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Intro to Agile and Scrum
Patrick van Abbema
Instructor Bio
• Patrick van Abbema, MBA, PMP, CBAP, CSP, CSM, ITIL
• Experienced Management Consultant with over 25 years of extensive experience.
• I focus on two project management specialty areas:
• Agile project management and
• Digital Transformation
• I have several progressive accomplishments as a senior management consultant in Information Management (IM),
Information Technology (IT), Defensive Cyberspace Operations (DCO), Customer Relationship Management (CRM),
Organizational Change Management (OCM), Enterprise Resource Planning (ERP), Enterprise Content Management (ECM)
and Bimodal IT solutions. I have managed organizational change management initiatives that involved the development of
coaching skills, process analysis, technology implementation, strategy development, and operational improvement services.
• Linkedin Profile: https://www.linkedin.com/in/pvanabbema/
2
Agenda
Day 1 - Section 1-5
Day 2 – Section 6-14
01.
02.
Exercise - Discussion
Thinking back to past projects, what were your biggest
challenges (ex., unrealistic schedules)?
Using post-it notes, take 5 minutes to write down 3
project challenges you have faced in the past.
NOTE – This is brainstorming technique called
brainwriting or method 6-3-5 (6 people - 3 ideas in 5
minutes)
4
Logistics
• Please mute your phones, and other noise making
devices
• Feel free to stand up and stretch when you are
feeling like you need to wake up or just move about
• Interactive – please ask questions
Section 1
Introduction –
Fundamentals of Agility
6
Section Learning Objectives
• The learning objectives for this section are:
– Understand the fundamentals of Agile Scrum
– Review the Agile Product Life Cycle
– Describe the Agile roles and responsibilities
– Contrast Scrum with Waterfall
What Is Agile?
• Agile is a framework that is used to structure, plan, and
control iterative and incremental development. When
applied to management, agile means that projects and
processes are managed dynamically and flexibly.
Lower planning and management intensity enable fast
implementation of a project, high adaptability, and
considerable autonomy.
• Agile Scrum is one of the many “flavours” of Agile, but it
is the most popular
8
The Agile Manifesto
Statement of Values
Process and tools
Individuals and
interactions
over
Following a plan
Responding to
change
over
Source: www.agilemanifesto.org
Comprehensive
documentation
Working software
(product)
over
Contract negotiation
Customer
collaboration
over
FAST - Sprints (time-boxes) make it easier to adapt to
changing market conditions.
PRIORITIZED - Each user story and task has a clear and
distinct success metric.
FOCUSED - Transparency and a “points” system make
prioritization a rational and productive conversation
PREDICTABLE - Daily “stand-up” plus the points system
help to identify blockers & eliminate surprises effectively.
The Agile Way
Agile Principles
1. Satisfy the Customer
2. Welcome Change
3. Deliver Frequently
4. Work as a Team
5. Motivate People
6. Communicate Face-to-Face
7. Measure Working Software
8. Maintain Constant Pace
9. Excel at Quality
10. Keep it Simple
11. Evolve Designs
12. Reflect Regularly
11
Exercise 1A: Review the Scrum Terms and
Concepts Cheat Sheet
• As an individual, review the Scrum Cheat Sheet
1. Identify key terms and concepts
• As a class
2. Discuss which terms sound familiar, which may
be new, and which may have caused confusion
in your work environment
• As individuals or groups
3. Refer to the Cheat Sheet when new terms and
concepts are introduced, or when working on
exercises
High Level Agile Scrum Framework
•Product Owner
•ScrumMaster
•Team
Roles
•Sprint planning
•Daily scrum meeting
•Sprint review
•Sprint retrospective
Ceremonies
•Product backlog
•Sprint backlog
•Burndown charts
Artifacts
Scrum Roles – High Level
• Scrum Master
• Coach/Lead the Scrum team
• Ensure team effectiveness
• Product Owner
• Prioritize the Product backlog
• Ensure project success
• Scrum Team
• Small (5-9), self-directed team
• Cross-functional (BA, Dev, QA, DBA, UI, etc.)
• Multiple Scrum Teams (Scrum of Scrums)
Agile Product Life Cycle (SCRUM)
NOTE :
We will discuss in detail
later in the course
AGILE METHODOLOGY
Scrum Process
Daily stand-up
Meeting
Review
End product
Retrospective
Daily
Scrum
Product Backlog
Refinement Developmen
t
& Tests
Sprint end date, goal and team
deliverables do not change
every
24 H
Sprint
1-4 Weeks
Scrum Master
Sprint Review &
Retrospective
Sprint
Planning
PRODUCT OWNER the Team
Product
Backlog
Sprint
Backlog
Features Tasks
Sprint
Planning
meeting
Team agrees on
how much to
complete by
sprint's end
Burndown /
Up Charts
Information from end-users,
customers, team and
stakeholders
•Agile Scrum is an agile process that allows us to
focus on delivering the highest business value
in the shortest time.
•It allows us to rapidly and repeatedly inspect
actual working services and/or software (every
two weeks to one month).
•The business sets priorities. Teams self-
organize to determine the best way to deliver the
highest priority features.
Agile Scrum in Less Than 100 Words
17
Waterfall vs. Agile
Change (Learning) Driven
Continuous Team Communication
Deliver in Short, Business-Focused
Phases, Typically 2 – 3 Months
Develop in End-to-End Functional Slices
Continuously Integrate Code
Throughout (Daily Builds)
Fully-Automated, Continuous Testing at
Both Functional and Unit Level
Low Cost of Change
Plan Driven
Infrequent Team Communication
Deliver Once in “Big Bang”
Fashion, Typically 9 – 12 Months
Develop in Layers: Presentation,
Persistence, Business, etc.
Integration of Different Layers
Occurs at End of Build Phase
Testing as Separate Phase at End of
Project, Emphasizing Functional Level
High Cost of Change
Waterfall Agile
Attempts to Nail Down Requirements
Expects, accommodates Changes
to Requirements
18
Exercise 1B: Challenges to Building End-to-End
Systems
Brainwrite the following answers:
1) How would you see Agile helping teams build end-to-end
systems?
2) What are some of the challenges you think you will face?
Brainwriting – Write 3 ideas in 5 minutes and then
discuss as a group
19
Introducing Agile Scrum
to the Organization
• It is about moving ideas between minds (attitude, trust,
distance, tacit knowledge, work environments)
• It is about identifying the Shifting of Power, new roles
(decision makings, role definitions, power centers)
• It is about knowing the Implications of distance, face-to-face,
tacit versus documented, culture
• Increasing team cohesion, visibility displays, collaborative
requirements/planning applications
20
Section Summary and Conclusions
The learning objectives for this section were:
– Fundamentals of Agile Scrum
✓ Simulation exercise
✓ Manifesto (Statement of Values)
✓ 12 Principles
– Review the Agile Product Life Cycle
– Describe the Agile roles and responsibilities
– Contrast Scrum with Waterfall
21
Section 2
Value Driven Delivery –
Identify Case Study
and Agile Team
22
Section Learning Objectives
• The learning objectives for this section are:
– Understand why agile development focuses so
heavily on value and adaptive planning
– Review the Agile application lifecycle, Agile
project characteristics, and Agile roles
– Select a Case Study and
assemble the Agile Team
23
Value-Driven Development
• Agile is based on iterative and incremental
development, where requirements and solutions evolve
through collaboration between self-organizing, cross-
functional teams.
• Unlike traditional 6-12 month planning and execution
cycles, Agile allows the team to adapt to fast-changing
conditions, respond to immediate needs, and prove ROI
quickly and consistently.
24
Agile Scrum Characteristics
• Self-organizing teams
• Product progresses in a series of 2 to 4 week
long “sprints”
• Requirements are captured as items in a list of
“product backlog”
• No specific engineering practices prescribed
• Uses generative rules to create an agile
environment for delivering projects
25
Exercise 2a: Select the Case Study
Select an initiative for your Agile case study
• In groups that will become an Agile team
1. Identify projects from your work that meet these criteria:
• Not too far along, or not started (< 20% complete)
• Not too small or too big (6-18 months) -- A single phase of a
larger product can work
• Sufficiently complex to be interesting
• A team member knows (or can improvise) enough to play the
role of Product Owner
2. Select the best candidate for an Agile project
• In teams with the Instructor
3. Discuss alternatives, focusing on merits for subsequent
exercises
26
Assemble the Agile Team
•Sprint planning
•Daily scrum meeting
•Sprint review
•Sprint retrospective
Ceremonies
•Product backlog
•Sprint backlog
•Burndown charts
Artifacts
•Product Owner
•ScrumMaster
•Team
Roles
27
AGILE METHODOLOGY
Scrum Role Allocation
The Product Owner is
responsible for economic
success, and represents
the interests of users and
stakeholders
PRODUCT
OWNER
The Scrum Master acts
as the moderator of the
project team, and
ensures compliance
with the rules
SCRUM
MASTER
They are self-organized
and responsible for
development tasks
TEAM MEMBERS
Stakeholders
communicate their
general product
needs and
requirements
STAKEHOLDER
S
The customer pays
for product
development in
order to use the
product later
CUSTOMERS
SCRUM
ROLES
SCRUM – TEAM
Supporting Activities
▪ Finding techniques for effective Product Backlog
management
▪ Helping the Scrum team understand the need for clear
and concise Product Backlog items
▪ Facilitates Scrum implementation
▪ Coaching in self-organization and teamwork and removing impediments
from the development team
▪ Helps the development team to create high-value products
▪ Facilitates Scrum implementation
▪ Leading and coaching the organization in its
Scrum adaption, planning Scrum implementation
within the organization
▪ Helping employees and stakeholders understand
and enact Scrum and empirical product
development
PRODUCT OWNER DEVELOPMENT
TEAM
SCRUM MASTER ORGANIZATION
Source: ©Scrum.Org and ScrumInc., Ken Schwaber and Jeff Sutherland: Scrum Guide
Product Owner
• Define the features of the product
• Decide on release date and content
• Be responsible for the profitability of the product (ROI)
and Return on Value (ROV)
• Prioritize features according to market value
• Adjust features and priorities between (not during)
every iteration, as needed
• Accept or reject work results
30
Identify the Product Owner
Product decision-maker
• Authority to make decisions
• Responsibility for product success
• “Single Wring-able Neck”
• One Individual
• May represent others
• Speaks for all product users
• Knows business processes
• Understands difficulties and unique needs
31
Exercise 2b: Select the Product Owner
• In small groups
1. Discuss the Case Study stakeholders
2. List the people or groups the Product Owner
must represent
3. Identify who the ‘real-life’ Product Owner should
be, and why (and who will assume the Product
Owner’s persona for the Case Study)
• As a class
4. Each group presents its Product Owner and
decision criteria
32
Build the Scrum Team
Establish the team early so they can:
• Participate in project initiation
• Help with the Product Backlog
• Produce initial (coarse-grain) estimates
• Jell as a team before the work begins
33
The Scrum Master
• Represents management of the project
• Responsible for enacting Scrum values and practices
• Removes impediments
• Ensure that the team is fully functional and productive
• Enable close cooperation across all roles and functions
• Shield the team from external interferences
34
Team Collaboration
• Ideal team members
• Identify with the team's goals
• Empowered and entrusted with tasks
• Supported by manager
• Experienced and knowledgeable in field
• Represent colleagues
• Time to participate
• Want to contribute to the success
• Avoid representation through proxy
35
Exercise 2c: Build the Scrum Team
• In small groups
1. Discuss competencies needed
2. Identify who the ‘real-life’ Scrum Master should
be, and why (and who will assume the Scrum
Master’s persona for the Case Study)
3. Identify all of the Committed Team roles (full-
time and part-time) and who will play them, and
who else is on the Non-Committed Team
• As a class
4. Each group presents its Team composition
36
Section Summary and Conclusions
The learning objectives for this section were:
– Value and adaptive planning
– Agile application lifecycle, Agile project
characteristics, and Agile roles
– Selecting a Case Study, assembling the Team
✓ Product Owner
✓ Scrum Master
✓ Committed Team
✓ Non-Committed Team
37
Section 3
Team Member Engagement
Envision the Product
38
Section Learning Objectives
• The learning objectives for this section are:
– Understand the motivation behind team member
expectations
– Develop high-level functionality to support goals
and strategies
– Develop an overview for realizing
the Vision with Agile ceremonies
39
Exercise 3a: Review Agile Checklist
• In small groups
1. Review the Agile Checklist document
• Agile Development Rhythms
• Meeting Checklists – Strategy Meeting
• Getting Started
2. Discuss and capture the key elements that are in the
checklist
40
SCRUM – Preparation
Sp
r
i
n
t
C
y
c
l
e
S
p
r
i
n
t 1, 2, 3 … N
▪ Business case & funding
▪ Contractual agreement
▪ Vision
▪ Initial Product Backlog
▪ Initial Release plan
▪ Stakeholder buy-in
▪ Assemble team
PREPARATION
RELEASE N
SCRUM
PROCESS
PRODUCT
BACKLOG
PRODUCT BACKLOG
BURNDOWN
SPRINT
BACKLOG
SCRUM
MASTER
TEAM
MEMBERS
STAKEHOLDER
USERS
PRODUCT
OWNER
SPRINT
BACKLOG
BURNDOWN
IMPEDIMENT
LIST
PRODUCT
BACKLOG
DELTA
REPORT
SPRINT
PLANNING
MEETING
UPDATE
PRODUCT
BACKLOG
PRODUCT
INCREMENT
SPRINT
REVIEW
SPRINT
RETROSPECTIVE
DAILY SCRUM /
DAILY WORK
Team Member Needs
• Identify and engage effective and empowered business
team members who are engaged with the team
• Identify and engage all stakeholders (current and future)
by promoting knowledge sharing early and throughout
the project to ensure the unimpeded flow of value
throughout the lifespan of the project
Source: PMI ACP certification summary
42
Product Envisioning –
an Agile Best Practice
• A common agile practice is to perform some high-level
requirements envisioning early in the project to help come to a
common understanding as to the scope of what you're trying to
accomplish.
• The goals at this point are to identify the business goals for the
effort, develop a common vision, and swiftly identify the initial
requirements for the system at a high-level.
43
Product Vision and Scope
Project Scope in Agile
environment is dynamic
• Start with high-level business
and technical needs
• Envision ‘Epics’ to be broken
down into features, stories,
development activities
• May need more envisioning to
refine product and service
groupings, business process
capabilities, and value streams
44
Articulate Business Functionality
High-level features; not all of the detail
• Either User Stories
• As a {business role},
• I need {specific functionality},
• So that {business purpose}.
• Or high-level Use Case outline
• User goal and ‘happy path’ outcome
• Measures of success: “Given, when, then …”
45
Articulate Technical Functionality
High-level; not all of the detail
• Either technical capabilities
• Infrastructure
• Operational expectations
• Architecture framework
• Or high-level User Story
• As a {system component},
• I need {specific functionality},
• So that {business purpose}
46
Articulate Technical Functionality
High-level; not all of the detail
•Either technical capabilities
• Infrastructure
• Operational expectations
• Architecture framework
•Or high-level User Story
• As a {system component},
• I need {specific functionality},
• So that {business purpose}
47
Agile Realization
Business motivation – a set of product, service or
architectural needs (Product Vision) – realized in:
• Product Backlog consists of high-level stories (Project
Vision, Epics and Features)
• Minimum marketable feature set (Release Plan)
• New initiative (Sprint Zero, Spikes)
• Rate of development (Velocity, Burn Down)
• Sprint Backlog (Stories, Tasks, Test Criteria)
• Complex projects (Sprint Stabilization)
• Multiple initiatives (Scrum of Scrums)
48
Section Summary and Conclusions
The learning objectives for this section were:
– Understand the motivation behind stakeholder
expectations
✓ Stakeholder engagement
✓ Strategy meeting
✓ Elevator pitch
– Develop an overview for realizing
the Vision with Agile ceremonies
✓ Agile checklist
49
Section 4
Initiate an Agile Project–
Planning Releases
50
Section Learning Objectives
• The learning objectives for this section are:
– Discuss how you would initiate an Agile project
– Discuss common practices that work when
planning Agile projects
– Determine how you will organize features and
releases
51
Exercise 4a: Adapting to a
Change-Driven Project Plan
• Group discussion
1. How do you adapt to a change-driven approach from
a (traditional) plan-driven approach?
Questions to ask:
- Do you have all the facts that will provide clarity for planning the
ENTIRE project?
- Are there any known unknowns?
- Do you have multiple options to choose from during the project?
52
Planning in the Agile
Product Development Life Cycle
53
“Five Levels of Agile Planning”
Initial Release Plan
The initial release plan is understood to be rough. It must be
detailed enough only to get us started by predicting that the
project will deliver enough return on investment to more than pay
for it.
REMEMBER
In Agile projects we plan continuously, and we correct our course
as we go.
54
Product-Level Planning
Customer-specific product release success
criteria share the following characteristics:
• Identify specify current or prospective customer
‘personas’ so the team knows who they are
trying to satisfy
• Define specific actions by the customer that will
indicate the product release has met its goal
• Set timeframes during which actions must take
place for the product release to be considered a
success
55
Prioritize Releases
Since initial Product Backlog items can be difficult
to prioritize, it’s useful to prioritize Releases first,
then items within and, if necessary, across themes
Factors to consider when determining priorities:
• Value
• Knowledge
• Uncertainty and risk
• “Releasability”
• Dependencies
56
Group Initial Product Backlog Items
57
Exercise 4b: Create Release Plan
Using the case study and Release Planning checklist discuss an
initial Release Plan
• In teams
1. Expand business and technical functionality (more features
and capabilities) to produce an initial Product Backlog
2. Team and Product Owner consider multiple factors to
organize features in a Release Plan
• As a class
3. Discuss release schedule and constraints
58
Section Summary and Conclusions
The learning objectives for this section were:
– Discuss how you would initiate an Agile project
✓ Five Levels of Agile Planning
– Discuss common practices that work when
planning Agile projects
✓ Release Plan Meeting
59
Section 5
Coarse-Grain Estimates
and Time-Boxed Iterations
60
Section Learning Objectives
• The learning objectives for this section
are:
– Determine high-level items in Product
Backlog
– Estimate at the level of detail sufficient for
planning and prioritizing
– Estimate throughput (delivered items) within
time and resource constraints
61
Embrace High-Level Vision
and Release Plan
Product Life Cycle budget requires estimating how
many Sprints will it take to achieve the desired
outcome. Individual Sprint components may
include:
• Modeling
• Implementation and testing
• Deployment, configuration management, training
and documentation
• Synchronization, refactoring and data hygiene
• Environment changes
62
Develop the Product Backlog
• A list of all desired work on
the project
• Each item has value to the
users or customers of the
product
• Prioritized by product owner
(and the team)
• Become ‘requirements’
• Allows team to estimate items
when needed, at the level of
detail needed
This is the Product
Backlog
63
Guidelines for the Product Backlog
Guidelines for creating the Product Backlog are:
• Keep your Product Backlog between 50 and 100 items total
• The top 20 to 40 items are small enough to be estimated at a
high level
• Put acceptance criteria on top 20-40 items
64
Establish Decision and Acceptance Criteria for
User Stories
Writing user stories is simple if you follow these simple steps:
1. As a [role], I can [feature] so that [reason]
2. Use index cards and a Sharpie
3. Make it testable with acceptance stories
• Given [context], when [event], then [outcome]
4. Connect the dots [start the conversation]
65
Exercise 5a: Elaborate Business
Functionality
• In small groups
1. Agree on documenting with User Stories
2. Decompose high-priority business
functionality into at least 10 user stories (one
per 3x5 sticky note) with success criteria
3. Note technical functionality associated with
user stories as additional success criteria
• As a class
4. Each group presents stories they have added
to their Product Backlog
66
Estimate Complexity Using
Story Points
• Relative measure of effort to implement User Stories
• Abstract number for ‘how hard’ the story is
• ‘Hard’ could be related to technical functions, complexity,
unknowns and deployment tasks
• Defined by team and constant over all Sprints
• Examples (shirt size, scale 1-10, or fibonacci):
• “Send to a Friend” = 2
• “Shopping Cart” = 8
67
Coarse-Grain Estimates
• Team estimates relative complexity
• For each Business User Story (or Use Case)
• “Coarse-grain” estimate based on high-level functionality and
technical factors
• Unit of measure: “Story Points”
1 point = routine story, low effort, little or no complexity, with
an average team doing concentrated, un-interrupted work
• Scrum Master facilitates estimation
68
Exercise 5b: Estimate Complexity
(Coarse-Grain)
• In small groups
1. Estimate each story
• ScrumMaster facilitates the game
• Team does the estimating
• Product Owner does not estimate!
• Estimate Story Points
2. Write the effort estimates on the story cards
• As a class
3. Each group presents their Estimates
69
Agile (Scrum) Is Time-Boxed
• Invert the Iron Triangle
• Fix date and resources
• Vary scope
• Reduce waste
• Estimate throughput
• Optimize value (each Sprint; entire Project)
• Prioritize needs
• Deliver maximum value in time allowed
70
Project Time-Box Considerations
• Required end-date
• Project budget
• Resource availability
• Others?
The project will deliver the greatest possible business value (as
defined by the Product Owner) within the project time-box
71
Establish Core Hours
• How will the team work during the day?
• How many hours can you get from your committed resources
during the sprint?
• What impact does this have the team’s capacity?
72
Team Velocity
• Over a number of sprints you will see how many story points you
can achieve – the velocity
• This allows you to predict throughput based on number of story
points in the backlog
REMEMBER – one team’s story point is not the same as another's
73
Project Time-Box
•Time-boxing represents the project timeline,
given Product Backlog and Team Velocity
• Begin date
• End date
• Sprint length
• Number of Sprints
Jan Feb Mar Apr May Jun Jul
Sprint #1 Sprint #2 Sprint #3 Sprint #4 Sprint #5 Sprint #6 Sprint #7
74
Section Summary and Conclusions
The learning objectives for this section were:
– Determine high-level items in Product Backlog
✓ User stories and acceptance criteria
– Estimate at the level of detail sufficient for
planning and prioritizing
– Estimate throughput (delivered items) within
time and resource constraints
✓ Velocity
✓ Time-box
75
Section 6
Plan the Iteration (Part I)
76
Section Learning Objectives
• The learning objectives for this section are:
– How to plan an Agile iteration (Sprint)
– Review Day 1 planning activities, roles and
expectations
– Address common challenges of Agile planning
77
Sprint Planning
• Scrum projects make progress in a series of
“Sprints”
• Typical duration is less than a calendar month
• Time-boxing leads to better rhythm, efficiency
• Potentially shippable product is specified,
designed, coded, tested and accepted
• Sprint Planning selects Sprint Backlog items
and develops understanding of Tasks
78
Iteration Planning in Context of Agile Unified
Process
79
• ‘Inception’, ‘transition’ and ‘production’ phases
apply to the flow within a Sprint, and to the
overall plan across multiple
Sprints
Exercise 6a: Sprint ‘Zero’ Activities
• In small groups, discuss
1. What is Sprint Zero?
2. What activities could be included in Sprint Zero? For a
simple project? For a complex project?
• As a class
3. Do you expect the first sprints to be clean and well
executed? Why or why not? How do you address this?
80
Spikes
• Stories to
• Research technical and functional issues
• Secure budget and reach financial decisions
• Prototype capabilities that require feedback
• Help understand complexity
• Often ‘thrown away’
• Output is a better estimate for original story
If we knew what we were doing it wouldn’t be research - Albert
Einstein
81
Master Test Plan
An Agile master test plan includes:
• Intro with objectives and team members
• Scope (what will be tested)
• Assumptions and risks
• Test approach (including automation)
• Test environment
• Milestones/deliverables with the schedule
82
Backlog Accuracy
Continuous planning is much more accurate if it occurs on at least
two levels:
• At the release level, identify and prioritize the features the PO
must have, would like to have, and can do without by the
deadline
• At the iteration level, pick and plan for the next batch of
features to implement, in priority order
Features too large to be estimated or delivered within a single
iteration must be broken down or researched further
83
1st Half of Sprint Planning Meeting
• First part of the meeting - collaborative effort
• Product Owner, Team, Scrum Master
• Anyone who wants to attend is welcome
• Set Sprint goal and scope
• Based on progress to date and any changes
• Learn more detail about highest priority items
• Accept Product Backlog items into Sprint
• Time-boxed marching plans for the Team
84
Sprint Goal and Scope
• Small reversible steps
• Welcome change
• Cross-functional team
• Include design and testing
• Maintain constant pace
• Share commitment
• ‘DONE’
• Get feedback quickly
This Sprint
85
Identify PBIs for the Sprint
ScrumMaster facilitates while Product Owner and
Team collaborate to:
• Break down larger stories
• Prioritize stories
• Decide which PBIs may be put into production
• Team collaborates to:
• Review velocity and capacity
• Select stories for current iteration
86
Story Size and Sprint Capacity
If XYZ story can be accepted in one Sprint:
• Add support for XYZ
• Consider adding another story
If XYZ story cannot be accepted in one Sprint:
• Consider what elements can be worked
• Create User Interface/Workflow for XYZ
• Process normal XYZ success (no exceptions)
• Apply all business rules to XYZ
87
Exercise 6B: Confirm and Refine High-Priority
Product Backlog Items
• Using the Iteration Planning checklist
1. Using the Backlog PBI Create
1. An EPIC
2. Five Features
3. Three Stories for the first feature
4. Estimate complexity of the User Stories (T-
Shirt sizes, or 1.3.5)
• As a class
3. Discuss the advantages and disadvantages of
this approach
88
Section Summary and Conclusions
The learning objectives for this section were:
– How to plan an Agile iteration (Sprint)
– Review Day 1 planning activities, roles and
expectations
✓ Iteration Plan Meeting
✓ Estimating with T-Shirt Size or 1,3,5
– Address common challenges of Agile planning
✓ Sprint ‘0’, Spike, Master Test Plan
89
Section 7
Plan the Iteration (Part II)
90
Section Learning Objectives
• The learning objectives for this section are:
– How to complete planning for a Sprint
– How to estimate at the task level and identify
risk factors
– Understand who commits to and approves the
Sprint plan
91
AIM
2nd Half of Sprint Planning Meeting
Second half of meeting - collaborative effort within Team:
• Clarify Sprint Backlog items
• Break down stories to associated tasks
• Identify modeling requirements
• Create initial list of issues, dependencies, assumptions, non-
functional requirements
• Estimate tasks (Ideal Days or Hours)
• Definition of DONE
• Tasks become committed for the Sprint
92
Estimate Relative Effort (Fine Grain)
•Team estimates relative effort
• For each task
• ‘Fine-grain’ estimate based on team’s experience and
different perspectives
•Scrum Master facilitates estimation
•Option:
• Self-select tasks first, then team member estimates
own tasks
93
Sprint Backlog Example
Includes rough
estimates
Prioritized by
value & risk
Publicly
visible
Better to describe
as user stories
94
Finalize the Sprint Plan
Scrum Master Facilitates:
• Product Owner and Team collaborate to finalize what will be
delivered in the Sprint, based on:
• Sprint Goal
• Initial plan for this Sprint
• Team’s velocity
• Other information
95
Section Summary and Conclusions
The learning objectives for this section were:
– How to complete planning for a Sprint
– How to estimate at the task level and identify
risk factors
✓ Ideal Days
– Understand who commits to, and approves, the
Sprint plan
96
Section 8
Tools and Techniques for Managing
Scrums
97
Section Learning Objectives
• The learning objectives for this section
are:
– Review the four main tools and techniques
that guide progress
– Discuss how to use these techniques in an
Agile environment
98
Manage the Scrum
To maintain rhythm and sustainable pace of work,
manage Scrum activities through
• Self-selecting tasks near to priority order
• Displaying work in progress
• Communicating status and spotting obstacles
daily
• Reporting progress that is visible, highly
transparent, and easily understood
99
Daily Scrum Meeting
• Only 15 minutes a day
• Stand up meeting
• Only “committed”
members can talk
• 3 questions are asked
• Commitment and
accountability
• Say what you do, do what
you say
• Whole world is invited
This is the Daily
Scrum Meeting
100
Example #2 SCRUM Task Board
101
Burndown Chart
• On a Scrum project, the team tracks its progress
against a sprint or release plan by updating a
burndown chart
• The horizontal axis of the chart shows the time, and
the vertical axis shows the amount of work remaining
• Work remaining can be shown in whatever unit the
team prefers – story points, ideal days, team days,
and so on
102
SCRUM – BURNDOWN CHART
Exercise 8a – Discussion –Create a Scrum
board with work streams
• As a team, discuss how you would create a
Scrum board with work streams
104
Section Summary and Conclusions
The learning objectives for this section were:
– Review the four main tools and techniques
that guide progress
✓ Self-managing teams
✓ Daily Standup meeting
✓ Task Board
✓ Burndown Chart
– Discuss how to use these techniques in an
Agile environment
105
Section 9
Running the Sprint
106
Section Learning Objectives
• The learning objectives for this section are:
– Understand how requirements emerge, change
and are satisfied during the Sprint
– Discuss the importance of self-managed teams
– Demonstrate how the Daily Standup Meeting
fosters collaboration and communicates status
to committed and non-committed resources
107
AIM
Paradigm Shift in Requirements
• Plan-driven limitations
• Documents do not generate value directly
• Unidirectional from author perspective
• Agile ‘User Story’ represents a conversation
• Visual display, easily annotated
• Whiteboard modeling for clarity and insight
• ‘Given, when, then’ conditions
• Automated tests confirm details
• Artifacts (cards) are only temporary
108
Select ‘Next Priority’ Task
• Each team member selects (one) task-level item
• Next highest in priority ranking
• Dependency item, cover item or other association with related
requirements
• Skill level and capacity
• Unresolved issues
• Level of collaboration
• Re-estimate in hours or ideal days
• Post on Task Board
109
Validate Agile Requirements
• Identify assumptions
• Define measurable evaluation criteria
• Determine business value
• Determine dependencies for benefits realization
• Evaluate alignment with business case and opportunity cost
110
Create Test Scenarios and Test Cases from User
Stories
• User story detail (exhaustive, comprehensive)
• Measures of success
• Non-functional quality of service criteria
• Integration and synchronization
• Automated testing
Note – Demonstrate completed work items at the Sprint Review
meeting (Sprint Demo)
111
Managing Scrums with
Daily Stand-Up
Committed Team with cross-functional skills does the actual work
3 Questions are asked:
• What have you completed since we last met?
• What are you planning to complete until we meet again?
• What, if any, impediments are you encountering that are
preventing you from completing your work?
112
Daily Scrum Rules
•Purpose
• Status update to synchronize Team’s work
• Highlight ‘WIP’ ‘done’ or new impediments
• Foster collaboration and self-organization
•Logistics
• Every business day, usually early in the
morning
• Short (time-boxed) and stand-up (no chairs)
• Report status and take discussion off-line
• NO presentations, problem-solving or
decision-making!
113
Review:
Committed vs. Non-Committed
• Committed resources have skin in the game
• Everyone doing technical work on the project
• Competencies (development, testing, DBA …)
• So they may speak and show accountability
• Non-Committed resources only contribute
• Everyone else
• Executive, Sponsor, Manager, Customer …
• So they must remain silent, but remain
engaged by listening and observing
progress
114
Removing Impediments to Progress
Scrum Master ensures:
• Interested Team members collaborate after the meeting to solve
Technical problems
• SM action items to clear the Team’s path and secure other
groups’ cooperation to remove Organizational roadblocks
• SM action items to shield team from Political infighting
• SM action items to defend process integrity against attempts to
circumvent Scrum practices
115
Authority to Change Sprint Backlog
Only the Team can change the Sprint Backlog in the middle of a
Sprint
• Add items if necessary to achieve the Sprint goal or if resources
are available for more work
• Remove/modify items if the Sprint goal is still achieved AND if
the Product Owner agrees
• Priority was ‘low’ during planning
• Scope has changed
• Assess changes in Sprint Review and add back to the Product
Backlog for next Sprint
116
Section Summary and Conclusions
The learning objectives for this section were:
– Understand how requirements emerge, change
and are satisfied during the Sprint
✓ Facilitated workshops, preshops
– Discuss the importance of self-managed teams
– Demonstrate how the Daily Standup Meeting
fosters collaboration and communicates status
to committed and non-committed resources
✓ Roles and authority to change
117
Section 10
Sprint Review
118
Section Learning Objectives
• The learning objectives for this section are:
– Understand why and how to conduct a Sprint
Review
119
Traditional Acceptance and Sign-off
• Customer acceptance is important for
requirements approval
• Team acceptance is important because they
agree to accept the requirements and build
them into a product
• Sign-off on a requirements document is an
act of customer approval of the requirements
and brings closure before the requirements
development process
120
Exercise 10a: Discuss Review Planning
Checklist
• In small groups
1. Review the Iteration Review meeting checklist
2. Discuss and capture the key elements that are in the
checklist
• As a class
3. What makes Agile (Scrum) Sprint Review different from a
traditional project approach?
121
Sprint Review: Working Product
Is Showing Progress
Sprint Review focuses on the finished product increment
• Did the team produce what they promised?
• Does it meet the Product Owner’s expectations?
• Is it acceptable to the customers?
• Was the Sprint goal achieved?
122
Prepare for Sprint Review
• Team presents what it accomplished
• Typically takes the form of a brief demo of new features or
underlying architecture
• JAD workshops, prototypes, testing occur within the Sprint
as a completed Task
• Informal
• 2-hour prep time, no slides
• Whole team participates (invite the world)
• Product Owner accepts deliverables, adjusts Product Backlog
123
Organizational Readiness
What is it?
• Organizational readiness reflects ability to accept and implement
change
• Requires necessary knowledge, skills, resources to assess
and support
• Critical to successfully implementing complex service delivery
changes
• Time to plan is early, while time to affirm is now
• Accountability may rest with the Product Owner
124
Definition of Done (DoD)
Definition of Done (DoD)
• The exit-criteria to determine whether a product backlog item is
complete. In many cases the DoD requires that all regression
tests should be successful.
125
Input for the Next Sprint
• Update the user stories and their priorities as
customers' needs change
• Break down user stories that are likely to be
implemented in the next sprint
126
Exercise 10b: Conduct a Sprint Review
• In small groups using the Review meeting checklist
1. Prepare for a Sprint Review
• Assume goal is complete but certain tasks were changed
• Consider this Sprint in context of Release Plan
2. Conduct the Sprint Review
• As a class
3. Contrast Review meeting with traditional UAT
127
Section Summary and Conclusions
The learning objectives for this section were:
– Understand why and how to conduct a Sprint
Review
✓ Sprint Review meeting
✓ Validation
✓ Organizational Readiness
✓ Definition of Done (DoD)
128
Section 11
Sprint Retrospective
129
Sprint Retrospective
Quick Lessons Learned at end of every Sprint
• What is working well for the team?
• What is problematic for the team?
• What practice changes shall we try?
• Not more than 2 or 3
• Low-hanging fruit
• Determine at the next Retrospective
if the changes will be made permanent
130
Key Process Indicators
• Agile processes should be tailored to better serve the
organization and project
• Success metrics (quality indicators) for Agile
• Planning (velocity as a reliable tool)
• Collaboration (quality of relationships)
• Requirements (validity after testing)
• Deliverables (working software)
• Deployment (service management)
• Assessment mechanism: open discussion
131
Sprint Retrospective Guidelines
• Done after every Sprint
• Typically 15–30 minutes
• ScrumMaster facilitates open discussion
among committed team
• Review improvements from previous Sprint
• Add any impediments not cited in Daily
Scrum
• Include non-committed team for part of the
discussion as appropriate
• Identify most important issues to work on for
next Sprint, focusing on process not people
132
Exercise 11b: Pop Quiz!
• Is it OK for a project to have more than 1 Product Owner? Why?
• What is the Product Owner’s primary responsibility?
ScrumMaster? Team Member?
• Define these terms:
• Time-boxed
• Self-organizing team
• Planning poker
• Definition of Done
133
Section Summary and Conclusions
The learning objectives for this section were:
– Understand why and how to conduct a Sprint
Retrospective
✓ Retrospective meeting
✓ Metrics
134
Section 12
Boosting Team Performance
135
Section Learning Objectives
• The learning objectives for this section are:
– Raise concerns with introducing Agile methods
in a Waterfall culture
– Discuss scaling larger projects and portfolios
– Introduce performance issues facing Agile
teams
136
AIM
Scaling with Larger Teams
Can committed resources represent small
groups of technical peers?
• Factors in scaling
• Type of application
• Team size
• Team dispersion
• Project duration
http://whitewaterprojects.com/20
10/09/17/why-is-7-2-the-ideal-
scrum-team-size/#
137
The Dangers of Agile Scrum
• It’s hard!
• It requires significant change
• It makes all dysfunction visible
• It demands honesty, transparency and
accountability
• Bad products will be delivered sooner, and
doomed projects will fail faster
• Partial adoption may be worse than none at all
• Be forewarned: many Scrum adoptions fail
138
Begin with Stakeholder Engagement
Keys to improving stakeholder engagement:
• Team Formation
• Team Empowerment
• Team Collaboration
• Team Commitment
Then, as an on-going activity:
• Coach
• Solve Problems
139
Exercise 12a: Discussion on issues with people
and process
Based on the organization’s current competencies and future
needs, how can it best manage the transition to Agile?
1. What are the process issues
2. What are the people issues
3. How can we remove the impediments to progress?
140
Section Summary and Conclusions
The learning objectives for this section were:
– Raise concerns with introducing Agile methods
in a Waterfall culture
– Discuss scaling larger projects and portfolios
– Introduce performance issues facing Agile
teams
141
Section 13
Transitioning from Waterfall
142
Waterfall Cultural Roots
•Origins in structured programming with quality
process control
•Project management
• Known requirements
• Variance from plan
• Management culture, project
leadership, project focus
•Business analysis
• Plan-driven requirements management
143
Requirements
Planning
Design
Build
Test
Deploy
Waterfall vs. Agile
Change (Learning) Driven
Continuous Team Communication
Deliver in Short, Business-Focused
Phases, Typically 2 – 3 Months
Develop in End-to-End Functional Slices
Continuously Integrate Code
Throughout (Daily Builds)
Fully-Automated, Continuous Testing at
Both Functional and Unit Level
Low Cost of Change
Plan Driven
Infrequent Team Communication
Deliver Once in “Big Bang”
Fashion, Typically 9 – 12 Months
Develop in Layers: Presentation,
Persistence, Business, etc.
Integration of Different Layers
Occurs at End of Build Phase
Testing as Separate Phase at End of
Project, Emphasizing Functional Level
High Cost of Change
Waterfall Agile
Attempts to Nail Down Requirements
Expects, accommodates Changes
to Requirements
144
Exercise 13a: Comparing Waterfall (Plan-Driven)
versus Agile (Change-Driven
As a class determine the advantages and disadvantages of the
Waterfall and Agile Framework
145
Module 14
Wrap Up and
Additional Information
146
Course Learning Objectives Summary
The learning objectives for this course were:
This course shall help you develop and enhance your
Agile skills so that they can provide significant value
to projects and the business enterprise
147
Agile Product Life Cycle (SCRUM)
NOTE :
✓ Discussed in detail!
148
Agile Reading List
• Agile and Iterative Development: A Manager’s Guide by Craig
Larman
• Agile Estimating and Planning by Mike Cohn
• Agile Project Management with Scrum by Ken Schwaber
• Agile Retrospectives by Esther Derby and Diana Larsen
• Agile Software Development Ecosystems by Jim Highsmith
• Agile Software Development with Scrum by Ken Schwaber and
Mike Beedle
• Scrum and The Enterprise by Ken Schwaber
• User Stories Applied for Agile Software Development by Mike Cohn
• Lots of weekly articles at www.scrumalliance.org
149
150
Questions?

SPROTT - STUDENT WORKBOOK - INTRO TO AGILE.pdf

  • 1.
    Grow your career. Levelup for the future. Intro to Agile and Scrum Patrick van Abbema
  • 2.
    Instructor Bio • Patrickvan Abbema, MBA, PMP, CBAP, CSP, CSM, ITIL • Experienced Management Consultant with over 25 years of extensive experience. • I focus on two project management specialty areas: • Agile project management and • Digital Transformation • I have several progressive accomplishments as a senior management consultant in Information Management (IM), Information Technology (IT), Defensive Cyberspace Operations (DCO), Customer Relationship Management (CRM), Organizational Change Management (OCM), Enterprise Resource Planning (ERP), Enterprise Content Management (ECM) and Bimodal IT solutions. I have managed organizational change management initiatives that involved the development of coaching skills, process analysis, technology implementation, strategy development, and operational improvement services. • Linkedin Profile: https://www.linkedin.com/in/pvanabbema/ 2
  • 3.
    Agenda Day 1 -Section 1-5 Day 2 – Section 6-14 01. 02.
  • 4.
    Exercise - Discussion Thinkingback to past projects, what were your biggest challenges (ex., unrealistic schedules)? Using post-it notes, take 5 minutes to write down 3 project challenges you have faced in the past. NOTE – This is brainstorming technique called brainwriting or method 6-3-5 (6 people - 3 ideas in 5 minutes) 4
  • 5.
    Logistics • Please muteyour phones, and other noise making devices • Feel free to stand up and stretch when you are feeling like you need to wake up or just move about • Interactive – please ask questions
  • 6.
  • 7.
    Section Learning Objectives •The learning objectives for this section are: – Understand the fundamentals of Agile Scrum – Review the Agile Product Life Cycle – Describe the Agile roles and responsibilities – Contrast Scrum with Waterfall
  • 8.
    What Is Agile? •Agile is a framework that is used to structure, plan, and control iterative and incremental development. When applied to management, agile means that projects and processes are managed dynamically and flexibly. Lower planning and management intensity enable fast implementation of a project, high adaptability, and considerable autonomy. • Agile Scrum is one of the many “flavours” of Agile, but it is the most popular 8
  • 9.
    The Agile Manifesto Statementof Values Process and tools Individuals and interactions over Following a plan Responding to change over Source: www.agilemanifesto.org Comprehensive documentation Working software (product) over Contract negotiation Customer collaboration over
  • 10.
    FAST - Sprints(time-boxes) make it easier to adapt to changing market conditions. PRIORITIZED - Each user story and task has a clear and distinct success metric. FOCUSED - Transparency and a “points” system make prioritization a rational and productive conversation PREDICTABLE - Daily “stand-up” plus the points system help to identify blockers & eliminate surprises effectively. The Agile Way
  • 11.
    Agile Principles 1. Satisfythe Customer 2. Welcome Change 3. Deliver Frequently 4. Work as a Team 5. Motivate People 6. Communicate Face-to-Face 7. Measure Working Software 8. Maintain Constant Pace 9. Excel at Quality 10. Keep it Simple 11. Evolve Designs 12. Reflect Regularly 11
  • 12.
    Exercise 1A: Reviewthe Scrum Terms and Concepts Cheat Sheet • As an individual, review the Scrum Cheat Sheet 1. Identify key terms and concepts • As a class 2. Discuss which terms sound familiar, which may be new, and which may have caused confusion in your work environment • As individuals or groups 3. Refer to the Cheat Sheet when new terms and concepts are introduced, or when working on exercises
  • 13.
    High Level AgileScrum Framework •Product Owner •ScrumMaster •Team Roles •Sprint planning •Daily scrum meeting •Sprint review •Sprint retrospective Ceremonies •Product backlog •Sprint backlog •Burndown charts Artifacts
  • 14.
    Scrum Roles –High Level • Scrum Master • Coach/Lead the Scrum team • Ensure team effectiveness • Product Owner • Prioritize the Product backlog • Ensure project success • Scrum Team • Small (5-9), self-directed team • Cross-functional (BA, Dev, QA, DBA, UI, etc.) • Multiple Scrum Teams (Scrum of Scrums)
  • 15.
    Agile Product LifeCycle (SCRUM) NOTE : We will discuss in detail later in the course
  • 16.
    AGILE METHODOLOGY Scrum Process Dailystand-up Meeting Review End product Retrospective Daily Scrum Product Backlog Refinement Developmen t & Tests Sprint end date, goal and team deliverables do not change every 24 H Sprint 1-4 Weeks Scrum Master Sprint Review & Retrospective Sprint Planning PRODUCT OWNER the Team Product Backlog Sprint Backlog Features Tasks Sprint Planning meeting Team agrees on how much to complete by sprint's end Burndown / Up Charts Information from end-users, customers, team and stakeholders
  • 17.
    •Agile Scrum isan agile process that allows us to focus on delivering the highest business value in the shortest time. •It allows us to rapidly and repeatedly inspect actual working services and/or software (every two weeks to one month). •The business sets priorities. Teams self- organize to determine the best way to deliver the highest priority features. Agile Scrum in Less Than 100 Words 17
  • 18.
    Waterfall vs. Agile Change(Learning) Driven Continuous Team Communication Deliver in Short, Business-Focused Phases, Typically 2 – 3 Months Develop in End-to-End Functional Slices Continuously Integrate Code Throughout (Daily Builds) Fully-Automated, Continuous Testing at Both Functional and Unit Level Low Cost of Change Plan Driven Infrequent Team Communication Deliver Once in “Big Bang” Fashion, Typically 9 – 12 Months Develop in Layers: Presentation, Persistence, Business, etc. Integration of Different Layers Occurs at End of Build Phase Testing as Separate Phase at End of Project, Emphasizing Functional Level High Cost of Change Waterfall Agile Attempts to Nail Down Requirements Expects, accommodates Changes to Requirements 18
  • 19.
    Exercise 1B: Challengesto Building End-to-End Systems Brainwrite the following answers: 1) How would you see Agile helping teams build end-to-end systems? 2) What are some of the challenges you think you will face? Brainwriting – Write 3 ideas in 5 minutes and then discuss as a group 19
  • 20.
    Introducing Agile Scrum tothe Organization • It is about moving ideas between minds (attitude, trust, distance, tacit knowledge, work environments) • It is about identifying the Shifting of Power, new roles (decision makings, role definitions, power centers) • It is about knowing the Implications of distance, face-to-face, tacit versus documented, culture • Increasing team cohesion, visibility displays, collaborative requirements/planning applications 20
  • 21.
    Section Summary andConclusions The learning objectives for this section were: – Fundamentals of Agile Scrum ✓ Simulation exercise ✓ Manifesto (Statement of Values) ✓ 12 Principles – Review the Agile Product Life Cycle – Describe the Agile roles and responsibilities – Contrast Scrum with Waterfall 21
  • 22.
    Section 2 Value DrivenDelivery – Identify Case Study and Agile Team 22
  • 23.
    Section Learning Objectives •The learning objectives for this section are: – Understand why agile development focuses so heavily on value and adaptive planning – Review the Agile application lifecycle, Agile project characteristics, and Agile roles – Select a Case Study and assemble the Agile Team 23
  • 24.
    Value-Driven Development • Agileis based on iterative and incremental development, where requirements and solutions evolve through collaboration between self-organizing, cross- functional teams. • Unlike traditional 6-12 month planning and execution cycles, Agile allows the team to adapt to fast-changing conditions, respond to immediate needs, and prove ROI quickly and consistently. 24
  • 25.
    Agile Scrum Characteristics •Self-organizing teams • Product progresses in a series of 2 to 4 week long “sprints” • Requirements are captured as items in a list of “product backlog” • No specific engineering practices prescribed • Uses generative rules to create an agile environment for delivering projects 25
  • 26.
    Exercise 2a: Selectthe Case Study Select an initiative for your Agile case study • In groups that will become an Agile team 1. Identify projects from your work that meet these criteria: • Not too far along, or not started (< 20% complete) • Not too small or too big (6-18 months) -- A single phase of a larger product can work • Sufficiently complex to be interesting • A team member knows (or can improvise) enough to play the role of Product Owner 2. Select the best candidate for an Agile project • In teams with the Instructor 3. Discuss alternatives, focusing on merits for subsequent exercises 26
  • 27.
    Assemble the AgileTeam •Sprint planning •Daily scrum meeting •Sprint review •Sprint retrospective Ceremonies •Product backlog •Sprint backlog •Burndown charts Artifacts •Product Owner •ScrumMaster •Team Roles 27
  • 28.
    AGILE METHODOLOGY Scrum RoleAllocation The Product Owner is responsible for economic success, and represents the interests of users and stakeholders PRODUCT OWNER The Scrum Master acts as the moderator of the project team, and ensures compliance with the rules SCRUM MASTER They are self-organized and responsible for development tasks TEAM MEMBERS Stakeholders communicate their general product needs and requirements STAKEHOLDER S The customer pays for product development in order to use the product later CUSTOMERS SCRUM ROLES
  • 29.
    SCRUM – TEAM SupportingActivities ▪ Finding techniques for effective Product Backlog management ▪ Helping the Scrum team understand the need for clear and concise Product Backlog items ▪ Facilitates Scrum implementation ▪ Coaching in self-organization and teamwork and removing impediments from the development team ▪ Helps the development team to create high-value products ▪ Facilitates Scrum implementation ▪ Leading and coaching the organization in its Scrum adaption, planning Scrum implementation within the organization ▪ Helping employees and stakeholders understand and enact Scrum and empirical product development PRODUCT OWNER DEVELOPMENT TEAM SCRUM MASTER ORGANIZATION Source: ©Scrum.Org and ScrumInc., Ken Schwaber and Jeff Sutherland: Scrum Guide
  • 30.
    Product Owner • Definethe features of the product • Decide on release date and content • Be responsible for the profitability of the product (ROI) and Return on Value (ROV) • Prioritize features according to market value • Adjust features and priorities between (not during) every iteration, as needed • Accept or reject work results 30
  • 31.
    Identify the ProductOwner Product decision-maker • Authority to make decisions • Responsibility for product success • “Single Wring-able Neck” • One Individual • May represent others • Speaks for all product users • Knows business processes • Understands difficulties and unique needs 31
  • 32.
    Exercise 2b: Selectthe Product Owner • In small groups 1. Discuss the Case Study stakeholders 2. List the people or groups the Product Owner must represent 3. Identify who the ‘real-life’ Product Owner should be, and why (and who will assume the Product Owner’s persona for the Case Study) • As a class 4. Each group presents its Product Owner and decision criteria 32
  • 33.
    Build the ScrumTeam Establish the team early so they can: • Participate in project initiation • Help with the Product Backlog • Produce initial (coarse-grain) estimates • Jell as a team before the work begins 33
  • 34.
    The Scrum Master •Represents management of the project • Responsible for enacting Scrum values and practices • Removes impediments • Ensure that the team is fully functional and productive • Enable close cooperation across all roles and functions • Shield the team from external interferences 34
  • 35.
    Team Collaboration • Idealteam members • Identify with the team's goals • Empowered and entrusted with tasks • Supported by manager • Experienced and knowledgeable in field • Represent colleagues • Time to participate • Want to contribute to the success • Avoid representation through proxy 35
  • 36.
    Exercise 2c: Buildthe Scrum Team • In small groups 1. Discuss competencies needed 2. Identify who the ‘real-life’ Scrum Master should be, and why (and who will assume the Scrum Master’s persona for the Case Study) 3. Identify all of the Committed Team roles (full- time and part-time) and who will play them, and who else is on the Non-Committed Team • As a class 4. Each group presents its Team composition 36
  • 37.
    Section Summary andConclusions The learning objectives for this section were: – Value and adaptive planning – Agile application lifecycle, Agile project characteristics, and Agile roles – Selecting a Case Study, assembling the Team ✓ Product Owner ✓ Scrum Master ✓ Committed Team ✓ Non-Committed Team 37
  • 38.
    Section 3 Team MemberEngagement Envision the Product 38
  • 39.
    Section Learning Objectives •The learning objectives for this section are: – Understand the motivation behind team member expectations – Develop high-level functionality to support goals and strategies – Develop an overview for realizing the Vision with Agile ceremonies 39
  • 40.
    Exercise 3a: ReviewAgile Checklist • In small groups 1. Review the Agile Checklist document • Agile Development Rhythms • Meeting Checklists – Strategy Meeting • Getting Started 2. Discuss and capture the key elements that are in the checklist 40
  • 41.
    SCRUM – Preparation Sp r i n t C y c l e S p r i n t1, 2, 3 … N ▪ Business case & funding ▪ Contractual agreement ▪ Vision ▪ Initial Product Backlog ▪ Initial Release plan ▪ Stakeholder buy-in ▪ Assemble team PREPARATION RELEASE N SCRUM PROCESS PRODUCT BACKLOG PRODUCT BACKLOG BURNDOWN SPRINT BACKLOG SCRUM MASTER TEAM MEMBERS STAKEHOLDER USERS PRODUCT OWNER SPRINT BACKLOG BURNDOWN IMPEDIMENT LIST PRODUCT BACKLOG DELTA REPORT SPRINT PLANNING MEETING UPDATE PRODUCT BACKLOG PRODUCT INCREMENT SPRINT REVIEW SPRINT RETROSPECTIVE DAILY SCRUM / DAILY WORK
  • 42.
    Team Member Needs •Identify and engage effective and empowered business team members who are engaged with the team • Identify and engage all stakeholders (current and future) by promoting knowledge sharing early and throughout the project to ensure the unimpeded flow of value throughout the lifespan of the project Source: PMI ACP certification summary 42
  • 43.
    Product Envisioning – anAgile Best Practice • A common agile practice is to perform some high-level requirements envisioning early in the project to help come to a common understanding as to the scope of what you're trying to accomplish. • The goals at this point are to identify the business goals for the effort, develop a common vision, and swiftly identify the initial requirements for the system at a high-level. 43
  • 44.
    Product Vision andScope Project Scope in Agile environment is dynamic • Start with high-level business and technical needs • Envision ‘Epics’ to be broken down into features, stories, development activities • May need more envisioning to refine product and service groupings, business process capabilities, and value streams 44
  • 45.
    Articulate Business Functionality High-levelfeatures; not all of the detail • Either User Stories • As a {business role}, • I need {specific functionality}, • So that {business purpose}. • Or high-level Use Case outline • User goal and ‘happy path’ outcome • Measures of success: “Given, when, then …” 45
  • 46.
    Articulate Technical Functionality High-level;not all of the detail • Either technical capabilities • Infrastructure • Operational expectations • Architecture framework • Or high-level User Story • As a {system component}, • I need {specific functionality}, • So that {business purpose} 46
  • 47.
    Articulate Technical Functionality High-level;not all of the detail •Either technical capabilities • Infrastructure • Operational expectations • Architecture framework •Or high-level User Story • As a {system component}, • I need {specific functionality}, • So that {business purpose} 47
  • 48.
    Agile Realization Business motivation– a set of product, service or architectural needs (Product Vision) – realized in: • Product Backlog consists of high-level stories (Project Vision, Epics and Features) • Minimum marketable feature set (Release Plan) • New initiative (Sprint Zero, Spikes) • Rate of development (Velocity, Burn Down) • Sprint Backlog (Stories, Tasks, Test Criteria) • Complex projects (Sprint Stabilization) • Multiple initiatives (Scrum of Scrums) 48
  • 49.
    Section Summary andConclusions The learning objectives for this section were: – Understand the motivation behind stakeholder expectations ✓ Stakeholder engagement ✓ Strategy meeting ✓ Elevator pitch – Develop an overview for realizing the Vision with Agile ceremonies ✓ Agile checklist 49
  • 50.
    Section 4 Initiate anAgile Project– Planning Releases 50
  • 51.
    Section Learning Objectives •The learning objectives for this section are: – Discuss how you would initiate an Agile project – Discuss common practices that work when planning Agile projects – Determine how you will organize features and releases 51
  • 52.
    Exercise 4a: Adaptingto a Change-Driven Project Plan • Group discussion 1. How do you adapt to a change-driven approach from a (traditional) plan-driven approach? Questions to ask: - Do you have all the facts that will provide clarity for planning the ENTIRE project? - Are there any known unknowns? - Do you have multiple options to choose from during the project? 52
  • 53.
    Planning in theAgile Product Development Life Cycle 53 “Five Levels of Agile Planning”
  • 54.
    Initial Release Plan Theinitial release plan is understood to be rough. It must be detailed enough only to get us started by predicting that the project will deliver enough return on investment to more than pay for it. REMEMBER In Agile projects we plan continuously, and we correct our course as we go. 54
  • 55.
    Product-Level Planning Customer-specific productrelease success criteria share the following characteristics: • Identify specify current or prospective customer ‘personas’ so the team knows who they are trying to satisfy • Define specific actions by the customer that will indicate the product release has met its goal • Set timeframes during which actions must take place for the product release to be considered a success 55
  • 56.
    Prioritize Releases Since initialProduct Backlog items can be difficult to prioritize, it’s useful to prioritize Releases first, then items within and, if necessary, across themes Factors to consider when determining priorities: • Value • Knowledge • Uncertainty and risk • “Releasability” • Dependencies 56
  • 57.
    Group Initial ProductBacklog Items 57
  • 58.
    Exercise 4b: CreateRelease Plan Using the case study and Release Planning checklist discuss an initial Release Plan • In teams 1. Expand business and technical functionality (more features and capabilities) to produce an initial Product Backlog 2. Team and Product Owner consider multiple factors to organize features in a Release Plan • As a class 3. Discuss release schedule and constraints 58
  • 59.
    Section Summary andConclusions The learning objectives for this section were: – Discuss how you would initiate an Agile project ✓ Five Levels of Agile Planning – Discuss common practices that work when planning Agile projects ✓ Release Plan Meeting 59
  • 60.
    Section 5 Coarse-Grain Estimates andTime-Boxed Iterations 60
  • 61.
    Section Learning Objectives •The learning objectives for this section are: – Determine high-level items in Product Backlog – Estimate at the level of detail sufficient for planning and prioritizing – Estimate throughput (delivered items) within time and resource constraints 61
  • 62.
    Embrace High-Level Vision andRelease Plan Product Life Cycle budget requires estimating how many Sprints will it take to achieve the desired outcome. Individual Sprint components may include: • Modeling • Implementation and testing • Deployment, configuration management, training and documentation • Synchronization, refactoring and data hygiene • Environment changes 62
  • 63.
    Develop the ProductBacklog • A list of all desired work on the project • Each item has value to the users or customers of the product • Prioritized by product owner (and the team) • Become ‘requirements’ • Allows team to estimate items when needed, at the level of detail needed This is the Product Backlog 63
  • 64.
    Guidelines for theProduct Backlog Guidelines for creating the Product Backlog are: • Keep your Product Backlog between 50 and 100 items total • The top 20 to 40 items are small enough to be estimated at a high level • Put acceptance criteria on top 20-40 items 64
  • 65.
    Establish Decision andAcceptance Criteria for User Stories Writing user stories is simple if you follow these simple steps: 1. As a [role], I can [feature] so that [reason] 2. Use index cards and a Sharpie 3. Make it testable with acceptance stories • Given [context], when [event], then [outcome] 4. Connect the dots [start the conversation] 65
  • 66.
    Exercise 5a: ElaborateBusiness Functionality • In small groups 1. Agree on documenting with User Stories 2. Decompose high-priority business functionality into at least 10 user stories (one per 3x5 sticky note) with success criteria 3. Note technical functionality associated with user stories as additional success criteria • As a class 4. Each group presents stories they have added to their Product Backlog 66
  • 67.
    Estimate Complexity Using StoryPoints • Relative measure of effort to implement User Stories • Abstract number for ‘how hard’ the story is • ‘Hard’ could be related to technical functions, complexity, unknowns and deployment tasks • Defined by team and constant over all Sprints • Examples (shirt size, scale 1-10, or fibonacci): • “Send to a Friend” = 2 • “Shopping Cart” = 8 67
  • 68.
    Coarse-Grain Estimates • Teamestimates relative complexity • For each Business User Story (or Use Case) • “Coarse-grain” estimate based on high-level functionality and technical factors • Unit of measure: “Story Points” 1 point = routine story, low effort, little or no complexity, with an average team doing concentrated, un-interrupted work • Scrum Master facilitates estimation 68
  • 69.
    Exercise 5b: EstimateComplexity (Coarse-Grain) • In small groups 1. Estimate each story • ScrumMaster facilitates the game • Team does the estimating • Product Owner does not estimate! • Estimate Story Points 2. Write the effort estimates on the story cards • As a class 3. Each group presents their Estimates 69
  • 70.
    Agile (Scrum) IsTime-Boxed • Invert the Iron Triangle • Fix date and resources • Vary scope • Reduce waste • Estimate throughput • Optimize value (each Sprint; entire Project) • Prioritize needs • Deliver maximum value in time allowed 70
  • 71.
    Project Time-Box Considerations •Required end-date • Project budget • Resource availability • Others? The project will deliver the greatest possible business value (as defined by the Product Owner) within the project time-box 71
  • 72.
    Establish Core Hours •How will the team work during the day? • How many hours can you get from your committed resources during the sprint? • What impact does this have the team’s capacity? 72
  • 73.
    Team Velocity • Overa number of sprints you will see how many story points you can achieve – the velocity • This allows you to predict throughput based on number of story points in the backlog REMEMBER – one team’s story point is not the same as another's 73
  • 74.
    Project Time-Box •Time-boxing representsthe project timeline, given Product Backlog and Team Velocity • Begin date • End date • Sprint length • Number of Sprints Jan Feb Mar Apr May Jun Jul Sprint #1 Sprint #2 Sprint #3 Sprint #4 Sprint #5 Sprint #6 Sprint #7 74
  • 75.
    Section Summary andConclusions The learning objectives for this section were: – Determine high-level items in Product Backlog ✓ User stories and acceptance criteria – Estimate at the level of detail sufficient for planning and prioritizing – Estimate throughput (delivered items) within time and resource constraints ✓ Velocity ✓ Time-box 75
  • 76.
    Section 6 Plan theIteration (Part I) 76
  • 77.
    Section Learning Objectives •The learning objectives for this section are: – How to plan an Agile iteration (Sprint) – Review Day 1 planning activities, roles and expectations – Address common challenges of Agile planning 77
  • 78.
    Sprint Planning • Scrumprojects make progress in a series of “Sprints” • Typical duration is less than a calendar month • Time-boxing leads to better rhythm, efficiency • Potentially shippable product is specified, designed, coded, tested and accepted • Sprint Planning selects Sprint Backlog items and develops understanding of Tasks 78
  • 79.
    Iteration Planning inContext of Agile Unified Process 79 • ‘Inception’, ‘transition’ and ‘production’ phases apply to the flow within a Sprint, and to the overall plan across multiple Sprints
  • 80.
    Exercise 6a: Sprint‘Zero’ Activities • In small groups, discuss 1. What is Sprint Zero? 2. What activities could be included in Sprint Zero? For a simple project? For a complex project? • As a class 3. Do you expect the first sprints to be clean and well executed? Why or why not? How do you address this? 80
  • 81.
    Spikes • Stories to •Research technical and functional issues • Secure budget and reach financial decisions • Prototype capabilities that require feedback • Help understand complexity • Often ‘thrown away’ • Output is a better estimate for original story If we knew what we were doing it wouldn’t be research - Albert Einstein 81
  • 82.
    Master Test Plan AnAgile master test plan includes: • Intro with objectives and team members • Scope (what will be tested) • Assumptions and risks • Test approach (including automation) • Test environment • Milestones/deliverables with the schedule 82
  • 83.
    Backlog Accuracy Continuous planningis much more accurate if it occurs on at least two levels: • At the release level, identify and prioritize the features the PO must have, would like to have, and can do without by the deadline • At the iteration level, pick and plan for the next batch of features to implement, in priority order Features too large to be estimated or delivered within a single iteration must be broken down or researched further 83
  • 84.
    1st Half ofSprint Planning Meeting • First part of the meeting - collaborative effort • Product Owner, Team, Scrum Master • Anyone who wants to attend is welcome • Set Sprint goal and scope • Based on progress to date and any changes • Learn more detail about highest priority items • Accept Product Backlog items into Sprint • Time-boxed marching plans for the Team 84
  • 85.
    Sprint Goal andScope • Small reversible steps • Welcome change • Cross-functional team • Include design and testing • Maintain constant pace • Share commitment • ‘DONE’ • Get feedback quickly This Sprint 85
  • 86.
    Identify PBIs forthe Sprint ScrumMaster facilitates while Product Owner and Team collaborate to: • Break down larger stories • Prioritize stories • Decide which PBIs may be put into production • Team collaborates to: • Review velocity and capacity • Select stories for current iteration 86
  • 87.
    Story Size andSprint Capacity If XYZ story can be accepted in one Sprint: • Add support for XYZ • Consider adding another story If XYZ story cannot be accepted in one Sprint: • Consider what elements can be worked • Create User Interface/Workflow for XYZ • Process normal XYZ success (no exceptions) • Apply all business rules to XYZ 87
  • 88.
    Exercise 6B: Confirmand Refine High-Priority Product Backlog Items • Using the Iteration Planning checklist 1. Using the Backlog PBI Create 1. An EPIC 2. Five Features 3. Three Stories for the first feature 4. Estimate complexity of the User Stories (T- Shirt sizes, or 1.3.5) • As a class 3. Discuss the advantages and disadvantages of this approach 88
  • 89.
    Section Summary andConclusions The learning objectives for this section were: – How to plan an Agile iteration (Sprint) – Review Day 1 planning activities, roles and expectations ✓ Iteration Plan Meeting ✓ Estimating with T-Shirt Size or 1,3,5 – Address common challenges of Agile planning ✓ Sprint ‘0’, Spike, Master Test Plan 89
  • 90.
    Section 7 Plan theIteration (Part II) 90
  • 91.
    Section Learning Objectives •The learning objectives for this section are: – How to complete planning for a Sprint – How to estimate at the task level and identify risk factors – Understand who commits to and approves the Sprint plan 91 AIM
  • 92.
    2nd Half ofSprint Planning Meeting Second half of meeting - collaborative effort within Team: • Clarify Sprint Backlog items • Break down stories to associated tasks • Identify modeling requirements • Create initial list of issues, dependencies, assumptions, non- functional requirements • Estimate tasks (Ideal Days or Hours) • Definition of DONE • Tasks become committed for the Sprint 92
  • 93.
    Estimate Relative Effort(Fine Grain) •Team estimates relative effort • For each task • ‘Fine-grain’ estimate based on team’s experience and different perspectives •Scrum Master facilitates estimation •Option: • Self-select tasks first, then team member estimates own tasks 93
  • 94.
    Sprint Backlog Example Includesrough estimates Prioritized by value & risk Publicly visible Better to describe as user stories 94
  • 95.
    Finalize the SprintPlan Scrum Master Facilitates: • Product Owner and Team collaborate to finalize what will be delivered in the Sprint, based on: • Sprint Goal • Initial plan for this Sprint • Team’s velocity • Other information 95
  • 96.
    Section Summary andConclusions The learning objectives for this section were: – How to complete planning for a Sprint – How to estimate at the task level and identify risk factors ✓ Ideal Days – Understand who commits to, and approves, the Sprint plan 96
  • 97.
    Section 8 Tools andTechniques for Managing Scrums 97
  • 98.
    Section Learning Objectives •The learning objectives for this section are: – Review the four main tools and techniques that guide progress – Discuss how to use these techniques in an Agile environment 98
  • 99.
    Manage the Scrum Tomaintain rhythm and sustainable pace of work, manage Scrum activities through • Self-selecting tasks near to priority order • Displaying work in progress • Communicating status and spotting obstacles daily • Reporting progress that is visible, highly transparent, and easily understood 99
  • 100.
    Daily Scrum Meeting •Only 15 minutes a day • Stand up meeting • Only “committed” members can talk • 3 questions are asked • Commitment and accountability • Say what you do, do what you say • Whole world is invited This is the Daily Scrum Meeting 100
  • 101.
    Example #2 SCRUMTask Board 101
  • 102.
    Burndown Chart • Ona Scrum project, the team tracks its progress against a sprint or release plan by updating a burndown chart • The horizontal axis of the chart shows the time, and the vertical axis shows the amount of work remaining • Work remaining can be shown in whatever unit the team prefers – story points, ideal days, team days, and so on 102
  • 103.
  • 104.
    Exercise 8a –Discussion –Create a Scrum board with work streams • As a team, discuss how you would create a Scrum board with work streams 104
  • 105.
    Section Summary andConclusions The learning objectives for this section were: – Review the four main tools and techniques that guide progress ✓ Self-managing teams ✓ Daily Standup meeting ✓ Task Board ✓ Burndown Chart – Discuss how to use these techniques in an Agile environment 105
  • 106.
  • 107.
    Section Learning Objectives •The learning objectives for this section are: – Understand how requirements emerge, change and are satisfied during the Sprint – Discuss the importance of self-managed teams – Demonstrate how the Daily Standup Meeting fosters collaboration and communicates status to committed and non-committed resources 107 AIM
  • 108.
    Paradigm Shift inRequirements • Plan-driven limitations • Documents do not generate value directly • Unidirectional from author perspective • Agile ‘User Story’ represents a conversation • Visual display, easily annotated • Whiteboard modeling for clarity and insight • ‘Given, when, then’ conditions • Automated tests confirm details • Artifacts (cards) are only temporary 108
  • 109.
    Select ‘Next Priority’Task • Each team member selects (one) task-level item • Next highest in priority ranking • Dependency item, cover item or other association with related requirements • Skill level and capacity • Unresolved issues • Level of collaboration • Re-estimate in hours or ideal days • Post on Task Board 109
  • 110.
    Validate Agile Requirements •Identify assumptions • Define measurable evaluation criteria • Determine business value • Determine dependencies for benefits realization • Evaluate alignment with business case and opportunity cost 110
  • 111.
    Create Test Scenariosand Test Cases from User Stories • User story detail (exhaustive, comprehensive) • Measures of success • Non-functional quality of service criteria • Integration and synchronization • Automated testing Note – Demonstrate completed work items at the Sprint Review meeting (Sprint Demo) 111
  • 112.
    Managing Scrums with DailyStand-Up Committed Team with cross-functional skills does the actual work 3 Questions are asked: • What have you completed since we last met? • What are you planning to complete until we meet again? • What, if any, impediments are you encountering that are preventing you from completing your work? 112
  • 113.
    Daily Scrum Rules •Purpose •Status update to synchronize Team’s work • Highlight ‘WIP’ ‘done’ or new impediments • Foster collaboration and self-organization •Logistics • Every business day, usually early in the morning • Short (time-boxed) and stand-up (no chairs) • Report status and take discussion off-line • NO presentations, problem-solving or decision-making! 113
  • 114.
    Review: Committed vs. Non-Committed •Committed resources have skin in the game • Everyone doing technical work on the project • Competencies (development, testing, DBA …) • So they may speak and show accountability • Non-Committed resources only contribute • Everyone else • Executive, Sponsor, Manager, Customer … • So they must remain silent, but remain engaged by listening and observing progress 114
  • 115.
    Removing Impediments toProgress Scrum Master ensures: • Interested Team members collaborate after the meeting to solve Technical problems • SM action items to clear the Team’s path and secure other groups’ cooperation to remove Organizational roadblocks • SM action items to shield team from Political infighting • SM action items to defend process integrity against attempts to circumvent Scrum practices 115
  • 116.
    Authority to ChangeSprint Backlog Only the Team can change the Sprint Backlog in the middle of a Sprint • Add items if necessary to achieve the Sprint goal or if resources are available for more work • Remove/modify items if the Sprint goal is still achieved AND if the Product Owner agrees • Priority was ‘low’ during planning • Scope has changed • Assess changes in Sprint Review and add back to the Product Backlog for next Sprint 116
  • 117.
    Section Summary andConclusions The learning objectives for this section were: – Understand how requirements emerge, change and are satisfied during the Sprint ✓ Facilitated workshops, preshops – Discuss the importance of self-managed teams – Demonstrate how the Daily Standup Meeting fosters collaboration and communicates status to committed and non-committed resources ✓ Roles and authority to change 117
  • 118.
  • 119.
    Section Learning Objectives •The learning objectives for this section are: – Understand why and how to conduct a Sprint Review 119
  • 120.
    Traditional Acceptance andSign-off • Customer acceptance is important for requirements approval • Team acceptance is important because they agree to accept the requirements and build them into a product • Sign-off on a requirements document is an act of customer approval of the requirements and brings closure before the requirements development process 120
  • 121.
    Exercise 10a: DiscussReview Planning Checklist • In small groups 1. Review the Iteration Review meeting checklist 2. Discuss and capture the key elements that are in the checklist • As a class 3. What makes Agile (Scrum) Sprint Review different from a traditional project approach? 121
  • 122.
    Sprint Review: WorkingProduct Is Showing Progress Sprint Review focuses on the finished product increment • Did the team produce what they promised? • Does it meet the Product Owner’s expectations? • Is it acceptable to the customers? • Was the Sprint goal achieved? 122
  • 123.
    Prepare for SprintReview • Team presents what it accomplished • Typically takes the form of a brief demo of new features or underlying architecture • JAD workshops, prototypes, testing occur within the Sprint as a completed Task • Informal • 2-hour prep time, no slides • Whole team participates (invite the world) • Product Owner accepts deliverables, adjusts Product Backlog 123
  • 124.
    Organizational Readiness What isit? • Organizational readiness reflects ability to accept and implement change • Requires necessary knowledge, skills, resources to assess and support • Critical to successfully implementing complex service delivery changes • Time to plan is early, while time to affirm is now • Accountability may rest with the Product Owner 124
  • 125.
    Definition of Done(DoD) Definition of Done (DoD) • The exit-criteria to determine whether a product backlog item is complete. In many cases the DoD requires that all regression tests should be successful. 125
  • 126.
    Input for theNext Sprint • Update the user stories and their priorities as customers' needs change • Break down user stories that are likely to be implemented in the next sprint 126
  • 127.
    Exercise 10b: Conducta Sprint Review • In small groups using the Review meeting checklist 1. Prepare for a Sprint Review • Assume goal is complete but certain tasks were changed • Consider this Sprint in context of Release Plan 2. Conduct the Sprint Review • As a class 3. Contrast Review meeting with traditional UAT 127
  • 128.
    Section Summary andConclusions The learning objectives for this section were: – Understand why and how to conduct a Sprint Review ✓ Sprint Review meeting ✓ Validation ✓ Organizational Readiness ✓ Definition of Done (DoD) 128
  • 129.
  • 130.
    Sprint Retrospective Quick LessonsLearned at end of every Sprint • What is working well for the team? • What is problematic for the team? • What practice changes shall we try? • Not more than 2 or 3 • Low-hanging fruit • Determine at the next Retrospective if the changes will be made permanent 130
  • 131.
    Key Process Indicators •Agile processes should be tailored to better serve the organization and project • Success metrics (quality indicators) for Agile • Planning (velocity as a reliable tool) • Collaboration (quality of relationships) • Requirements (validity after testing) • Deliverables (working software) • Deployment (service management) • Assessment mechanism: open discussion 131
  • 132.
    Sprint Retrospective Guidelines •Done after every Sprint • Typically 15–30 minutes • ScrumMaster facilitates open discussion among committed team • Review improvements from previous Sprint • Add any impediments not cited in Daily Scrum • Include non-committed team for part of the discussion as appropriate • Identify most important issues to work on for next Sprint, focusing on process not people 132
  • 133.
    Exercise 11b: PopQuiz! • Is it OK for a project to have more than 1 Product Owner? Why? • What is the Product Owner’s primary responsibility? ScrumMaster? Team Member? • Define these terms: • Time-boxed • Self-organizing team • Planning poker • Definition of Done 133
  • 134.
    Section Summary andConclusions The learning objectives for this section were: – Understand why and how to conduct a Sprint Retrospective ✓ Retrospective meeting ✓ Metrics 134
  • 135.
    Section 12 Boosting TeamPerformance 135
  • 136.
    Section Learning Objectives •The learning objectives for this section are: – Raise concerns with introducing Agile methods in a Waterfall culture – Discuss scaling larger projects and portfolios – Introduce performance issues facing Agile teams 136 AIM
  • 137.
    Scaling with LargerTeams Can committed resources represent small groups of technical peers? • Factors in scaling • Type of application • Team size • Team dispersion • Project duration http://whitewaterprojects.com/20 10/09/17/why-is-7-2-the-ideal- scrum-team-size/# 137
  • 138.
    The Dangers ofAgile Scrum • It’s hard! • It requires significant change • It makes all dysfunction visible • It demands honesty, transparency and accountability • Bad products will be delivered sooner, and doomed projects will fail faster • Partial adoption may be worse than none at all • Be forewarned: many Scrum adoptions fail 138
  • 139.
    Begin with StakeholderEngagement Keys to improving stakeholder engagement: • Team Formation • Team Empowerment • Team Collaboration • Team Commitment Then, as an on-going activity: • Coach • Solve Problems 139
  • 140.
    Exercise 12a: Discussionon issues with people and process Based on the organization’s current competencies and future needs, how can it best manage the transition to Agile? 1. What are the process issues 2. What are the people issues 3. How can we remove the impediments to progress? 140
  • 141.
    Section Summary andConclusions The learning objectives for this section were: – Raise concerns with introducing Agile methods in a Waterfall culture – Discuss scaling larger projects and portfolios – Introduce performance issues facing Agile teams 141
  • 142.
  • 143.
    Waterfall Cultural Roots •Originsin structured programming with quality process control •Project management • Known requirements • Variance from plan • Management culture, project leadership, project focus •Business analysis • Plan-driven requirements management 143 Requirements Planning Design Build Test Deploy
  • 144.
    Waterfall vs. Agile Change(Learning) Driven Continuous Team Communication Deliver in Short, Business-Focused Phases, Typically 2 – 3 Months Develop in End-to-End Functional Slices Continuously Integrate Code Throughout (Daily Builds) Fully-Automated, Continuous Testing at Both Functional and Unit Level Low Cost of Change Plan Driven Infrequent Team Communication Deliver Once in “Big Bang” Fashion, Typically 9 – 12 Months Develop in Layers: Presentation, Persistence, Business, etc. Integration of Different Layers Occurs at End of Build Phase Testing as Separate Phase at End of Project, Emphasizing Functional Level High Cost of Change Waterfall Agile Attempts to Nail Down Requirements Expects, accommodates Changes to Requirements 144
  • 145.
    Exercise 13a: ComparingWaterfall (Plan-Driven) versus Agile (Change-Driven As a class determine the advantages and disadvantages of the Waterfall and Agile Framework 145
  • 146.
    Module 14 Wrap Upand Additional Information 146
  • 147.
    Course Learning ObjectivesSummary The learning objectives for this course were: This course shall help you develop and enhance your Agile skills so that they can provide significant value to projects and the business enterprise 147
  • 148.
    Agile Product LifeCycle (SCRUM) NOTE : ✓ Discussed in detail! 148
  • 149.
    Agile Reading List •Agile and Iterative Development: A Manager’s Guide by Craig Larman • Agile Estimating and Planning by Mike Cohn • Agile Project Management with Scrum by Ken Schwaber • Agile Retrospectives by Esther Derby and Diana Larsen • Agile Software Development Ecosystems by Jim Highsmith • Agile Software Development with Scrum by Ken Schwaber and Mike Beedle • Scrum and The Enterprise by Ken Schwaber • User Stories Applied for Agile Software Development by Mike Cohn • Lots of weekly articles at www.scrumalliance.org 149
  • 150.