition.
ITERATION WORKFLOWS
Iteration consists of a loosely sequential set of activities in various proportions, depending on
where the iteration is located in the development cycle. Each iteration is defined in terms of
a set of allocated usage scenarios. An individual iteration's workflow, illustrated in Figure 8-
2, generally includes the following sequence:
• Management: iteration planning to determine the content of the release and
develop the detailed plan for the iteration; assignment of work packages, or tasks,
to the development team
• Environment: evolving the software change order database to reflect all new
baselines and changes to existing baselines for all product, test, and environment
components
• Requirements: analyzing the baseline plan, the baseline architecture, and the
baseline requirements set artifacts to fully elaborate the use cases to be
demonstrated at the end of this iteration and their evaluation criteria; updating any
requirements set artifacts to reflect changes necessitated by results of this
iteration's engineering activities
• Design: evolving the baseline architecture and the baseline design set artifacts to
elaborate fully the design model and test model components necessary to
demonstrate against the evaluation criteria allocated to this iteration; updating
design set artifacts to reflect changes necessitated by the results of this iteration's
engineering activities
• Implementation: developing or acquiring any new components, and enhancing or
modifying any existing components, to demonstrate the evaluation criteria
allocated to this iteration; integrating and testing all new and modified components
with existing baselines (previous versions)
• Assessment: evaluating the results of the iteration, including compliance with the
allocated evaluation criteria and the quality of the current baselines; identifying
any rework required and determining whether it should be performed before
deployment of this release or allocated to the next release; assessing results to
improve the basis of the subsequent iteration's plan
• Deployment: transitioning the release either to an external organization (such as a
user, independent verification and validation contractor, or regulatory agency) or
to internal closure by conducting a post-mortem so that lessons learned can be
captured and reflected in the next iteration
Iterations in the inception and elaboration phases focus on management. Requirements, and
design activities. Iterations in the construction phase focus on design, implementation, and
assessment. Iterations in the transition phase focus on assessment and deployment. Figure 8-
3 shows the emphasis on different activities across the life cycle. An iteration represents the
state of the overall architecture and the complete deliverable system. An increment
represents the current progress that will be combined with the preceding iteration to from the
next iteration. Figure 8-4, an example of a simple development life cycle, illustrates the
differences between iterations and increments.
8. Checkpoints of the process
Three types of joint management reviews are conducted throughout the process:
1. Major milestones. These system wide events are held at the end of each development
phase. They provide visibility to system wide issues, synchronize the management
and engineering perspectives, and verify that the aims of the phase have been
achieved.
2. Minor milestones. These iteration-focused events are conducted to review the
content of an iteration in detail and to authorize continued work.
3. Status assessments. These periodic events provide management with frequent and
regular insight into the progress being made.
Each of the four phases-inception, elaboration, construction, and transition consists of one or
more iterations and concludes with a major milestone when a planned technical capability is
produced in demonstrable form. An iteration represents a cycle of activities for which there
is a well-defined intermediate result-a minor milestone-captured with two artifacts: a release
specification (the evaluation criteria and plan) and a release description (the results). Major
milestones at the end of each phase use formal, stakeholder-approved evaluation criteria and
release descriptions; minor milestones use informal, development-team-controlled versions
of these artifacts.
Figure 9-1 illustrates a typical sequence of project checkpoints for a relatively large project.
MAJOR MILESTONES
The four major milestones occur at the transition points between life-cycle phases. They can
be used in many different process models, including the conventional waterfall model. In an
iterative model, the major milestones are used to achieve concurrence among all stakeholders
on the current state of the project. Different stakeholders have very different concerns:
• Customers: schedule and budget estimates, feasibility, risk assessment,
requirements understanding, progress, product line compatibility
• Users: consistency with requirements and usage scenarios, potential for
accommodating growth, quality attributes
• Architects and systems engineers: product line compatibility, requirements changes,
trade-off analyses, completeness and consistency, balance among risk, quality, and
usability
• Developers: sufficiency of requirements detail and usage scenario descriptions, .
frameworks for component selection or development, resolution of development
risk, product line compatibility, sufficiency of the development environment
• Maintainers: sufficiency of product and documentation artifacts, understandability,
interoperability with existing systems, sufficiency of maintenance environment
• Others: possibly many other perspectives by stakeholders such as regulatory
agencies, independent verification and validation contractors, venture capital
investors, subcontractors, associate contractors, and sales and marketing teams
Table 9-1 summarizes the balance of information across the major milestones.
Life-Cycle Objectives Milestone
The life-cycle objectives milestone occurs at the end of the inception phase. The goal is to
present to all stakeholders a recommendation on how to proceed with development, including
a plan, estimated cost and schedule, and expected benefits and cost savings. A successfully
completed life-cycle objectives milestone will result in authorization from all stakeholders to
proceed with the elaboration phase.
The life-cycle architecture milestone occurs at the end of the elaboration phase. The primary
goal is to demonstrate an executable architecture to all stakeholders. The baseline architecture
consists of both a human-readable representation (the architecture document) and a
configuration-controlled set of software components captured in the engineering artifacts. A
successfully completed life-cycle architecture milestone will result in authorization from the
stakeholders to proceed with the construction phase.
The technical data listed in Figure 9-2 should have been reviewed by the time of the lifecycle architecture
milestone. Figure 9-3 provides default agendas for this milestone.
Initial Operational Capability Milestone
The initial operational capability milestone occurs late in the construction phase. The goals
are to assess the readiness of the software to begin the transition into customer/user sites and
to authorize the start of acceptance testing. Acceptance testing can be done incrementally
across multiple iterations or can be completed entirely during the transition phase is not
necessarily the completion of the construction phase.
The product release milestone occurs at the end of the transition phase. The goal is to assess
the completion of the software and its transition to the support organization, if any. The
results of acceptance testing are reviewed, and all open issues are addressed. Software quality
metrics are reviewed to determine whether quality is sufficient for transition to the support
organization.
MINOR MILESTONES
For most iterations, which have a one-month to six-month duration, only two minor milestones are
needed: the iteration readiness review and the iteration assessment review.
• Iteration Readiness Review. This informal milestone is conducted at the start of each
iteration to review the detailed iteration plan and the evaluation criteria that have been
allocated to this iteration .
• Iteration Assessment Review. This informal milestone is conducted at the end of each
iteration to assess the degree to which the iteration achieved its objectives and satisfied
its evaluation criteria, to review iteration results, to review qualification test results (if
part of the iteration), to determine the amount of rework to be done, and to review the
impact of the iteration results on the plan for subsequent iterations.
The format and content of these minor milestones tend to be highly dependent on the project
and the organizational culture. Figure 9-4 identifies the various minor milestones to be
considered when a project is being planned.
The default content of periodic status assessments should include the topics identified in Table 9-
2.
process planning
A good work breakdown structure and its synchronization with the process framework are critical
factors in software project success. Development of a work breakdown structure dependent on the
project management style, organizational culture, customer preference, financial constraints, and
several other hard-to-define, project-specific parameters.
A WBS is simply a hierarchy of elements that decomposes the project plan into the discrete work
tasks. A WBS provides the following information structure:
• A delineation of all significant work
• A clear task decomposition for assignment of responsibilities
• A framework for scheduling, budgeting, and expenditure tracking
Many parameters can drive the decomposition of work into discrete tasks: product
subsystems, components, functions, organizational units, life-cycle phases, even
geographies. Most systems have a first-level decomposition by subsystem. Subsystems are
then decomposed into their components, one of which is typically the software.
Figure 10-1 Conventional work breakdown structure, following the product hierarchy
Management
Component 11
Requirements
Design
Code
Test
Documentation
…(similar structures for other components)
Component 1N
Requirements
Design
Code
Test
Docume
ntation
…(similar structures for other subsystems)
Subsystem M
Component M1
Requirements
Design
Code
Test
Documentation
Code
Test
Documentation
Integration and test
Test planning
Test procedure preparation
Testing
Test reports
Other support areas
Configuration control
Quality assurance
System administration
D Design
Inception Elaboration
Environment Moderate
Requirement High
Deployment Low
Environment High
Requirement High
High Implementation
Design Moderate Assessment
Moderate
Low
Deployment
Fidelity
WBS Element WBS Element
High
Management Fidelity Management
High
Environment High Environment
Low
Requirements High Requirements
Moderate
Design Low Design
High
Implementation Low Implementation
High
Assessment Moderate Assessment
Moderate
Deployment High Deployment
High
Transition Phase Construction Phase
PLANNING GUIDELINES
Software projects span a broad range of application domains. It is valuable but risky to make
specific planning recommendations independent of project context. Project-independent
planning advice is also risky. There is the risk that the guidelines may pe adopted blindly
without being adapted to specific project circumstances. Two simple planning guidelines
should be considered when a project plan is being initiated or assessed. The first guideline,
detailed in Table 10-1, prescribes a default allocation of costs among the first-level WBS
elements. The second guideline, detailed in Table 10-2, prescribes the allocation of effort and
schedule across the lifecycle phases.
1. The software project manager (and others) develops a characterization of the overall
size, process, environment, people, and quality required for the project.
2. A macro-level estimate of the total effort and schedule is developed using a software
cost estimation model.
3. The software project manager partitions the estimate for the effort into a top-level
WBS using guidelines such as those in Table 10-1.
4. At this point, subproject managers are given the responsibility for decomposing each
of the WBS elements into lower levels using their top-level allocation, staffing
profile, and major milestone dates as constraints.
The second perspective is a backward-looking, bottom-up approach. We start with the end
in mind, analyze the micro-level budgets and schedules, then sum all these elements into
the higher level budgets and intermediate milestones. This approach tends to define and
populate the WBS from the lowest levels upward. From this perspective, the following
planning sequence would occur:
1. The lowest level WBS elements are elaborated into detailed tasks
2. Estimates are combined and integrated into higher level budgets and milestones.
3. Comparisons are made with the top-down budgets and schedule milestones.
Milestone scheduling or budget allocation through top-down estimating tends to exaggerate
the project management biases and usually results in an overly optimistic plan. Bottom-up
estimates usually exaggerate the performer biases and result in an overly pessimistic plan.
These two planning approaches should be used together, in balance, throughout the life
cycle of the project. During the engineering stage, the top-down perspective will dominate
because there is usually not enough depth of understanding nor stability in the detailed task
sequences to perform credible bottom-up planning. During the production stage, there should
be enough precedent experience and planning fidelity that the bottom-up planning perspective
will dominate. Top-down approach should be well tuned to the project-specific parameters,
so it should be used more as a global assessment technique. Figure 10-4 illustrates this life-
cycle planning balance.
previous projects
Releases
Macro level task estimation for Micro level task estimation for
production stage artifacts production stage artifacts
Micro level task estimation for Macro level task estimation for
engineering artifacts maintenance of engineering artifacts
Stakeholder concurrence Stakeholder concurrence
Coarse grained variance analysis of Fine grained variance analysis of actual
actual vs planned expenditures vs planned expenditures
Tuning the top down project
independent planning guidelines into
project specific planning guidelines
WBS definition and elaboration
PRAGMATIC PLANNING
Even though good planning is more dynamic in an iterative process, doing it accurately is far
easier. While executing iteration N of any phase, the software project manager must be
monitoring and controlling against a plan that was initiated in iteration N - 1 and must be
planning iteration N + 1. The art of good project· management is to make trade-offs in the
current iteration plan and the next iteration plan based on objective results in the current
iteration and previous iterations. Aside from bad architectures and misunderstood
requirements, inadequate planning (and subsequent bad management) is one of the most
common reasons for project failures. Conversely, the success of every successful project can
be attributed in part to good planning.
A project's plan is a definition of how the project requirements will be transformed into' a
product within the business constraints. It must be realistic, it must be current, it must be a
team product, it must be understood by the stakeholders, and it must be used. Plans are not
just for managers. The more open and visible the planning process and results, the more
ownership there is among the team members who need to execute it. Bad, closely held plans
cause attrition. Good, open plans can shape cultures and encourage teamwork.
UNIT IV Project Organizations
Project Organizations and Responsibilities:
of the organization’s process maturity & its plan for future improvement
A software Project Manager is responsible for meeting the requirements of a contract or some other
project compliance standard
The SEEA is responsible for automating the organization’s process, maintaining the
organization’s standard environment, Training projects to use the environment &
maintaining organization-wide reusable assets
The SEEA role is necessary to achieve a significant ROI for common process.
Infrastructure
An organization’s infrastructure provides human resources support, project-
independent research & development, & other capital software engineering assets.
2) Project organizations:
Software Management
Artifacts Activities
Many tools are available to automate the software development process. Most of
the core software development tools map closely to one of the process workflows
PROCESS AUTOMATION
There are four important environment disciplines that are critical to management context &
the success of a modern iterative development process.
Round-Trip engineering
Change Management
Software Change Orders (SCO)
Configuration baseline Configuration Control Board
Infrastructure
Organization Policy
Organization Environment
Stakeholder Environment.
Change Management
Change management must be automated & enforced to manage multiple iterations & to
enable change freedom.
Change is the fundamental primitive of iterative Development.
I. Software Change Orders
The atomic unit of software work that is authorized to create, modify or obsolesce
components within a configuration baseline is called a software change orders ( SCO )
The basic fields of the SCO are Title, description, metrics, resolution, assessment &
disposition
Change management
II.Configuration Baseline
Major & Minor releases are intended to be external product releases that are persistent & supported
for a period of time.
Once software is placed in a controlled baseline all changes are tracked such that a distinction must
be made for the cause of the change. Change categories are
Change Management
A CCB includes:
1. Software managers
2. Software Architecture managers
3. Software Development managers
4. Software Assessment managers
5. Other Stakeholders who are integral to the maintenance of the controlled
software delivery system?
Infrastructure
Infrastructure
II Organization Environment
The Environment that captures an inventory of tools which are building blocks from which project
environments can be configured efficiently & economically
Stakeholder Environment
Many large scale projects include people in external organizations that represent other
These stakeholder representatives also need to access to development resources so that they
can contribute value to overall effort. These stakeholders will be access through on-line
An on-line environment accessible by the external stakeholders allow them to participate in
the process a follows
Accept & use executable increments for the hands-on evaluation.
Use the same on-line tools, data & reports that the development organization uses to manage
& monitor the project
Avoid excessive travel, paper interchange delays, format translations, paper * shipping costs
& other overhead cost
INTERODUCTION: Software metrics are used to implement the activities and products of the software
development process. Hence, the quality of the software products and the achievements in the development
process can be determined using the software metrics.
Software metrics are needed for calculating the cost and schedule of a software product with great
accuracy.
Software metrics are required for making an accurate estimation of the progress.
The metrics are also required for understanding the quality of the software product.
INDICATORS:
An indicator is a metric or a group of metrics that provides an understanding of the software process
or software product or a software project. A software engineer assembles measures and produce metrics
from which the indicators can be derived.
Two types of indicators are:
(i) Management indicators.
(ii) Quality indicators.
Management Indicators
The management indicators i.e., technical progress, financial status and staffing progress are used to
determine whether a project is on budget and on schedule. The management indicators that indicate financial
status are based on earned value system.
Quality Indicators
The quality indicators are based on the measurement of the changes occurred in software.
There are seven core metrics that are used in managing a modern process.
Software development team: - SLOC under baseline change management, SCOs closed Software
assessment team: - SCOs opened, test hours executed and evaluation criteria meet. Software
management team: - milestones completed.
The below figure shows expected progress for a typical project with three major releases
Fig: work and progress
QUALITY INDICATORS:
Change traffic and stability:
This metric measures the change traffic over time. The number of software change orders opened
and closed over the life cycle is called change traffic. Stability specifies the relationship between opened
versus closed software change orders. This metric can be collected by change type, by release, across all
releases, by term, by components, by subsystems, etc.
The below figure shows stability expectation over a healthy project’s life cycle
Fig: Change traffic and stability
METRICS AUTOMATION:
Many opportunities are available to automate the project control activities of a software project. A Software
Project Control Panel (SPCP) is essential for managing against a plan. This panel integrates data from multiple
sources to show the current status of some aspect of the project. The panel can support standard features and
provide extensive capability for detailed situation analysis. SPCP is one example of metrics automation
approach that collects, organizes and reports values and trends extracted directly from the evolving engineering
artifacts.
SPCP:
To implement a complete SPCP, the following are necessary.
The software effort included the development of three distinct software systems totaling more
than one million source lines of code. This case study focuses on the initial software
development, called the Common Subsystem, for which about 355,000 source lines were
developed. The Common Subsystem effort also produced a reusable architecture, a mature
process, and an integrated environment for efficient development of the two software
subsystems of roughly similar size that followed. This case study therefore represents about
one-sixth of the overall CCPDS-R project effort.
Although this case study does not coincide exactly with the management process presented
in this book nor with all of today's modern technologies, it used most of the same techniques
and was managed to the same spirit and priorities. TRW delivered
Key Points a An objective case study is a true indicator of a mature organization and a mature project
process. The software industry needs more case studies like CGPDS-R.
a The metrics histories were all derived directly from the artifacts of the project's process.
These data were used to manage the project and were embraced by practitioners, managers,
and stakeholders.
a CCPDS-R was one of the pioneering projects that practiced many modern management
approaches. a This appendix provides a practical context that is relevant to the techniques,
disciplines, and opinions provided throughout this book.
the system on budget and on schedule, and the users got more than they expected. TRW was
awarded the Space and Missile Warning Systems Award for Excellence in 1991 for
"continued, sustained performance in overall systems engineering and project execution." A
project like CCPDS-R could be developed far more efficiently today. By incorporating
current technologies and improved processes, environments, and levels of automation, this
project could probably be built today with equal quality in half the time and at a quarter of
the cost.
Some of today’s popular software cost models are not well matched to an iterative software
process focused an architecture-first approach Many cost estimators are still using a
conventional process experience base to estimate a modern project profile A nextgeneration
software cost model should explicitly separate architectural engineering from application
production, just as an architecture-first process does. Two major improvements in next-
generation software cost estimation models: Separation of the engineering stage from the
production stage will force estimators to differentiate between architectural scale and
implementation size. Rigorous design notations such as UML will offer an opportunity to
define units of measure for scale that are more standardized and therefore can be automated
and tracked. Modern Software Economics: Changes that provide a good description of what
an organizational manager should strive for in making the transition to a modern process: 1.
Finding and fixing a software problem after delivery costs 100 times more than fixing the
problem in early design phases 2. You can compress software development schedules 25%
of nominal, but no more. 3. For every $1 you spend on development, you will spend $2 on
maintenance. 4. Software development and maintenance costs are primarily a function of the
number of source lines of code 5. Variations among people account for the biggest differences
in software productivity. 6. The overall ratio of software to hardware costs is still growing –
in 1955 it was 15:85; in 1985 85:15 7. Only about 15% of software development effort is
devoted to programming 8. Software systems and products typically cost 3 times as much per
SLOC as individual software programs. 9. Walkthroughs catch 60% of the errors.
10. 80% of the contribution comes from 20% of the contributors.
Next-Generation Software Economics
Next-generation software economics is being practiced by some advanced software
organizations. Many of the techniques, processes, and methods described in this book's
process framework have been practiced for several years. However, a mature, modern process
is nowhere near the state of the practice for the average software organization. introduces
several provocative hypotheses about the future of software economics. A general structure
is proposed for a cost estimation model that would be better suited to the process framework
new approach would improve the !accuracy and precision of software cost estimates, and
would accommodate dramatic improvements in software economies of scale. Such
improvements will be enabled by advances in software development environments. Boehm's
benchmarks of conventional software project performance and describe, in objective terms,
how the process framework should improve the overall software economics achieved by a
project or organization.
Key Points
▲ Further technology advances in round-trip engineering are critical to making the next quantum
leap in software economics.
▲ Future cost estimation models need to be based on better primitive units defined from well-understood
software engineering notations such as the Unified Modeling Language.
numerous projects have been practicing some of these disciplines for years. However, many
of the techniques and disciplines suggested herein will necessitate a significant paradigm
shift. Some of these changes will be resisted by certain stakeholders or by certain factions
within a project or organization. It is not always easy to separate cultural resistance from
objective resistance. summarizes some of the important culture shifts to be prepared for in
order to avoid as many sources of friction as possible in transitioning successfully to a modern
process.
Key Points
1 processes and technologies necessitates i several culture shifts that will not ; always be easy
to achieve.