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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.
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.
Ivar Jacobson is one of the most important figures in the software development industry. Together with his colleagues Grady Booch and James Rumbaugh, he has been pivotal to the creation of the Unified Modeling Language and Rational's Unified Software Development Process. In this book, Stefan Bylund has collected and revised Ivar Jacobson's articles from Object Magazine, JOOP, ROAD, and Component Strategies. It not only presents his most influential work, but also tracks the development of the Unified Software Development Process. An excellent reference for software professionals interested in analysis and design, the volume offers real-world experience in developing quality software through disciplined engineering.
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