Part Ⅰ S/W Development: a Personal ViewOverviewChapter 1 Introduction1.1 ZenTai1.2 MushingChapter 2 High Velocity Mushing2.1 Low Volume vs. High Volume Development2.2 From a Toothpick to a Decorated Living ChristmasTree2.3 Agile & Extreme -- an Overview2.4 Preconditions2.5 Bite Sized PiecesChapter 3 Experience and ExpertisePart Ⅱ Understanding the Problem & Thinking Through theConceptual SolutionOverviewChapter 4 Understanding THE Problem4.1 Understanding4.2 Good Questions4.3 Questioning and Understanding4.4 Listening Is ReadingChapter 5 Modeling5.1 Abstract Modeling -- the Art of Seeing5.2 Finite State Automata5.3 Process Mapping5.4 Ishikawa's Fishbone DiagramsChapter 6 Field Analysis6.1 Ethnographic Methods6.2 Analysis Under Hostile Fire6.3 The Quick \Drive-by\ AnalysisChapter 7 User Engagement7.1 Stating the Obvious7.2 Styles of Engagement7.3 Other Sources of Insight -- Support and QA7.4 Stakeholder Checklist7.5 Feedback and Suggestions -- Caveat EmptorChapter 8 ZenTai -- the Value Equation8.1 面值-- Value8.2 The Value Framework8.3 Life Cycles8.4 Society or Organizational Structure8.5 Interactions8.6 Information8.7 Impact, Value8.8 Utility or Futility?8.9 Value Analysis -- an Example8.10 Process Models and Value Mapping8.11 Exploiting Existing Technology8.12 ConclusionChapter 9 ZenTai -- the Comfort Zone9.1 安心-- Comfort9.2 Sources of Discomfort9.3 Increasing the Comfort Level9.4 A Comfort AnalysisChapter 10 ZenTai -- the Experience Factor10.1 经验-- Experience10.2 Prior Experience10.3 ExperiencingChapter 11 ZenTai -- Evolution11.1 进化-- Evolution11.2 Environmental Evolution11.3 Functional EvolutionChapter 12 Pulling It All TogetherChapter 13 Universal Requirement Factors13.1 The Human Element13.2 The Synthetic ElementChapter 14 ZenTai SummaryPart Ⅲ Architecture & DesignOverviewChapter 15 Universal DesignsChapter 16 The Big Picture16.1 What Is Meant by the Phrase: Big Picture?16.2 Good Architecture16.3 Layered Analysis16.4 Interface Definitions, and ProtocolsChapter 17 Designing for Change17.1 Technology17.2 The Problem17.3 UsersChapter 18 Stability & Robustness18.1 Levels I through V-- Infrastructure Stu~18.2 Levels VI through VII--Your StufflChapter 19 Tempus/TemporisChapter 20 Task Oriented DesignChapter 21 Design SufficiencyPart Ⅳ Level Ⅵ Rapids & MushingOverviewChapter 22 Management22.1 The Management Challenge22.2 Good Management22.3 Strategic, Tactical, and Operational22.4 Management Skill & TrainingChapter 23 Risk Management23.1 Risk Analysis23.2 Development23.3 Operational Considerations23.4 Risk IdentificationChapter 24 Project Management24.1 Early Phases of Project Management24.2 Detailed Functionality and Planning24.3 Budgets and Plans24.4 Degrees of Certainty24.5 Slack and Project Elasticity24.6 Critical Paths24.7 Resource Flexibility24.8 Multiple Plans24.9 Dancing with the DevilChapter 25 Planning vs. the PlanChapter 26 Aversion DynamicsChapter 27 Reliance on TechnologyChapter 28 User Interface PrinciplesChapter 29 The ToothpickChapter 30 FactoringChapter 31 CodingChapter 32 TestingChapter 33 Tool Smithing33.1 Passive Tools33.2 Active ToolsChapter 34 DocumentationChapter 35 Client and Developer Build CyclesChapter 36 At the HelmChapter 37 Operational Control & Tracking37.1 Tasks -- Who Does What37.2 Detailed Plan Contents -- Start of Week37.3 Weekly Updates and Reflection37.4 Monthly Level DetailsChapter 38 Team DesignChapter 39 Mission Critical SystemsChapter 40 Final ThoughtsReferences