We have already said that XP is not a design method. Indeed, all it actually is in any formal sense is a set of four values that have motivated twelve practises. Some of these practises are more clearly oriented towards a process than others. For example, the planning game practise, as we will see, has a lot to say about itself. Other practises, such as the 40-hour week are rathermore like guidelines, than a process. That is, you either over work your developers doing 60–80 hours a week or you don't. There is not a lot to say about how you limit the number of hours worked to 40 (exception management buy in and developer acceptance).
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Rights and permissions
Copyright information
© 2006 Springer-Verlag London Limited
About this chapter
Cite this chapter
(2006). Putting XP into Practise. In: Agile Software Construction. Springer, London. https://doi.org/10.1007/1-84628-262-4_6
Download citation
DOI: https://doi.org/10.1007/1-84628-262-4_6
Publisher Name: Springer, London
Print ISBN: 978-1-85233-944-9
Online ISBN: 978-1-84628-262-1
eBook Packages: Computer ScienceComputer Science (R0)