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The primary methodology used by Antico is iterative and incremental to confront risks early. It also employs Extreme Programming (XP).

When appropriate, other software models (waterfall and the spiral) may be used depending on the clients' needs.

There are three phases in the Antico methodology:

  • Scope and Requirements Definition Phase

    The goal of this phase is to gather, define and document the scope and high-level requirements of the project. The project plan, architecture blueprint, collaboration methods and tools are also developed.

  • Development Phase

    Detailed requirements and design are developed in this phase. Test case design, coding, code review and unit testing of the software is accomplished using the Extreme Programming methodology. While the development can use a variety of technologies the preferred environment is Open Systems based around the Struts design pattern and software such as: Linux OS, Java development, Tomcat application server, Apache web server, PostgreSQL data base management and Magnolia content management.

  • Testing and Delivery

    The aim of this phase is to demonstrate that the software is working according to specifications and is robust and stable. Several levels of testing, such as integration, stress test and acceptance test, are done to validate design and performance. After successful testing, the software is packaged and deployed.
Extreme Programming (XP)
XP is an extremely disciplined lightweight methodology that centers on constant code review; frequent testing; customer involvement and rapid feedback; incessant refactoring and refining the architecture; continuous integration to discover problems early in the development process; ongoing design and redesign; and constant planning. As applicable, Antico developers adhere to XP's values, principles and practices listed below:

Four key values of XP:

  1. Communication
  2. Simplicity
  3. Feedback
  4. Courage

Five Principles of XP:

  1. Provide rapid feedback
  2. Assume simplicity
  3. Make incremental changes
  4. Embrace change
  5. Do quality work

Ten Practices of XP:

  1. Planning game
  2. Small releases
  3. Sample design
  4. Testing
  5. Continuous integration
  6. Refactoring
  7. Collective ownership
  8. On-site customer
  9. Metaphor
  10. Coding standard

Definitive and exhaustive resources on XP and on the concepts listed above can be found at http://www.extremeprogramming.org/index.html.

 

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