nabi를 system tray로 집어넣기

IT Tech/LINUX 2012. 9. 11. 16:38

Nabi를 설치하면 별도의 Nabi 컨트롤 창이 뜹니다. 보기에도 그렇고 다른 프로그램을 사용할 때도 불편합니다.


그래서 이 Nabi를 시스템 트레이에 넣어볼까 합니다.


우분투 소프트웨어센터에서 "dconf-editor"를 찾아서 설치합니다.

("dconf-editor는 기본으로 설치된 프로그램이 아니기 때문에 따로 설치해주는거에요)


"dconf-editor"가 설치되면 실행하시고


desktop > unity > panel 에서 [systray-whitelist] 의 설정 값 뒤에 'nabi'를 추가하면 됩니다.

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how to use korean language on Ubuntu

IT Tech/LINUX 2012. 9. 5. 09:18

우분투에서 한글을 사용하기 위한 방법입니다.


// 언어팩(?)을 생성합니다.

# sudo locale-gen ko_KR.utf8


// 시스템 언어를 한국어로 변경합니다.

# sudo update-locale LANG="ko_KR.utf8"


// 시스템을 재부팅합니다.

# sudo shutdown -r now


// nabi 를 설치합니다.1

# sudo apt-get install nabi


// 입력 방법을 변경합니다.

# im-switch -c


// nabi 를 선택합니다. (im-switch 에서 어떤 입력기를 사용할지 물어봅니다. 5. nabi 라고 되어 있으면 5 를 입력하고 엔터를 누릅니다.)


// 로그아웃 하고 다시 로그인 합니다. (입력 방법 변경은 다음 로그인부터 적용되기 때문입니다.)


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Note pad++ "lang.xml" 오류 해결방법

IT Tech/Tools 2010. 6. 3. 11:45

"노트 패드++"는 자주 애용하는 텍스트 에디터 유틸이다. 무료에다 무려 한글화까지 해 놓은.. 알짜유틸이다. (플러그인도 상당히 괜찮다.)
내 컴퓨터에서만 일어나는 현상인지는 모르겠지만, 최근에 시작 할 때 "langs.xml"을 불러오는데 실패 했다는 메시지가 발생해서 실행시 약간의 불쾌함(?)[각주:1]이 있었는데 그 해결 방법을 찾았다.

  1. 일단 현재 실행되고 있는 Notepad++를 종료한다.
  2. Notepad++가 설치된 폴더에 가서 (폴더 변경 없이 기본 설치한 경우 : C:\Program Files\Notepad++) "langs.xml"이라는 파일을 찾는다.
  3. 이 파일의 이름을 "langs.xml.old"로 수정한 후 같은 폴더에 위치한 "langs.model.xml" 파일의 이름을 "langs.xml"로 수정한다.
  4. Notepad++를 실행한다. 

아무런 메시지로 표시하지 않고 문제 해결 완료!

  1. 약간의 불쾌함은 있지만 유틸을 사용하는데는 전혀 불편함이 없다. 단지 초기 실행시 시각적의 불쾌함일 뿐이다. [본문으로]

'IT Tech > Tools' 카테고리의 다른 글

UI Mockup Design Tool  (0) 2008.12.16

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UI Mockup Design Tool

IT Tech/Tools 2008. 12. 16. 11:40
Application UI, Web UI 등의 Mockup Design을 쉽게 해주는 Tool이다.
각종 다양한 Control Object를 제공하고 있고, 나름대로 깔끔한 Interface를 보여주기때문에
손으로 그리는 것보다, 또는 기타 드로잉 도구보다 공수도 적게 들것 같고
훨씬 좋은 품질의 무엇인가를 보여줄 것 같다.

만약 Web 기획을 한다거나, Application을 개발하기전 완성품의 윤곽을 잡고 싶다거나 한다면
이 툴이 효과적일 것으로 예상된다.

가격($79)은 그닥 싸진 않지만 그렇다고 비싸지도 않다.
 
좀더 자세한 정보를 위해서 다음 사이트를 방문하세요.
http://www.balsamiq.com/

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RSS란 무엇인가

IT Tech/Web2.0 2008. 12. 16. 10:40

1. 'RSS' 의 등장과 성장

RSS의 최초 개발은 브라우저로 유명한 Netscape사에서 당시 인터넷 최대 포털 사이트인 네스케이프사의 넷센터(NetCenter)에서 출발한 개념이다. 이것은 유명 신문사의 기사를 손쉽게 제공하기 위하여 고안되었습니다.

넷스케이의 개발역사를 잠시 살펴본다면 95년 MCF(Meta Content Framework)에서 출발한 RSS 형식은 RDF(Resource Description Framework)과 CDF(Channel Definition Format)의 발전과정을 거쳐, RSS(RDF Site Summary)로 등장하게 되지만, Netscape사가 RSS 0.9 버전을 마지막으로 더 이상의 개발을 포기하게 되었으며,이후 두 개의 개발그룹이 형성되어 개발이 진행되어 왔기 때문에 2개의 이름을 가지게 되었습니다.

현재는 RSS-DEV Working Group의 RSS (RDF Site Summary) 1.0과 UserLand의 RSS (Really Simple Syndication) 2.0이 업계 표준 채택을 위한 경합을 벌이고 있습니다.

두 개의 규격이 기능상 약간씩의 차이가 있지만 UserLand의 2.0이 좀 더 상세한 기능을 제공하고 있습니다.

 

RDF에 기반한 규격 : 0.9, 1.0, 1.1 (2005년 1월)

RDF에 기반하지 않는 규격 : 0.91, 0.92, 0.93, 0.94와 2.0

 

이 밖에 기타 포맷으로 2004년 12월 야후에서는 Media RSS 포맷을 발표하기도 하였고, 2004년 말을 기점으로 RSS 포맷을 확장하여 Podcasting에 응용하는 방식도 등장하였다.

RSS의 확산과 더불어 컨텐츠 신디케이션의 중요도에 대한 인식과 새로운 기능, 그리고 표준화의 필요성이 대두되었습니다. 컨텐츠 신디케이션 표준화를 위한 많은 논의와 노력들이 진행되었으나, 사실상 RSS 규격을 단일화 시키고 표준화 시키기 어렵다는 결론에 도달하게 되었고, 새로운 표준화를 위한 Atom이라는 이름의 프로젝트로 구체화되었습니다.

이렇듯 RSS는 계속하여 진화하고 있습니다. 약간의 방식차이는 있지만 “개방형”이라는 기본 철학을 바탕으로 발전하기 때문에 RSS는 인터넷의 자리로 자리잡아 가고 있습니다.

 

2. RSS의 백과사전적 정의?

RSS는 컨텐츠 배급과 수집에 관한 표준포맷입니다.

RSS의 사전적 의미는 Really Simple Syndication(매우 간단한 배급) 또는 Rich Site Summary(풍부한 사이트 요약)의 머리글자이며 , XML기반의 표준 통신 포맷입니다. Wikipedia는 RSS를 하나의 "전송규약(protocol)"으로 이해하고 있습니다.

사실 RSS는 http 또는 FTP와 같은 하나의 전송규약에 더 가깝습니다. 현재 우리가 사용하는 웹주소를 보면 "http://www.../xxx.htm"으로 구성됩니다. 이를 풀이하면 http라는 전송방식으로 html파일을 보낸다는 의미로 이해할 수 있습니다. 이때 http에 대응하는 것이 RSS이며 html에 대응하는 것이 xml입니다. 즉, RSS는 데이터를 보내는 방식이며 xml은 그 데이터의 구현방식으로 이해하면 됩니다.

이러한 구현방식을 통해 다양한 컨텐츠를 요약하고, 상호 공유하고 주고 받을 수 있도록 만든 표준입니다. RSS로 대표되는 컨텐츠 신디케이션 포맷을 통해 컨텐츠(또는 feed)를 전송 할 수 있으며, 컨텐츠 자체와 메타데이타로 구성되는 각각의 feed에는 헤드라인 내용만 있을 수도 있고, 스토리에 대한 링크만 있을 수도 있으며, 사이트의 전체 컨텐츠가 포함될 수도 있습니다.

지금까지 인터넷 이용자는 정보에 접근하기 서핑을 하다가 일반적으로 어느 사이트가 맘에 들 경우, 사이트 서핑을 통해 정보를 발견 이용을 하거나, 북마크에 저장을 합니다. 북마크에 저장을 하는 이유는 나중에 와서 정보나 컨텐츠를 다시 확인하기 위해서죠. 그래서 북마크를 하고 나중에 시간이 될때 그 사이트를 방문하는 것이구요.

 

이러한 방식은 직접 방문하지 않고서는 해당 사이트가 업데이트가 되었는지, 새글이 올라왔는지 알 수가 없었습니다. 하지만 RSS 를 이용하면 직접 방문하지 않고서도 RSS Reader (=Aggregator) 와 같은 프로그램을 이용하여 사이트 업데이트 유무를 쉽게 확인할 수가 있습니다.

 


 
 

RSS는 XML 기반의 새로운 표준입니다.

RSS를 이해를 돕기 위해서 그 기반인 XML 을 잠시 언급하겠습니다.

XML이란 extensible markup language의 머릿글자로 지금 웹사이트를 구성해온 HTML을 개선한 차세대 인터넷 언어로 정보를 공유할 수 있도록 만드는 공통언어입니다. HTML이 데이터베이스처럼 구조화된 데이터를 갖을 수 없는 반면, XML은 사용자가 정보화된 데이터를 조작하여 이용할 수 있습니다.

다시 말해서, HTML이 웹브라우저를 통해 정보를 보여주는 디스플레이 형태의 언어라면 XML은 보여주는 것과 데이터베이스를 분리할 수 있도록 함으로써 사용자가 데이터를 사용하고 싶은 형태로 이용,가공할 수 있도록 도와줍니다.

XML은 다른 애플리케이션에서도 이용하고 인식되어질 수 있도록 표준화된 태그로 구성되어 있으며 전자상거래, 온라인 뱅킹, 푸시기술, 검색엔진, 제어시스템, 에이전트 등과 같은 넓은 분야에 사용되고 있습니다.

항목

HTML

XML

사용자 정의 태그 사용

불가능, 제한적

가능

문서의 재사용

불가능

가능

응용분야

단순한 구조의 문서 및 소량의 홈페이지 작업

방대한 내용과 구조를 요하는 기술적인 문서

문서작성

간단하고 용이함, 논리구조 작성의 어려움

정확한 검색이 가능하고 문서구조에 대한 검색이 가능

문서검색

효과적 검색 어려움

정확한 검색이 가능하고 문서구조에 대한 검색이 가능

 

 

3. RSS서비스의 장점


RSS의 장점은 아래의 6가지 정도로 요약할 수 있겠습니다.
1) 선택적 구독 - 사용자가 원하는 topic과 정확히 일치하는 channel 선택
2) 빠른 구독 - 동시에 다양한 channel 소스 접근
3) History 관리 - 다양한 channel의 과거 기록들 보관이 가능하며
4) 자동화된 컨텐츠 연동이 용이 - syndication / aggregation
5) 컨텐츠 재사용성 - 구조화된 XML 데이타로 손쉬운 변환 및 처리가 가능
6) 커뮤니케이션 방식의 변화 - 1:1에서 1:N으로 동시 접속

 

 

4. RSS 주요 용도


현재 주요 용도로는 웹사이트에 새롭게 생성되는 정보들을 쉽게 배포/구독할 수 있도록 하는 일종의 규칙으로 이용되고 있습니다. 웹사이트에서 새로운 정보들을 RSS라는 규칙에 따라 제공하면 이용자는 RSS를 읽을 수 있는 브라우저나 리더를 통해 그 내용을 받아올 수 있습니다.


RSS를 사용해야 하는 이유는 정보 제공자 측에서 본다면 웹페이지에 RSS를 지원함으로써 사용자들이 손쉽게 자신의 웹페이지의 최신정보를 배포할 수 있게 되어 보다 많은 방문을 유도할수 있을것이며 정보구독자 입장에서 보면 일일히 최신 정보를 얻기 위하여 인터넷을 헤매지 않고도 아주 간단히 새정보를 얻을 수 있기 때문에 RSS문서를 제공하는 곳과 이를 사용하려는 사용자들이 폭발적으로 증가하고 있습니다.

 

 

5. RSS는 RSS리더를 이용하면 보실 수 있습니다.


“RSS란 무엇인가?” 에 대한 해답은 직접 체험해 보는 것이 가장 좋습니다.

 

RSS리더는 RSS문서를 읽는 프로그램입니다. Html 문서를 브라우저를 통하여 읽을 수 있듯이 RSS문서 역시 RSS 리더(reader)를 통하여 문서를 구독할 수 있습니다.
현재 국내에서는 여러가지 RSS리더 들의 소개되고 있으며 그 중 성능이 우수한 국산 프로그램은 2~3종 있습니다.

 

웹페이지에서 RSS문서를 읽을 수 있도록 웹기반 리더서비스를 제공하는 다음의 RSS넷과 별도의 프로그램으로 작동되는 어플리케이션 프로그램으로 대표적으로 가장 많이 사용되는 [연모] 프로그램이 있습니다.

 

다음커뮤니케이션의 다음 RSS넷 <http://rss.daum.net/>

네오워크의 RSS리더 [연모] <http://www.yeonmo.co.kr/>

 

웹기반리더는 별도의 설치 없이 작동하나 5개 이상의 RSS문서를 구독하는데 브라우저의 해석능력등의 한계로 인하여 사용이 많이 불편하기 때문에 현재 RSS리더 프로그램이 대체적으로 많이 사용되고 있으며 각 리더에서 브라우저를 이용할 수 있어 RSS이용자들은 리더 프로그램을 가장 많이 이용하고 있습니다.

출처 : 2005년 미래한국 RSS 포럼

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The Floating Writer's Survival Kit

IT Tech 2008. 6. 25. 09:48

Mobile and Agile: The Floating Writer's Survival Kit

By Alyssa Fox and Meredith Kramer


Contents

Click a link below to jump to a particular section; click any "CONTENTS" image following a section heading to jump back here.

Introduction    Back to Contents

Agile development is a popular methodology used by software companies. When making the transition to agile development, technical writers can face several challenges when floating among multiple project teams.

As a floating writer, gaining clout and presence on your product teams is essential to success on those projects. Making your teams aware of your interest and need for information helps them remember you when you are working on another project.

Release and iteration planning is always vital in agile development environments, but even more critical when dealing with multiple projects.

Agile development was developed for in-house products, and then adapted for use by software companies. Originally, the methodology did not include documentation, but many organizations have figured out how to use it effectively and adapt it to their needs. However, even when product teams use this process successfully, it assumes you have resources dedicated to each team.

Businesses today are cutting back and doing more with less. People have more to do and less time and budget with which to do it. In software companies, one way this can manifest itself is in resources moving among multiple projects. When we began using an agile development process, we searched far and wide for information about how to work using that process when working on multiple teams. What we found was that most of the writers out there working with agile development were dedicated to one product team. As floating writers, we have unique challenges in agile development.

At NetIQ, the members of our Information Development team move from product team to product team. We have leads on a few product teams that generally don't move around, but for the most part, our team members work on at least two projects simultaneously. While the flexibility of our team members can be beneficial, it can also be challenging to plan for and execute work on multiple teams. This paper describes how technical writers can smoothly transition to and continue to use scrum agile development when they float among several cross-functional project teams.

Making the Transition    Back to Contents

Making the transition to agile development takes time. Regardless of which development process you're currently using, it will likely take several iterations, and possibly even a release or two, for your project team to feel comfortable with the new processes and way of life.

New Terminology

Agile development uses specific terms. Some of these terms and their descriptions are below.

Agile development
A development process that promotes iterative development, testing, and documentation of each feature/function.
Scrum
An agile development approach that emphasizes close communication through daily stand-up meetings. Scrum is intended to increase speed and flexibility in the development process.
Scrum master
The team member who facilitates scrum meetings and works to remove blocks that prevent team members from proceeding with their work.
Iteration
A short period of time in which a full software development cycle occurs: planning, design, development, testing, and documentation. Iterations typically last from 1-4 weeks. The goal is to have a potentially shippable product at the end of each iteration.
Backlog
The repository for all requirements and wish list items for the project. It is useful if the backlog contains rough estimates for the items to help with prioritizing during regular planning and review times.
Capacity
The maximum amount of hours a team member can work on a project during one iteration.

Design Documents

While agile development de-emphasizes design documentation in favor of working software, by no means does that mean all documentation is done away with. Comprehensive specification documents are replaced with shorter, more fluid documents such as user story documents and paper prototypes. Agile development involves working closely with customers to ensure you are developing what they ask for, and allows for refinement and rework along the way. A user story document describes what the user story is to do, acceptance criteria for the user story, and any additional information useful to QE and Info Dev.

When writers move on to a project for an iteration or two, they can get bogged down in a lengthy and sometimes complex spec. It's much easier for them to pick up three or four user story documents to read that apply just to their assigned user stories.

Adapting Your Review Cycle

When we used the waterfall process, we used a review cycle that included three drafts of each book: a first draft, an approval draft, and a quality edit draft. The first draft and quality edit draft were internal to Information Development. All of these drafts happened toward the end of a software release cycle, and were not reviewed by anyone outside the Information Development team until the project was feature complete and all features were documented in one fell swoop. Unfortunately, the time when we sent out our approval draft for review by other functional areas such as QE and Development often coincided with their busiest times of the release cycle--testing the product and fixing bugs.

With agile development, we now write documentation for a feature in the iteration it is developed and tested. On more mature products, we no longer send out the entire book as a first draft for ID review. Each time a feature is documented, that documentation must be reviewed by the ID lead/manager and by QE for technical accuracy before the team can close the user story. We still send out approval drafts, but for most reviewers, at that point it is simply a chance for them to see the book in its entirety, since they have reviewed all the new and updated parts of the book previously.

The benefits to this approach include the following:

  • QE and Development no longer have to review an entire book (or more) during one of the busiest times of the release cycle.
  • Info Dev gets more thorough reviews since QE and Dev have more time during each iteration to review pieces of the documentation.
  • The documentation is more technically accurate, and therefore of a higher quality, due to the more thorough reviews.
  • The floating writer's capacity needed for an approval draft is reduced because most of the work has already been done in previous iterations. Therefore, if you have multiple books on multiple products, there is not as big of a hit all at once on your time.
  • Since you are likely moving writers around on an iteration-by-iteration basis, if you need to bring someone in to work just on the approval draft, they have a more complete document with which to work. It will then take less time for you to train them to pick up the work, and less time for them to get up to speed and get moving with the work.

Gaining Clout on the Product Team    Back to Contents

Agile development relies heavily on frequent and clear communication. It might seem like communication will not be an issue for us because we are professional communicators. However, often essential communication is thwarted by preconceived ideas of what a technical writer does or can contribute to the team.

Speak Up!

It is imperative you speak up in meetings and take the initiative to get involved in all aspects of the product development. Ask lots of questions. If you see something in a design meeting that doesn't make sense to you, or you think there's a better approach, say so. Don't be intimidated by the fact you're not a developer. It's our job to look at the product from a user's perspective. If a GUI is difficult to use, let the developer who's coding it know. If you find out planning meetings are happening without you present, talk with the ones holding the meetings and make sure you're invited in the future.

Scrum meetings are your chance to communicate with Development and QE on a scheduled, regular basis. It is important to give and get detailed, specific information during these meetings. If you don't receive the information you need, ask direct questions to solicit greater detail.

Sample Scrum Topics

For example, saying, "I'm working on the User Guide" in a scrum meeting is not detailed enough. A better description might be, "I'm creating a new chapter in the User Guide for Feature X. I've talked with Development and received all the information I need to complete the draft, but will go back to them tomorrow for them to take a look at what I've got to ensure it's technically accurate."

Another example of a vague scrum topic is saying, "I'm creating the help for Feature X." This statement does not provide enough information or let anyone else on the team know if you need help or additional information. A better description could be something like the following: "I am about done creating the help structure for the wizard Feature X uses. Developer Sally, I'll need to get with you to show you what I did in the mapping file so we can hook up the help to the wizard page code. I'm also adding these topics to the .chm file's table of contents."

Be Involved

Being involved in all areas of the product development is crucial to your success as a writer on an agile development team. This level of involvement ensures you are tuned in from the beginning and know the requirements, design, and thought behind the design of the software. Not only does this make you a more informed writer, it shows the other functional teams (Development, QE, etc.) you are serious about learning the product itself and gains you invaluable respect.

Ensure you're involved in the following ways:

  • Show an interest in the requirements, design, and thought behind the design of the product.
  • Attend any and all release and iteration planning meetings. If you aren't being invited, invite yourself.
  • Offer to help improve text in the GUI. At NetIQ, our Info Dev team is responsible for all text that shows in the product. Often it just takes some informational text or a better field name for the GUI to be much less confusing to a user.
  • Be a usability advocate. Look at things from the user's perspective. Something may be completely clear to the developer, but that doesn't guarantee it's the best way to present it to the user. For example, a developer might code a window that asks if you want to automatically notify a user when a report has completed, and your choices are "True/False" instead of "Yes/No."
  • Have the writer working on the feature interact with the developer and/or QE person working on the feature. Don't funnel all information through one person.

Take Ownership of Technical Accuracy

At NetIQ, the writers are responsible for the technical accuracy of the documentation they write. In order to take ownership of the technical accuracy of your documentation, there are a few key things to keep in mind. First, don't write just what the developers tell you to write or assume something works a certain way. Ask questions and gain your own understanding of how the product works.

At NetIQ, the Information Development team creates and maintains its own set of virtual machines on which we install and test the builds of our products. Owning our own installations of our products allows floating writers to quickly and easily access the product without waiting on QE to install the product for us. This quick access reduces the amount of time it takes someone to jump in and start learning the product.

You must understand the product to know if there's a technical or usability problem in the product. If you demonstrate a solid understanding of the product, the team trusts you more when you make a suggestion for change.

Serve on a Core Team

A core team consists of a lead from each functional area (Product Management, Development, QE, Info Dev, and Technical Support). The core team drives the project and serves as a system of checks and balances to ensure there is equal representation from each area. The core team makes the decisions for the project together.

Planning the Release    Back to Contents

When planning a release, think about your entire review cycle. The First Draft and Approval Drafts will coincide with active Development iterations, whereas the Quality Edit should occur during a hardening iteration so it doesn't affect Development and QE schedules.

Do resource planning on an iteration by iteration basis. Have a manager or lead look at resources across projects in order to provide the optimum load balancing.

Creating User Stories    Back to Contents

User stories define a software system requirement, or what you are building. When creating a user story, include enough information for all functional team members to perform their tasks.

Creating Good User Stories

When creating user stories, use the INVEST method to ensure the stories are ready for all stakeholders to begin working with them:

  • Independent: Can be worked on without pulling in other stories, can be scheduled in any order
  • Negotiable: Allows flexibility with engineering team, implies it is understandable (easy to pick up)
  • Valuable: Frames stories from customer perspective
  • Estimatable: Allows lead/manager to pull floating writers on to project based on their capacity and estimate of time needed for story
  • Sized appropriately: Lets floating writers focus on smaller pieces and move on and off project more smoothly
  • Testable: Lets floating writers see upfront what the feature is supposed to do and can write more thorough documentation

User Story Tasks

Tasks are broken-down items of work required to fulfill a user story. All tasks must be completed before you can close a user story. To ensure tasks are clearly defined, follow the SMART method:

  • Specific: Helps in understanding and prevents overlap
  • Measurable: To know when it can be marked as complete
  • Achievable: Is it feasible and realistic?
  • Relevant: Aimed at fulfilling the story
  • Time boxed: Estimated work remaining. Will it be done within the iteration?

Planning Iterations    Back to Contents

When planning an iteration, determine the length of the iteration and the workload capacity of each team member.

Determining Capacity

When determining a team member's capacity, keep the following items in mind:

  • Consider previous iteration estimates, if available.
  • Include vacation and non-iteration responsibilities, such as meetings, customer support, and so on.
  • Do not include the first or last day of the iteration.
  • Ensure Development finishes early so Quality Engineering and Information Development have time to complete their user story tasks before the iteration ends.

When you serve on multiple teams, you could spend 4-5 hours per week in scrum meetings for each project on which you're working. Work with your lead or manager to spread out the workload in such a way that you can delegate scrum meeting attendance to others. Another option is to attend only the scrum meetings that pertain to your highest priority project at the moment. You can also ask the scrum master to send scrum status reports through email to help those who are unable to attend each scrum meeting for each project. While it's preferred you attend each scrum meeting for each project on which you work, sometimes it just isn't possible. Gaining clout and a presence on your team is that much more important in situations like this so people don't forget you when you're not there.

Sizing Documentation Work

You can create more accurate estimates by applying a standard number of hours per page of documentation written based on the level of source material. For example, if a task requires one new page of documentation with little source material, the task will take 6 hours. If you need to rework a page of documentation with some source information, it will take 4 hours.

Using a formula to estimate documentation work can make iteration planning much easier. You can plug in your tasks based on the information in the user story to quickly estimate the amount of documentation work required to complete your tasks. You then compare the number of hours required to complete all documentation tasks in the iteration to the total hours of documentation team member capacity.

References    Back to Contents

  1. http://www.agilemanifesto.orgExternal link
  2. http://xplanner.orgExternal link
  3. "Managing Information in an Agile Environment," Robert Armstrong, Natalie Dyen, Ellen Pillsbury. Presentation at 53rd Annual STC Conference, May 2006.
  4. "Agile and Doc," Toni Taliaferro. Presentation at 53rd Annual STC Conference, May 2006.
  5. "Surviving as a Technical Writer in an Agile/XP Environment," Andy Sutton, Matt McDonough. Presentation at 53rd Annual STC Conference, May 2006.
  6. Subramaniam, Dr. Venkat. Agile Developer Training Manual. September 2006.


Alyssa Fox is an Information Development Manager at NetIQ Corporation. She works across product teams to coordinate resources, processes, and schedules for agile planning and implementation. She received a B.A. in History from Texas A&M University and has been involved in technical communication for over 10 years. Alyssa enjoys projects that address the entire user experience from beginning to end, and has an avid interest in usability. She is also interested in developing junior team members and building cohesive, cross-functional teams that work together to deliver a product that is relevant to the user. Alyssa is a senior member of STC and has served the Houston chapter as Executive Vice President, Vice President of Competitions, Vice President of Hospitality, Banquet Manager, Banquet Arrangements Manager, and competition judge. Alyssa has spoken at STC Houston chapter meetings and has won awards in the local STC competition.

Alyssa Fox, Information Development Manager
NetIQ Corporation
1233 West Loop South Suite 1800
Houston, TX 77027 USA
713-418-5334

Meredith Kramer is a Lead Information Developer at NetIQ Corporation. She started her technical writing career after graduating from Texas A&M University in 1998 with a B.S. in Journalism. Meredith enjoys contributing to projects that provide information to users in a clear and concise way to help make their jobs easier. She has served on teams this year that have moved from the waterfall methodology to agile methodology and spearheaded efforts to promote Information Development in that transition. Meredith is a senior member of STC and has served the Houston chapter as Vice President of Hospitality, Technical Publications competition judging manager for the past two years, and competition judge.

Meredith Kramer, Lead Information Developer
NetIQ Corporation
1233 West Loop South Suite 1800
Houston, TX 77027 USA
713-418-5400

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파라미터 vs 파라메터

IT Tech/Terms 2008. 3. 25. 11:12
매개변수 [, parameter]


흔히들 말하는 함수의 Parameter 가 있다. 매개변수라고 불리우며 표기시에 파라미터 혹은 파라메터라고
쓰인다. 과연 어떤 표기법이 맞는것인가?

보다 정확하게 표기하려면 다음과 같이 표기해 주어야 맞을 것 같다.

파라미터(파라메터, Parameter)

[[ Note ]]
파라미터가 보다 정확한 표현인 듯하다. API Reference 등에서 사용할때에는
Parameter 또는 Argument로 표현해 줄 수도 있다.

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