How to be a agile programmer? [closed] - agile

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I am a trainee in development sector. My Boss says that i should be an agile programmer.
I went through through the net and found some interesting things about agile programming. Being a newbee how should I start with agile?
What should be my first step in Agile programming?
At present I am in pair programming. But it's not exactly pair programming as I am just watching what my co-developer is doing.
I also wish to be an agile developer.
Can you suggest a way for me stepwise?
I wish to develop myself and also my programming skills.

The keyword is Courage.
Courage to estimate and discuss your work
Courage to start work on small stories with insufficient detail
Courage to talk to customers to elaborate said stories
Courage to constructively critique team members code
Courage to review your mistakes (in public) and learn from them
Courage to release "unfinished but good and shippable" code when it already delivers value.
Courage to stick to the agreed team processes when management has a bright idea
Courage to amend agreed processes in team when a better way is found
Courage to deliver high quality code using test driven development and continuous integration.
...
Note: The unfinished part does not mean "low quality", it means satisfying the customer, cleanly implemented, tested, ship-ready. However falling short of the developers idea of perfection, i.e. spring configuration is a bit clunky, some refactoring can be made, some auto configuration, some speed improvement, some corner cases... I found that some developers take the "user story hostage" and keep it unshippable till it is perfect. If it is good, you should let go, better is for the next sprint.

In my organization, all you have to do is declare yourself to be an Agile Programmer. Magically, the need for planning and documentation disappears.

What should be my first step in Agile programming?
Read the 12 principles of the Agile Manifesto over here. Understand and try to make sense out of each one and implement them as simply as they are stated.
Although agile principles can be adopted individually, it should be adopted on an organisation level or at least project level IMO. Urge your Team and your project to use SDLC methodologies which are more agile like Scrum for e.g. If you adopt Scrum properly you will automatically be agile.
As for Agile programming - Pair program, configure a Continuous Integration and Build system, use Test Driven Development, pay continuous attention to code quality and design best practices by doing Code Reviews, design discussions and have high unit testing code coverage.

Ask what needs to be done.
Sort that list in order of priority.
Code, test, and deliver the most important thing on the list; resist being interrupted while you're doing that: if someone tries to interrupt, explain that you're busy doing the most important thing, and that because you're concentrating on only doing that one thing it won't take long and they they'll be able ask you to do something else soon (this phase is called the "sprint").
Once you've delivered, ask for the next most important thing to be done, and then do that, etc.

As per my understanding Agile development process can be put forward ( as already told by ChrisW & Peter :-) ), something like :
There should be agility/movement/progress in the work being delivered in the specified time.
You need to be :
1) Choose yourself/ get allocated by your boss, a task with an accepted period of time
line.
2) Ready with a correct estimation of time for the bit of work to be handled and get
an agreement on that
3) Every day have a discussion in the sprint/meeting(just for : 10-15 min.) with your
boss/team and explain your goals/plans for that day.
4) It will be a best practice to not to get deviated from your bit of task until it is
finished successfully otherwise it can disturb your time lines.
5) At the end-of-the-day, send a status across, of the state of work.
6) Once your task has completed, inform and get your next task pro-actively from your boss.
6) More important is, you try to accustom to the time-line based delivery without fail.

Doing this all by yourself is going to be very difficult. If you take the principles on the agilemanifesto site you'll see that at least 6 of the items deal with groups of people and teams. You're going to need some buy-in from your co-workers and boss.
I'd start with your pair partner. Ask for a turn occasionally. You could try something like so, "lets see if I undersdand this, can I try to add the next feature point."
That being said, there's a good Ghandi quote, "Be the change you want to see in the world." There are a lot of actions you can take by yourself to raise the level of your game. Writing tests, getting a continuous build working, set achievable goals that have some basis in past experience, refactoring.
There are also tons of books that will be very helpful to someone getting started. There's probably someone at your site who would like to mentor you. If you show you're interested in continuing to learn someone would likely be able to help you. Talk to your boss too. If he wants something from you he should be able to at least point you in the direction of someone who could help.

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When working in agile, how should my work habits change? [closed]

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I am working in a dev team where we religiously follow agile.
However, I have not had to change how I work (unit testing etc doesn't count as I do that anyway). I mean, do I need to change how or how often I communicate? This soft skill side of things with agile is what I am interested in.
Thanks
If your team is utilizing agile well, then you probably should see some changes in how you work. It's possible that you already developed with a fairly "agile-compatible" mindset, even if your previous work experience was in a more waterfall-style methodology.
Some specific things that I think agile developers ought to be doing (and in a well-run agile team, will naturally find they need to do)
Focus on incremental, complete changes rather than massive architectures - This is a core tenant of agile from the macro planning side, but it's also important to practice even for an individual developer. With a 2 or 3 week iteration, you'll find you simply don't have the time to spend 1 1/2 weeks developing something, and half a week integrating it all together.
Check in early, check in often, and check in working code - Don't do this, and you'll soon find you're that guy famous for breaking the build with a day left before the iteration ends.
Know what's blocking you, and what is likely to block you in the upcoming week or two, and tell people about it - No one in an agile team likes hearing at the last second that a developer working on a critical piece is held up waiting for something to complete his work.
Think about the end of an iteration throughout the iteration - Every line of code you write should be done with the consideration of whether this is realistic to complete before the iteration is over.
Always Be Crunching (hey, I couldn't have a pithy list of advice without a cute, Glengarry Glen Ross ripped off acronym!) You'll learn by your second or third iteration that slacking off for a week followed by some all nighters is going to bite you in the ass.
If you're already following all these - great! They're certainly general best practices rather than being specific to Agile. I think most developers do have a bad habit or two that this list addresses, though (I know I do on occasion.)
In addition to Ryan's great points here are a couple more.
Discuss your ideas with other members of your team. Your fellow developers will quickly point out potential flaws in your thinking and suggest alternatives (be ready to listen and not get offended). I found this works best during planning/story tasking. In a 2-3 week sprint it is painfully obvious when you go down the wrong path. It might even stop you from successfully finishing all you tasks/stories. If others know your plan of attack up front it makes it easier for them to step in and help you out finishing your work if you need it.
Do not hesitate to suggest new ways of doing things. One of the great things about agile is that team processes are not set in stone but evolve from a series of retrospectives. If you have developers who never speak up, the process never changes and things do not get better.
Put your user's hat on. Every application has an end user. Sometimes (especially when you do not have a close contact with your users) you have to step back and question decisions (even if made by a product owner). If you can make a good case, not only your users but the entire team will benefit from it since the product will be better received. Developers do not do this often enough. We want to make things better, faster and leaner in the expense of other, sometimes more important things like delivering on time or adding more features.
I hope this helps.
The specifics of agile will be different for every person you ask. Yes, you probably want to communicate regularly, but you don't want to take it to extremes that keep you (or your coworkers) from being productive.
But like I said, it will be different for everybody. The only people who know how best to match your team are the people on your team. Just tell them you aren't used to agile and you were wondering how you've been handling it. They're really the only ones who will be able to say for sure.
Short answer but was very useful to all developers that asked me that question:
There is a book called Practices of an agile developer,http://www.pragprog.com/titles/pad/practices-of-an-agile-developer.
This book will specifically answer to your question. I like it very much because it's not just about the process, but behaviors and psychology.
Attitude-related things:
1) Good pair programming means making an effort to explain things really well and listening carefully. That's a skill in itself. You have to learn how other people tackle things and be patient when other people tackle things differently from you.
2) Being prepared to be flexible and change your mind. The smaller the ego, the easier and less painful it is to handle this.
3) To do agile well, you need to be communicating continuously with everybody in the wider team (i.e. not just devs - sysadmins, managers, customers, network admins, hardware people...) Part of this is feeling comfortable, safe and confident - i.e. there needs to be real trust in the team, not just phoney trust - real trust
4) Be prepared to work outside your specialism and comfort zone. I often have to pair with graphic designers, system admins and DBAs. Saying "that's not my job" isn't part of agile. We're part of a multidisciplinary team and getting the product released in a useful state is the whole team's problem - not just looking after my pet specialism.
5) Try to keep things simple and minimal - no "we'll make it totally generic" or "we'll need it later". Think "you aren't gonna need it." We're shooting for small, simple, concrete steps informed by feedback.
6) Tackle the difficult things and the things that aren't clear first - so that the you get feedback on the problems as early as possible so you if you have to revise estimates or cancel the work the customer gets informed as soon as possible.
7) Try to keep the team dynamics co-operative rather than competitive. Pitting people against each other pulls the team apart - and it gets you well-polished fragments and a broken product rather than a cohesive whole made by people that give-and-take as they find necessary to be successful.

Where are programming tasks in scrum detailed at? [closed]

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When you have sprint task in Scrum, where do you put how you want to program something? For example, say I am making a tetris game and I want to build the part of the game that tracks the current score and a high score table. I have my feature, my user story and my task, but now I want to talk about how to design it.
Is that design something that is recorded on the sprint somewhere as to how to do that or is that just somethign the programmer figures out. Do you put do task x use database such and such, create these columns, etc.? If not, do you record that at all? Is that what trac is for? I don't mean too high level design.
I touched on it here: Where in the scrum process is programming architecture discussed?
but my current question is later in the project after the infrastructure. I'm speaking more about the middle now. The actual typing in the code. Some said they decide along the way, some team-leads. Is this is even documented anywhere except in the code itself with docs and comments?
edit: does your boss just say, okay, you do this part, I don't care how?
Thank you.
There can be architectural requirements in addition to user-specified requirements that can muddy this a bit. Thus, one could have a, "You will use MVP on this," that does limit the design a bit.
In my current project, aside from requirements from outside the team, the programmer just figures it out is our standard operating procedure. This can mean crazy things can be done and re-worked later on as not everyone will code something so that the rest of the team can easily use it and change it.
Code, comments and docs cover 99% of where coding details would be found. What's left, if one assumes that wikis are part of docs?
Scrum says absolutely nothing about programming tasks. Up to you to work that out...
Scrum doesn't necessarily have anything explicitly to do with programming - you can use it to organise magazine publication, church administration, museum exhibitions... it's a management technique not explicitly a way of managing software development.
If you do extreme programming inside scrum, you just break your user stories for the iteration down into task cards, pair up and do them.
When I submit tasks to my programming team, the description usually takes the shape of a demo, a description on how the feature is shown in order to be reviewed.
How the task will be implemented is decided when we evaluate the task. The team members split the task in smaller items. If a design is necessary, the team will have to discuss it before being able to split it. If the design is too complex to be done inside this meeting, we will simply create a design task, agile/scrum doesn't force how this should be done (in a wiki, in a doc, in your mind, on a napkin, your choice) aside for saying as little documentation as possible. In most case the design is decided on a spot, after a bit of debate, and the resulting smaller tasks are the description of how things will be done.
Also, sometimes the person doing it will make discoveries along the way that change the design and so, the way to work on it. We may then thrash some cards, make new ones. The key is to be flexible.
You do what you need to do. Avoid designing everything up front, but if there are things you already know will not change, then just capture them. However, corollary to YAGNI is that you don't try to capture too much too soon as the understanding of what is needed will likely change before someone gets to do it.
I think your question sounds more like you should be asking who, not when or where. The reason Agile projects succeed is that they understand that people are part of the process. Agile projects that fail seem to tend to favor doing things according to someone's idea of "the book" and not understanding the people and project they have. If you have one senior team lead and a bunch of junior developers, then maybe the senior should spend more of their time on such details (emphasis on maybe). If you have a bunch of seniors, then leaving these to the individual may be a better idea. I assume you don't have any cross-team considerations. If you do, then hashing out some of the details like DB schema might need to come early if multiple teams depend on it.
If you (as team member) feels the need to talk about design, to so some design brainstorming with other team members, then just do it. About the how, many teams will just use a whiteboard and brain juice for this and keep things lightweight which is a good practice IMHO.
Personally, I don't see much value in writing down every decision and detail in a formalized document, at least not in early project phases. Written documents are very hard to maintain and get deprecated pretty fast. So I tend to prefer face to face communication. Actually, written documents should only be created if they're really going to be used, and in a very short term. This can sound obvious but I've seen several projects very proud of their (obsolete) documentation but without any line of code. That's just ridiculous. In other words, write extensive documentation as late as possible, and only if someone value it (e.g. the product owner).

Agile QA/Dev team building exercise [closed]

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Does anyone have a good team building exercise to help bring together disparate teams like the QA/Development teams?
I am the companies "agile coach" (as much as I hate that term), I am the one that is tasked with making our company more agile and bring on more agile tasks/techniques.
That being said, I am trying to mend gaps between the two teams and am trying to come up with good team building exercises as the QA/Dev teams should be treated as one team and needs to communicate more.
Any ideas would be greatly appreciated of things that have worked for you
In my experience, the key to improving interoperability between teams is to break down the 'us and them' mentality. It's amazing how even in an organisation where everyone gets on, there's this natural tendency to stereotype other teams, assume they're just 'difficult', and retreat into the team's own walled garden.
To apply this to teambuilding exercises, the main thing is to split the participants into small groups (4-6 people), and crucially, ensure the groups are well-mixed. Make sure people are split up from those they normally work best with. The aim is to increase the interaction between people who don't normally communicate as much, and give them an environment where they can build experience working together.
Jim Holmes' opinion is a common one among pragmatic engineers, and I have had the same point of view in the past. Most of these things are doomed to fail because of poor management not addressing the core issues, or because the participants are completely sceptical and want the exercise to fail (because they've been so useless in the past).
It wasn't until I attended a genuinely useful week-long(!) team-building project that I understood the potential for these types of exercises. The top things that made that course stand out were:
Get buy-in from the participants. If you want people to take your exercise seriously and make a real effort, then you have to address the scepticism up front. Tell them what you expect to achieve, why you want it (how it will improve their lives) and ask for their buy-in up-front. And take responsibility - tell them you genuinely believe this is useful, and be prepared to receive hostility and negative feedback if it falls short.
Make the difficulty level sufficient. If your audience are all PhDs or experienced software architects, then don't treat them like children. Make the exercises interesting, complex, and difficult. For example, we were thrown straight in the deep end, teamed with people we'd never met, given a crisis scenario to manage, handed a huge stack of background info, and told we had 10 minutes to prepare. It was a nightmare (and we didn't do very well)! If you make the problems simpler, then reduce the available time, drastically. The exercises should be hard, and the group should fail some of them, early on, to bring home to them, hard, their dismal lack of teamworking ability.
Identify clearly what you're trying to achieve. Sticking people in a room and telling them to 'work in a team' won't work. Have clear aims and explain how people are going to be better off at the end of this. Make sure those goals are tracked. If the participants don't feel they got much out at the end of the course, then find out why - and take that feedback seriously.
Help participants introspect how they work and interact with each other. A big part of team issues is not understanding how other people work. For smart people, this is often perceived as irrelevant - "I don't care how they work, I can just do what needs to be done myself" is a common point of view. This is why the problem has to be too difficult/too much work/take too long for any single person to complete. Respecting other's strengths and mediating their weaknesses is a critical feature of successful team-members.
Have detailed feedback. After each exercise, make sure the team reflects on their performance. You should offer constructive criticism, but much better is to get the team to understand and identify their own limitations. Once they have an idea of how they can improve, jump straight into the next exercise. For example, in one team, we had the problem that everyone talked but no one really listened. Having failed several challenges due to this dysfunctional communication, we instituted a simple communication protocol - only one person was allowed to talk at a time. Although obvious, it was amazing to see how much this improved our performance on subsequent exercises!
Honestly? I'm -1 on nearly all "team building" exercises because they're contrived cr#p. Mend those gaps with daily coordination that lead to real work getting done. Tout your successes and highlight your progress -- even small wins. Don't overdo that praise because obsequious flattery fails, always.
Your problem is that QA and Dev are separated teams. If you want strong cohesion, close collaboration, team spirit, etc, put QA guys and Dev guys into a same team, include QA in the development process.
Your problem is an organizational problem (that you've likely inherited from an outdated organizational model) and that you won't solve with an exercise. The solution is to change the organization.
Do the developers use any TDD practices? If there is a big difference in the quality of tests from each, then bringing in some TDD may help some.
We've done a mini-Olympics at a bar near work as a team building exercise that has mediocre success. Trying to bring in more socialization than what there is naturally can be a recipe for disaster, which seems to be a commmon theme.
Having QA and Dev take lunch together can help in some areas as long as it isn't forced. Having to do things out of obligation rather than desire can set things up for failure.

How should a junior developer handle standup meetings? [closed]

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We are starting to adopt agile in a project we are about to begin.
Although I am not actually involved in the development of this project, I am involved in the stand up meetings.
Is it acceptable to say how you are learning a new technology (eg C# 4.0) as one of your tasks, alongside the actual deliverables?
My task is constant everyday so it is embarassing to say how I am doing the same thing (which is not a fun task - more admin type) while the other team members are doing C#/ASP.NET - the fun stuff. This obviously dents my morale.
How should I approach these meetings?
Thanks
Is it acceptable to say how you are
learning a new technology (eg C# 4.0)
as one of your tasks, alongside the
actual deliverables?
Learning time is legitimate, and if the company sees it that way you can make it a task.
Full disclosure: although the company I work for sees learning as a part of the process of software development, I don't actually put individual learning tasks into my weekly reports; I just build it in as a part of the larger development task.
My task is constant everyday so it is
embarassing to say how I am doing the
same thing (which is not a fun task -
more admin type) while the other team
members are doing C#/ASP.NET - the fun
stuff. This obviously dents my morale
Where I work the people that have ongoing "areas of achievement" list the individual tasks they achieved when we meet each week. Some of these tasks can be quite mundane, such as "I went to this meeting," or "I ran this script that took 2 hours," or even, "I read this chapter of that book because I needed to know how to do this." Our company understands that this is the nature of the work. You shouldn't be embarrassed about this.
Full disclosure: I break my "areas of achievement" into smaller goals that can be completed in roughly a week's time, so that each week I can say that I completed something.
I'd try to embrace the three questions:
What did I do yesterday? (Did you
learn about some of the dynamic new
features of C#?)
What are you going
to do today? (Do something with what
you have learnt that challenges you)
What is impeding you? (If you lack a
skill look to the senior guys to
help teach you.)
Kindness,
Dan
Suggest that you are a "chicken" in the process, which is an agile term for being an observer to the meeting but not a participant. http://www.agilejedi.com/chickenandpig
Since you consider your present task 'embaressing', I am assuming that you want some more development responsibility.
In my opinion is the stand up is probably a good time to ask for this.
I suggest that you say something passive like: before the next standup I will try to put what I have learned thus far in C# 4.0 to good use within some area of the project.
You in short order, you will be given something to do... then instead of having nothing to say during the stand ups, you will be too tired to go to them.
be careful what you wish for... because some day, you might get it.
As a junior, you're expected to learn. So, unless you feel admitting to learning would imply you're not doing your other tasks, I say go for it.
You can still report what you learned yesterday, what you plan to learn / try out today, and if you have any blockers that are preventing you from learning.
You will not spend the whole career as "Junior" (and everyone too). How do the team know that you can do higher responsibility? of course by showing that you're capable of. As it's Agile meeting, I believe everyone will have chance to show his idea.
Do your best to answer questions and show your "out of the box" idea to the team.
One day once they think that you can handle higher responsibility, you will out from your current position to more challenging works.
Learning/knowing something doesn't show that you can use it. There are some way to let the team know about your C# 4.0, by talk about it at lunch, writing on your blog then let your team know, write some tool for your daily tasks, etc.
Not only on the meeting :-)
Good luck!
Where I work, we do have people that will say in the stand up that their day will be spent on non-project work as the stand up is for a specific project that almost everyone speaking in the stand-up has a part.
If you repeat the same task a few days in a row in stand-up, you may be asked why you are taking so long on a card, if you have enough resources, etc. as there may be some thought that you are off on a tangent or spike.

Is Scrum effective on a team where all of its members are amateurs? [closed]

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We have proposed to use Scrum in our IT Project and our Adviser asks us if it is appropriate to us because we are still amateurs.
Is it appropriate to us Scrum even if we are amateurs?
The discussion is usually agile vs. waterfall, right? I am linking an article, but it is in Portuguese, so I'll try to transmit some of its ideas:
Waterfall is like chess. You think and plan a lot, try to foresee every possible issue as soon as possible. There's a lot of planning, but makes sense only on stable and well-known domains, where change isn't much expected.
Agile is like soccer (or many collective sports): decisions are made in-game and should be done fast. There's no much time to analyze every consequence. It is "ideal" for dynamic and unstable domains, where change is always expected (web applications, for instance, tend to fall in this category). Another point to note is: even if you have the best players, if they don't do well as a team, you won't be the winner.
IMHO, Scrum would be useful, because:
Once every two weeks (or every month, depending on iteration time) you'll be able to see what's working or not. And this is very valuable, specially as an "amateur" team, which is expected to be learning and finding things out much more constantly.
As amateurs, you probably won't be able to foresee everything (and that's something agile embraces)
There's more space for sharing experience (stand-up meeting, retrospective, and even planning meeting). And you share REAL experience (you must write code every week rather than just plan)
Here's the rub. I think Scrum is going to be tricky not because your team is a bunch of amateur developers but because your team is a bunch of Scrum amateurs. If you have an experienced Scrum Master, your team may reap the benefits of Scrum. Without a point person with Scrum experience, however, there's going to be overhead in learning as you go and more than likely you will get off the Scrum path quickly. At best, you will exercise a modified-Scrum approach (which isn't necessarily a bad thing.) I don't mean to sound negative or doubt your team's ability to practice Scrum, it's just best to have someone with prior Scrum experience before your team dives in. Best of luck.
Scrum, along with other agile methodologies, is not appropriate for a team that consists of students or otherwise inexperienced people.
Wikipedia has a good section on the suitability of agile software development. Barry Bohem and Richard Turner, leading software engineers, wrote a book that includes factors that can help determine if a plan-driven or agile methodology is better on a given project. One of the cases where plan-driven methodologies stands out is with junior developers, which includes students and amateurs.
Now, this doesn't mean that you need to use only a plan-driven approach. I personally think that the most important thing you can do is to find a process that works for your team. You can probably incorporate agile approaches - test driven development, continuous integration, pair programming - into a plan-driven environment that visits each lifecycle stage once.
I disagree. Scrum is better in a situation where
you can depend on the "players"; and,
the requirements might very well be changing underneath you.
A college type project generally has pretty good requirements AND the potential of flaky team members.
Further, you have to think about the purpose of even doing the project in that setting. The students need to think, plan, and discuss how things are going to work before they start diving in. Finally, scrum works best in a close knit, fast paced environment with constant communication. Which is unlikely to happen on a school assignment.
Scrum encourages a "let's just start" programming attitude which, again, is fine when you have experienced professionals working on it that through experience know the pitfalls to avoid up front.
No one says you have to fully implement SCRUM.
I can say from personal experience that SCRUM is great for 'amateurs' :) . At my 4th semester, we had to make a project in the scope of 4 months. Our group of 4 managed "semi-SCRUM" like this:
Sprints were of 2 weeks
No daily stand-up meetings (We were physically close, so we took everything on the fly)
All sprints had a headline from the start of the project. These were our milestones.
We had 2 weeks of buffer time, since we expected to delay :)
SCRUM itself is rather complex, but the ideas of sprints, part-deleverances, leadership and the likes are great. It doesn't really take more than a day for everyone to understand these concepts. For us, SCRUM made sure we had a top-notch project ready by the deadline, with tons of feedback during the development. Top grade too :)
There will always be some team dynamics to get worked out for how things like the daily stand-ups, storyboard and other Agile practices mature in a group. The big question to my mind is whether or not you have enough time to reap some of the benefits that comes after a few sprints and some rhythms have formed within a group. I would suggest at some point calling in someone more experienced with Scrum to give feedback about how to improve what you have as part of the methodology is to grow and evolve over time, IMO.
So, it is fine for you to use Scrum and see how it goes. After all, everyone has to get started somewhere and various modifications on the methodology are common to my mind. There is something to be said for how you'll walk the walk which may be easier or harder than you imagine. Good luck and I do realize this is echoing a lot of Ben's excellent answer.
I think your main problem is going to be in the estimation and tracking to the planned sprint duration. In the past, I’ve found that when resources are not intimately familiar with the coding environment they’ll be working in (this can happen with professionals adopting a new technology), it’s very easy for sprints to go off the rails. Task breakout estimation becomes guesswork and consequently it becomes very difficult to run sprints to plan.
Having said that, there are elements of Scrum which would be very useful in this environment; daily standup meetings and iterative releases are the ones that come immediately to mind. Personally, I don’t subscribe to the “do all of Scrum or you’re not doing Scrum” mantra. Be pragmatic in your approach and pick elements of the methodology which will work for you. Make sure you incorporate the continuous improvement component of doing sprint retrospectives so you can proceed with the assumption of refining and enhancing and you’ll be heading in the right direction.

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