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IN THE PAST 20–30 YEARS, there has been a revolution in the
way that software has been developed.Agile methods have led to
impressive improvements in both the productivity of IT teams
and the quality and speed to market of the software they have
developed.
Successful software companies are delivering applications at a
relentless pace with a strong focus on high quality user experi-
ence.Agile methods and practices are driving this speed.
Agile methods for mission-critical systems? Software for the
leasing industry is predominantly packaged software. Some of
these systems are complex and critical for running the business.A
failed implementation could be costly at best or result in failure of
the business at worst.
Faced with this, traditional project implementation tech-
niques that have stood the test of time might be seen as represent-
ing a low risk, safe approach.
However, it would be a mistake to assume that agile has not
also stood the test of time, or is incompatible with implementing
packaged software, or is only suitable for continuous improve-
ment projects.We argue that:
• Agile methods, if implemented properly, hold out the real
promise of delivering projects quicker so that business bene-
fits can be crystallised earlier.
• Software that serves the leasing industry (from contract man-
agement systems to front office portals, and finance systems)
is rarely delivered working “out-of-the-box”. Instead they
are nearly always highly configurable, with many codes and
table settings being required to deliver a working system that
is tailored for each of the software company’s clients. Usually
the system must also be integrated with other systems, for
which coding is frequently necessary.
The coding and configuration required by packaged sys-
tems is comparable to development, making their implemen-
tation amenable to agile techniques.
• Agile methods now also have a rightful claim to have stood
the test of time, and can increase the likelihood of a high
quality system outcome and increase user satisfaction.
Traditional waterfall – a quick recap. The traditional project
approach is highly disciplined with distinct, sequentially exe-
cuted lifecycle phases within a tight planning and control
framework.
Key advantages are:
• Requirements are completely defined early in the develop-
ment lifecycle making planning and designing more straight-
forward.
• Early complete understanding of all software deliverables
should lead to better software design with less likelihood of
piecemeal developments being needed as requirements are
(re-)defined.
• Progress is more easily measured because the full scope of
work is known in advance.
• Team members can be deployed according to the needs and
active phase of the project.
• Apart from an upfront engagement to define requirements
the system end-user is not required apart from project
reviews, approvals, and status meetings, etc.
What is “agile”? Agile software development is not a single
methodology. Instead it is a set of methods and principles that
enable solutions to evolve through collaboration between small
self-organising cross-functional teams. It promotes teamwork,
cooperation and process adaptability.
Rapid delivery of an application in complete functional
components is the goal of agile.
Requirements gathering is the Achilles’ heel of many proj-
ects. Effective requirements gathering is often the most difficult
Greater agility – faster, better
project delivery
By David Harmer, Richmond Consulting Group
Table 1: Waterfall model
Business requirements
Systems requirements
Design
Build
Test
Deliver
Operations and maintenance
64-68:WLY 01/12/2016 18:15 Page 64
part of software implementation projects and arguably the
Achilles’ heel of the traditional approach. It is an area where agile
methods can make a big impact.
Some of the problems with the traditional approach are:
• Need for complete requirements: The waterfall approach
requires complete agreement of requirements early on in
the project lifecycle. Any changes (“scope creep”) made
during subsequent phases can be very costly and so are dis-
couraged by forming Change Boards who review changes
framed in terms of the cost and benefit of the change. Late
changes that might have been adopted if captured at the
outset can be accepted, rejected or deferred to post-imple-
mentation phases with the now cynical, and probably dissat-
isfied user suspecting that “Phase 2” might be codeword for
“never”.
• Separation of requirements from design: The traditional
approach also forces a clear distinction between a require-
ment and the functional design to satisfy that requirement.
Requirements answer the question “what do you want?”.
Functional design answers the question “how is the
requirement met?”, and usually needs far more detail to
describe.
• “Us and them”: Although the best projects involve users –
for example in seeing system mock-ups and demonstrations,
this dissociation of requirements and design is often the
biggest source of friction within projects:
i. Users are sometimes disengaged from interacting with
system designers and builders. Seen much less frequently
now, but still occasionally encountered, are patronising
attitudes that actively discourage involvement (“You tell
us what you want. It’s our job to tell you how”). Even
where there is engagement it is often an arm’s-length
relationship between two entities – the user and the
project.
ii. The inevitable need for time-consuming revision of
requirements when the functional design is undertaken
to clarify meaning, offer alternatives, or gather informa-
tion to build the system that was not previously known
to be needed.
iii. Misunderstood requirements discovered too late to cor-
rect.
iv. Missed opportunities to state requirements. Not because
the users did not know what they wanted, but because
they did not know what was available. If they had
known that feature X was available they might have
documented it as a valuable requirement.
v. Users are asked to sign off Functional Designs that they
might have little input into and with no real under-
standing of the design implications they are subscribing
to.
How can agile methods improve requirements gathering?
We shall look at just two areas that could be considered:
• Scrum for organising teams and for combining requirements
phase through to build phase into sprints; and
• Use Cases for documenting requirements, design, and
processes in a single set of documents.
Scrum. Scrum is an iterative and incremental agile software
development framework for managing product development.The
key elements of Scrum are:
• It combines requirements, design, build and unit test into
single sprints with working software as the outcome, and
documentation that is “just barely good enough” (scrum
views this as the optimum desirable standard).
• Delivery is “time-boxed” into short phases called “sprints”,
with each sprint usually lasting only a few weeks.The team
addresses a running list of deliverables decided at the start of
each sprint.
• Deliverables are prioritised by business value as determined
by the user.There is constant peer review and evaluation by
the project team and user through frequent builds and
demonstrations.
• Scrum (and all agile methods) requires a high level of cus-
tomer/end-user involvement throughout the project, but
especially during the sprint reviews. Team roles (simplified
explanation) are:
i. The Product Owner – responsible for gathering
requirements and prioritising tasks. Usually a domain
expert from the business and available to the team.The
Product Owner does not interfere in the running of the
team or set how long tasks should take.
ii. The Scrum Master – the team leader who facilitates the
scrum activities.
iii. The Scrum Team – cross-functional members capable of
achieving the sprint. Can include software company
designers, subject matter experts, business analysts, busi-
ness users.The team organises its own work and the proj-
ect gains from the collective intelligence of the team.
• Team members hold a daily “stand up” meeting to review
progress and identify roadblocks. There are no endless
debates or appeals to authority.The team decides.
• Teams disband and new ones form. Large projects contain
many teams, each devoted to their specialist domains.
65
I N F O R M AT I O N T E C H N O L O G Y
Table 2: Agile development model
Iteration #4
Iteration #2
Iteration #3
Iteration #1
Review lessons learned
Review lessons learned
Review lessons learned
Lessons learned
close project
Initial requirements and Architecture models
64-68:WLY 01/12/2016 18:15 Page 65
Some observations:
• The traditional team has a hier-
archy where people have
defined roles and responsibili-
ties, and reporting lines (Table
3). There is less collaboration
than the agile team (Table 4).
Even though there is a tradi-
tional project environment,
many agile teams are used
(Table 5).
• The agile team wastes less time
on meetings, and re-planning
exercises. It focuses on high
value items and less on low-
value items.
• By engaging people from multi-
ple disciplines experience is
broadened and trust and respect
is built.
• Engaging the users ensures they have frequent and early
opportunities to guide delivery with less chance of dissatis-
faction with the outcome.
• Users gain a sense of ownership by working with the project
team.
• Where early delivery is a priority, users are well placed to
determine features to be included in or excluded from a base
product/delivery (an MVP or “minimum viable product”).
Milestones are set but teams have flexibility in deciding how
to meet them.
66
I N F O R M AT I O N T E C H N O L O G Y
Table 3: Traditional team
64-68:WLY 01/12/2016 18:15 Page 66
• The same agile approach scales from small to large projects.
For example, a multi-country implementation could see
multi-national teams collaborating to agree core features
before moving to country-specific implementation phases
where country- specific requirements are addressed.
• Agile is a continuous improvement approach. As such it is
ideal for engaging support teams for post-implementation
upgrade and enhancements.
Use Cases – combining the requirements and design phase
into a single phase. A Use Case is a type of requirements document
that combines requirements descriptions, functional design and
process documentation. It is prepared as a collaborative effort by
users, software designers and subject matter experts.A well executed
Use Case phase substantially overcomes many of the “Achilles heel”
problems of requirements gathering highlighted earlier.
There are many ways of undertaking a Use Case-based proj-
ect phase, one of which is the scrum method described above.All
require a high degree of cross-functional cooperation.
What is a Use Case? A Use Case is a list of actions or event
steps, typically defining the interactions between a role (known as
an actor) and a system, to achieve a goal. The actor can be a
human or other external system. At first sight this might seem
very dull, but Use Cases are very powerful documents combining
the requirements and functional design phases into a single phase.
Put another way, a Use Case describes how a user gets something
done by describing events from a user’s perspective. Use Cases
document events in a structured format with natural language
text and using UML1
-compliant diagrams.
A complete set of Use Cases describes all the ways to use a
system.The benefits of the Use Case methodology are:
• It is a method that integrates process model and functional
model requirements.
• It helps identify business requirements at the right level of
detail.
• Use Case outputs form a natural input for test cases (along
with process flow instructions) and user documentation.
• Use Cases can form the basis for operational procedures.
• It helps identify gaps,
workarounds, configuration
requirements and customisa-
tions.
• It promotes a common under-
standing of user requirements
and a less problematic approval
process.
• For multi-site or international
projects, once a core set of Use
Cases is developed it is easier to
cascade them to lower level ver-
sions for each site or country.
Example contents of a Use
Case. A typical Use Case document
will contain, inter alia:
• Actor definition and context:
Includes a context diagram
showing the part of the system
being specified surrounded by the actors. Also defines the
actors’ goals.
• Pre-conditions and triggers:These are the system-detectable
things that must be true before a Use Case can start.A trig-
ger is the action that starts the Use Case.
• Business scenario descriptions (scenarios and extensions):
Comprises a main scenario (the steps that must usually be
taken) and extensions that describe exceptions (error condi-
tions) and alternatives (where success is achieved in a differ-
ent way).
• User interface details: Normally the user screens.
• Post-conditions and results: Describes the state of the system
after the Use Case has ended.
• Business object models: Can take many forms e.g. a simple
library of business/data object definitions, through to con-
ceptual &/or physical entity relationship diagrams.
• Functional model details: System functionality for each sub-
ject domain described at the “right” level of granularity.
Cross-referenced to gap and workaround descriptions.
67
I N F O R M AT I O N T E C H N O L O G Y
Table 5: Agile teams in a traditional environmental
Table 4: Agile team
64-68:WLY 01/12/2016 18:15 Page 67
• Non functional requirements: To cover execution qualities
such as security and usability plus evolution qualities such as
maintainability, extensibility and scalability.
• State model:Where needed for clarity, state diagrams can be
helpful to describe the behaviours of a single object in
response to a series of events in a system.
[Not a complete list and some items are not always needed]
The costs and pre-requisites for an agile project. Agile
methods deliver faster projects and systems that have a high
chance of meeting user expectations. However, there is a cost to
be paid for this in terms of:
• A high degree of user involvement is required: Users might
find it difficult to be released from their daily roles and so
surrogates will need to be found to act on their behalf (or
backfill for their normal jobs for the duration of the project).
• Co-location: Agile projects work best when the team mem-
bers are co-located, which is not always possible. Online
meetings, video conferencing and other techniques can go
some way to compensating for this.
• Over-enthusiastic feature requests: Users involvement can
lead to more feature requests than would otherwise be the
case. If accommodated these requests can lead to the need for
additional sprints which cannot be completed in the allotted
time. Scrum masters must enforce ruthless focus on delivery
and resort to MVP where necessary.
• Alignment with existing company project reporting and
stage gate processes: Agile project milestones do not nec-
essarily align with traditional project stage-gates, processes, or
progress reporting. Before embarking on an agile project
stakeholders will need to negotiate how to handle these mat-
ters.
Conclusion. This has been a necessarily brief tour of agile,
Scrum and Use Cases. Subtleties have been glossed over, and
other agile methods (e.g. Kanban, FDD, User Stories etc) have
been ignored entirely.
In a world where speed of delivery can make the difference
between satisfied customers and those who will simply go else-
where to get what they want, delivering faster projects deserves to
be on the agenda.
Agile methods can not only deliver more rapid, efficient
projects but increase the likelihood of satisfied users.
Note:
1 Universal Modelling Language.
68
I N F O R M AT I O N T E C H N O L O G Y
Author:
David Harmer
Director
Richmond Consulting Group
20-22 Wenlock Road
London N1 7GU
UK
Tel: +41 78 808 01 99
Email:
dharmer@richmondgrp.com
Website:
www.richmondgrp.com
Successful software companies are delivering applications at a relentless pace with a strong focus on high quality user experience.
64-68:WLY 01/12/2016 18:15 Page 68

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Agile projects are for delivering packaged software too

  • 1. 64 IN THE PAST 20–30 YEARS, there has been a revolution in the way that software has been developed.Agile methods have led to impressive improvements in both the productivity of IT teams and the quality and speed to market of the software they have developed. Successful software companies are delivering applications at a relentless pace with a strong focus on high quality user experi- ence.Agile methods and practices are driving this speed. Agile methods for mission-critical systems? Software for the leasing industry is predominantly packaged software. Some of these systems are complex and critical for running the business.A failed implementation could be costly at best or result in failure of the business at worst. Faced with this, traditional project implementation tech- niques that have stood the test of time might be seen as represent- ing a low risk, safe approach. However, it would be a mistake to assume that agile has not also stood the test of time, or is incompatible with implementing packaged software, or is only suitable for continuous improve- ment projects.We argue that: • Agile methods, if implemented properly, hold out the real promise of delivering projects quicker so that business bene- fits can be crystallised earlier. • Software that serves the leasing industry (from contract man- agement systems to front office portals, and finance systems) is rarely delivered working “out-of-the-box”. Instead they are nearly always highly configurable, with many codes and table settings being required to deliver a working system that is tailored for each of the software company’s clients. Usually the system must also be integrated with other systems, for which coding is frequently necessary. The coding and configuration required by packaged sys- tems is comparable to development, making their implemen- tation amenable to agile techniques. • Agile methods now also have a rightful claim to have stood the test of time, and can increase the likelihood of a high quality system outcome and increase user satisfaction. Traditional waterfall – a quick recap. The traditional project approach is highly disciplined with distinct, sequentially exe- cuted lifecycle phases within a tight planning and control framework. Key advantages are: • Requirements are completely defined early in the develop- ment lifecycle making planning and designing more straight- forward. • Early complete understanding of all software deliverables should lead to better software design with less likelihood of piecemeal developments being needed as requirements are (re-)defined. • Progress is more easily measured because the full scope of work is known in advance. • Team members can be deployed according to the needs and active phase of the project. • Apart from an upfront engagement to define requirements the system end-user is not required apart from project reviews, approvals, and status meetings, etc. What is “agile”? Agile software development is not a single methodology. Instead it is a set of methods and principles that enable solutions to evolve through collaboration between small self-organising cross-functional teams. It promotes teamwork, cooperation and process adaptability. Rapid delivery of an application in complete functional components is the goal of agile. Requirements gathering is the Achilles’ heel of many proj- ects. Effective requirements gathering is often the most difficult Greater agility – faster, better project delivery By David Harmer, Richmond Consulting Group Table 1: Waterfall model Business requirements Systems requirements Design Build Test Deliver Operations and maintenance 64-68:WLY 01/12/2016 18:15 Page 64
  • 2. part of software implementation projects and arguably the Achilles’ heel of the traditional approach. It is an area where agile methods can make a big impact. Some of the problems with the traditional approach are: • Need for complete requirements: The waterfall approach requires complete agreement of requirements early on in the project lifecycle. Any changes (“scope creep”) made during subsequent phases can be very costly and so are dis- couraged by forming Change Boards who review changes framed in terms of the cost and benefit of the change. Late changes that might have been adopted if captured at the outset can be accepted, rejected or deferred to post-imple- mentation phases with the now cynical, and probably dissat- isfied user suspecting that “Phase 2” might be codeword for “never”. • Separation of requirements from design: The traditional approach also forces a clear distinction between a require- ment and the functional design to satisfy that requirement. Requirements answer the question “what do you want?”. Functional design answers the question “how is the requirement met?”, and usually needs far more detail to describe. • “Us and them”: Although the best projects involve users – for example in seeing system mock-ups and demonstrations, this dissociation of requirements and design is often the biggest source of friction within projects: i. Users are sometimes disengaged from interacting with system designers and builders. Seen much less frequently now, but still occasionally encountered, are patronising attitudes that actively discourage involvement (“You tell us what you want. It’s our job to tell you how”). Even where there is engagement it is often an arm’s-length relationship between two entities – the user and the project. ii. The inevitable need for time-consuming revision of requirements when the functional design is undertaken to clarify meaning, offer alternatives, or gather informa- tion to build the system that was not previously known to be needed. iii. Misunderstood requirements discovered too late to cor- rect. iv. Missed opportunities to state requirements. Not because the users did not know what they wanted, but because they did not know what was available. If they had known that feature X was available they might have documented it as a valuable requirement. v. Users are asked to sign off Functional Designs that they might have little input into and with no real under- standing of the design implications they are subscribing to. How can agile methods improve requirements gathering? We shall look at just two areas that could be considered: • Scrum for organising teams and for combining requirements phase through to build phase into sprints; and • Use Cases for documenting requirements, design, and processes in a single set of documents. Scrum. Scrum is an iterative and incremental agile software development framework for managing product development.The key elements of Scrum are: • It combines requirements, design, build and unit test into single sprints with working software as the outcome, and documentation that is “just barely good enough” (scrum views this as the optimum desirable standard). • Delivery is “time-boxed” into short phases called “sprints”, with each sprint usually lasting only a few weeks.The team addresses a running list of deliverables decided at the start of each sprint. • Deliverables are prioritised by business value as determined by the user.There is constant peer review and evaluation by the project team and user through frequent builds and demonstrations. • Scrum (and all agile methods) requires a high level of cus- tomer/end-user involvement throughout the project, but especially during the sprint reviews. Team roles (simplified explanation) are: i. The Product Owner – responsible for gathering requirements and prioritising tasks. Usually a domain expert from the business and available to the team.The Product Owner does not interfere in the running of the team or set how long tasks should take. ii. The Scrum Master – the team leader who facilitates the scrum activities. iii. The Scrum Team – cross-functional members capable of achieving the sprint. Can include software company designers, subject matter experts, business analysts, busi- ness users.The team organises its own work and the proj- ect gains from the collective intelligence of the team. • Team members hold a daily “stand up” meeting to review progress and identify roadblocks. There are no endless debates or appeals to authority.The team decides. • Teams disband and new ones form. Large projects contain many teams, each devoted to their specialist domains. 65 I N F O R M AT I O N T E C H N O L O G Y Table 2: Agile development model Iteration #4 Iteration #2 Iteration #3 Iteration #1 Review lessons learned Review lessons learned Review lessons learned Lessons learned close project Initial requirements and Architecture models 64-68:WLY 01/12/2016 18:15 Page 65
  • 3. Some observations: • The traditional team has a hier- archy where people have defined roles and responsibili- ties, and reporting lines (Table 3). There is less collaboration than the agile team (Table 4). Even though there is a tradi- tional project environment, many agile teams are used (Table 5). • The agile team wastes less time on meetings, and re-planning exercises. It focuses on high value items and less on low- value items. • By engaging people from multi- ple disciplines experience is broadened and trust and respect is built. • Engaging the users ensures they have frequent and early opportunities to guide delivery with less chance of dissatis- faction with the outcome. • Users gain a sense of ownership by working with the project team. • Where early delivery is a priority, users are well placed to determine features to be included in or excluded from a base product/delivery (an MVP or “minimum viable product”). Milestones are set but teams have flexibility in deciding how to meet them. 66 I N F O R M AT I O N T E C H N O L O G Y Table 3: Traditional team 64-68:WLY 01/12/2016 18:15 Page 66
  • 4. • The same agile approach scales from small to large projects. For example, a multi-country implementation could see multi-national teams collaborating to agree core features before moving to country-specific implementation phases where country- specific requirements are addressed. • Agile is a continuous improvement approach. As such it is ideal for engaging support teams for post-implementation upgrade and enhancements. Use Cases – combining the requirements and design phase into a single phase. A Use Case is a type of requirements document that combines requirements descriptions, functional design and process documentation. It is prepared as a collaborative effort by users, software designers and subject matter experts.A well executed Use Case phase substantially overcomes many of the “Achilles heel” problems of requirements gathering highlighted earlier. There are many ways of undertaking a Use Case-based proj- ect phase, one of which is the scrum method described above.All require a high degree of cross-functional cooperation. What is a Use Case? A Use Case is a list of actions or event steps, typically defining the interactions between a role (known as an actor) and a system, to achieve a goal. The actor can be a human or other external system. At first sight this might seem very dull, but Use Cases are very powerful documents combining the requirements and functional design phases into a single phase. Put another way, a Use Case describes how a user gets something done by describing events from a user’s perspective. Use Cases document events in a structured format with natural language text and using UML1 -compliant diagrams. A complete set of Use Cases describes all the ways to use a system.The benefits of the Use Case methodology are: • It is a method that integrates process model and functional model requirements. • It helps identify business requirements at the right level of detail. • Use Case outputs form a natural input for test cases (along with process flow instructions) and user documentation. • Use Cases can form the basis for operational procedures. • It helps identify gaps, workarounds, configuration requirements and customisa- tions. • It promotes a common under- standing of user requirements and a less problematic approval process. • For multi-site or international projects, once a core set of Use Cases is developed it is easier to cascade them to lower level ver- sions for each site or country. Example contents of a Use Case. A typical Use Case document will contain, inter alia: • Actor definition and context: Includes a context diagram showing the part of the system being specified surrounded by the actors. Also defines the actors’ goals. • Pre-conditions and triggers:These are the system-detectable things that must be true before a Use Case can start.A trig- ger is the action that starts the Use Case. • Business scenario descriptions (scenarios and extensions): Comprises a main scenario (the steps that must usually be taken) and extensions that describe exceptions (error condi- tions) and alternatives (where success is achieved in a differ- ent way). • User interface details: Normally the user screens. • Post-conditions and results: Describes the state of the system after the Use Case has ended. • Business object models: Can take many forms e.g. a simple library of business/data object definitions, through to con- ceptual &/or physical entity relationship diagrams. • Functional model details: System functionality for each sub- ject domain described at the “right” level of granularity. Cross-referenced to gap and workaround descriptions. 67 I N F O R M AT I O N T E C H N O L O G Y Table 5: Agile teams in a traditional environmental Table 4: Agile team 64-68:WLY 01/12/2016 18:15 Page 67
  • 5. • Non functional requirements: To cover execution qualities such as security and usability plus evolution qualities such as maintainability, extensibility and scalability. • State model:Where needed for clarity, state diagrams can be helpful to describe the behaviours of a single object in response to a series of events in a system. [Not a complete list and some items are not always needed] The costs and pre-requisites for an agile project. Agile methods deliver faster projects and systems that have a high chance of meeting user expectations. However, there is a cost to be paid for this in terms of: • A high degree of user involvement is required: Users might find it difficult to be released from their daily roles and so surrogates will need to be found to act on their behalf (or backfill for their normal jobs for the duration of the project). • Co-location: Agile projects work best when the team mem- bers are co-located, which is not always possible. Online meetings, video conferencing and other techniques can go some way to compensating for this. • Over-enthusiastic feature requests: Users involvement can lead to more feature requests than would otherwise be the case. If accommodated these requests can lead to the need for additional sprints which cannot be completed in the allotted time. Scrum masters must enforce ruthless focus on delivery and resort to MVP where necessary. • Alignment with existing company project reporting and stage gate processes: Agile project milestones do not nec- essarily align with traditional project stage-gates, processes, or progress reporting. Before embarking on an agile project stakeholders will need to negotiate how to handle these mat- ters. Conclusion. This has been a necessarily brief tour of agile, Scrum and Use Cases. Subtleties have been glossed over, and other agile methods (e.g. Kanban, FDD, User Stories etc) have been ignored entirely. In a world where speed of delivery can make the difference between satisfied customers and those who will simply go else- where to get what they want, delivering faster projects deserves to be on the agenda. Agile methods can not only deliver more rapid, efficient projects but increase the likelihood of satisfied users. Note: 1 Universal Modelling Language. 68 I N F O R M AT I O N T E C H N O L O G Y Author: David Harmer Director Richmond Consulting Group 20-22 Wenlock Road London N1 7GU UK Tel: +41 78 808 01 99 Email: dharmer@richmondgrp.com Website: www.richmondgrp.com Successful software companies are delivering applications at a relentless pace with a strong focus on high quality user experience. 64-68:WLY 01/12/2016 18:15 Page 68