3.SoftwareProcessModels and Ethics.pdf

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CSIT314 Software Development Methodologies Software process models and ethics This lecture …  Software process models       Waterfall model Prototyping model Iterative/incremental model Spiral model Rational Unified Process Agile methods Acknowledgement: some materials are adapted from Chapte...

CSIT314 Software Development Methodologies Software process models and ethics This lecture …  Software process models       Waterfall model Prototyping model Iterative/incremental model Spiral model Rational Unified Process Agile methods Acknowledgement: some materials are adapted from Chapter 2 - Ian Sommerville (2010), Software Engineering, 9th Edition, Addison-Wesley. The software process   A structured set of activities required to develop a software system Many different processes but they all involve:      Requirements specification- defining what the system should do; Design & Implementation - defining the organization of the system and implementing the system Verification & Validation (V & V) - checking that it conforms to the specification and does what the customer wants Maintenance and Evolution - changing the system in response to changing customer needs. A software process model is an abstract representation of a process. It presents a description of a process from some particular perspective Waterfall model Image source: http://en.wikipedia.org/wiki/Waterfall_model Waterfall model (cont.)  The waterfall model is a sequential software development process.     a phase has to be complete and absolutely correct before moving onto the next phase. Progress flows from the top to the bottom, like a waterfall. Has its origins in the manufacturing and construction industries and adapted for software development since 1970s. First described for software development by Winston W. Royce in 1970 Waterfall model limitations    The difficulty of responding to changing customer requirements. Designers will have to fully predict problem areas of the system and produce a correct design before implementation is started This model is only appropriate when the requirements are well-understood and changes will be fairly limited during the design process.  Few business systems have stable requirements. The Rise and Fall of Waterfall https://vimeo.com/18951935 Prototyping model Build/Revise Mock up Listen to Customers Customer test-drives mock -up  gather requirements quick design focusing on what will be visible to user – input & output formats build a prototype, i.e. a working version of the system prototype evaluated and requirements refined  process iterated until customer & developer satisfied     then throw away prototype and rebuild system to high quality Prototyping model Benefits   Users are actively involved in the development Reduced time and costs     a working model of the system is provided, the users get a better understanding of the system being developed. Prototyping can improve the quality of requirements and specifications provided to developers. Quicker user feedback is available leading to better solutions. Best projects to use prototyping  Human-Computer Interface Prototyping model Limitations  User confusion of prototype and completed system   Developer attachment to prototype:   Developers can also become attached to prototypes they have spent a great deal of effort producing; this can lead to problems like attempting to convert a limited prototype into a final system when it does not have an appropriate underlying architecture Excessive development time of the prototype:   Users can begin to think that a prototype, intended to be thrown away, is actually a final system that merely needs to be finished or polished. A key property to prototyping is the fact that it is supposed to be done quickly. If the developers lose sight of this fact, they very well may try to develop a prototype that is too complex Expense of implementing prototyping:  the start up costs for building a development team focused on prototyping may be high Source: http://en.wikipedia.org/wiki/Software_prototyping Incremental and Iterative model Incremental and Iterative model     Develop a system through repeated cycles (iterative) and in smaller portions at a time (incremental). Rather than deliver the system as a single delivery, the development and delivery is broken down into increments with each increment delivering part of the required functionality. User requirements are prioritised and the highest priority requirements are included in early increments. At each iteration, design modifications are made and new functional capabilities are added. The software system ……. increment 1 increment 2 1 increment = 1 feature increment 3 increment 4 Incremental approach:benefits    Feedback from early stages used in developing latter stages The cost of accommodating changing customer requirements is reduced. More rapid delivery and deployment of useful software to the customer is possible.     Customers are able to use and gain value from the software earlier than is possible with a waterfall process Early increments act as a prototype to help elicit requirements for later increments. Lower risk of overall project failure. The highest priority system services tend to receive the most testing. Possible disadvantages of incremental delivery  Loss of economy of scale   some costs will be repeated System structure tends to degrade as new increments are added.   Unless time and money is spent on refactoring to improve the software, regular change tends to corrupt its structure. Incorporating further software changes becomes increasingly difficult and costly. The Spiral Model 15 The Spiral Model     A combination of prototyping with iterative model Process is represented as a spiral rather than as a sequence of activities with backtracking. Each loop in the spiral represents a phase in the process. Risks are explicitly assessed and resolved throughout the process. Spiral model usage Spiral model has been very influential in helping people think about iteration in software processes and introducing the risk-driven approach to development.  The spiral model is mostly used in large projects.    Game development is a main area where the spiral model is used and needed Military projects, e.g. Future Combat Systems program.  it had a 2 year iteration (spiral). The Rational Unified Process Note: We will later explore Unified Process in depth. Agile methods  In the 1990s, the IT industry faces substantial frustration:     Most project followed the waterfall model Big time gap between business requirements and the delivery of software that answered those needs => cancelling many projects. Business environments and requirements quickly changed and the final product did not meet the then current needs. The waterfall model did not take advantage of how quickly software could be altered. Agile methods (cont.)  Agile refers to a set of methods and practices under which:   Requirements and solutions evolve through the collaborative effort of self-organizing cross-functional teams and their customers and users. adaptive planning, evolutionary development, early delivery, and continuous improvement are advocated. Rapid and flexible response to change is encouraged Agile methodologies are mostly based on the values and principles expressed in the Agile Manifesto.   Check out this video https://www.youtube.com/watch?v=oHBs4wxiSpQ Agile principles 1. 2. 3. exam - what are the 12 principles and how to use them in your project The highest priority is to satisfy the customer through early and continuous delivery of valuable software. Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale. Source: www.agilemanifesto.org Agile principles (cont.) 4. 5. 6. Business people and developers must work together daily throughout the project. Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. The most efficient and effective method of conveying information to and within a development team is face-to-face conversation. Source: www.agilemanifesto.org Agile principles (cont.) 7. 8. 9. Working software is the primary measure of progress. Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely. Continuous attention to technical excellence and good design enhances agility. Source: www.agilemanifesto.org Agile principles (cont.) 10. Simplicity--the art of maximizing the amount of work not done--is essential. 11. The best architectures, requirements, and designs emerge from selforganizing teams. 12. At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behaviour accordingly. after coding, do a meeting with a client and review it and reflect on it. Source: www.agilemanifesto.org Agile software development methods Scrum  Extreme Programming  Dynamic Systems Development Methods  Kanban  Lean software development  Etc.  Scrum 24 hours iteration Sprint 2-4 weeks functionality Sprint goal Return Return Cancel Gift Coupons wrap Gift Cancel wrap Product backlog Sprint backlog to do list for each upcoming sprint Potentially shippable product increment Coupons product backlog is the whole application while sprint backlog is for functionality. Product backlog is ordered by priority. the description of each goal is written in terms of user story Sprints Scrum projects make progress in a series of “sprints” (i.e. iterations)  Typical duration is 2–4 weeks or a calendar month at most  Product is designed, coded, and tested during the sprint  Product backlog  A typical Scrum backlog comprises the following different types of items:     This is the product backlog   Features Bugs Technical work (e.g. “Upgrade all developers' workstations to Windows 7”) Knowledge acquisition (e.g. “researching various JavaScript libraries and making a selection.” Prioritized by the product owner Reprioritized at the start of each sprint User stories    User stories are short, simple descriptions of a feature told from the perspective of a user or customer of the system who desires the new capability. User stories typically follow a simple template:  As a < type of user >, I want < some goal > so that < some reason >. Examples:  As a site visitor, I can read current news on the home page.  As a trainer, I can create a new course or event. This includes the following information: name, description (HTML), trainer names (multiple selection from a list), start date, end date, venue name (HTML) and address, contact name, contact phone, contact email, a link for more information, and a link to register. For a certification course the name of the class is a dropdown list; for others, it is free text. Sprint planning Team capacity Product backlog Business conditions Sprint planning Sprint prioritization Analyze and evaluate product backlog Select sprint goal Sprint goal Sprint planning Current product Technology Decide how to achieve sprint goal (design) Create sprint backlog (tasks) from product backlog items (user stories / features) Estimate sprint backlog in hours Sprint backlog Sprint planning Team decides on the goal for a particular sprint, and then selects items from the product backlog they commit to complete to achieve the sprint’s goal. Sprint backlog is created Tasks are identified and each is estimated (e.g. 1-16 hours) Collaboratively, not done alone by the ScrumMaster High-level design is considered As a vacation planner, I want to see photos of the hotels. User story Develop UML design (4 hours) Code the middle tier (8 hours) Code the user interface (4) Write test fixtures (4) Code the foo class (6) Update performance (4) Tasks (Example tests only) Note: effort estimation can be in story points. Scrum Team  Product owner:       Scrum Master    Define the features of the product Decide on release date and content Prioritize features according to market value Adjust features and priority every iteration, as needed Accept or reject work results make sure each member follows the scrum practices Represents management to the project, ensure that the team is fully functional and productive. Responsible for enacting Scrum values and practices The team  Self-organizing and cross-functional: Programmers, testers, user experience designers, etc. Scrum meetings  Sprint planning meeting:    For - Selecting the product backlog and implementing for upcoming sprint Who - everybody but the product owner What - what i did yesterday, what i am going to do today, is there any obstacle that you have https://www.youtube.com/watch?v=GzQjGhD5 tSU Sprint review meeting   https://youtu.be/2A9rkiIcnVI https://youtu.be/GivcWpDRlD4 Daily Scrum meeting:   exam - what purpose, who participate, what discuss For - live product demonstration, sprints finished will be moved to velocity and those that are not, back to the product backlog. https://youtu.be/cbJinz6TieI Sprint retrospective meeting  https://youtu.be/n_iu8kuA0XE what worked during the last sprint? helps develop the product to a higher quality, What could we improve? To reflect AI for Agile Software Development  Read these articles:   https://techxplore.com/news/2019-01-framework-ai-poweredagile.html https://blog.developer.atlassian.com/artificial-intelligence-for-issueanalytics-a-machine-learning-powered-jira-cloud-app/ What is ethics?  Dictionary definition “moral principles that govern a person's behaviour or the conducting of an activity.” See this video interpret right and wrong in society https://ethicsunwrapped.utexas.edu/glossary/eth ics   try to achieve In some views, ethics has 3 components:    Values: good things we strive for, desire and seek to protect. guide us Principles: outlining how we may or may not achieve our what is right and what is values (telling us what’s right or wrong). wrong Purpose: our reason for upholding our values and principles. (Source: https://ethics.org.au) 35 Why are ethics important in software development?    Software are everywhere in people’s lives, across almost all industry sectors (e.g. business, government, medicine, education, transport, agriculture, manufacture, etc.) in our society. Software can do good or cause harm  Question: What are software apps that can do good or cause harm? why we need ethics for software dev? can do good and harm Any software development activities (requirements, design, implementation, testing and maintenance) can lead to those consequences. 36 Software and its consequences  See this video https://youtu.be/CQ4irwe3ZDk about Volkswagen emissions scandal and answer the following questions:  What was the scandal?  “software-based defeat device” make it look like car meets emission standard but doesnt  Why was it an ethical issue? See more at https://www.bbc.com/news/business-34324772 37 ACM Code of Ethics for Software Development  Principle 1: PUBLIC - act consistently with the public interest, e.g.:  Accept full responsibility for their own work.  Approve software only if they have a well-founded belief that it is safe, meets specifications, passes appropriate tests, and does not diminish quality of life, diminish privacy or harm the environment.  Disclose any actual or potential danger to the user, the public, or the environment.  Consider issues of physical disabilities, allocation of resources, economic disadvantage and other factors that can diminish access to the benefits of software. make sure you have the technical ability to deliver the product, license for third party library, keep information confidential 38 ACM Code of Ethics for Software Development  Principle 2: CLIENT AND EMPLOYER - act in a manner that is in the best interests of their client and employer, consistent with the public interest, e.g.:  Provide service in their areas of competence, being honest and forthright about any limitations of their experience and education.  Not knowingly use software that is obtained or retained either illegally or unethically.  Keep private any confidential information gained in their professional work, where such confidentiality is consistent with the public interest and consistent with the law. if your employer asks you to do something unethical, you have to refuse (duh) 39 ACM Code of Ethics for Software Development  Principle 3: PRODUCT - ensure that their products and related modifications meet the highest professional standards possible, e.g.:  Strive for high quality, acceptable cost and a reasonable schedule, ensuring significant tradeoffs are clear to and accepted by the employer and the client, and are available for consideration by the user and the public.  Identify, define and address ethical, economic, cultural, legal and environmental issues related to work projects.  Ensure adequate testing, debugging, and review of software and related documents on which they work. 40 ACM Code of Ethics for Software Development  Principle 4: JUDGMENT - maintain integrity and independence in their professional judgment, e.g.:  Only endorse documents either prepared under their supervision or within their areas of competence and with which they are in agreement.  Maintain professional objectivity with respect to any software or related documents they are asked to evaluate.  Disclose to all concerned parties those conflicts of interest that cannot reasonably be avoided or escaped. make sure you have the expertise to make a decision 41 ACM Code of Ethics for Software Development  Principle 5: MANAGEMENT - subscribe to and promote an ethical approach to the management of software development and maintenance, e.g.:  Ensure good management for any project on which they work, including effective procedures for promotion of quality and reduction of risk.  Ensure that there is a fair agreement concerning ownership of any software, processes, research, writing, or other intellectual property to which a software engineer has contributed. 42 ACM Code of Ethics for Software Development  Principle 6: PROFESSION - advance the integrity and reputation of the profession consistent with the public interest, e.g.:  Take responsibility for detecting, correcting, and reporting errors in software and associated documents on which they work. good reputation, how to get that? build high quality apps and properly test and review them 43 ACM Code of Ethics for Software Development  Principle 7: COLLEAGUES - be fair to and supportive of their colleagues, e.g.:  Credit fully the work of others and refrain from taking undue credit.  Review the work of others in an objective, candid, and properlydocumented way. 44 ACM Code of Ethics for Software Development  Principle 8: SELF - shall participate in lifelong learning regarding the practice of their profession and shall promote an ethical approach to the practice of the profession, e.g.:  Further their knowledge of developments in the analysis, specification, design, development, maintenance and testing of software and related documents, together with the management of the development process.  Improve their ability to create safe, reliable, and useful quality software at reasonable cost and within a reasonable time. keep learning 45

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