Welcome to Bradgile.com! This is a beta version of the site as it decides what it wants to be when it grows up. For now, it is an informational resource composed by Brad Nelson around "Agile" with a capital "A." The information here is a culmination of Brad's experience and studies in Agile Software Development (XP, Scrum, Nexus, SAFe, LeSS, Kanban, Lean, Modern Agile, and DevOps), Product Management, and User Experience. New content will be added, in no particular cadence, and current content is apt to change (as it already has). Also feel free to checkout my articles on LinkedIn for more free information. Thank you for stopping by and please reach out to me via the provided contact and social media links with any questions.
In 1941, Konrad Zuse, a civil engineer, created the first functional and programmable computer. For decades, engineers would continue to evolve computer science through iterative and incremental innovation. However, by the turn of the century most companies had adopted technology, and with this new demand came a more rigid and stagnant approach to software development — one steeped in process and bureaucracy. In response, industry leaders gathered in 2001 and published the Agile Manifesto for Software Development. This declaration, grounded in four values and twelve principles, challenged the prevailing mindset and became a symbolic rallying point for a more human-centric, adaptive way of working.
A manifesto is a public declaration of beliefs, and the Agile Manifesto is exactly that. It is not a process but a mindset: a way of thinking and acting that centers on people and culture. Rooted in Lean Principles, its focus is to deliver value as defined by the customer and to continuously improve the ability to deliver that value by eliminating waste and relentlessly learning. By working iteratively and incrementally, empowered cross-functional teams can optimize the flow of value, validating solutions as they go while reducing work that adds no real benefit. In the end, Agile is less about rigid practices and more about cultivating adaptability, collaboration, and learning as the foundation of lasting success.
Agile and Lean are founded on empirical process control, or empiricism. Empiricism is the theory that the only knowledge humans can possess is based on experience, with an emphasis on evidence. It is a fundamental part of the scientific method, the core building block of all natural sciences. The scientific method is a process of validating all hypotheses by observation, and is represented as the Plan-Do-Study-Act (PDSA) cycle (often referred to as Plan-Do-Check-Act (PDCA) in Lean). This means that, although a person may come with professional experience and knowledge, empiricists understand that every company, product, and situation is unique, and therefore will not be satisfied until results can be verified. Through empiricism, agilists know that the most effective way to validate, learn, and innovate is through experimentation with proper attention to the process.
Empiricism requires an emphasis on and diligence around transparency. In order to effectively inspect and adapt processes, tools, products, etc. there needs to be clear and easy access to all available knowledge in relation to the subject of inspection. This is essential, and necessitates disciplined organizational skills, effective communication, emotional maturity and psychological safety. Likewise, transparency, inspection and adaptation are key to identifying and eliminating processes that the customer does not want to pay for &emdash; better known as “waste.”
The easiest way to remember and implement the Agile mindset is by following the “Three Ways.” The Three Ways are the values and philosophies that frame the processes, procedures, and practices of DevOps, as defined by Gene Kim, Kevin Behr, and George Spafford in The Phoenix Project. They are as follows:
Waste: a process that a customer does not want to pay for.
In Lean, the wastes (often called muda) are activities that consume resources but don’t add value for the customer. While the practice of eliminating waste dates back to the Ford assembly line, it was Taiichi Ohno, father of the Toyota Production System (TPS), who first identified seven distinct forms of waste. An eighth was later added by Lean practitioners. These eight wastes are often organized under the acronym DOWNTIME as a mnemonic device and have been translated into software development as follows:*
As Lord Kelvin famously quoted, “If you can not measure it, you can not improve it,” metrics are the measurement of data related to the work. Examples of this might be how many items were completed in a given time period, how long it took an item to make its way from “aha” to “ka-ching,” and how many defects were reported. Perception often doesn’t match reality and metrics help us create transparency to areas of improvement or progress towards an improvement or deliverable. Oftentimes a snapshot of data is not the most useful, but tracking data lineage allows the ability to see trends and patterns. It also allows us to know when we've achieved our goals. As empiricism is the belief that knowledge is attained through observation, metrics are a source of observation in which we can attain knowledge. The most important thing to remember when collecting data is our inherent biases and the specific purpose for which metric is used.
One of the top tools for creating transparency, communication, and organization is the ability to visually represent the work, ideas, and concepts. "A picture is worth a thousand words" and when dealing with the complexity of software development finding ways to visualize information can be crucial to a shared understanding (and sanity). This is commonly implemented through mapping (value stream, impact, story, etc.), visual boards, and radiators. Mapping tends to be a tool for ideation and refinement, whereas visual boards are typically used to display workflows, the work itself, and any related information. Radiators are used to radiate information, especially those attained by metrics, and may be comprised of tables, charts, and graphs.
Do you want the brand new iPhone or a brick phone from the 80s? Think of all of the advancements that went into being able to produce the hardware to run your software, from man's beginning of sharpening sticks, to shaping rocks, to smelting metal ore, so on and so forth. As new ways of doing things unlocked more advanced technology for humankind, so has modern development practices for software. Software craftsmanship emphasizes coding as a craft and therefore expects developers to not only create working software, but also well-crafted software. Developers are expected to hone their craft by challenging the way things have always been done and experimenting with new techniques.
The best insights emerge when leaders step away from dashboards and go directly to the source. This is a guiding principle that Toyota calls Gemba, or “the real place.” In software, this means walking the board with your team, observing work in action, or talking directly with users and stakeholders. A true Gemba walk isn’t about handing down criticism, it’s about asking questions, showing respect, and uncovering hidden inefficiencies that only become visible when you’re present. Whether it’s managers observing a daily huddle, product leaders shadowing user workflows, or teams visiting a customer’s real environment, these moments of presence build deeper understanding and unlock the improvements that matter most.