Agile Glossary

Iterative Development

What is Iterative Development?

Agile projects are iterative insofar as they intentionally allow for “repeating” software development activities, and for potentially “revisiting” the same work products (the phrase “planned rework” is sometimes used; refactoring is a good example).

They are iterative in a third, less essential sense, in being most often structured around a series of iterations of fixed calendar length. However, some Agile approaches to scheduling, such as Kanban do away with iterations in this later sense, but retain the other aspects of multiple repetitions and planned rework.

Nearly all Agile projects are incremental as well as iterative. However, it is possible to use iterative strategies which are not also incremental; for instance, a “build it twice” strategy in which one first creates a throwaway prototype to gather user feedback, then uses insights from that experience to build the “real thing”. Prototyping is necessarily an iterative strategy and may have been a precursor to the development of iterative software development ideas.

Origins

The idea of iterative development predates Agile – by at least a decade or two.

  • 1984: an early empirical study by Barry Boehm of projects using prototyping, by essence an iterative strategy, suggests that iterative approaches first started receiving serious attention around that time, most probably driven by factors such as the rise of personal computers and graphical user interfaces
  • 1986: in a well-known paper, Barry Boehm presents “A Spiral model of software development and enhancement“, an iterative model geared to identifying and reducing risks through any appropriate approaches (though the “typical” example presented is based on prototyping)
  • 1995: an article by Alistair Cockburn, “Growth of human factors in application development“, suggests one major reason why iterative approaches gradually gain acceptance: the bottleneck in software development is shifting to (individual and organizational) learning, and human learning is intrinsically an iterative, trial and error process

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Additional Agile Glossary Terms

In the context of software development, build refers to the process that converts files and other assets under the developers' responsibility into a software product in its final or consumable form. The build is automated when these steps are repeatable, require no direct human intervention, and can be performed at any time with no information other than what is stored in the source code control repository.
Antipatterns are common solutions to common problems where the solution is ineffective and may result in undesired consequences.
An Agile team frequently releases its product into the hands of end users, listening to feedback, whether critical or appreciative.
Class Responsibility Collaborator (CRC) Cards are an object oriented design technique teams can use to discuss what a class should know and do and what other classes it interacts with.
A Kanban Board is a visual workflow tool consisting of multiple columns. Each column represents a different stage in the workflow process.
The team has the use of a dedicated space for the duration of the project, set apart from other groups' activities.

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