This text/reference is an in-depth introduction to the systematic, universal software engineering kernel known as “Essence.” This kernel was envisioned and originally created by Ivar Jacobson and his colleagues, developed by Software Engineering Method and Theory (SEMAT) and approved by The Object Management Group (OMG) as a standard in 2014. Essence is a practice-independent framework for thinking and reasoning about the practices we have and the practices we need. It establishes a shared and standard understanding of what is at the heart of software development. Essence is agnostic to any particular methods, lifecycle independent, programming language independent, concise, scalable, extensible, and formally specified. Essence frees the practices from their method prisons.
The first part of the book describes Essence, the essential elements to work with, the essential things to do and the essential competencies you need when developing software. The other three parts describe more and more advanced use cases of Essence. Using real but manageable examples, it covers the fundamentals of Essence and the innovative use of serious games to support software engineering. It also explains how current practices such as user stories, use cases, Scrum, and micro-services can be described using Essence, and illustrates how their activities can be represented using the Essence notions of cards and checklists. The fourth part of the book offers a vision of how Essence can be scaled to support large, complex systems engineering.
Essence is supported by an ecosystem developed and maintained by a community of experienced people worldwide. From this ecosystem, professionals can select what they need and create their own way of working, thus learning how to create ONE way of working that matches the particular situation and needs.