Questions on Royce's article:
- Who are the ‘designers’ if not the ‘programmers’?
 - Comment on Royce’s assertion to ‘document the design’
 - How does Royce remove task leakage in his modified model?
 - Does his modified model really succeed in overcoming leakage?
 - What does the direction of Royce’s diagram arrows represent?
 
- Does Spiral end up treating development as a game, with the goal being to pass the ‘review,’ lead to short term perspectives with implications for investing away from long term goods like training and discovery?
 - Can the spiral model be used to develop/maintain a mature product/project?
 - Is a single generic life cycle useful?
 - How might successive generations of a product undergoing continuous development and delivery in new releases be managed using spiral?
 - Does spiral address the activities of production/programming (analysis, code, fix)?
 - What are underlying drivers of increasing complexity of high-tech products?
 - Does spiral that programming is an intrinsic process of analysis, design, coding, fixing, testing ad infinitum?
 
- Is Raccoon’s analysis insightful or useful?
 - How might we act differently on the basis of this Raccoon’s presentation of the work of design and coding?
 - Taking Raccoon’s idea of recursive development seriously, can we also assume the same approach apply to testers, QA, consultants, and product owners, even customers themselves?
 
- Are software process frameworks The challenge for systematic (and systemic)?
 - Do process frameworks reinforce implicit linearities in conventional production?
 - Can process frameworks support iterative processual modes of working?
 
- Can it can be mapped onto all the different life cycles in use in the software industry, e.g. waterfall, incremental, evolutionary, spiral life cycle, etc?
 - Should you deliver something that hasn’t been tested, or fails the tests?
 
- Which half of the list of XP Rules is already accepted as general programming best-practice?
 - Isn't Pair Programming an unnecessary doubling up of resources?
 - Why should a development team adopt Collective Ownership? Surely it is a recipe for out-of-control code?
 - Comment on the following:
 - Continuous Integration of developer code will produce a bug factory, i.e. code perpetually broken and in an indeterminate state.
 - Refactoring is a way of saying we haven't got the architecture right (do we even have an architecture?)!
 - Agreeing to 'sustainable pace' or a 40 hour week will slow product development down.
 - The XP Planning Game removes control from designers.
 - Royce’s proposed remedies to the waterfall model (Royce, 1970) can be read as a radical approach to refocus on principles and practices rather than structure and method. Is it reasonable to interpret Royce in terms of the Agile movement? Royce’s ‘5 Steps’ suggested:
 - Program design comes first (code is design)
 - Document the design
 - Do it twice
 - Plan, control and monitor testing
 - Involve the customer.
 
- Consider Sutton’s recommendations, are they irresponsible?
 - Is a creative culture following Sutton doomed to self-destruction?
 - Does it make sense to conceive of a stable self-sustaining version of Sutton’s creative culture?
 - Can a creative development culture coexist with a general production culture?
 - From Katz; how does compensation structure perform as a determinant of team performance?
 - How do teams perform as collaborative units under differing reward structures?