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Foreword | |
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Foreword | |
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Preface | |
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Introduction | |
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Eliminate Waste | |
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The Origins of Lean Thinking | |
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Seeing Waste | |
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Partially Done Work | |
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Extra Processes | |
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Extra Features | |
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Task Switching | |
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Waiting | |
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Motion | |
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Defects | |
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Management Activities | |
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Value Stream Mapping | |
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Map Your Value Stream | |
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An Agile Value Stream Map | |
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Try This | |
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Amplify Learning | |
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The Nature of Software Development | |
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Perspectives on Quality | |
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The Service View of Quality | |
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Quality in Software Development | |
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Variability | |
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Design Cycles | |
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Do It Right the First Time? Learning Cycles | |
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Feedback | |
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Software Development Feedback Loops | |
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Iterations | |
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Iteration Planning | |
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Team Commitment | |
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Convergence | |
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Negotiable Scope | |
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Synchronization | |
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Synch and Stabilize | |
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Spanning Application | |
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Matrix | |
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Set-Based Development | |
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Set-Based Versus Point-Based | |
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Set-Based Software Development | |
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Develop Multiple Options | |
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Communicate Constraints | |
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Let the Solution Emerge | |
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Try This | |
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Decide as Late as Possible | |
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Concurrent Development | |
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Concurrent Software Development | |
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Cost Escalation | |
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Options Thinking | |
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Delaying Decisions | |
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Options | |
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Microsoft Strategy, circa 1988 | |
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Options Thinking in Software Development | |
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The Last Responsible Moment | |
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Making Decisions | |
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Depth-First Versus Breadth-First Problem Solving | |
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Intuitive Decision Making | |
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The Marines | |
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Simple Rules | |
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Simple Rules for Software Development | |
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Try This | |
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Deliver as Fast as Possible | |
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Why Deliver Fast? | |
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Pull Systems | |
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Manufacturing Schedules | |
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Software Development Schedules | |
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Software Pull Systems | |
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Information Radiators | |
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Queuing Theory | |
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Reducing Cycle Time | |
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Steady Rate of Arrival | |
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Steady Rate of Service | |
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Slack | |
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How Queues Work | |
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Cost of Delay | |
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Product Model | |
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Application Model | |
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Tradeoff Decisions | |
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Try This | |
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Empower the Team | |
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Beyond Scientific Management | |
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CMM | |
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CMMI | |
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Self-Determination | |
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The NUMMI Mystery | |
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A Management Improvement Process | |
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Motivation | |
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Magic at 3M | |
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Purpose | |
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The Building Blocks of Motivation | |
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Belonging | |
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Safety | |
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Competence | |
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Progress | |
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Long Days and Late Nights | |
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Leadership | |
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Leadership | |
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Respected Leaders | |
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Master Developers | |
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The Fuzzy Front End | |
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Where Do Master Developers Come From? | |
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Project Management | |
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Expertise | |
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Nucor | |
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Xerox | |
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Communities of Expertise | |
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Standards | |
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Try This | |
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Build Integrity In | |
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Integrity | |
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Perceived Integrity | |
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Conceptual Integrity | |
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The Key to Integrity | |
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Perceived Integrity | |
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Model-Driven Design | |
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Maintaining Perceived Integrity | |
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Conceptual Integrity | |
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Software Architecture Basics | |
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Emerging Integrity | |
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Refactoring | |
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Keeping Architecture Healthy | |
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Maintaining Conceptual Integrity | |
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Isn't Refactoring Rework? | |
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Testing | |
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Communication | |
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Feedback | |
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Scaffolding | |
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As-Built | |
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Maintenance | |
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Try This | |
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See the Whole | |
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Systems Thinking | |
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Measurements | |
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Local Optimization | |
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Why Do We Suboptimize? Superstition | |
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Habit | |
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Measuring Performance | |
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Information Measurements | |
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Contracts | |
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Can There Be Trust Between Firms? | |
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But Software Is Different | |
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The Purpose of Contracts | |
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Fixed-Price Contracts | |
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Time-and-Materials Contracts | |
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Multistage Contracts | |
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Target-Cost Contracts | |
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Target-Schedule Contracts | |
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Shared-Benefit Contracts | |
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The Key: Optional Scope | |
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Try This | |
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Instructions and Warranty | |
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Caution-Use Only as Directed | |
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Instructions | |
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Sphere of Influence | |
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Large Company | |
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Small Company | |
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Special Work Environments | |
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Troubleshooting Guide | |
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War | |