Software for use: a practical guide to the models and methods of usage-centered design
Software for use: a practical guide to the models and methods of usage-centered design
Extreme programming explained: embrace change
Extreme programming explained: embrace change
Writing Effective Use Cases
The Peopleware Papers: Notes on the Human Side of Programming
The Peopleware Papers: Notes on the Human Side of Programming
User Stories Applied: For Agile Software Development
User Stories Applied: For Agile Software Development
The XP Customer Role in Practice: Three Studies
ADC '04 Proceedings of the Agile Development Conference
Structured Analysis and System Specification
Structured Analysis and System Specification
Improving Communication between Customers and Developers
ADC '05 Proceedings of the Agile Development Conference
Less, Never More: Launching a Product with Critical Features and Nothing More
AGILE '07 Proceedings of the AGILE 2007
Greater successes by using Agile Techniques closer to the light bulb moment
AGILE '07 Proceedings of the AGILE 2007
Fearless change patterns for introducing new ideas
Fearless change patterns for introducing new ideas
Patterns for agile development practice part 3 (version 4)
Proceedings of the 2006 conference on Pattern languages of programs
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Extreme Programming and other Agile methods have a dedicated customer role that acts as the interface between development teams and their clients, sponsors, and end-users. The customer is critical to agile projects, but there is little research, experience, or advice about effective practices required to fill that role. We present a set of patterns describing the key roles on a customer team, and the practices that enable customers to fill those roles. By adopting these roles and practices, customers and development teams can increase the velocity and reliability of their projects, and ensure all participants in a project, not just the developers, can work at a sustainable pace.