Rapid Feedback
Assume Simplicity
Incremental Change
Embracing Change
Quality Work
Teach Learning
Small Initial Investment
Play to Win
Concrete Experiments
Open, Honest Communication
Work with people's instincts, not against them
Accepted Responsibility
Local Adaptation
Travel Light
Honest Measurement
The Planning Game
Small Releases
Metaphor
Simple Design; do the simplest thing that could possibly work
Testing
Refactoring
Pair Programming
Collective Ownership
Continuous Integration
40-hour week; you can't work a second week of overtime
On-site Customer
Coding Standards; once and only once rule (DRY)
Last modified 16 December 2024