2. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
3. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
4.
5. RESPOND TO CHANGING NATURE OF BUSINESS
BE IN CONTROL OF TIME TO MARKET
^ PRODUCTIVITY
^ QUALITY
HAVE EMPOWERED TEAM
FUN @ WORK
6. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
7. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
8.
9. AGILE IS A GROUP OF
SOFTWARE DEVELOPMENT METHODOLOGY
WHERE THE PRODUCT/SOLUTION IS EVOLVED OVER
SMALL ITERATIVE STEPS
THROUGH COLLABORATION AMONG
CROSS-FUNCTIONAL, SELF-ORGANIZING TEAMS –
ALIGNED WITH AGILE MANIFESTO
10. AGILE MANIFESTO
INDIVIDUALS AND INTERACTIONS OVER PROCESSES AND TOOLS
WORKING SOFTWARE OVER COMPREHENSIVE DOCUMENTATION
CUSTOMER COLLABORATION OVER CONTRACT NEGOTIATION
RESPONDING TO CHANGE OVER FOLLOWING A PLAN
11. AGILE MANIFESTO
INDIVIDUALS AND INTERACTIONS OVER PROCESSES AND TOOLS
WORKING SOFTWARE OVER COMPREHENSIVE DOCUMENTATION
CUSTOMER COLLABORATION OVER CONTRACT NEGOTIATION
RESPONDING TO CHANGE OVER FOLLOWING A PLAN
THAT IS, WHILE THERE IS VALUE IN THE ITEMS ON THE RIGHT, WE VALUE THE ITEMS ON THE LEFT MORE
12. SCRUM IS AN EXAMPLE OF AGILE – USED FOR
COMPLEX SOFTWARE PROJECTS
13. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
14. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
16. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
17. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
18. THE TEAM SELF-ORGANIZED, CROSS FUNCTIONAL, 7+/- 2, DOERS
SCRUMMASTER MAINTAINER OF THE SCRUM PROCESS/RULES, HANDS-ON
PRODUCT OWNER REPRESENTS THE CUSTOMERS TO THE TEAM
LINE MANAGER, PROJECT MANAGER, TEAM LEAD ETC. PLAY THE SUPPORING ROLES
19. THE TEAM
SELF-ORGANIZED, CROSS FUNCTIONAL, 7+/- 2,
CENTER OF THE UNIVERSE
DOERS OF TASKS – PLANS, CODES, BUILDS, TESTS, RELEASES, DEMOS
TASK BREAKDOWN & PLANNING
STAND-UP MEETING
COMMITTED, SELF-MOTIVATED, EMPOWERED
20. SCRUMMASTER
MAINTAINER OF THE SCRUM PROCESS/RULES,
HANDS-ON DOER
REMOVES IMPEDIMENTS
REPRESENTS TEAM
HELPS TEAM MEMBERS, PROTECTS, COACHES, MENTORS
ORGANIZES SCRUM EVENTS
EFFICIENT COMMUNICATOR, RESOURCEFUL, TRUSTWORTHY
X TEAM LEAD
X TECH LEAD
X PROJECT MANAGER
X SLM
21. PRODUCT OWNER
REPRESENTS THE END CUSTOMER
CREATS/MANAGES USER-STORIES, PRODUCT BACKLOG
PRIORITIZES
EXPLAINS
REVIEWS AND APPROVES
PARTICIPATES IN SPRINT PLANNING AND DAILY STAND-UPS
ANALYTICAL, PRODUCT MANAGEMENT SKILLS
X TEAM LEAD
X PROJECT MANAGER
X SLM
COULD BE A PRODUCT MANAGER
22. ROLE OF THE MANAGER
ENABLER, NO COMMAND AND CONTROL
SUPPORTER
TAKES CARE OF WELLBEING
REMOVES BIG OBSTACLES
TEAM SELECTION
PERFORMANCE APPRAISAL
SOFTWARE DEVELOPMENT IS NOT A PREDICTABLE FACTORY SET UP! ONE MAN –
HOWEVER EXPERIENCED - CANNOT HANDLE ALL ISSUES AND ENSURE PREDICTABLE DELIVERY
24. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
25. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
26. SPRINT PLANNING – START OF THE SPRINT
DAILY STAND-UP - EVERYDAY
SPRINT REVIEW & DEMO - END OF THE SPRINT
RETROSPECTIVE – END OF THE SPRINT
DAY 1 DAY 10DAY 6
WEEK #1 WEEK #2
START END
SPRINT
PLANNING DAILY STAND –UPS
PRE-PLANNING
MEETING FOR
NEXT SPRINT
SPRINT REVIEW & DEMO
RETROSPECTIVE
27. SPRINT PLANNING
SPRINT GOAL
SPRINT BACKLOG
TEAM SELECTION
TASK BREAKDOWN
TASK ESTIMATES
CONSIDER TESTING, ARCHITECTURE BACKLOG, ENVIRONMENT SET UP, STUDY, KT, PRODUCT SUPPORT…
LOAD 70-80%
SEND STORIES IN ADVANCE
MODERATED BY SCRUM MASTER
ATTENDED BY ALL SCRUM PLAYERS
28. USER STORIES, TASKS
AS A <ROLE>, I WANT <SOMETHING> SO THAT <BENEFIT>
TASKS ARE THE WORK ITEMS TO COMPLETE THE SPRINT BACKLOGS
– UX, DESIGN, CODE, TEST SPECS, DOCS, KT, TRAINING…
CONTRIBUTED AND CREATED BY ALL SCRUM PLAYERS
29. DAILY STAND-UP
WHAT DID I DO YESTERDAY
WHAT AM I GOING TO DO TODAY
ARE THERE ANY IMPEDIMENTS
USE THE MEETING ALSO TO GET CLARITY ON THE USER STORY
UPDATE STATUS OF EACH TASKS & REMAINING HRS BEFORE THE MEETING
MANDATORY FOR TEAM, SM, PO
MANAGER/CUSTOMERS - OPTIONAL
30. USE GOOGLE DRIVE OR A COMMON REPO
FOR ALL TO SEE AND EDIT
TASK TRACKING SHEET
User Story Task
Owner Status
Estimate
d efforts
(Hrs)
Effort
remaning
(hrs) Impediments# Description Priority # Description
1 As <a role> I want <something> so that
<benefit>
1 1 Do this… Developer 1 in progress 8 4
2 Find that… Dev 2 Done 4 0
3 Study that Tester 1 Not started 2 2
4 Test that Tester 2 Not started 3 3
5 integrate this… Dev 1 Not started 7 7
2
24 16
33. DOD - FIT FOR RELEASE AND END-USER USE
CODE COMPLETE, CHECKED IN (CI), PEER REVIEWED, UT, FT,
PASS RATE/RUN RATE,
BUGS FIXED, NON-FT, TA DONE, STATIC & DYNAMIC CODE ANALYSIS,
API DOCUMENTATION, CODE COMPLEXITY,
REMAINING HRS = 0
DECIDED BY THE TEAM & AGREED WITH THE PO
DURING SPRINT PLANNING
35. SPRINT REVIEW & DEMO
WORKING STUFFS SPEAK VOLUMES AS AGAINST
STATUS REPORTS, PPT, TALKS
PRESENT THE STATUS OF BACKLOGS – DONE/NOT
DEMO STORIES THAT ARE REALLY DONE AS PER DOD
PLAN TIME AND EFFORT FOR DEMO PREP
CAUTION: DEMO IS THE BY-PRODUCT, FOCUS ON COMPLETENESS!!
ATTENDED BY ALL THE STAKEHOLDERS,
MANAGEMENT, CUSTOMERS
36. SPRINT RETROSPECTIVE
3 QUESTIONS DISCUSSED:
WHAT WE SHOULD
- START DOING
- STOP DOING
- CONTINUE DOING
FORWARD THINKING… NOT A “ROOT CAUSE ANALYSIS” / “POSTMORTEM” / “FACT FINDING” MEETING
ATTENDED BY ALL THE STAKEHOLDERS –
AFTER THE SPRINT REVIEW & DEMO
37. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
38. WHY AGILE/SCRUM?
WHAT IS AGILE? WHAT IS SCRUM?
SCRUM PROCESS
SCRUM ROLES
SCRUM EVENTS
SCRUM CULTURE AND VALUES
39. AGILE MANIFESTO
INDIVIDUALS AND INTERACTIONS OVER PROCESSES AND TOOLS
WORKING SOFTWARE OVER COMPREHENSIVE DOCUMENTATION
CUSTOMER COLLABORATION OVER CONTRACT NEGOTIATION
RESPONDING TO CHANGE OVER FOLLOWING A PLAN
THAT IS, WHILE THERE IS VALUE IN THE ITEMS ON THE RIGHT, WE VALUE THE ITEMS ON THE LEFT MORE
40. 12 PRINCIPLES BEHIND AGILE MANIFESTO
1. OUR HIGHEST PRIORITY IS TO SATISFY THE
CUSTOMER THROUGH EARLY AND CONTINUOUS DELIVERY
OF VALUABLE SOFTWARE.
2. WELCOME CHANGING REQUIREMENTS, EVEN
LATE IN DEVELOPMENT. AGILE PROCESSES HARNESS CHANGE
FOR THE CUSTOMER'S COMPETITIVE ADVANTAGE.
http://agilemanifesto.org/principles.html
41. 12 PRINCIPLES BEHIND AGILE MANIFESTO – CONTD…
3. DELIVER WORKING SOFTWARE FREQUENTLY,
FROM A COUPLE OF WEEKS TO A COUPLE OF MONTHS, WITH A
PREFERENCE TO THE SHORTER TIMESCALE.
4.BUSINESS PEOPLE AND DEVELOPERS MUST
WORK TOGETHER DAILY THROUGHOUT THE PROJECT.
42. 12 PRINCIPLES BEHIND AGILE MANIFESTO – CONTD…
5. BUILD PROJECTS AROUND MOTIVATED
INDIVIDUALS. GIVE THEM THE ENVIRONMENT AND
SUPPORT THEY NEED, AND TRUST THEM TO GET THE JOB DONE.
6. THE MOST EFFICIENT AND EFFECTIVE METHOD OF
CONVEYING INFORMATION TO AND WITHIN A DEVELOPMENT
TEAM IS FACE-TO-FACE CONVERSATION.
43. 12 PRINCIPLES BEHIND AGILE MANIFESTO – CONTD…
7. WORKING SOFTWARE IS THE PRIMARY MEASURE OF
PROGRESS.
8. AGILE PROCESSES PROMOTE SUSTAINABLE
DEVELOPMENT. THE SPONSORS, DEVELOPERS, AND USERS
SHOULD BE ABLE TO MAINTAIN A CONSTANT PACE INDEFINITELY.
44. 12 PRINCIPLES BEHIND AGILE MANIFESTO – CONTD…
9. CONTINUOUS ATTENTION TO TECHNICAL
EXCELLENCE AND GOOD DESIGN ENHANCES AGILITY.
10. SIMPLICITY--THE ART OF MAXIMIZING THE AMOUNT
OF WORK NOT DONE--IS ESSENTIAL.
45. 12 PRINCIPLES BEHIND AGILE MANIFESTO – CONTD…
11. THE BEST ARCHITECTURES, REQUIREMENTS, AND DESIGNS
EMERGE FROM SELF-ORGANIZING TEAMS.
12. AT REGULAR INTERVALS, THE TEAM REFLECTS ON
HOW TO BECOME MORE EFFECTIVE, THEN TUNES
AND ADJUSTS ITS BEHAVIOR ACCORDINGLY.
46. CULTURE & VALUES
COMMITTED, FOCUSED, RESPECTFUL
COURAGE, OPENNESS, FLEXIBILITY
GET INTO CUSTOMERS’ SHOES
TEAMWORK
FOLLOW AGILE MANIFESTO & PRINCIPLES
Agile can help us to
- respond well to explorative nature of our business and unpredictability of the requirements
- follow an iterative, “inspect-and-adapt” approach to development that will greatly reduce both development costs and time to market
- empower individuals and teams to take ownership of the product and delivery, reduce management overheads and bring an inclusive and fun culture
Agile is not a magic bullet that can solve the constraint of scope, quality and time. In real life, normally the scope can always be managed if we keep the time and the quality fixed. But in traditional project management systems, we take scope as sacrosanct and keep varying quality and time. Agile is built on the premises that we can fix the time and the quality – by varying the scope.
- respond well to explorative nature of our business and unpredictability of the requirements
- follow an iterative, “inspect-and-adapt” approach to development that will greatly reduce both development costs and time to market
- empower individuals and teams to take ownership of the product and delivery, reduce management overheads and bring an inclusive and fun culture
A scrum (short for scrummage) is a method of restarting play in rugby that involves players packing closely together with their heads down and attempting to gain possession of the ball
SCRUM PROCESS IN NUTSHELL
The product owner creates a prioritized requirement list called a product backlog.
The scrum team is a self-organized, cross-functional team with a Scrummaster tasked to represent the team and remove impediments from its way
During sprint planning, the team takes a few backlog items from the top of that prioritized list, a sprint backlog, and decides how to implement those pieces and what is the criteria of marking them complete according to the "definition of done"
The team has a certain amount of time — a sprint (usually two to four weeks) — to complete its work.
The team meets each day to assess its progress (daily Scrum stand up meeting)
At the end of the sprint, the work should be potentially shippable: ready to deliver to a customer, or demonstrate to a stakeholder.
The sprint ends with a sprint review and retrospective to do it better next time
As the next sprint begins, the team chooses another chunk of the product backlog from the top of the stack and begins working again.
The cycle repeats until enough items in the product backlog have been completed, the budget limit is hit, or a deadline arrives.
Scrum is all about teamwork, empowerment, self discipline and taking full responsibility. Teams normally demonstrate very well the power of self-organization, if they are allowed to do so and left to themselves.
The role is very important! It helps you learn leadership by influence and respect without formal authority.
Command & Control - identify what needs to be done, give detailed instructions to the employee, track the employee to ensure that they complete the work. The role of the employee in this model is to follow the directions as given, trusting the judgment and wisdom of the manager.
But Software development has more complexity and variability. Requirements tend to change easier and faster, tools and technologies are also changing continuously. In this environment, it is difficult for a manager to understand every detail and issue precise instructions to guide the work of every employee. Within the Team, the work is highly interconnected, with intricate dependencies, and frequent change and surprise. To expect a manager to do all the thinking and planning for her team is unrealistic. As a result, it often constrains the team’s productivity and end up demoralizing them.
Quiz:
Team members: PIG
PO: PIG
Scrummaster: PIG
Product manager: Chicken
Line Manager: Chicken
Top management: Chicken
Sprint Goal: “Implement Web-services API support for <xyz> product, so that the app developers can access the products backend capability”
Should ideally from users perspective.
"Yesterday I have taken up the task called "create a new api for accessing the <xyz> data from <mmm> table". This is part of the user story: "As a user, I want to do <abc..>, so that I can achieve <def..>. The task is about 70% done and I need to add a few more validations and complete the unit testing before handing over to <testing team mate> for api testing. Remaining work left for this task is 3 hrs - which I'll do today. Apart from this, I'll take up the next task: "...." which is part of the user story: "As a ...". The planned effort of this task is 5 hrs and I'll complete this today. I have one impediment: I did not get enough time from <a team mate> to review my code as she was busy. Can I have another team mate to review my code today?"
What is DOAD - Definiting of Almost Done?
Trust me it’s a lot of fun to keep crossing completed tasks!
The sprint demo is one of the most exciting part of Scrum. It’s when the team gets an opportunity to show the fruit of their hard labor during the sprint and all the real value they are delivering to the organization