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The first course in software engineering is the most critical.
Education must start from an understanding of the heart of software
development, from familiar ground that is common to all software
development endeavors. This book is an in-depth introduction to
software engineering that uses a systematic, universal kernel to
teach the essential elements of all software engineering methods.
This kernel, Essence, is a vocabulary for defining methods and
practices. Essence was envisioned and originally created by Ivar
Jacobson and his colleagues, developed by Software Engineering
Method and Theory (SEMAT) and approved by The Object Management
Group (OMG) as a standard in 2014. Essence is a
practice-independent framework for thinking and reasoning about the
practices we have and the practices we need. Essence establishes a
shared and standard understanding of what is at the heart of
software development. Essence is agnostic to any particular method,
lifecycle independent, programming language independent, concise,
scalable, extensible, and formally specified. Essence frees the
practices from their method prisons. The first part of the book
describes Essence, the essential elements to work with, the
essential things to do and the essential competencies you need when
developing software. The other three parts describe more and more
advanced use cases of Essence. Using real but manageable examples,
it covers the fundamentals of Essence and the innovative use of
serious games to support software engineering. It also explains how
current practices such as user stories, use cases, Scrum, and
micro-services can be described using Essence, and illustrates how
their activities can be represented using the Essence notions of
cards and checklists. The fourth part of the book offers a vision
how Essence can be scaled to support large, complex systems
engineering. Essence is supported by an ecosystem developed and
maintained by a community of experienced people worldwide. From
this ecosystem, professors and students can select what they need
and create their own way of working, thus learning how to create
ONE way of working that matches the particular situation and needs.
Systems are everywhere and affect us daily in our private and
professional lives. We all use the word "system" to describe
something that is essential but often abstract, complex and even
mysterious. However, learning to utilize system concepts as first
class objects as well as methodologies for systems thinking and
systems engineering provides a basis for removing the mystery and
moving towards mastery even for complex systems. This journey
through the Systems Landscape has been developed to promote
learning to "think" and "act" in terms of systems. A unique aspect
is the introduction of concrete system semantics provided as a
"system survival kit" and based upon a limited number of concepts
and principles as well as a mental model called the system-coupling
diagram. This discipline independent presentation assists
individuals and is essential for building a learning organization
that can utilize a systems approach to achieving its enterprise
goals. The eight chapters are presented as stops along a journey
that successively build system knowledge. Each chapter terminates
with a Knowledge Verification section that provides questions and
exercises for individuals and groups. Case studies reflecting the
utilization of the system related concepts, principles and
methodologies are provided as chapter interludes.
The first course in software engineering is the most critical.
Education must start from an understanding of the heart of software
development, from familiar ground that is common to all software
development endeavors. This book is an in-depth introduction to
software engineering that uses a systematic, universal kernel to
teach the essential elements of all software engineering methods.
This kernel, Essence, is a vocabulary for defining methods and
practices. Essence was envisioned and originally created by Ivar
Jacobson and his colleagues, developed by Software Engineering
Method and Theory (SEMAT) and approved by The Object Management
Group (OMG) as a standard in 2014. Essence is a
practice-independent framework for thinking and reasoning about the
practices we have and the practices we need. Essence establishes a
shared and standard understanding of what is at the heart of
software development. Essence is agnostic to any particular method,
lifecycle independent, programming language independent, concise,
scalable, extensible, and formally specified. Essence frees the
practices from their method prisons. The first part of the book
describes Essence, the essential elements to work with, the
essential things to do and the essential competencies you need when
developing software. The other three parts describe more and more
advanced use cases of Essence. Using real but manageable examples,
it covers the fundamentals of Essence and the innovative use of
serious games to support software engineering. It also explains how
current practices such as user stories, use cases, Scrum, and
micro-services can be described using Essence, and illustrates how
their activities can be represented using the Essence notions of
cards and checklists. The fourth part of the book offers a vision
how Essence can be scaled to support large, complex systems
engineering. Essence is supported by an ecosystem developed and
maintained by a community of experienced people worldwide. From
this ecosystem, professors and students can select what they need
and create their own way of working, thus learning how to create
ONE way of working that matches the particular situation and needs.
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