Software Engineering 2, WS 2010 / 2011
- Responsible: Prof. Dr. h.c. Hasso Plattner
- Teaching staff: Jürgen Müller, Thomas Kowark, Stephan Müller, Martin Lorenz
- Location: HS3
- Time: Fridays, 11:00-12:30pm and 1:30-3:00pm; additional group and team meetings
- 4 Semesterwochenstunden (SWS)
- 6 ECTS (graded)
- Enrollment until October 29, 2010
- Start: October 22, 2010
- Dec 17 - presentation of the system after 2 sprints
- Jan 7 - no lecture, time for project work
- Jan 14 - no lecture, time for project work
- Jan 21 - Presentation of Sprint #3 Results
- Jan 28 - Dr. Joachim Schnitter / no 2nd lecture, time for project work
- Feb 4 - no lecture, time for project work
- Feb 11 - Final Project Presentations and Global Retrospection
SWT2 Scrum LEGO Exercise
The software industry is more and more pressed towards fast time-to-market and short development cycles. Putting it in other words, if a piece of software is not finished at a certain point in time, it can have negative effects on the companies performance. Given the fact that a team is limited to a certain number of people and can thus only build a product of a (relatively) fixed size, multiple teams have to collaborate and work on large software projects together. This, of course, leads to a certain overhead. In Software Engineering 2, you shall learn how to conduct software development in two large groups of about 50 people. We want to prepare you for a situation where you are in a leading position and responsible for a large piece of software. Thus, you shall learn methods, concepts, and technologies that help you to successfully deliver large software in a multiple team setting.
The expected 105 participants will be divided into two groups. Each of the groups will be given the same task which is the requirements engineering, design, and implementation of a Customer Relationship Management (CRM) system. We will teach you how to apply the Scrum methodology to a group of about 50 people. This group will be split up into teams leveraging the bachelor project infrastructure. In the course of the semester, you will conduct 4 sprints à 3 weeks. The theory taught in the lecture can directly be applied in the accompanying exercise. This course focuses more on the methods and concepts and less on the actual result.
After this course, the following learning targets (LT) should be achieved.
LT 1: Scrum
As a student, I know the elements of Scrum and I am familiar with planning meetings, daily Scrums, sprint reviews, sprint retrospectives, and estimation meetings.
LT 2: Scrum in a multiple team setting
As a student, I know how I can scale Scrum with the help of Scrum-of-Scrums and planning-of-plannings.
LT 3: Behaviour-driven and test-driven development (BDD and TDD)
As a student, I know the advantages of BDD and TDD and I use both methods appropriately.
LT 4: Source code management (SCM) using Git
As a student, I know the different SCM concepts. In particular, I am familiar with Git while branching as well as merging became natural activities in my personal software development process.
LT 5: Ruby on Rails
As a student, I know the architecture and concepts of Ruby on Rails and can apply them to fulfill the requirements stated to me and my team.
LT 6: Continuous integration (CI)
As a student, I never want to develop software without CI again because, together with BDD and TDD, this gives me the assurance that my software is validated and that all tested functionality is correct.
LT 7: Customer relationship management (CRM)
As a student, I know what a CRM system consists of and which processes are conducted from lead generation to invoicing and dunning.
LT 8: Self-assessment with regards to your role in a team
As a student, I know how I can contribute to help my team performing as good as possible.
The final grading is determined by
- introductory Ruby on Rails exercise (10%, individual mark),
- written exam (30%, individual mark)
- usage of presented methods and concepts such as Scrum, BDD, TDD, SCM, and CI (35%, team mark)
- software development results (25%, team mark)
- if work is not distributed equally amongst team members, individual adjustments of the marks are possible
- winning group (with the best product) gets a 0,3 boost in their team mark
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