Agile talks a lot about self-organized teams, where people work intensively together to deliver software. But what really is an agile team? In this article, I'll explore how agile teams look and what makes them differ from a group or any other format in which people work together.
The term "resources" is used in a lot in plans, reports, meetings, and official communication. Most often people are meant when someone says resources. I propose to call them by their name and don't call people resources!
Many useful books have been published on how to do Agile Retrospectives. What are your favorite books? Join the online poll on favorite Agile Retrospectives books!
In deze gastblog legt Christiaan Kleczewski uit hoe je met een Minimal Viable Product en Scrum feedback kunt krijgen om het juiste product te ontwikkelen.
For me, quality means satisfying the needs of the users and delivering value to them. You have to know your users well to build high-quality apps.
In this article, I'll question the need to be certified in agile, discuss the alternatives, and explain how I deliver quality and value to the people that I work with.
Who should be handling and solving impediments? Read my tip from the trenches for Scrum masters.
The book The Gift of Time gives an impression of how various consultants have used ideas from Jerry Weinberg to support organizations going through change.
The book The Age of Surge focuses on the organizational side of digital, exploring a human-centered approach to scaling agility and transforming companies. Here are 15 quotes to share.
In this fourth article in the series Retrospective Smells I'll explore what might cause recurring actions in retrospectives and what you can do to solve it.
In this guest blog post, Ravindra Savaram explores the characteristics and habits of successful agile teams and shares tips and ideas on building teams.
Gamification is an approach where principles and practices of gaming are used in a non-game context. In this article, I'll explore how you can increase agility with gamification.