Iteration planning tool [closed] - iteration

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I have several problems planning an iteration for a single week. We use XP and TDD in Pairs and it is hard to decide who is pairing with whom. Is there any tool support for planning an iteration that also supports planning of pairs?

In XP you don't plan who pairs with who and when. Team members just pick a task to work on at the start of the day, in the daily stand-up meeting. If someone else also wants to work on the task, they'll volunteer to pair on it. Team members who do not pick a task first will pair with someone who did. Sometimes the person who picked a task will want to use the expertise of another team-member and so will ask them to pair with them. But that person may have something more critical to work on and decide not to. Pairs often switch while a task is in progress, especially if it takes more than a day to complete.
So, pairing up on tasks is fluid and informal.
The one thing to keep an eye on is that everyone on the team pairs regularly with everyone else. If that is not happening, it can indicate a deeper problem in the team -- someone not pulling their weight or people who do not get on, for example. If left to fester this can lead to siloed knowledge and key-man dependencies that increase project risk.
In those situations, some teams like to use "pair stairs" to keep track of pairing and highlight problems.
However, that is just addressing the symptoms (uneven pairing) not the underlying problem. It's better to address the problem head-on in a safe environment (e.g. run a retrospective) and work out how to solve it.

I suggest using a product such as VersionOne.com. With this product you can either load up your projects (resources, etc.) into their online version or you can grab a copy of their product and install it to your local servers. This is not a free product but for the non-enterprise version you do have the first year to try it for free! It is similar to crack...give the first taste cheap to get you hooked. Great product though. I have yet to meet an agile team that didn't enjoy working in this environment.
If this is not your cup of tea though there is a product out from the folks at ThoughtWorks.com called Mingle which I have been eye-balling for a while now. This looks to be a wonderful product as well. I have not yet used it though...but have spent a fair amount of time researching it and chatting with others about it. Very slick product!

There are quite a few products available for agile/scrum teams... have a look at http://userstories.com/products for a decent list.
We use versionOne where I work, and it does some things quite well, and other things... not so much.
You'll need to use a product for a little while, at a low level and a high level to make sure it fits your needs.
As part of a scrum team, I deal most with planning and writing sprints/stories, and tracking progress of my work. Thus for me, those are the two most important pieces to get right.
That said, I don't know if this is addressing the "planning in pairs" question -- what exactly are you trying to achieve? Is there a reason you are trying to avoid your devs make that decision? Are you trying to rotate teams all the time? Does everyone always want to pair with one person? You could always just pair up people based on who wants to work a particular story...
Without a better understanding of you constraints, I wouldn't know how to answer that part of the question. I also doubt that how to pair up is something you should be using a tool for.
Make pairs based upon working style, or people who work well together and can communicate easily with each other, or have different strengths.
Avoid vastly different experience levels, since that doesn't always encourage discussions, and is more apprpriate for mentoring than pairing.

Glad to see you are pairing and using TDD. WIth pairing, rotating pairs is important. However, for any story card, it is important that a developer stay with the card from start to finish. That person is the primary half of the pair.
So you have two issues. How should you handle rotating pairs, and how to you track the burn down in XPlanner or some other iteration tracking tool.
Regarding the burndown, the primary developer can be assigned to the card and responsible for updating the burndown daily. For pairing, you should have a big visible chart (BVC) showing the pairing schedule. This will ensure that all developers pair with each of the team members and help ensure that the code is shared across the team.

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software methodology used in project [closed]

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Currently I am working on porting a benchmark application to another system. I am working alone, so I am frustrated about which software methodology I really have to use. Please give me some ideas.
I am going to assume you're wondering which Agile approach to use on your project as you tagged your question accordingly.
Agile is mainly about:
Delivering working software continuously and regularly
Aiming at technical excellence and avoiding technical debt
Improving the way we work and retrospecting regularly
I'd say whatever you use, even your very own approach to software development, if you can check those three items from the list, then you're pretty much Agile to me. Some people need strict guidelines and artifacts and that's fine, they help people become Agile but are far from being mandatory despite the dogmas out there.
Here's how I would approach your situation.
Take a step back and try to identify the most important features or abilities of this benchmarking application. By most important, I mean those features that the people using it in the end cannot live without. Once you have a list of those, put them on post-it notes, index cards, trello, jira or whatever tool you want to use.
Split each of those features into full-stack chunks of functionality that are business driven. I'm not talking about technical tasks here, but smaller features usable by actual people. I usually opt for the "Grandma Driven" approach here, asking myself "would grandma be able to understand what I'm trying to do?". It's just to make sure I'm focusing on a full stack feature and not a technical task like "populate database". One way to see this is also by applying dimensional planning to each of the features you identified (http://www.xpday.net/Xpday2007/session/DimensionalPlanning.html).
Set yourself an iteration length (I usually go for 1 or max 2 weeks when I'm working alone) and get to work one small item at a time. Don't write code for later, only what you need to solve the problem at hand. Quality is not an option. Focus on good coding and testing practices.
At the end of your iteration, check how many features you implemented and put that number somewhere on a chart, in a google spreadsheet or whatever. This will help you see if you're on track. Get feedback from colleagues or any potential users of the system and reflect on that feedback. It's not because you're porting to another platform that you can't make it better.
If you end up not having small enough granularity with what's left or not enough stuff in your list of things to do, spend some time repeating steps 1 to 3.
At the end of each iteration, keep tracking how many items you did just to see if you still have a good enough pace. If not, ask yourself why and change something in the way you work or get help. Again, your main focus is to make progress and deliver software that works at the end of each iteration.
It might not answer your question and I know I didn't give you an answer of the type, use kanban, scrum or whatever but I truly believe it's not appropriate in your specific case and would only generate overhead and boredom for you.
Hope that helps anyway, good luck with your project.

How to hand over a project systematically? [closed]

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We have a project hand over from on shore team to our team (off shore) not long ago. However we were having difficulties for the hand-over process.
We couldn't think of any questions to ask during their design walk-through, because we were overwhelmed by the sheer amount of information. We wanted to ask, but we didn't know what to ask. Since they got no question from us, the management think that the hand-over process was been done successfully.
We had tried to go through all the documentation from our company wiki page before attending the handover presentation, but there are too many documents, we don't even know where to start with.
I wonder, are there any rules or best practices that we can follow, to ensure a successful project hand-over, either from us, or to us.
Thanks.
In terms of reading the documentation, personally I'd go for this order:
Get a short overview of the basic function of the application - what is it meant to achieve. The business case is probably the best document which will already exist.
Then the functional specification. At this point you're not trying to understand any sort of how or technology, just what the app is meant to do. If it's massive, ask them what they key business processes are and focus on those.
Then the high level technical overview. This should include an architecture diagram, required platforms, versions, config and so on. List any questions you have.
Then skim any other useful looking technical documents - certainly a FAQ if there is one, test scripts can be good too as they outline detailed "how to" type scenarios. Maybe it's just me but I find reading technical documents before I've seen the system a waste - it's too academic and they're normally shockingly written. It's certainly an area I'd limit the time I spent on if I didn't feel I was getting a reasonable return for the time I was spending.
If there are several of you arrage structured reviews between you and discuss the documents you've read, making sure you've got what you need to out of it. If the system is big then each take an area and present to the others on it - give yourselves a reason to learn as much as possible and knowing you're going to be quizzed is a good motivator. Make a list of questions where you don't understand something. Having structured reviews between you will focus your minds and make it more of an interactive task, rather than just trawling through page after page of tedious document.
Once you get face to face with them:
Start with a full system demo. Ask questions as they come up, don't let them fob you off with unclear answers - if they can't answer something have it written down and task them with getting the answer.
Now get the code checked out and running on your machines. Do this on at least two machines - one they lead, one you lead. Document the whole process - this is the most important step. If you can't get the code running you're screwed.
Go through the build process. Ensure that you can build the app (including any automated build and unit tests they may have). Note that all unit tests should pass - if they don't or if they say "oh, that one always fails" then they need to fix that before final acceptance.
Go through the install process. Do this at least twice, one they lead, once you lead. Make sure that it's documented.
Now come up with a set of common business functions carried out with the application. Use this to walk the code with them. The code base will be too big to cover the whole thing but make sure you cover a representative sample.
If there is a database or an API do a similar exercise. Come up with some standard data you might need to extract or some basic tasks you might need to carry out using the API and spend some time working through these with them.
Ask them if there's anything they think you should know.
Make sure that any questions you've written down anywhere else are answered.
You may consider it worth going through the bug list (open and closed) - start with the high priority ones and talk through anything particularly worrying looking. Even if they've fixed it it may point at a bit of code which is troublesome.
And finally if the opportunity exists - if there are any outstanding bugs or changes, see if you can pair program a couple.
Do not finally accept the app unless you are 100% sure you can:
Get the code to compile
Get the code to build (including the database)
Get the application installed
Do not accept handover is complete until they have:
Documented anything you picked up on that wasn't covered to your satisfaction
Answered ALL of your questions - a question they won't answer after being asked repeatedly screams of something they're hiding
And grab their e-mail addresses and phone numbers. Even if it's only informal they'll probably be willing to help out if the shit really hits the fan...
Good luck.
My basic process for receiving a handover would be:
Get a general overview of the app, document it
Get a list of all future work that the client expects
... all known issues
... any implementation specifics
As much up-to-date documentation they have
If possible, have them write some tests for critical components of the system (or at least get them thoroughly documented)
If there is too much documentation (possible) just confirm that it is all up to date, and make sure you find out from them where to start, if it is not clear.
Ask as many question as possible; anything that comes to mind, because you may not have the chance again.
Most handovers, perhaps all of them, will cause a lot of information to be lost. The only effective way to perform a handover that I have seen is to do it gradually. One way to do it is to allow a few key people from phase One to stay on the project well into Phase Two.
The extreme solution is to get rid of all handovers, and start using an Agile mindset.
As a start, define the exit criteria for the handover. This should be discussed, negotiated and agreed with both parties and make sure higher management knows this. Then write up a checklist of all things needed to achieve the exit criteria and chase it.
Check out "Software Requirements" and Software Requirement Patterns for ideas on questions to ask when gathering information about a project. I think that just as they would work for new development, they would also help you to come to terms with an existing project.

User Stories - Problems that can't be made user stories [closed]

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I am from an XP background. I know the process very well and have solid working experience with it. I have found it to be the best way to develop software.
I find myself in the position of a process doctor of sorts and this creates much self examination and revaluation of my own understandings.
A very common thing I hear is that some work can’t be made into stories. I personally don’t believe this. The excuses include
Its too big (The developer will have nothing to show until the end of 5 weeks).
it’s a complicated algorithm or abstract concept (will take 5 weeks to write and nothing to show).
This question is to get hints, tips or suggestions.
I am looking for hints, tips, and suggestions as to how to address these and similar perceived problems (and more if you can think of them).
I will mark the answer that has the most information on how to get around users/developers who wont write stories and address their many excuses as to why not (I have only listed a few and there are many more).
Here are a few resources that I've collected over time and that might help:
Patterns for Splitting User Stories
Story Weight Reduction Toolkit
Twenty Ways to Split Stories
Ways to split user stories
Too big or too complicated, there is always a way to put a story on diet (maybe you won't obtain the final result in one iteration but this doesn't mean you can't and, well, there will be more than one iteration).
So basically, your question is "What can I do if people claim a task is too big for a user story, and can't be split up.
In my experience, almost any problem can be split up. Ask them if they can implement a simplified version, leave out advanced features, maybe even use default values in some places; basically anything to produce something that gives meaningful (i.e. testable) results within one iteration.
Remember: The point of an iteration is not to deliver complete functionality, but just useful and testable functionality.
This splitting can be difficult, but it forces you to consider what you really need first, which is very valuable. The developers may bitch about it (I often do myself :-)), but it's really necessary. Breaking down big tasks into manageable user stories is at the very heart of all agile methods.
That said, if the task really, really, really cannot be broken down (think complex mathematical algorithm in a research setting, that takes weeks to even understand the basics of), then your iteration is too short. The iteration needs to be long enough to produce meaningful results. And if most of your problems are so hard that they take 2-3 months to get anything done, then that's your iteration length. But I've never seen a project where that was really the case...
Usually when you get "it's too big", what they are really saying is "I only have a vague idea how this should work". You need to work with them to better define it until it becomes possible to split it into logical parts that can be more easily managed.
users/developers who wont write stories
Users aren't supposed to write user stories. They aren't supposed to tell you user stories. You can expect them to talk about how they work, the problems that bother them and what they would like to have to facilitate their everyday work.
You, in your turn, is supposed to listen to them and take notes. If they allow, use a tape recorder or a camera. Then you bring the collected information back when you replay it and identify what you call user stories. You discuss them with the team and when you have agreement you have use cases to target in your development.
What role developers play, is up to you. If they just coders, they don't take part in the process.
If they in part act as consultants, then they help define user stories.
The "algorithmic specification" problem is common.
Many people prefer to write code and don't really care who the user is or what they do.
I try to get them to focus by asking these questions.
What action can the person take? What could they possibly do with the information? If they have some responsibility, they can take action to deny, approve, hold, reject, reprocess, stop, start, something. If the user can't take any action, you need to ask if they're really stake-holders.
What decision do they have to make? How do the decide which action (if any) to take? We can't automate that decision -- that's why people are in the loop.
What information does this person need to make the decision to take action.
Information-Decision-Action.
We only write software to prepare information for people to make decisions so they can take action.
If that's not the focus, then the stories get out of control.
Its basically the duty and responsibility of the product owner. And there can be any requirements/task that cannot be split into User Stories. I found many such discussions on SCrum Master Forums
If development team claims that the story is too big and can not fit within the sprint.. take their feedback and try to split the story with must have and nice to have tasks and try to split it based on that.
check this flowchart.. can be a help: http://www.agileforall.com/wp-content/uploads/2012/01/Story-Splitting-Flowchart.pdf

Scrum, but with no testing or documentation [closed]

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What do you do when you join a team that says they use Scrum, but only use it as a time-management tool and not the whole process?
How can I reinstate back testing and documentation?
I was thinking to start off with adding user stories specifically for testing and documenting.
Perhaps someone else has more experience with this then I do about this as I am sure its not that uncommon.
The key to scrum is that a task be identifiable as "done" before it can be classed as done. How does you company assess whether something is done without reviewing documentation and tests?
Perhaps they have an unusual, but valid, way of doing it. Or perhaps they have missed the point of "done tasks". I'd suggest you start by asking them how they measure down and whether it could be improved. Then suggest documentation and testing as the way of improving the process.
Note that neither testing nor documentation are in fact part of Scrum. Scrum is a pure project management approach - the required engineering practices, like the ones you mention, are supposed to "emerge" during the project. And most specifically, they are supposed to be identified during the heartbeat retrospectives that you do at the end of every sprint. Are you doing those? Can you bring up your concerns there - and are they actually the biggest concerns the team has?
Is the issue that they don't have any documentation and tests, or that they aren't implementing the entire Scrum methodology? Those are 2 very different problems in my mind.
I would much prefer an organization that has taken the time and effort to find and fit a development process that matches their development style as opposed to mandating down from on high the one true process. So I would not be concerned at all if they were using a process that they called Scrum but that didn't meet all the "official" guidelines. Try to determine why the process is the way it is. Chances are that if they have taken the time to tailor it, the team will be receptive to your ideas, especially if you have taken the time to determine why things are the way they are. If you simply approach it as "this isn't Scrum and so isn't right", you will probably not make much headway, but by being pragmatic about the benefits you can likely make some substantial improvements.
Alternatively, if they aren't doing testing and don't have any documentation I would consider that a fairly bad sign. And by documentation I am taking the minimalist view here - a list of features, bug tracking, etc. - I would be very concerned by the absence of these items, less concerned by the absence of items higher up the abstraction list. In the absence of support from management, I would suggest you lead by example. Take it on yourself to setup a simple bug tracking system (there are several - in a pinch, simple text lists in a central location work as well). Don't declare your features complete until someone else has tested it. This can be as simple as walking over to another developer and asking them to try it in front of you. If someone claims a feature is complete, take a few minutes to familiarize yourself with it. If you find a bug, politely mention it to the responsible developer. Slowly build an environment where the team can see the benefits of running tests and tracking features and bugs.
Most teams operate in this manner simply because of a mistaken belief that they don't have time to "do it right", or that they will get to it later. Often this will occur when a simple proof-of-concept done by a developer or two as a side-project turns into a full-on development effort. By showing that it can actually save time and effort, and reducing the initial costs to the rest of the team, you will often find that it becomes ingrained as part of the process without ever actually being officially endorsed or accepted.
If you have management support it will make it much easier, but always be careful to make sure that the team is receptive to the changes. This may mean it takes longer than you want, but so be it, without the team's support any mandated process will fail at the first sign of pressure, which is when you need the process the most.
*Disclaimer - On my last project I spearheaded the movement to tailor the SCRUM process to fit our environment. The "official" process was simply untenable for our client, but it was still an invaluable guide in tailoring our process.
"adding user stories specifically for testing and documenting"
While meta-user stories might make sense in some circles, it rarely works out well. Software folks rarely cope well with meta-user stories, they either don't get the idea that they can change their own processes by writing a story, or -- more typically -- they engineer the meta-user story to death.
When you're interviewing users, it feels like they're making the user story up. Certainly, you're making it up as you listen to them and try to capture it.
When an IT organization tries to make up its own user stories about how IT should work, the process falls apart. Until the organization has done the thing (testing, for example) a bunch of times manually, they're not really qualified to write user stories. Then, after they've done it, they don't need software development processes, they'll just automate the important bits a little at a time.
I think change has to come from a less formal direction. Actually balking at calling something "done" that hasn't been tested is a good starting point.
IT doesn't do things unless forced. So, meet the users and find out why they're not requiring testing. Coach them to require testing. Tell them the consequences and the words to use.
A lot can go wrong in an organization to lead to poor processes. It's important to know what's wrong, and create a demand for change. The best possible thing is to have your boss complaining that you're not fixing it, rather than you suggesting that perhaps it would be good to fix it.
[It doesn't feel right when your boss demands you fix the process, but it's about the only way change will happen.]

Low Friction Minimal Requirements Gathering [closed]

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How can our team gather requirements from our "Product Owner" in as low friction yet useable of a way as possible?
Now here's the guidelines- No posts that it can't be done or that the business needs to make a decision that it cares about quality, yada yada. The product I work for is a small group that has been successful for years. I just want to help them step it up a notch.
Basically, I'm on a 6 or 7 person team with one Product Owner. She does a great job but is juggling a few different roles (as I believe is common on extremely small teams). Usually requirements are given at sporadic times (email convos, face to face discussions, meetings, etc). They are never entered into a system and sometimes this results in features missing a release or the release getting pushed back since everyone forgot about the necessary feature.
If you're in a similar situation but you found a way to overcome this, I'd love to hear it. I'm happy to write code to help ease this situation but it can't be a web site that the Product Owner has to go to in order to get anything done. She is extremely busy and we need some way of working together as a team in order to gather these requirements.
I'm currently thinking of something like this: Developers and team members gather requirements discussed in face to face meetings and write some quick notes on the features discussed on a wiki page. Product owner is notified whenever these pages are updated and it then becomes her responsibility to ensure accuracy.
Pros: We'll have some record of the features. Cons: The developers are taking responsibility for something that they ordinarily wouldn't. I'm okay with that here. I think in this situation it's teamwork.
Of course once we do this, then we're going to see that the product owner probably doesn't have enough time to ensure feature accuracy. Ultimately she is overburdened and I think this will help showcase that fact, but I just need to be able to draw attention to that first.
So any suggestions?
P.S. her time is extremely limited so it is considered unreasonable to expect her to need to type in the requirements after discussion. She only has time to discuss them once and move on.
Although the concept of "product owner" is a littl ambiguous to me, I think I am working in very similar circumstances: the customer is extremely buzy and always is a bottleneck in developing requirements.
On the surface, what we try to do in this situation is quite obvious and seemingly simple: we try to make sure that the customer is involved in "read-only / talk-only" mode. No writing. Minimum reading. Mostly talking.
The devil, of course, is in details. So, here are some specifics about our process (in no particular order):
We often start from recording problem statements, which are the ultimate sources of requirements. In fact, sometimes a problem statement is all that we record initially, just to make sure it does not get lost.
NB: It is important to distinguish problem statements from requirements. Although a problem statement sometimes clearly implies some requirement, in general a single problem statement may yield a whole bunch of requirements (each having its own severity and priority); moreover, sometimes a given requirement my define a solution (usually just a partial one) to multiple problems.
One of the main reasons of recording problem statements (and this is very relevant to your question!) is that semantically they are somewhat "closer to the customer's skin" and more stable than requirements derived from them. I believe those problem statements make it much easier and quicker to put the customer into proper context whenever he has time to provide feedback to the development team.
We do record all the requirements (and back-track them to problem statements), regardless of when are we going to implement them. Priorities govern the order in which requirements get implemented. Of course, they also govern the order in which customer reviews unfinished requirements.
NB: A single fat document containing all requirements is an absolute no-no! All the requirements are placed in "problem tracking database", along with bug reports. (A bug is just a special case of a problem in our book.)
We always try to do our best to minimize the number of iterations necessary to "finalize" each requirement (or a group of related requirements). Ideally, a customer should have to review a requirement only once.
Whenever the first review turns out to be insufficient (happens all the time), and the requirement in question is complex enough to require a lot of text and/or illustrations, we make sure that the customer does not have to re-read everything from scratch. All the important changes/additions/deletions since the previous reviwed version are highlighted.
While a problem or requirement remains in an unfinished state, all the open issues (mostly questions to customer) are embedded into the document and highlighted. As a result, whenever the customer has time to review requirements, he does not have to call a meeting and solicit questions from the team; instead the customer can open any unfinished document first, see what exactly is expected from him, and then decide what's the best way and time (for him) to address any of the open issues. Sometimes the customer chooses to write a email or add a comment directly to the problem document.
We try our best to establish and maintain official domain vocabulary (even if it gets scattered across the documentation). Most importantly, we practically force the customer to stick to that vocabulary.
NB: This is one of the most difficult parts of the process, and customer tries to "rebel" from time to time. However, at the end of the day everybody agrees that it is the only way to make precious meetings with the customer as efficient as possible. If you ever attended one-hour meetings where 30 minutes were being spent just to get everybody on the same page (again), I'm sure you would appreciate having a vocabulary.
NB: Whenever possible, any changes in the official vocabulary get reflected in the very next release of the software.
Sometimes, a given problem can be solved in multiple ways, and the right choice is not obvious without consulting with the customer. It means that there will be a "menu of requirements" for the customer to pick from. We document such "menus", not just the finally chosen requirement.
This may seem controversial and look like an unnecessary overhead. However, this approach saves a lot of time whenever the customer (usually few weeks or months down the road) suddenly jumps in with a question like "why the heck did we do it this way and not that way?" Also, it is not such a big deal to hide "rejected branches" using proper organization/formatting of requirements documentation. Boring but doable. :-)
NB: When preparing "menus of requirements", it is very important not to overdo them. Too many choices or too many choice nesting levels - and the next review may require much more customer's time than really necessary. Needless to say that the time spent on elaborated branches may be totally wasted. Yes, it is difficult to find some balance here (it greatly depends on the always-in-a-hurry customer's ability to think two or more steps ahead and do it quickly). But, what can I say? If you really want to do your job well, I am sure that after some time you will find the right balance. :-)
Our customer is a very "visual" guy. Therefore, whenever we discuss any significant user interface elements, screen mockups (or even lightweight prototypes) often are extremely helpful. Real time savers sometimes!
NB: We do screen mockups exclusively for the customer, only in order to facilitate discussions. They may be used by developers too, but in no way do they substitute user interface specifications! More often than not, there are some very important UI details that get specified in writing (now - primarily for developers).
We are lucky enough to have a customer with a very technical background. So we do not hesitate to use UML diagrams as discussion aid. All kinds of UML diagrams - as long as they help customer to get into proper context quicker and stay there.
I am talking about requirements-level UML diagrams, of course. Not about implementation-level ones. I believe that even not very technical people can start digging requirements-level UML diagrams sooner or later; you just have to be patient and know what to put on a diagram.
Obviously, the cost of such process greatly depends on analytical and writing skills of the team, and of course on the tools that you have at your disposal. And I must admit that in our case this process appears to be quite expensive and slow. But, taking into account the very low rate of bugs and low rate of "vapor-features"... I think, in the long run, we get very good payback.
FWIW: According to Joel's nice classification of software products, this project is an "internal" one. So we can afford to be as agile as our customer can handle. :-)
"Developers and team members gather requirements discussed in face to face meetings and write some quick notes"
Start with that. If you aren't taking notes, just make one small change. Take Notes. Later, you might post them to a wiki or create a feature backlog or start using Scrum or bugzilla or something.
First, however, make small changes. Write stuff down sounds like something you're not doing, so just do that and see what improves and what you can do next. Be Agile. Work Incrementally.
You might want to be careful of the HiPPO in the room. The Highest Paid Person's Opinion is not always a good one. We've tended to focus more on providing great tools and support for developers. These things, done right, take some of the hassle out of development, so that it becomes faster and more fun. Developers are then more flexible in terms of their workload, and more amenable to late-breaking changes.
One-Click testing and deployment are a couple of good ones to start with; make sure every developer can run up their own software stack in a few seconds and try out ideas directly. Developers are then able to make revisions quickly or run down side paths they find interesting, and these paths are often the most successful. And by successful I mean measured success based on real metrics gathered right in the system and made readily available to all concerned. The owner is then able to set the metrics, which they probably care about, rather than the requirements, which they either don't care about or have no experience in defining.
Of course it depends on the owner and your particular situation, but we've found that metrics are easier to discuss than requirements, and that developers are pretty good at interpreting them too. A typical problem might be that customers seem to spend a long time filling their shopping carts but don't go on to checkout.
1) A marketing requirement might be to make the checkout button bigger and redder. 2) The CEO's requirement might be to take the customer straight to checkout, as the CEO only ever buys one item at a time anyway. 3) The UI designer's requirement might be to place a second checkout button at the top of the cart as well as the existing one at the bottom. 4) The developer's requirement might be some Web 2.0 AJAX widget that follows the mouse pointer around the screen. Who's right?
Who cares... the customer probably saw the ridiculous cost of delivery and ran away. But redefine the problem as a metric, instead of a requirement, and suddenly the developer becomes interested. The developer doesn't have to do 10 rounds with the CMO on what shade of red the button should be. He can play with his Web 2.0 thing all week, and then rush off the other 3 solutions on Monday morning. Each one gets deployed live for 48 hours and the cart-to-checkout rate gets measured and reported instantly. None of it makes any difference, but the developer got to do their job and the business shifts it's focus onto the crappy products they sell and the price they gauge on delivery.
Well, ok, so the example is contrived. There's a lot of work in there to make sure that the project is small, the team is experienced, hot deployment is simple, instant rollback is provided, and that everyone's on board. What we wanted to get to is a state where the developer's full potential is not wasted, so that's why they're involved not just from the start, but also in the success. Start out with an issue like the number of clicks during registration is too high, run it through a design committee, and we found that the number of clicks actually went up in the design specification. That was our experience anyway. But leave the developer some freedom to just reduce the number of clicks and you might actually end up with a patented solution, as we did. Not that the developer cares about patents, but it had merit - and no clicks!