Features | Glossary

Definition

A feature is an attribute of a software product or system. Features are large and complex, and comprise many unit requirements. A feature, is usually implemented through many user stories. Features may be functional or non-functional; they provide the basis for organizing stories.

People usually end up confusing the terms “Feature” and “User Story” in Agile Software Development. This can be avoided, as the difference is very simple: A feature is a collection of User stories, i.e. it’s implemented through many user stories.

Origin

1350–1400; 1905–10 for def 3; Middle English phrase “feture” < Anglo-French, Middle-French phrase “faiture” < Latin “factūra . Predominantly used in software development from late 1980s.

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Extreme Programming | Glossary

Definition

Extreme programming (XP) is a software development methodology which is intended to improve software quality and responsiveness to changing customer requirements. It is a type of Agile Software Development, which advocates frequent “releases” in short development cycles. It is intended to improve productivity, and introduce checkpoints at which new customer requirements can be adopted.

Origin

Extreme programming was created by Kent Beck during his work on the Chrysler Comprehensive Compensation System (C3) payroll project. Beck became the C3 project leader in March 1996, and began to refine its’ development methodology, eventually writing a book about it. In October 1999, “Extreme Programming Explained” was published.

Pros

  • Extreme Programming aims at bringing about efficiency in the coding process and providing customers with maximum value
  • It stresses importance to individuals and interactions over processes and tools, working software over documentation, customer collaboration over contract negotiation, and responding to change over following a plan
  • Extreme Programming trims unproductive activities to reduce costs and frustration of everyone involved

Cons

  • Extreme Programming is challenging to adopt completely and it becomes challenging to enforce culture change.

Further Reading

  • “Extreme Programming Explained” by Kent Beck
  • “eXtreme Programming in Action: Practical Experiences from Real World Projects” by Martin Lippert.

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