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Software Project Management

By Walker Royce
Part 1
Software Management Renaissance
Table of Contents (1)

● The Old Way (Conventional SPM)


● The Waterfall Model
● Conventional Software Management Performance
● Evolution of Software Economics
● Software Economics
● Pragmatic Software Cost Estimation

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Royce
Part 1
Software Management Renaissance
Table of Contents (2)

● Improving Software Economics


● Reducing Software Product Size
● Improving Software Processes
● Improving Team Effectiveness
● Improving Automation through Software Environments
● Achieving Required Quality
● Peer Inspections: A Pragmatic View
● The Old Way and the New
● The Principles of Conventional Software Engineering
● The Principles of Modern Software Management
● Transitioning to an Iterative Process

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Royce
The Old Way

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Royce
Part 1
The Old Way
● Software crisis

● “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,
monitor, and control software development.

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Royce
Part 1
The Old Way
The Waterfall Model

System
requirements

Software
requirements

Analysis

Program
● Drawbacks design

● Protracted integration Coding


and late design breakage
● Late risk resolution
● Requirements - driven Testing
functional decomposition
● Adversarial stakeholder relationships
● Focus on document Maintenance
and review meetings and reliance
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Royce
Part 1
The Old Way
Conventional Software Management Performance

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. Walkthroughs catch 60% of the errors.
9. 80% of the contribution comes from 20% of contributors.

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Royce
Part 1
Evolution of Software Economics

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Royce
Part 1
Evolution of Software Economics

● Most software cost models can be abstracted into a


function of five basic parameters:
○ Size (typically, number of source instructions)
○ Process (the ability of the process to avoid non-value-adding
activities)
○ Personnel (their experience with the computer science issues and
the applications domain issues of the project)
○ Environment (tools and techniques available to support efficient
software development and to automate process)
○ Quality (performance, reliability, adaptability…)

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Royce
Part 1
Evolution of Software Economics
Three generations of software economics

Co
st
Software size
1960s-1970s 1980s-1990s 2000 and on
Waterfall model Process improvement Iterative development
Functional design Encapsulation-based Component- based
Diseconomy of scale Diseconomy of scale Return to investment
Environments/tools: Environments/tools: Environments/tools:
Custom Off-the-shelf, separate Off-the-shelf, integrated
Size: Size: Size:
100% custom 30%component-based, 70% custom 70%component-based, 30% custom
Process: Process: Process:
Ad hoc Repeatable Managed/measured

Typical project performance


Predictably bad Unpredictable Predictable
Always: Infrequently: Usually:
-Over budget -On budget -On budget
-Over schedule -On schedule -On schedule

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Royce
Part 1
Evolution of Software Economics
The predominant cost estimation process

Software manager,
software architecture manager,
software development manager,
software assessment manager

Cost modelers

Risks, options,
trade-offs,
alternatives
Cost estimate

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Royce
Part 1
Evolution of Software Economics
Pragmatic software cost estimation

● A good 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, technologies, environments, quality
requirements, and people.
○ It is defined in enough detail so that its key risk areas are
understood and the probability of success is objectively
assessed.

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Royce
Part 1
Improving Software Economics

● Five basic parameters of the software cost model:


1. Reducing the size or complexity of what needs to be
developed
2. Improving the development process
3. Using more-skilled personnel and better teams (not
necessarily the same thing)
4. Using better environments (tools to automate the
process)
5. Trading off or backing off on quality thresholds

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Royce
Part 1
Improving Software Economics
Important trends in improving software economics

Cost model parameters Trends


Higher order languages
Size (C++, Java, Visual Basic, etc.)
Abstraction and component Object-oriented
based development technologies (Analysis, design, programming)
Reuse
Iterative development
Commercial components
Process Process maturity models
Methods and techniques Architecture-first development
Acquisition reform

Training and personnel


Personnel skill development
People factors Teamwork
Win-win cultures
Integrated tools
(Visual modeling, compiler, editor, etc)
Environment
Open systems
Automation technologies and tools
Hardware platform performance
Hardware platform
Automation performance
of coding, documents,
Quality
Demonstration-based assessment
testing, analyses
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Statistical quality control
Royce
Part 1
Improving Software Economics
Reducing Software Product Size

“The most significant way


to improve affordability and return on investment is
usually to produce a product that achieves the design
goals with the minimum amount of human-generated
Reuse, object-oriented source material.”
technology, automatic code
production, and higher order
programming languages are all
focused on achieving a given
system with fewer lines of
human-specified source
directives.
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Royce
Part 1
Improving Software Economics
Reducing Software Product Size - Languages

Language SLOC per UFP


UFP -Universal Function Points Assembly 320
The basic units of the function points SLOC metrics
are external user inputs, C 128 are useful estimators for software
external outputs, after a candidate solution is formulated
internal logic data groups, Fortran 77 105 and
external data interfaces, an implementation language is known.
and external inquiries. Cobol 85 91
Ada 83 71
C++ 56
Ada 95 55
Java 55
Visual Basic 35

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Part 1
Improving Software Economics
Reducing Software Product Size – Object-Oriented Methods

● “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.”
Here is an example of how object-oriented technology permits corresponding improvements in
teamwork and interpersonal communications.
● “The use of continuous integration creates opportunities to recognize risk early and
make incremental corrections without destabilizing the entire development effort.”
This aspect of object-oriented technology enables an architecture-first process, in which integration
is an early and continuous life-cycle activity.
● 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.”
This feature of object-oriented technology is crucial to the supporting languages and environments
available to implement object-oriented architectures.

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Part 1
Improving Software Economics
Reducing Software Product Size – Reuse

1 Project Solution: $N
and M months Many-project solution:

2 Project Solution: Operating with high value per


50% more cost and
100% more time
unit investment, typical of
Development Cost
nd Schedule Resources
commercial products
5 Project Solution:
125% more cost and
150% more time

Number of Projects Using Reusable Components

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Royce
Part 1
Improving Software Economics
Reducing Software Product Size – Commercial Components

APPROACH ADVANTAGES DISADVANTAGES


Predictable license costs Frequent upgrades
Commercial Broadly used, mature
Up-front license fees
Recurring maintenance fees

components technology Dependency on vendor


Run-time efficiency sacrifices
Available now
Functionality constraints
Dedicated support organization Integration not always trivial
Hardware/software No control over upgrades and maintenance
Unnecessary features that consume extra
independence
resources
Rich in functionality
Complete change freedom Often inadequate reliability and stability
Expensive, unpredictable development
Custom Smaller, often simpler
Multiple-vendor incompatibility
Unpredictable availability date
implementations Undefined maintenance model
development Often better performance Often immature and fragile
Control of development and Single-platform dependency
enhancement Drain on expert resources

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Royce
Part 1
Improving Software Economics
Improving Software Processes

Attributes Metaprocess Macroprocess Microprocess

Subject Line of business Project Iteration

Objectives Line-of-business profitability Project profitability Resource management


Competitiveness Risk management Risk resolution
Project budget, schedule, Milestone budget, schedule,
quality quality
Audience Acquisition authorities, customers Software project managers Subproject managers
Organizational management Software engineers Software engineers
Metrics Project predictability On budget, on schedule On budget, on schedule
Revenue, market share Major milestone success Major milestone progress
Project scrap and rework Release/iteration scrap and
rework
Concerns Bureaucracy vs. standardization Quality vs. financial Content vs. schedule
performance
Time scales 6 to 12 months 1 to many years 1 to 6 months

Three levels of processes and their attributes


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Royce
Part 1
Improving Software Economics
Improving Team Effectiveness (1)

● The principle of top talent: Use better and fewer people.


● The principle of job matching: Fit the task to the skills an
motivation of the people available.
● The principle of career progression: An organization does best
in the long run by helping its people to self-actualize.
● The principle of team balance: Select people who will
complement and harmonize with one another.
● The principle of phase-out: Keeping a misfit on the team
doesn’t benefit anyone.

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Royce
Part 1
Improving Software Economics
Improving Team Effectiveness (2)

Important Project Manager Skills:


● 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.
● Customer-interface skill. Avoiding adversarial relationships among stake-holders 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.

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Part 1
Improving Software Economics
Achieving Required Quality

Key practices that improve overall software quality:


● 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 language that support architectural
control, abstraction, reliable programming, reuse, and self-documentation
● Early and continuous insight into performance issues through
demonstration-based evaluations

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Part 1
The Old Way and the New

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Part 1
The Old Way and the New
The Principles of Conventional Software Engineering

1. Make quality #1. Quality must be quantified and mechanism put into place to motivate its achievement.
2. High-quality software is possible. Techniques that have been demonstrated to increase quality include involving the
customer, prototyping, simplifying design, conducting inspections, and hiring the best people.
3. Give products to customers early. No matter how hard you try to learn users’ needs during the requirements phase,
the most effective way to determine real needs is to give users a product and let them play with it.
4. Determine the problem before writing the requirements. When faced with what they believe is a problem, most
engineers rush to offer a solution. Before you try to solve a problem, be sure to explore all the alternatives and don’t be
blinded by the obvious solution.
5. Evaluate design alternatives. After the requirements are agreed upon, you must examine a variety of architectures and
algorithms. You certainly do not want to use an “architecture” simply because it was used in the requirements
specification.
6. Use an appropriate process model. Each project must select a process that makes the most sense for that project on
the basis of corporate culture, willingness to take risks, application area, volatility of requirements, and the extent to
which requirements are well understood.
7. Use different languages for different phases. Our industry’s eternal thirst for simple solutions to complex problems
has driven many to declare that the best development method is one that uses the same notation through-out the life
cycle. Why should software engineers use Ada for requirements, design, and code unless Ada were optimal for all these
phases?
8. Minimize intellectual distance. To minimize intellectual distance, the software’s structure should be as close as
possible to the real-world structure.
9. Put techniques before tools. An undisciplined software engineer with a tool becomes a dangerous, undisciplined
software engineer.
10. Get it right before you make it faster. It is far easier to make a working program run than it is to make a fast program
work. Don’t worry about optimization during initial coding.

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Part 1
The Old Way and the New
The Principles of Conventional Software Engineering

1. Inspect code. Inspecting the detailed design and code is a much better way to find errors than testing.
2. Good management is more important than good technology. The best technology will not compensate for poor management,
and a good manager can produce great results even with meager resources. Good management motivates people to do their best,
but there are no universal “right” styles of management.
3. People are the key to success. Highly skilled people with appropriate experience, talent, and training are key. The right people with
insufficient tools, languages, and process will succeed. The wrong people with appropriate tools, languages, and process will
probably fail.
4. Follow with care. Just because everybody is doing something does not make it right for you. It may be right, but you must carefully
assess its applicability to your environment. Object orientation, measurement, reuse, process improvement, CASE, prototyping-all
these might increase quality, decrease cost, and increase user satisfaction. The potential of such techniques is often oversold, and
benefits are by no means guaranteed or universal.
5. 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 design.
6. 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.
7. 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.
8. 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.
9. Design for change. The architectures, components, and specification techniques you use must accommodate change.
10. 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.”

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Part 1
The Old Way and the New
The Principles of Conventional Software Engineering

1. Use tools, but be realistic. Software tools make their users more efficient.
2. 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.
3. Encapsulate. Information-hiding is a simple, proven concept that results in software that is easier to test and much
easier to maintain.
4. Use coupling and cohesion. Coupling and cohesion are the best ways to measure software’s inherent maintainability
and adaptability.
5. 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.
6. Don’t test your own software. Software developers should never be the primary testers of their own software.
7. 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.
8. Realize that software’s entropy increases. Any software system that undergoes continuous change will grow in
complexity and become more and more disorganized.
9. People and time are not interchangeable. Measuring a project solely by person-months makes little sense.
10. Expert excellence. Your employees will do much better if you have high expectations for them.

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Royce
Part 1
The Old Way and the New
The Principles of Modern Software Management

Architecture-first approach The central design element


Design and integration first, then production and test
Iterative life-cycle process The risk management element
Risk control through ever-increasing function, performance, quality
Component-based development The technology element
Object-oriented methods, rigorous notations, visual modeling
Change management environment The control element
Metrics, trends, process instrumentation
Round-trip engineering The automation element
Complementary tools, integrated environments
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Part 2
A Software Management Process Framework

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Part 2
A Software Management Process Framework
Table of Contents (1)

● Life-Cycle Phases
● Engineering and Production Stages
● Inception Phase
● Elaboration Phase
● Construction Phase
● Transition Phase
● Artifacts of the Process
● The Artifact Sets
● Management Artifacts
● Engineering Artifacts
● Pragmatic Artifacts

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Part 2
A Software Management Process Framework
Table of Contents (2)

● Model-based software Architectures


● Architecture: A Management Perspective
● Architecture: A Technical Perspective
● Workflows of the Process
● Software Process Workflows
● Iteration Workflows
● Checkpoints of the Process
● Major Milestones
● Minor Milestones
● Periodic Status Assessments

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Life-Cycle Phases
Engineering and Production Stages

● Two stages of the life-cycle :


1. The engineering stage – driven by smaller teams doing
design and synthesis activities
2. The production stage – driven by larger teams
doing construction, test, and deployment activities
LIFE-CYCLE ASPECT ENGINEERING STAGE PRODUCTION STAGE
EMPHASIS EMPHASIS
Risk reduction Schedule, technical feasibility Cost

Products Architecture baseline Product release baselines


Activities Analysis, design, planning Implementation, testing
Assessment Demonstration, inspection, Testing
analysis
Economics Resolving diseconomies of scale Exploiting economics of scale

Management Planning Operations


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Part 2
Life-Cycle Phases
Engineering and Production Stages

● Attributing only two stages to a life cycle is too coarse


Spiral model [Boehm, 1998]

Engineering Stage Production Stage


Inception Elaboration Construction Transition

Idea Architecture Beta Releases Products

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Life-Cycle Phases
Inception Phase

● Overriding goal – to achieve concurrence among stakeholders


on the life-cycle objectives

● Essential activities :
○ Formulating the scope of the project (capturing the
requirements and operational concept in an information
repository)
○ Synthesizing the architecture (design trade-offs, problem space
ambiguities, and available solution-space assets are evaluated)
○ Planning and preparing a business case (alternatives for risk
management, iteration planes, and cost/schedule/profitability
trade-offs are evaluated)

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Life-Cycle Phases
Elaboration Phase

● During the elaboration phase, an executable architecture


prototype is built

● Essential activities :
○ Elaborating the vision (establishing a high-fidelity understanding
of the critical use cases that drive architectural or planning
decisions)
○ Elaborating the process and infrastructure (establishing the
construction process, the tools and process automation support)
○ Elaborating the architecture and selecting components (lessons
learned from these activities may result in redesign of the
architecture)

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Life-Cycle Phases
Construction Phase

● During the construction phase :


All remaining components and application features
are integrated into the application
All features are thoroughly tested

● Essential activities :
○ Resource management, control, and process optimization
○ Complete component development and testing against
evaluation criteria
○ Assessment of the product releases against acceptance criteria
of the vision

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Life-Cycle Phases
Transition Phase

● The transition phase is entered when baseline is mature enough


to be deployed in the end-user domain
● This phase could include beta testing, conversion of operational
databases, and training of users and maintainers

● Essential activities :
○ Synchronization and integration of concurrent construction into
consistent deployment baselines
○ Deployment-specific engineering (commercial packaging and
production, field personnel training)
1. Assessment of deployment baselines against the complete
vision and acceptance criteria in the requirements set

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Life-Cycle Phases

● Evaluation Criteria :
● Is the user satisfied?
● Are actual resource expenditures
versus planned expenditures acceptable?

● Each of the four phases consists of one or more iterations


in which some technical capability is produced in demonstrable
form and assessed against a set of the criteria
● The transition from one phase to the nest maps more
to a significant business decision than to the completion of
specific software activity.

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Part 2
Artifacts of the Process

Requirements Design Set Implementation Deployment


Set Set Set
1.Vision document
2.Requirements 1.Design model(s) 1.Source code 1.Integrated product
model(s) 2.Test model baselines executable baselines
3.Software architecture 2.Associated 2.Associated
description compile-time files run-time files
3.Component 3.User manual
executables

Management Set
Planning Artifacts Operational Artifacts
1.Work breakdown structure 5.Release descriptions
2.Bussines case 6.Status assessments
3.Release specifications 7.Software change order database
4.Software development plan 8.Deployment documents
9.Enviorement

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Artifacts of the Process
Management Artifacts

● The management set includes several artifacts :


● Work Breakdown Structure – vehicle for budgeting and collecting
costs.
The software project manager must have insight into project costs
and how they are expended.
If the WBS is structured improperly, it can drive the evolving design
in the wrong direction.

● Business Case – 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.

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Artifacts of the Process
Management Artifacts

● Release Specifications
Typical release specification outline :
I. Iteration content
II. Measurable objectives
A. Evaluation criteria
B. Follow-through approach
1. Demonstration plan
A. Schedule of activities
B. Team responsibilities
2. Operational scenarios (use cases demonstrated)
A. Demonstration procedures
Two importanttoforms
B. Traceability of requirements
vision and business case :
● vision statement (or user need) - which captures the contract
between the development group and the buyer.
● evaluation criteria – defined as management-oriented requirements,
which may be represented by use cases, use case realizations
or structured text representations.
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Part 2
Artifacts of the Process
Management Artifacts

● Software Development Plan – the defining document for the project’s


process.
It must comply with the contract, comply with the organization standards,
evolve along with the design and requirements.

● Deployment – depending on the project, it could include several document


subsets for transitioning the product into operational status.
It could also include computer system operations manuals,
software installation manuals, plans and procedures for cutover etc.

● Environment – A robust development environment must support


automation of the development process.
It should include :
requirements management
visual modeling
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automated regression testing Royce
Part 2
Artifacts of the Process
Engineering Artifacts

● In general review, there are three engineering artifacts :

● Vision document – supports the contract between the funding authority and
the development organization.
It is written from the user’s perspective, focusing on the essential features
of the system.
It should contain at least two appendixes – the first appendix should describe
the operational concept using use cases,
the second should describe the change risks inherent in the vision statement.

● Architecture Description – it is extracted 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.
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Part 2
Artifacts of the Process
Engineering Artifacts

Typical architecture description outline :


1. Architecture overview III. Architectural interactions
A. Objectives A. Operational concept under primary scenarios
B. Constraints B. Operational concept under secondary scenarios
C. Freedoms C. Operational concept under anomalous scenarios
2. Architecture views
A. Design view 1. Architecture performance
B. Process view
C. Component view 2. Rationale, trade-offs, and other substantiation
D. Deployment view
● Software User Manual – it should include installation procedures,
usage procedures and guidance, operational constraints,
and a user interface description.
● It should be written by members of the test team,
who are more likely to understand the user’s perspective than
the development team.
● It also provides a necessary basis for test plans and test cases,
and for construction of automated test Project
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Part 2
Artifacts of the Process
Pragmatic Artifacts

● Over the past 30 years, the quality of documents become


more important than the quality of the engineering information
they represented.
● The reviewer must be knowledgeable in the engineering notation.

● Human-readable engineering artifacts should use rigorous notations


that are complete, consistent, and used in a self-documenting
manner.

● Paper is tangible, electronic artifacts are too easy to change.

● Short documents are more useful than long ones.

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Part 2
Model-Based Software Architectures
A Management Perspective

● From a management perspective, there are three different


aspects of an architecture :
● An architecture (the intangible design concept) is the design
of software system, as opposed to design of a component.

● An architecture baseline (the tangible artifacts) is a slice


of information across the engineering artifact sets sufficient to
satisfy all stakeholders that the vision can be achieved within
the parameters of the business case (cost, profit, time, people).

● An architecture description (a human-readable representation


of an architecture) is an organizes subsets of information
extracted from the design set model.
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Part 2
Model-Based Software Architectures
A Management Perspective

● The importance of software architecture can be summarized


as follows:
● Architecture representations provide a basis for balancing
the trade-offs between the problem space and the solution space.

● Poor architectures and immature processes are often given as


reasons for project failures.

● A mature process, an understanding of the primary requirements,


and a demonstrable architecture are important prerequisites for
predictable planning.

● Architecture development and process definition are the intellectual


steps that map the problem to a solution
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the constraints. Royce
Part 2
Model-Based Software Architectures
A Technical Perspective

The model which draws on the foundation of architecture


developed at Rational Software Corporation and particularly
Architecture
on Philippe Kruchten’s concepts of software architecture :
Description
Document
An architecture is described through several views, Design view
which are extracts of design models that capture the Process view
significant structures, collaborations, and behaviors. Use case view
Component view
Deployment view
Other views (optional)
Use Case
View

Deployment
Design Component View
Process
View View
View

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Model-Based Software Architectures
A Technical Perspective

● The use case view describes how the system’s critical use cases are realized
by elements of the design model.
It is modeled statically using case diagrams,
and dynamically using any of the UML behavioral diagrams.

● The design view addresses the basic structure and the functionality
of the solution.
● The process view addresses the run-time collaboration issues involved in
executing the architecture on a distributed deployment model,
including the logical software network topology, interprocess communication
and state management.
● The component view describes the architecturally significant elements of
the implementation set and addresses the software source code realization
of the system from perspective of the project's integrators and developers.

● The deployment view addresses the executable realization of the system,


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including the allocation of logical processes in the distribution view to
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Part 2
Workflows of the Process
Software Process Workflows

● The term workflow is used to mean a thread of cohesive and


most sequential activities.
● 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
1. Requirements workflow: analyzing the problem space and evolving
the requirements artifacts
2. Design workflow: modeling the solution and evolving the architecture and
design artifacts
3. Implementation workflow: programming the components and evolving
the implementation and deployment artifacts
4. Assessment workflow: assessing the trends in process and product quality
"Software Project
5. Deployment workflow: transitioning theManagement" Walkerto the user
end products 51/112
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Part 2
Workflows of the Process
Software Process Workflows

● Four basic key principles:


1. Architecture-first approach: implementing and testing
the architecture must precede full-scale development and testing
and must precede the downstream focus on completeness and quality of the
product features.
2. Iterative life-cycle process: the activities and artifacts of any given
workflow may require more than one pass to achieve adequate
results.
3. Roundtrip engineering: Raising the environment activities
to a first-class workflow is critical; the environment is the tangible
embodiment of the project’s process and notations for producing
the artifacts.
4. Demonstration-based approach: Implementation and assessment
activities are initiated nearly in the life-cycle, reflecting the emphasis on
constructing executable subsets of the involving architecture.
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Workflows of the Process
Iteration Workflows

● An iteration consist of sequential set of activities in various proportions,


depending on where the iteration is located in the development cycle.
An individual iteration’s workflow:

Allocated Results from the


usage scenarios Previous iteration

Management
Requirements
Design
Implementation
Assessment
Deployment

Results for the next


iteration

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Part 2
Workflows of the Process
Iteration Workflows

Inception and Elaboration Phases Construction Phase

Management Management
Requirements Requirements
Design Design
Implementation Implementation
Assessment Assessment
Deployment Deployment
Transition Phase

Management
Requirements
Design
Implementation
Assessment
Deployment

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Checkpoints of the Process

● It is important to have visible milestones in the life cycle , where


various stakeholders meet to discuss progress and planes.
● The purpose of this events is to:
● Synchronize stakeholder expectations and achieve concurrence on
the requirements, the design, and the plan.
● Synchronize related artifacts into a consistent and balanced state

● Identify the important risks, issues, and out-of-rolerance conditions

● Perform a global assessment for the whole life-cycle.

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Checkpoints of the Process

● Three types of joint management reviews are conducted


throughout the process:
1. Major milestones –provide visibility to systemwide issues, synchronize
the management and engineering perspectives and verify that the
aims of the phase have been achieved.
2. Minor milestones – iteration-focused events,
conducted to review the content of an iteration in detail
and to authorize continued work.
3. Status assessments – periodic events provide management with
frequent and regular insight into the progress being made.

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Part 3
Software Management Disciplines

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Software Management Disciplines
Table of Contents (1)

● Iterative Process Planning


● Work Breakdown Structures
● Planning Guidelines
● The Cost and Schedule Estimating Process
● The Iteration Planning Process
● Pragmatic Planning
● Project Organizations and Responsibilities
● Line-of-Business organizations
● Project Organizations
● Evolution Organizations
● Process Automation
● Tools: Automation Building Blocks
● The Project Environment

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Software Management Disciplines
Table of Contents (2)

● Project Control and Process Instrumentation


● The Seven Core Metrics
● Management Indicators
● Quality Indicators
● Life-Cycle Expectations
● Pragmatic Software Metrics
● Metrics Automation
● Tailoring the Process
● Process Discriminants
● Example: Small-Scale Project Versus Large-scale Project

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Iterative Process Planning
Work Breakdown Structures

● The development of a work breakdown structure


is dependent on the project management style,
organizational culture, customer preference, financial
constraints and several other hard-to-define 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.
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Part 3
Iterative Process Planning
Planning Guidelines

● Two simple planning guidelines should be considered


when a project plan is being initiated or assessed.
FIRST-LEVEL DEFAULT
WBS ELEMENT BUDGET

Management 10%
DOMAIN INCEPTION ELABORATION CONSTRUCTION TRANSITION

Environment 10%
Effort 5% 20% 65% 10%
Requirements 10%

Design 15% Schedule 10% 30% 50% 10%

Implementation 25%
The second guideline prescribes the allocation
Assessment 25%
of effort and schedule across the life-cycle phases
Deployment 5%

Total 100%

The first guideline prescribes a default


allocation of costs among the first-level
WBS elements

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Iterative Process Planning
The Cost and Schedule Estimating Process

● Project plans need to be derived from two perspectives.


● Forward-looking:
1. The software project manager 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, also partitions the schedule into major milestone dates and
partitions the effort into a staffing profile
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
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as constraints.
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Part 3
Iterative Process Planning
The Cost and Schedule Estimating Process

● Backward-looking:

1. The lowest level WBS elements are elaborated into detailed tasks,
for which budgets and schedules are estimated by the responsible
WBS element manager.
2. Estimates are combined and integrated into higher level budgets
and milestones.
3. Comparisons are made with the top-down budgets and schedule milestones.
Gross differences are assessed and adjustments are made in order to converge
on agreement between the top-down and the bottom-up estimates.

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Part 3
Iterative Process Planning
The Iteration Planning Process

Engineering Stage Production Stage


Inception Elaboration Construction Transition

Feasibility iterations Architecture iterations Usable iterations Product releases

Engineering stage Production stage


planning emphasis: planning emphasis:
● Macro-level task estimation for ● Micro-level task estimation for
production-stage artifacts production-stage artifacts
● Micro-level task estimation for engineering ● Macro-level task estimation for
artifacts 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.
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Part 3
Project Organizations and Responsibilities
Line-of-Business Organizations

Default roles in a software line-of-business organizations

Organization
Manager
Software Engineering Project Review
Process Authority Authority

● Process definition ● Project compliance


● Process improvement ● Periodic risk assessment

Software Engineering
Infrastructure
Environment Authority

● Process automation ● Project administration


● Engineering skill centers
● Professional development

Project A Project B Project N


Manager Manager Manager

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Project Organizations and Responsibilities
Project Organizations

Software Management Team


● Systems Engineering
● Financial Administration
Artifacts ● Quality Assurance Responsibilities
● Business case ● Resource commitments
● Vision ● Personnel assignments
● Software development plan ● Plans, priorities,
● Work breakdown structure ● Stakeholder satisfaction
● Status assessments ● Scope definition
● Requirements set ● Risk management
Life-Cycle Focus
● Project control
Inception Elaboration Construction Transition
Elaboration phase planning Construction phase planning Transition phase planning Customer satisfaction
Team formulating Full staff recruitment Construction plan optimization Contract closure
Contract base lining Risk resolution Risk management Sales support
Architecture costs Product acceptance criteria Next-generation planning
Construction costs

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Part 3
Project Organizations and Responsibilities
Project Organizations

Software Architecture Team


● Demonstrations
● Use-case modelers
Artifacts ● Design modelers Responsibilities
● Architecture description ● Performance analysts ● Requirements trade-offs
● Requirements set ● Design trade-offs
● Design set ● Component selection
● Release specifications ● Initial integration
● Technical risk solution
Life-Cycle Focus
Inception Elaboration Construction Transition
Architecture prototyping Architecture base lining Architecture maintenance Architecture maintenance
Make/buy trade-offs Primary scenario demonstration Multiple-component issue Multiple-component issue
Primary scenario definition Make/buy trade-offs base lining resolution resolution
Performance tuning Performance tuning
Architecture evaluation criteria
Quality improvements Quality improvements
definition

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Project Organizations and Responsibilities
Project Organizations

Software Development Team


● Component teams

Artifacts Responsibilities
● Design set ● Component design
● Implementation set ● Component implementation
● Deployment set ● Component stand-alone test
● Component maintenance
● Component documentation
Life-Cycle Focus
Inception Elaboration Construction Transition
Prototyping support Critical component design Component design Component maintenance
Make/buy trade-offs Critical component Component implementation Component documentation
implementation and test Component stand-alone test
Critical component base line Component maintenance

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Part 3
Project Organizations and Responsibilities
Project Organizations

Software Assessment Team


● Release testing
● Change management
● Deployment Responsibilities
Artifacts
● Environment support ● Project infrastructure
● Deployment set
● SCO database ● Independent testing
● User manual ● Requirements verification
● Environment ● Metrics analysis
● Release specifications ● Configuration control
● Change management
● Release descriptions Life-Cycle Focus
●Inception
Deployment documents Elaboration ● User deployment
Construction Transition
Infrastructure planning Infrastructure base lining Infrastructure upgrades Infrastructure maintenance
Primary scenario prototyping Architecture release testing Release testing Release base lining
Change management Change management Change management
Initial user manual User manual base line Deployment to users
Requirements verification Requirements verification

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Part 3
Project Organizations and Responsibilities
Evolution of Organizations

Software Software
management management
50% 10%
Software Software Software Software Software Software
architecture development assessment architecture development assessment
20% 20% 10% 50% 20% 20%

Inceptio Elaboration
n
Transition Constructio
Software Software
management
n management
10% 10%
Software Software Software Software Software Software
architecture development assessment architecture development assessment
5% 35% 50% 10% 50% 30%

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Part 3
Process Automation
Computer-aided software engineering

● Computer-aided software engineering (CASE) is software to


support software development and evolution processes.
● Activity automation
○ Graphical editors for system model development;
○ Data dictionary to manage design entities;
○ Graphical UI builder for user interface construction;
○ Debuggers to support program fault finding;
○ Automated translators to generate new versions of a program.

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Part 3
Process Automation
Computer-aided software engineering (CASE) Technology

● Case technology has led to significant


improvements in the software process. However,
these are not the order of magnitude
improvements that were once predicted
○ Software engineering requires creative thought - this is
not readily automated;
○ Software engineering is a team activity and, for large
projects, much time is spent in team interactions. CASE
technology does not really support these.

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Part 3
Process Automation
CASE Classification

● Classification helps us understand the different types of


CASE tools and their support for process activities.
● Functional perspective
○ Tools are classified according to their specific function.
● Process perspective
○ Tools are classified according to process activities that are
supported.
● Integration perspective
○ Tools are classified according to their organisation into
integrated units.

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Part 3
Process Automation
Functional Tool Classification

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Part 3
Process Automation
CASE Integration

● Tools
○ Support individual process tasks such as design
consistency checking, text editing, etc.
● Workbenches
○ Support a process phase such as specification or design,
Normally include a number of integrated tools.
● Environments
○ Support all or a substantial part of an entire software
process. Normally include several integrated
workbenches.

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Part 3
Process Automation
Tools, Workbenches, Environments

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Part 3
Project Control and Process Instrumentation
The Core Metrics

METRIC PURPOSE PERSPECTIVES


Work and progress Iteration planning, plan vs. actuals, SLOC, function points, object points,
management indicator scenarios, test cases, SCOs

Budget cost and expenditures Financial insight, plan vs. actuals, Cost per month, full-time staff per
management indicator month, percentage of budget expended

Staffing and team dynamics Resource plan vs. actuals, hiring rate, People per month added, people per
attrition rate month leaving

Change traffic and stability Iteration planning, management Software changes


indicator of schedule convergence

Breakage and modularity Convergence, software scrap, quality Reworked SLOC per change, by type, by
indicator release/component/subsystem

Rework and adoptability Convergence, software rework, quality Average hours per change, by type, by
indicator release/component/subsystem

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Part 3
Tailoring the Process
Process Discriminants

The two primary dimensions of process variability


Higher technical complexity
● Embedded, real-time, Average software project
distributed, fault-tolerant ● 5 to 10 people
● High-performance, portable ● 10 to 12 months
● Unprecedented, architecture ● 3 to 5 external interfaces
re-engineering ● Some unknowns, risks

Lower management complexity Higher management complexity


● Smaller scale ● Large scale
● Informal ● Contractual
● Few stakeholders ● Many stakeholders
● “Products” ● “Projects”

Lower technical complexity


● Straightforward automation, single
thread
● Interactive performance, single
platform
● Many precedent systems, application
re-engineering

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Part 3
Tailoring the Process
Example: Small-Scale Project vs. Large-Scale Project

Differences in workflow priorities between small and large projects

Rank Small Commercial Large Complex Project


Project
Design Management
1
Implementation Design
2
Deployment Requirements
3
Requirements Assessment
4
Assessments Environment
5
Management Implementation
6
Environment Deployment
7
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Part 4
Looking Forward

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Part 4
Looking Forward
Table of Contents

● Modern Project Profiles


● Continuous Integration
● Early Risk Resolution
● Evolutionary Requirements
● Teamwork Among Stakeholders
● Top 10 Software Management Principles
● Software Management Best Practices
● Next-Generation Software Economics
● Next-Generation Cost Models
● Modern Software Economics
● Modern Process Transitions
● Culture Shifts
● Denouement

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Part 4
Modern Project Profiles
Continuous Integration

Differences in workflow cost allocations between


a conventional process and a modern process
SOFTWARE CONVENTIONAL MODERN
ENGINEERING PROCESS PROCESS
WORKFLOWS EXPENDITURES EXPENDITURES
Management 5% 10%

Environment 5% 10%

Requirements 5% 10%

Design 10% 15%

Implementation 30% 25%

Assessment 40% 25%

Deployment 5% 5%

Total 100% 100%

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Part 4
Modern Project Profiles
Continuous Integration

● The continuous integration inherent in an iterative


development process enables better insight into
quality trade-offs.

● System characteristics that are largely inherent


in the architecture (performance, fault tolerance,
maintainability) are tangible earlier in the process,
when issues are still correctable.

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Part 4
Modern Project Profiles
Early Risk Resolution

● Conventional projects usually do the easy stuff first,


modern process attacks the important 20%
of the requirements, use cases, components, and risks.
● The effect of the overall life-cycle philosophy
on the 80/20 lessons provides a useful risk management
perspective.
● 80% of the engineering is consumed by 20% of the requirements.
● 80% of the software cost is consumed by 20% of the components.
● 80% of the errors are caused by 20% of the components.
● 80% of the progress is made by 20% of the people.

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Part 4
Modern Project Profiles
Evolutionary Requirements

● Conventional approaches decomposed system requirements


into subsystem requirements, subsystem requirements into
component requirements, and component requirements into
unit requirements.
● The organization of requirements was structured
so traceability was simple.
● Most modern architectures that use commercial components,
legacy components, distributed resources and
object-oriented methods are not trivially traced
to the requirements they satisfy.
● The artifacts are now intended to evolve along with the process,
with more and more fidelity as the life-cycle progresses and
the requirements understanding matures.
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Part 4
Modern Project Profiles
Teamwork among stakeholders

● Many aspects of the classic development process cause


stakeholder relationships to degenerate into mutual distrust,
making it difficult to balance requirements, product features,
and plans.
● The process with more-effective working relationships between
stakeholders requires that customers, users and monitors have both
applications and software expertise, remain focused on the delivery
of a usable system
● It also requires a development organization that is focused
on achieving customer satisfaction and high product quality
in a profitable manner.
The transition from the exchange of mostly paper artifacts
to demonstration of intermediate results is one of the crucial
mechanisms for promoting teamwork among stakeholders.
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Part 4
Modern Project Profiles
Top 10 Software Management Principles

1. Base the process on an architecture-first approach – rework rates remain


stable over the project life cycle.
2. Establish an iterative life-cycle process that confronts
risk early
3. Transition design methods to emphasize component-based
development
4. Establish a change management environment – the dynamics
of iterative development, including concurrent workflows by
different teams working on shared artifacts, necessitate highly controlled baselines

5. Enhance change freedom through tools that support


round-trip engineering

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Part 4
Modern Project Profiles
Top 10 Software Management Principles

6. Capture design artifacts in rigorous, model-based notation

7. Instrument the process for objective quality control and progress


assessment
8. Use a demonstration-based approach to asses intermediate artifacts

9. Plan intermediate releases in groups of usage scenarios with evolving


levels of detail
10. Establish a configurable process that is economically
scalable

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Part 4
Modern Project Profiles
Software Management Best Practices

● There is nine best practices:


1. Formal risk management
2. Agreement on interfaces
3. Formal inspections
4. Metric-based scheduling and management
5. Binary quality gates at the inch-pebble level
6. Program-wide visibility of progress versus plan.
7. Defect tracking against quality targets
8. Configuration management
9. People-aware management accountability

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Part 4
Next-Generation Software Economics
Next-Generation Cost Models

● Software experts hold widely varying opinions about software economics and its
manifestation in software cost estimation models:
source lines of code function points

productivity quality
measures VERSUS measures
Java C++

object-oriented functionally oriented

● It will be difficult to improve empirical estimation models while


the project data going into these models are noisy
and highly uncorrelated, and are based on differing process
and technology foundations.
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Part 4
Next-Generation Software Economics
Next-Generation Cost Models

● 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 next-generation 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.
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Part 4
Next-Generation Software Economics
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.

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Part 4
Next-Generation Software Economics
Modern Software Economics

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.
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Part 4
Modern Process Transitions
Culture Shifts

● Several culture shifts must be overcome to transition successfully to a


modern software management process:
● Lower level and mid-level managers are performers
● Requirements and designs are fluid and tangible
● Good and bad project performance is much more obvious earlier
in the life cycle
● Artifacts are less important early, more important later
● Real issues are surfaced and resolved systematically
● Quality assurance is everyone’s job, not a separate discipline
● Performance issues arise early in the life cycle
● Investments in automation is necessary
● Good software organization should be more profitable
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Part 4
Modern Process Transitions
Denouement

● Good way to transition to a more mature iterative development process


that supports automation technologies
and modern architectures is to take the following shot:
● Ready.
Do your homework. Analyze modern approaches and technologies.
Define your process. Support it with mature environments, tools,
and components. Plan thoroughly.

● Aim.
Select a critical project. Staff it with the right team
of complementary resources and demand improved results.
● Fire.
Execute the organizational and project-level plans with vigor and
follow-through.

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Appendix

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Appendix
Use Case Analysis
● What is a Use Case?
○ A sequence of actions a system performs that
yields a valuable result for a particular actor.
● What is an Actor?
○ A user or outside system that interacts with the
system being designed in order to obtain some
value from that interaction
● Use Cases describe scenarios that describe the interaction
between users of the system and the system itself.
● Use Cases describe WHAT the system will do, but never HOW it
will be done.

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Appendix
What’s in a Use Case?
● Define the start state and any preconditions that accompany it
● Define when the Use Case starts
● Define the order of activity in the Main Flow of Events
● Define any Alternative Flows of Events
● Define any Exceptional Flows of Events
● Define any Post Conditions and the end state
● Mention any design issues as an appendix
● Accompanying diagrams: State, Activity, Sequence Diagrams
● View of Participating Objects (relevant Analysis Model Classes)
● Logical View: A View of the Actors involved with this Use Case, and any
Use Cases used or extended by this Use Case

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Appendix
Use Cases Describe Function not Form
● Use Cases describe WHAT the system will do, but never HOW it will be done.
● Use Cases are Analysis Products, not Design Products.

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Appendix
Use Cases Describe Function not Form

● Use Cases describe WHAT the system


should do, but never HOW it will be done
● Use cases are Analysis products, not design
products

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Appendix
Benefits of Use Cases
● Use cases are the primary vehicle for requirements capture in RUP
● Use cases are described using the language of the customer
(language of the domain which is defined in the glossary)
● Use cases provide a contractual delivery process (RUP is Use
Case Driven)
● Use cases provide an easily-understood communication
mechanism
● When requirements are traced, they make it difficult for
requirements to fall through the cracks
● Use cases provide a concise summary of what the system should
do at an abstract (low modification cost) level.

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Appendix
Difficulties with Use Cases
● As functional decompositions, it is often difficult to make the
transition from functional description to object description to class
design
● Reuse at the class level can be hindered by each developer
“taking a Use Case and running with it”. Since UCs do not talk
about classes, developers often wind up in a vacuum during object
analysis, and can often wind up doing things their own way, making
reuse difficult
● Use Cases make stating non-functional requirements difficult
(where do you say that X must execute at Y/sec?)
● Testing functionality is straightforward, but unit testing the
particular implementations and non-functional requirements is not
obvious
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Appendix
Use Case Model Survey
● The Use Case Model Survey is to illustrate, in
graphical form, the universe of Use Cases that the
system is contracted to deliver.
● Each Use Case in the system appears in the
Survey with a short description of its main function.
○ Participants:
■ Domain Expert
■ Architect
■ Analyst/Designer (Use Case author)
■ Testing Engineer

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Appendix
Sample Use Case Model Survey

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Appendix
Analysis Model
● In Analysis, we analyze and refine the requirements described in the
Use Cases in order to achieve a more precise view of the
requirements, without being overwhelmed with the details
● Again, the Analysis Model is still focusing on WHAT we’re going to do,
not HOW we’re going to do it (Design Model). But what we’re going to
do is drawn from the point of view of the developer, not from the point
of view of the customer
● Whereas Use Cases are described in the language of the customer,
the Analysis Model is described in the language of the developer:
○ Boundary Classes
○ Entity Classes
○ Control Classes

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Appendix
Why spend time on the Analysis Model,
why not just “face the cliff”?

● By performing analysis, designers can inexpensively come to a better


understanding of the requirements of the system
● By providing such an abstract overview, newcomers can understand
the overall architecture of the system efficiently, from a ‘bird’s eye
view’, without having to get bogged down with implementation details.
● The Analysis Model is a simple abstraction of what the system is going
to do from the point of view of the developers. By “speaking the
developer’s language”, comprehension is improved and by
abstracting, simplicity is achieved
● Nevertheless, the cost of maintaining the AM through construction is
weighed against the value of having it all along.

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Appendix
Boundary Classes
● Boundary classes are used in the Analysis Model to model
interactions between the system and its actors (users or external
systems)
● Boundary classes are often implemented in some GUI format
(dialogs, widgets, beans, etc.)
● Boundary classes can often be abstractions of external APIs (in the
case of an external system actor)
● Every boundary class must be associated with at least one actor:

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Appendix
Entity Classes
● Entity classes are used within the Analysis
Model to model persistent information
● Often, entity classes are created from
objects within the business object model or
domain model

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Appendix
Control Classes
● The Great Et Cetera
● Control classes model abstractions that coordinate, sequence,
transact, and otherwise control other objects
● In Smalltalk MVC mechanism, these are controllers
● Control classes are often encapsulated interactions between other
objects, as they handle and coordinate actions and control flows.

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Literature
● Software Project Management
A Unified Framework
Walker Royce
● Software Processes
©Ian Sommerville 2004
● Process and Method:
An Introduction to the Rational Unified
Process

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