QSM Vol 1

Summary 모음


주요 쳅터

Acknowledgments
Preface

I Patterns of Quality

1. What Is Quality? Why Is It Important?

1.1 A Tale of Software Quality
1.2 The Relativity of Quality
1.3 Quality Is Value to Some Person
1.4 Precision Cribbage
1.5 Why Improving Is So Difficult
1.6 Software Culture and Subculture
1.7 Helpful Hints and Suggestions
1.8 Summary
1.9 Practice

2. Software Subcultures

2.1 Applying Idea to Software
2.2 Six Software Subcultural Patterns
2.3 Pattern 0: Oblivious
2.4 Pattern 1: Variable
2.5 Pattern 2: Routine
2.6 Pattern 3: Steering
2.7 Pattern 4: Anticipating
2.8 Pattern 5: Congruent
2.9 Helpful Hints and Suggestions
2.10 Summary
2.11 Practice

3. What Is Needed to Change Patterns?

3.1 Changing Thought Patterns
3.2 Using Models to Choose A Better Pattern
3.3 Opening Patterns to Information
3.4 Helpful Hints and Suggestions
3.5 Summary 
3.6 Practice

II Patterns of Managing

4. Control Patterns for Management

4.1 Shooting at Moving Target
4.2 Aggregate Control Model
4.3 Patterns and Their Cybernetic Control Models
4.4 Engineering Models
4.5 From Computer Science to Software Engineering
4.6 Helpful Hints and Suggestions
4.7 Summary
4.8 Practice

5. Making Explicit Management Models

5.1 Why Things Go Awry 
5.2 Linear Models and Their Fallacies
5.3 Diagram of Effects
5.4 Developing a Diagram
5.5 Nonlinearity Is The Reason Things Go Awry
5.6 Helpful Hints and Suggestions
5.7 Summary
5.8 Practice

6. Feedback Effects

6.1 The Humpty Dumpty Syndrome
6.2 Runaway, Explosion, and Collapse
6.3 Act Early, Act Small
6.4 Negative Feedback - Why Everything Doesn't Collapse
6.5 Helpful Hints and Suggestions
6.6 Summary
6.7 Practice

7. Steering Software

7.1 Methodologies and Feedback Control
7.2 The Human Decision Point
7.3 It's Not the Event That Counts, It's Your Reaction to the Event
7.4 Helpful Hints and Suggestions
7.5 Summary
7.6 Practice

8. Failing to Steer

8.1 I'm Just a Victim
8.2 I Don't Want to Hear Any of That Negative Talk
8.3 I Thought I Was Doing the Right Thing
8.4 Helpful Hints and Suggestions
8.5 Summary
8.6 Practice

III Demands That Stress Patterns

9. Why It's Always Hard to Steer

9.1 Game of Control
9.2 Size / Complexity Dynamic in Software Engineering
9.3 Helpful Hints and Suggestions
9.4 Summary
9.5 Practice

10. What Helps to Stay in Control

10.1 Reasoning Graphically About the Size / Complexity Dynamic
10.2 Comparing Patterns and Technologies
10.3 Helpful Interactions
10.4 Helpful Hints and Suggestions
10.5 Summary
10.6 Practice

11. Responses to Customer Demands

11.1 Customers Can Be Dangerous to Your Health
11.2 The Cast of Outsiders
11.3 Interactions with Customers
11.4 Configuration Support
11.5 Releases
11.6 Helpful Hints and Suggestions
11.7 Summary
11.8 Practice

IV Fault Patterns

12. Observing and Reasoning About Errors

12.1 Conceptual Errors About Errors
12.2 Misclassification of Error Handling Process
12.3 Observational Errors About Errors
12.4 Helpful Hints and Suggestions
12.5 Summary
12.6 Practice

13. The Failure Detection Curve

13.1 The Difference Detection Dynamic
13.2 Living with the Failure Detection Curve
13.3 Helpful Hints and Suggestions
13.4 Summary
13.5 Practice
13.6 Chapter Appendix: Official Differences Between the Pair Pictures in Figure 13-1

14. Locating the Faults Behind the Failures

14.1 Dynamics of Fault Location
14.2 Circulation of STI's Before Resolution
14.3 Process Faults: Losing STI's 
14.4 Political Time: Status Walls
14.5 Labor Lost: Administrative Burden
14.6 Helpful Hints and Suggestions
14.7 Summary
14.8 Practice

15. Fault Resolution Dynamics

15.1 Basic Fault Resolution Dynamics
15.2 fault Feedback Dynamics
15.3 Deterioration Dynamics
15.4 Helpful Hints and Suggestions
15.5 Summary
15.6 Practice

V Pressure Patterns

16. Power, Pressure, and Performance

16.1 The Pressure / Performance Relationship
16.2 Pressure to Find the Last Fault
16.3 Stress / Control Dynamic
16.4 Forms of Breakdown Under Pressure
16.5 Management of Pressure
16.6 Helpful Hints and Suggestions
16.7 Summary
16.8 Practice

17. Handling Breakdown Pressures

17.1 Shuffling Work
17.2 Ways of Doing Nothing 
17.3 The Boomerang Effect of Short-Circuiting Procedures
17.4 How Customers Affect Boomerang
17.5 Helpful Hints and Suggestions
17.6 Summary
17.7 Practice

18. What We've Managed to Accomplish

18.1 Why Systems Thinking?
18.2 Why Manage?
18.3 Estimating Our Accomplishments
18.4 What Each Pattern Has Contributed
18.5 Meta-Patterns
18.6 Helpful Hints and Suggestions
18.7 Summary
18.8 Practice


1장: 품질이란 무엇인가? 왜 중요한가?

품질은 상대적이다. 품질은 사람에 연관되어 있기 때문이다.

따라서 품질에 대한 정의는 정치적이고 감정적 측면을 포함한다. 품질은 어떤 사람의 의견이 중요한지에 대한 일련의 결정을 항상 포함하고 있기 때문이다. 그러나 품질에 사람이 연관되어 있다는 사실은 간과되기 쉽다. 정치적, 감정적인 요소는 소프트웨어 세상에서는 잘 다뤄지지 않기 때문이다. 반대로 사람이 연관되어 있기 때문에 품질이 상대적이라는 사실을 이해하면 품질에 대해 사람들이 서로 모순되는 생각을 가지고 있는 상황이 설명된다.

품질을 높이는 것은 쉽지 않다. 왜 그럴까?

소프트웨어 조직이 어느 특정 품질 수준에 속박되어서, 조직의 변화가 '문화의 보수적인 속성'으로 인해 방해받을 수 있다.

위와 같은 요인 때문에 변화가 어렵다. 고품질 소프트웨어의 새로운 문화를 달성하기 위해서는 개발자나 관리자가 이러한 요인을 효과적으로 처리하는 능력을 배워야 한다.

그러기 위해서는,

를 해야 한다.

연습문제

제품의 초기 버전이나 경쟁 제품을 사용해 본 다음, 특정 소프트웨어가 시간의 흐름에 따라 그 가치와 품질에 대한 정의가 어떻게 변화했는지를 논의하라.

  1. 개발 초기: 배경화면이 예뻐야 한다. 빠른 속도로 열람할 수 있어야 한다.
  2. 사용자들의 요구: 배경화면의 종류가 다양해야 한다.
  3. 사용자들의 요구: Crop 기능이 올바로 동작해야 한다. 내 폰의 크기에 맞는 배경을 제공해야 한다.

당신의 조직의 하드웨어 아키텍처를 표준화 할 경우에, 조직이 속박될지도 모르는 일련의 특성들의 리스트를 작성하라.

여러분이 속해 있는 조직의 사람들이 제품의 품질 수준에 정말 만족하는지를 나타내는 증거는 무엇인가? 그 수준에 불만을 표시하는 사람들을 조직은 어떻게 다루고 있는가?

만족에 대한 증거

불만 표시자 다루는 방법


========== Quality Software: Volume 1.1: How Software Is Built (Gerald M. Weinberg) - Your Highlight on page 23 | Location 338-339 | Added on Thursday, October 22, 2020 11:40:11 AM

But don't they want to improve quality, even if nobody else was asking for it, just to satisfy their own pride? Of course they do, but nothing happens. Why not? ========== Quality Software: Volume 1.1: How Software Is Built (Gerald M. Weinberg) - Your Highlight on page 23 | Location 347-349 | Added on Thursday, October 22, 2020 11:40:21 AM

Under the circumstances, there's very little motivation to improve the quality unless pushed from outside. If people stop using their product, or buying it, then the developers might decide to "improve quality," but by then it will probably be too late. Organizations that sell software simply fade away when faced with a competitor that operates in a more effective manner. ==========


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QSM/Vol1 (last edited 2020-10-25 07:40:14 by 정수)