Monday, 24 August 2009

Scalability: best practices

13 Scalability Best Practices | High Scalability
The guys at http://highscalability.com released a list of 13 best practices about scaleability, check out their website if you want to know more about it and check the comments as well. Here are their top three:

AFK Partners has release what they feel are the Best Practices for Scalability:
1. Asynchronous - Use asynchronous communication when possible.
2. Swim Lanes – Create fault isolated “swim lanes” of hardware by customer segmentation.
3. Cache - Make use of cache at multiple layers.


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Dealing with Conflict Avoidance Teams

Agile Blog: Role of Scrum Master - Dealing with Conflict Avoidance Teams
Have you come across teams where only a few speak and the rest listen ?

Have you seen any of your team members not sharing their thoughts or participating well during Scrum meetings, retrospectives or other activities ?

Have you come across any team where there is no conflict ?

Silent Teams
The teams where you don't see conflict, I would call them as "Silent teams" for the sake of this article are silent in speech, but not really silent in their mind. The people in this teams are like any other people but all their questions, frustrations, arguments everything is going only in their mind. They never speak up or discuss things in front of a group, especially if their ideas conflict with others. But there are chances that they go and share their frustrations with some one closer to them in the team during the cafe breaks or with any other close friend.


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Sunday, 9 August 2009

READY and DONE in SCRUM

The Definition of READY | Xebia Blog
Defining READY

READY is defined by the Definition of READY. It is similar to the Definition of DONE, but with the following differences. Whereas with the Definition of DONE the "supplier" is the Team and the "client" is the Product Owner, it's the other way around with the Definition of READY: the Team is the "client" and the Product Owner is the "supplier". Even though I will detail the Definition of READY later, in the end it boils down to one statement: READY is when the team says: "Ah, we get it".

Even though you can put any precondition in the Definition of READY, the need for a good backlog overshadows all other considerations, so you'll definitely need to address two items: readiness of User Stories, and readiness of the Backlog.


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Saturday, 8 August 2009

Agile/Scrum and why it works for web user experience

Seven Reasons Why Agile And Scrum Works For Web User Experience | Usability Counts | User Experience, Social Media
I’ve seen Agile work well for products that require constant improvements, but it’s hard to adapt it to a new development unless you have some time to adjust the process while people are learning. Short projects of less than a month make it hard to do a scrum-like process. I can’t imagine using Agile for a hardware-based product.

But for the web where everything is changing, it’s great.


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agile best practices | offshore best practices | distributed Scrum

Ignite Outsourcing :: Israeli Scrum conference | agile best practices | offshore best practices | distributed Scrum methodology
When Scrum was first conceived, back in 2001, distributed software development and global teams where not as common as they are today. In this lecture, Aviram Eisenberg elaborates the main contradictions between Agile best practices and offshore best practices, and how can they be combined to create a successful distributed Scrum development methodology


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Wednesday, 15 July 2009

How is your day going so far?






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Friday, 19 June 2009

Coconut Revolution (Bougainville: Our Island, Our Fight)

This is an incredible modern-day story of a native peoples' victory over Western globalization.

Sick of seeing their environment ruined and their people exploited by the Panguna Mine, the Pacific island of Bougainville rose up against the giant mining corporation, Rio Tinto Zinc. The newly formed Bougainville Revolutionary Army began fighting with bows and arrows and sticks and stones against a heavily armed adversary. In an attempt to put down the rebellion the Papua New Guinean Army swiftly established a gunboat blockade around the island.
But with no shipments allowed in or out, how did new electricity networks spring up on the island? And how were the people of Bougainville able to drive around the island without any source of petrol or diesel?

Watch as the world's first eco-revolution unfolds within the blockade. A David and Goliath story for the 21st century. A multi-award winning documentary




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Tuesday, 16 June 2009

Behaviour-Driven Development

BehaviourDrivenDevelopment - Behaviour-Driven Development
Behaviour-Driven Development (BDD) is an evolution in the thinking behind TestDrivenDevelopment and AcceptanceTestDrivenPlanning.

It brings together strands from TestDrivenDevelopment and DomainDrivenDesign into an integrated whole, making the relationship between these two powerful approaches to software development more evident.

It aims to help focus development on the delivery of prioritised, verifiable business value by providing a common vocabulary (also referred to as a UbiquitousLanguage) that spans the divide between Business and Technology.

It presents a framework of activity based on three core principles:

1.Business and Technology should refer to the same system in the same way - ItsAllBehaviour
2.Any system should have an identified, verifiable value to the business - WheresTheBusinessValue
3.Up-front analysis, design and planning all have a diminishing return - EnoughIsEnough
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Beyond Test Driven Development: Behaviour Driven Development

Beyond Test Driven Development: Behaviour Driven Development



Google TechTalks March 17, 2006 Dave Astels Dave Astels (co-author of "A Practical Guide to eXtreme Programming" and author of Jolt Award winning "Test-driven Development: A Practical Guide") has over 2 decades of experience in the software field, most of that involved with object-oriented technologies and techniques. Dave has been studying, practicing, teaching, evangelising, and coaching XP and Agile Processes since 1998. Dave's experience ranges from embedded process control systems to consumer products (both consumer electronics and shrinkwrapped software) to energy trading systems. Dave is an independant software consultant specializing in the areas of agile process, programming practices, and object design/architecture. Dave is one of the thought leaders in the area of TDD, and now BDD. ABSTRACT Test Driven Development (TDD) has become quite well known. Many developers are getting benefit from the practice. But it is possible that we can get even more value. A new practice is getting attention these days: Behaviour Driven Development (BDD). BDD removes all vestiges of testing and instead focuses on specifying the behaviour desired in the system being built. This talk will be focus on Ruby and will introduce a new BDD framework: rSpec. The ideas, however, are language independent.
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Monday, 15 June 2009

The Brain that changes itself

Amazing video about the capacity of the brain to "rewire" itself. The player is quite simply shite, but it is definitely worth watching. You can find the video here.

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Saturday, 13 June 2009

high quality free people search engines

25 Free People Search Engines to find Anyone in the World | FinderMind
high quality free people search engines to help you reconnect with friends, family, school friends or any other person from your past.
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Monday, 8 June 2009

Illegal downloads and dodgy figures

Bad Science: Illegal downloads and dodgy figures | Ben Goldacre | Comment is free | The Guardian
You are killing our creative industries. "Downloading costs billions," said the Sun. "MORE than 7 million Brits use illegal downloading sites that cost the economy billions of pounds, government advisers said today. Researchers found more than a million people using a download site in ONE day and estimated that in a year they would use £120bn worth of material."
...

So where do these notions of so many billions in lost revenue come from?
...
The report was commissioned by a government body called Sabip, the Strategic Advisory Board for Intellectual Property. On the billions lost it says: "Estimates as to the overall lost revenues if we include all creative industries whose products can be copied digitally, or counterfeited, reach £10bn (IP rights, 2004), conservatively, as our figure is from 2004, and a loss of 4,000 jobs."
...
I hunted down the full Ciber documents, found the references section, and followed the web link, which led to a 2004 press release from a private legal firm called Rouse who specialise in intellectual property law. This press release was not about the £10bn figure. It was, in fact, a one-page document, which simply welcomed the government setting up an intellectual property theft strategy. In a short section headed "background", among five other points, it says: "Rights owners have estimated that last year alone counterfeiting and piracy cost the UK economy £10bn and 4,000 jobs." An industry estimate, as an aside, in a press release. Genius.
...
In any case, that's £175 a week or £8,750 a year potentially not being spent by millions of people. Is this really lost revenue for the economy, as reported in the press?
...
Oh, but the figures were wrong: it was actually 473m items and £12bn (so the item value was still £25) but the wrong figures were in the original executive summary, and the press release. They changed them quietly, after the errors were pointed out by a BBC journalist.

I asked what steps they [Sabip, note by sambris] took to notify journalists of their error, which exaggerated their findings by a factor of 10 and were reported around the world. Sabip refused to answer questions in emails, insisted on a phone call, told me that they had taken steps but wouldn't say what and explained something about how they couldn't be held responsible for lazy journalism, then, bizarrely, after 10 minutes, tried to tell me retrospectively that the call was off the record. I think it's OK to be confused and disappointed by this. Like I said: as far as I'm concerned, everything from this industry is false, until proven otherwise.
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How Pirates Shook European Politics

How Pirates Shook European Politics
With 7.1 percent of the vote, the Swedish Pirate Party has shocked its critics and secured a seat in the European Parliament. The Pirates received more votes from those under 30 than any other party in the European elections yesterday, and this was celebrated with pints of rum and loads of pirate chants.
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Sunday, 31 May 2009

Code_Guardian

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Saturday, 30 May 2009

Phill Harrison no longer director of Atari

Harrison out as Atari president // News
"Because of a shift of business operations to the US, Phil Harrison will move from the role of president to that of non-executive director of the group. As all board members, he will continue to assist, support and guide the company's strategy," said Atari.

Atari just recently announced net losses of 226 million€ for last year.
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Wednesday, 27 May 2009

The limits of microtransactions

Tobold's MMORPG Blog
In the battle of business models for MMORPGs the monthly flat fee subscription model has one decisive advantage: It is extremely simple to understand, and has only one variable, cost per month. A statement that a particular game is going to be Free2Play and financed by microtransactions is not really telling you much; there are lots of parameters on what exactly is for sale, and how much it costs.


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Tuesday, 26 May 2009

"Intellectual property is dead" by Eric von Hippel, Professor of Management at the MIT Sloan School of Management (2007)

EndOfIntellectualProperty < Main < Reprap
"The whole concept of intellectual property is only stable when copying is difficult and legal penalties mean significant losses for those who would copy. Make copying easy and undetectable (as computers have for music) and the very idea of intellectual property starts to fade.

But creativity doesn't fade with it. There is now an outpouring of music all over the whole world unmatched since that in late eighteenth century Vienna. This is happening because the same technology that is eliminating music copyright allows anyone to make music and to try to find an audience for it. Most musicians don't compose because they have rationally calculated that it is a good way to get rich, they compose because they are driven by an inner compulsion. And an inner compulsion is exactly what you'd expect from an evolutionarily-selected mating trait."

I recommend reading the entire article...


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Monday, 25 May 2009

DubFX- Street performance



Beatbox Dub FX 10/10/2008 'Love Someone' (aka part 2)

Btw, DubFX will be at the Glastonbury Festival in 2009.

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Prototype Xbox 360Gameplay - 3 Minute Gameplay

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Monday, 11 May 2009

2008 Game Developer Salary Survey

Gamasutra - News - 2008 Game Developer Salary Survey Reveals $79,000 Average Income
Programming: programmers are the highest paid talent next to high-end businesspeople, with an average annual salary of $85,024. Experience pays in this role, as those with greater than six years of experience earned 26% more than the average annual salary.

Art & Animation: artists – averaging a $69,532 salary, nonetheless, 28% of art directors reported lower salaries than the previous year. But these more experienced, higher status artists also tend to earn at least 35% more than those with less experience and lower title.

Game Design: averaging $67,379, design positions sprouted an average $3,730 over last year. As with many roles, region makes a difference, given that West Coast designers make on average $8,283 or 12% more than the rest of the game designers in the country.

Production: of all the game development disciplines, production – with a salary average overall of $82,905 – is the most welcoming to women, with 21% of the workforce made up of females – more than twice the industry average. The discipline as a whole saw a strong $4,189 bump from last year.


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Friday, 8 May 2009

10 Game Design Process Pitfalls

Gamasutra - Features - 10 Game Design Process Pitfalls
Game designer Fisch looks into the process of making games, suggesting the ten biggest reasons why a game's production doesn't end up working out quite as hoped, and possible fixes for those issues.


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Optimize Your Pipeline Through Usability

Gamasutra - Features - Game Tools Tune-Up: Optimize Your Pipeline Through Usability
There are probably tools in your pipeline that could benefit from usability techniques, but as a developer, you'll want to know which tools would benefit the most before investing in them.

In this article, I'll discuss how to find the bottlenecks holding up your production, measure the usability of your tools using proven techniques and streamline your entire development process.


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Wednesday, 22 April 2009

Scrum Checklist

Scrum checklist - Henrik Kniberg's blog
"The main target group for this checklist are teams that are relatively new to Scrum and likely to get many things wrong.

Each item is tagged by priority. I consider the priority 1 items to be pretty fundamental, I'd hesitate to even call it Scrum if a company hasn't implemented all those items (or at least has good reasons not to).

When helping companies implement Scrum I normally start by ensuring that all priority 1 items on the checklist are implemented (or intentionally skipped) before even considering priority 2 and priority 3."

...


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Independent Games Sales for 2008

Independent Games Sales: Stats 101
A presentation for the Indie Games Summit at Game Developers Conference 2009 by Simon Carless.


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Publisher side product owners

Agile Game Development

"Product owners for a video game project using Scrum are usually a member of the development team. The reason for this is that unlike projects outside the game industry, product owners are needed to provide a much higher level of subjective feedback. Does the control of the player feel right? Is a mechanic “fun enough”? This feedback requires daily engagement with the team.

However, in some cases the publisher will require that product ownership be placed in the hands of someone on their staff. This could be an executive producer or someone who works directly with a licensee. In some cases this makes sense. If a licensee wants to maintain oversight or the publisher wants to make sure that their franchise is well tended, then product ownership at the publisher level makes sense.

Unfortunately this usually means that the team loses the day-to-day involvement of product owner. This can lead the project down bad paths. These projects can lead to “iterative and incremental death marches” when there is a reckoning between what the game provides and what the license or franchise owner sees much later.

A solution is to divide up the Product Owner roles..."


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