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Eric	
  Krock	
  
          Co-­‐Founder,	
  Voximate	
  

 http://twitter.com/#!/voximate	
  
http://www.voximate.com/blog/	
  
Why	
  Waterfall	
  Usually	
  Sucks	
  
Problem	
                               Consequences	
  
Serialized	
  process:	
  MRD	
         Longer	
  time	
  to	
  market;	
  developers	
  isolated	
  from	
  
–	
  PRD	
  –	
  Design	
               customer	
  needs	
  
Document	
  –	
  Dev	
  -­‐	
  QA	
  
Planning	
  far	
  in	
  advance	
      Plans	
  no	
  longer	
  match	
  reality	
  by	
  the	
  time	
  they’re	
  
                                        implemented	
  
Lack	
  of	
  visibility	
  into	
      Teams	
  don’t	
  realize	
  they’re	
  behind	
  schedule	
  until	
  too	
  
rate	
  of	
  progress	
                late	
  
                                        Features	
  slashed	
  very	
  late	
  to	
  compensate,	
  wasting	
  
                                        effort	
  and	
  leading	
  to	
  Swiss-­‐cheese	
  products	
  (e.g.	
  MS	
  
                                        Kin)	
  
Long	
  time	
  to	
  project	
         Customers	
  get	
  access	
  to	
  new	
  features	
  infrequently	
  
completion	
                            and	
  after	
  long	
  delay	
  
                                        Customers	
  can	
  only	
  provide	
  feedback	
  “too	
  late”	
  
                                        Process	
  doesn’t	
  allow	
  for	
  rapid	
  incremental	
  learning	
  
Projects	
  fall	
  behind	
            Projects	
  miss	
  market	
  window	
  or	
  are	
  killed	
  before	
  
schedule	
                              launch	
  
Why	
  PRDs	
  Usually	
  Suck	
  
  Long	
  
  Monolithic	
  
  Unreadable	
  and	
  unread	
  
  Often	
  disconnected	
  from	
  actual	
  customer	
  needs	
  
  Lack	
  of	
  clarity	
  about	
  what	
  features	
  are	
  for	
  which	
  
   customers	
  
User	
  Stories	
  
  Express	
  a	
  customer	
  need	
  as	
  a	
  story	
  about	
  a	
  real	
  or	
  
   composite	
  user	
  in	
  the	
  language	
  of	
  the	
  customer	
  
  As	
  a	
  [USER	
  ROLE],	
  I	
  [must	
  /	
  want	
  /	
  wish	
  to]	
  [need]	
  so	
  
   that	
  [user	
  goal]	
  
  Short:	
  can	
  fit	
  on	
  an	
  index	
  card	
  
  Example:	
  “As	
  a	
  project	
  manager,	
  I	
  must	
  track	
  each	
  
   task’s	
  delivery	
  deadline	
  so	
  that	
  I	
  can	
  make	
  sure	
  tasks	
  
   are	
  completed	
  on	
  team.”	
  
  Small	
  amount	
  of	
  work:	
  can	
  fit	
  within	
  a	
  day	
  or	
  a	
  sprint	
  
  Should	
  include	
  notes	
  for	
  needed	
  acceptance	
  test	
  
Source: Mike Cohn, User Stories Applied
Es7mate	
  Effort	
  for	
  Story	
  in	
  Points	
  
  “Story	
  point”	
  =	
  abstract,	
  RELATIVE	
  estimate	
  of	
  
   amount	
  of	
  work	
  to	
  complete	
  a	
  story	
  
  Optional:	
  Using	
  Fibbonacci	
  sequence	
  forces	
  clear	
  
   distinctions	
  in	
  difficulty:	
  1,	
  2,	
  3,	
  5,	
  8,	
  13,	
  21	
  …	
  
  Teams	
  must	
  agree	
  on	
  estimate	
  for	
  each	
  story	
  
  Tracking	
  velocity	
  (points	
  completed	
  per	
  sprint)	
  will	
  
   measure	
  team’s	
  true	
  capacity	
  
  Issues:	
  measure	
  with	
  points,	
  or	
  not?	
  



Source: Mike Cohn, Agile Estimating and Planning
Release	
  Plan	
  
  Combines	
  multiple	
  sprints	
  to	
  achieve	
  larger	
  goal	
  
  Capacity	
  =	
  number	
  of	
  sprints	
  *	
  expected	
  velocity	
  
  Choose	
  list	
  of	
  stories	
  with	
  total	
  story	
  points	
  no	
  greater	
  
   than	
  capacity	
  




Source: Mike Cohn, Agile Estimating and Planning, Chapter 13, “Release Planning”
Divide	
  Workload	
  Into	
  Short	
  Sprints	
  
  Sprint	
  =	
  short,	
  fixed-­‐length	
  interval	
  for	
  development	
  
  Usually	
  1-­‐2	
  weeks	
  
  Key:	
  Must	
  return	
  product	
  to	
  potentially	
  shippable	
  
   state	
  at	
  end	
  of	
  sprint!	
  
           Reduces	
  accumulation	
  of	
  technical	
  debt	
  
           Keeps	
  assessment	
  of	
  project	
  progress	
  realistic	
  
Key	
  Concepts	
  in	
  Scrum	
  
  Product	
  Owner:	
  voice	
  of	
  the	
  customer,	
  facilitates	
  
   writing	
  of	
  user	
  stories	
  
  ScrumMaster:	
  manages	
  the	
  sprints	
  
  Team:	
  do	
  the	
  work!	
  
  Collective	
  ownership	
  
  Daily	
  standup:	
  did	
  yesterday,	
  doing	
  today,	
  stuck	
  on	
  …	
  




Source: Mike Cohn, User Stories Applied, Chapter 15
Development	
  Concepts	
  
  Test	
  driven	
  design*	
  
  Depth-­‐first	
  development	
  




* Source: Kent Beck, XP Explained
Sprint	
  Commit	
  Mee7ng	
  
  At	
  start	
  of	
  each	
  sprint,	
  team	
  meets	
  and	
  commits	
  
   which	
  stories	
  they	
  will	
  do	
  for	
  the	
  sprint.	
  
  Make	
  decision	
  based	
  on	
  tasks	
  for	
  each	
  story	
  and	
  
   estimated	
  hours	
  for	
  all	
  tasks,	
  not	
  based	
  on	
  points.	
  
  Key:	
  After	
  sprint	
  commit	
  meeting,	
  no	
  new	
  stories	
  can	
  
   be	
  added	
  to	
  that	
  sprint.	
  	
  
      For	
  true	
  emergencies,	
  must	
  remove	
  equal	
  amount	
  of	
  
       work	
  if	
  add	
  something	
  in	
  after	
  sprint	
  commit.	
  



Source: Mike Cohn, User Stories Applied
User	
  Stories	
  	
  Conversa7ons	
  
  User	
  story	
  is	
  basis	
  for	
  a	
  conversation	
  with	
  developer	
  
  Conversation	
  (not	
  the	
  user	
  story)	
  is	
  basis	
  for	
  actual	
  
   development	
  
  Goals:	
  
      Get	
  engineering	
  talking	
  to	
  product	
  owner,	
  customers,	
  
       etc.	
  
      Get	
  deeper	
  mutual	
  understanding	
  of	
  the	
  story	
  by	
  
       talking	
  about	
  it	
  
      Increase	
  odds	
  that	
  features	
  developed	
  will	
  actually	
  
       satisfy	
  customer’s	
  needs	
  
Source: Mike Cohn, User Stories Applied
Sprint	
  Burndown	
  Chart	
  
                              Sprint	
  Hours	
  of	
  Work	
  Remaining	
  
      70	
  

      60	
  

      50	
  

      40	
  

      30	
  

      20	
  

       10	
  

        0	
  
                3/27/11	
          3/28/11	
     3/29/11	
     3/30/11	
     3/31/11	
     4/1/11	
  
Sprint	
  Review	
  Mee7ng	
  
  At	
  end	
  of	
  sprint,	
  review	
  what	
  work	
  actually	
  got	
  done.	
  
  Velocity	
  =	
  total	
  points	
  for	
  all	
  user	
  stories	
  completed	
  
   during	
  sprint.	
  
  No	
  partial	
  credit	
  for	
  partially-­‐complete	
  stories!	
  
  Estimated	
  time	
  to	
  project	
  completion	
  =	
  	
  
   total	
  story	
  points	
  for	
  all	
  stories	
  in	
  project	
  /	
  	
  
   moving	
  average	
  of	
  velocity	
  
  Moving	
  average	
  =	
  average	
  velocity	
  of	
  last	
  three	
  sprints	
  
  Team’s	
  accuracy	
  estimating	
  doable	
  work	
  per	
  sprint	
  
   should	
  improve	
  over	
  time	
  
Source: Mike Cohn, Agile Estimating and Planning
Project	
  Burndown	
  Chart	
  
400	
  
350	
  
300	
  
250	
  
                                                                                                                   Points	
  Closed	
  
200	
  
                                                                                                                   Points	
  Added	
  
 150	
                                                                                                             Points	
  Remaining	
  
100	
  
  50	
  
    0	
  
        1/7/11	
   1/14/11	
   1/21/11	
   1/28/11	
   2/4/11	
   2/11/11	
   2/18/11	
   2/25/11	
   3/4/11	
  
Backlog:	
  Per-­‐Project,	
  or	
  Per-­‐Release?	
  
  Backlog	
  is	
  list	
  of	
  all	
  stories	
  not	
  yet	
  assigned	
  to	
  a	
  sprint	
  
  Simple	
  project,	
  single	
  release:	
  single	
  backlog	
  
      Benefit:	
  simplicity	
  
  Long-­‐lived	
  project	
  with	
  multiple	
  releases:	
  may	
  have	
  
   one	
  backlog	
  per	
  release	
  
      Benefit:	
  do	
  initial	
  division	
  of	
  work	
  by	
  release,	
  then	
  
       divide	
  each	
  release’s	
  work	
  into	
  sprints	
  during	
  
       development;	
  product	
  owner	
  needn’t	
  review	
  ALL	
  stories	
  
       at	
  every	
  sprint	
  
Agile	
  Best	
  Prac7ces	
  
Best	
  Practice	
                                               Benefit	
  
Don’t	
  write	
  stories	
  too	
  far	
  in	
  advance	
  of	
   Avoid	
  wasted	
  effort	
  on	
  stories	
  that	
  are	
  
development.*	
                                                    not	
  implemented.	
  
                                                                   Use	
  best,	
  most-­‐current	
  information	
  
                                                                   when	
  writing	
  story.	
  
Don’t	
  event	
  tentatively	
  schedule	
  stories	
   Avoid	
  wasted	
  effort	
  of	
  moving	
  stories	
  
more	
  than	
  2-­‐3	
  sprints	
  in	
  advance.	
     when	
  priorities	
  change.	
  
Have	
  customers	
  write	
  and	
  prioritize	
                Let	
  customers	
  express	
  their	
  needs.	
  
user	
  stories.*	
                                              Avoid	
  “telephone	
  game”	
  problem.	
  
                                                                 Force	
  customers	
  to	
  make	
  tradeoffs.	
  




* Source: Mike Cohn, User Stories Applied
Key	
  Agile	
  Values	
  
  Communication	
  
  Transparency	
  
  Honesty	
  
  Incremental	
  effort	
  
  Incremental	
  learning	
  feedback	
  




For fuller list of Agile / XP values, see Kent Beck, XP Explained, Chapters 3-5
Agile	
  Versus	
  Tradi7onal	
  Waterfall	
  
Metric	
                           Waterfall	
       Agile	
  
Planning	
  scale	
                Long-­‐term	
     Short-­‐term	
  
Distance	
  between	
              Long	
            Short	
  
customer	
  and	
  developer	
  
Time	
  between	
                  Long	
            Short	
  
specification	
  and	
  
implementation	
  
Time	
  to	
  discover	
           Long	
            Short	
  
problems	
  
Project	
  schedule	
  risk	
      High	
            Low	
  
Ability	
  to	
  respond	
         Low	
             High	
  
quickly	
  to	
  change	
  
Addi7onal	
  Reading	
  
Book	
                            Author	
           Notes	
  
User	
  Stories	
  Applied	
      Mike	
  Cohn	
     Intro	
  to	
  Agile	
  and	
  use	
  of	
  user	
  stories	
  
                                                     for	
  expressing	
  requirements.	
  

Agile	
  Estimating	
  and	
      Mike	
  Cohn	
     Deep	
  dive	
  on	
  Agile	
  metrics,	
  
Planning	
                                           estimating,	
  and	
  project	
  planning.	
  

Succeeding	
  with	
  Agile	
     Mike	
  Cohn	
     Tips	
  on	
  rolling	
  out	
  Agile	
  in	
  a	
  larger	
  
                                                     organization.	
  

Extreme	
  Programming	
   Kent	
  Beck	
  &	
   Introduction	
  to	
  XP	
  
Explained	
                Cynthia	
  
                           Andres	
  
Addi7onal	
  Resources	
  
  http://www.mountaingoatsoftware.com/	
  
   Mike	
  Cohn’s	
  site	
  with	
  blog,	
  presentations,	
  more	
  
  http://agilemanifesto.org/	
  
  http://www.agilealliance.org/	
  
  http://www.scrumalliance.org/	
  

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Introduction to Agile Project Management and Scrum

  • 1. Eric  Krock   Co-­‐Founder,  Voximate   http://twitter.com/#!/voximate   http://www.voximate.com/blog/  
  • 2. Why  Waterfall  Usually  Sucks   Problem   Consequences   Serialized  process:  MRD   Longer  time  to  market;  developers  isolated  from   –  PRD  –  Design   customer  needs   Document  –  Dev  -­‐  QA   Planning  far  in  advance   Plans  no  longer  match  reality  by  the  time  they’re   implemented   Lack  of  visibility  into   Teams  don’t  realize  they’re  behind  schedule  until  too   rate  of  progress   late   Features  slashed  very  late  to  compensate,  wasting   effort  and  leading  to  Swiss-­‐cheese  products  (e.g.  MS   Kin)   Long  time  to  project   Customers  get  access  to  new  features  infrequently   completion   and  after  long  delay   Customers  can  only  provide  feedback  “too  late”   Process  doesn’t  allow  for  rapid  incremental  learning   Projects  fall  behind   Projects  miss  market  window  or  are  killed  before   schedule   launch  
  • 3. Why  PRDs  Usually  Suck     Long     Monolithic     Unreadable  and  unread     Often  disconnected  from  actual  customer  needs     Lack  of  clarity  about  what  features  are  for  which   customers  
  • 4. User  Stories     Express  a  customer  need  as  a  story  about  a  real  or   composite  user  in  the  language  of  the  customer     As  a  [USER  ROLE],  I  [must  /  want  /  wish  to]  [need]  so   that  [user  goal]     Short:  can  fit  on  an  index  card     Example:  “As  a  project  manager,  I  must  track  each   task’s  delivery  deadline  so  that  I  can  make  sure  tasks   are  completed  on  team.”     Small  amount  of  work:  can  fit  within  a  day  or  a  sprint     Should  include  notes  for  needed  acceptance  test   Source: Mike Cohn, User Stories Applied
  • 5. Es7mate  Effort  for  Story  in  Points     “Story  point”  =  abstract,  RELATIVE  estimate  of   amount  of  work  to  complete  a  story     Optional:  Using  Fibbonacci  sequence  forces  clear   distinctions  in  difficulty:  1,  2,  3,  5,  8,  13,  21  …     Teams  must  agree  on  estimate  for  each  story     Tracking  velocity  (points  completed  per  sprint)  will   measure  team’s  true  capacity     Issues:  measure  with  points,  or  not?   Source: Mike Cohn, Agile Estimating and Planning
  • 6. Release  Plan     Combines  multiple  sprints  to  achieve  larger  goal     Capacity  =  number  of  sprints  *  expected  velocity     Choose  list  of  stories  with  total  story  points  no  greater   than  capacity   Source: Mike Cohn, Agile Estimating and Planning, Chapter 13, “Release Planning”
  • 7. Divide  Workload  Into  Short  Sprints     Sprint  =  short,  fixed-­‐length  interval  for  development     Usually  1-­‐2  weeks     Key:  Must  return  product  to  potentially  shippable   state  at  end  of  sprint!     Reduces  accumulation  of  technical  debt     Keeps  assessment  of  project  progress  realistic  
  • 8. Key  Concepts  in  Scrum     Product  Owner:  voice  of  the  customer,  facilitates   writing  of  user  stories     ScrumMaster:  manages  the  sprints     Team:  do  the  work!     Collective  ownership     Daily  standup:  did  yesterday,  doing  today,  stuck  on  …   Source: Mike Cohn, User Stories Applied, Chapter 15
  • 9. Development  Concepts     Test  driven  design*     Depth-­‐first  development   * Source: Kent Beck, XP Explained
  • 10. Sprint  Commit  Mee7ng     At  start  of  each  sprint,  team  meets  and  commits   which  stories  they  will  do  for  the  sprint.     Make  decision  based  on  tasks  for  each  story  and   estimated  hours  for  all  tasks,  not  based  on  points.     Key:  After  sprint  commit  meeting,  no  new  stories  can   be  added  to  that  sprint.       For  true  emergencies,  must  remove  equal  amount  of   work  if  add  something  in  after  sprint  commit.   Source: Mike Cohn, User Stories Applied
  • 11. User  Stories    Conversa7ons     User  story  is  basis  for  a  conversation  with  developer     Conversation  (not  the  user  story)  is  basis  for  actual   development     Goals:     Get  engineering  talking  to  product  owner,  customers,   etc.     Get  deeper  mutual  understanding  of  the  story  by   talking  about  it     Increase  odds  that  features  developed  will  actually   satisfy  customer’s  needs   Source: Mike Cohn, User Stories Applied
  • 12. Sprint  Burndown  Chart   Sprint  Hours  of  Work  Remaining   70   60   50   40   30   20   10   0   3/27/11   3/28/11   3/29/11   3/30/11   3/31/11   4/1/11  
  • 13. Sprint  Review  Mee7ng     At  end  of  sprint,  review  what  work  actually  got  done.     Velocity  =  total  points  for  all  user  stories  completed   during  sprint.     No  partial  credit  for  partially-­‐complete  stories!     Estimated  time  to  project  completion  =     total  story  points  for  all  stories  in  project  /     moving  average  of  velocity     Moving  average  =  average  velocity  of  last  three  sprints     Team’s  accuracy  estimating  doable  work  per  sprint   should  improve  over  time   Source: Mike Cohn, Agile Estimating and Planning
  • 14. Project  Burndown  Chart   400   350   300   250   Points  Closed   200   Points  Added   150   Points  Remaining   100   50   0   1/7/11   1/14/11   1/21/11   1/28/11   2/4/11   2/11/11   2/18/11   2/25/11   3/4/11  
  • 15. Backlog:  Per-­‐Project,  or  Per-­‐Release?     Backlog  is  list  of  all  stories  not  yet  assigned  to  a  sprint     Simple  project,  single  release:  single  backlog     Benefit:  simplicity     Long-­‐lived  project  with  multiple  releases:  may  have   one  backlog  per  release     Benefit:  do  initial  division  of  work  by  release,  then   divide  each  release’s  work  into  sprints  during   development;  product  owner  needn’t  review  ALL  stories   at  every  sprint  
  • 16. Agile  Best  Prac7ces   Best  Practice   Benefit   Don’t  write  stories  too  far  in  advance  of   Avoid  wasted  effort  on  stories  that  are   development.*   not  implemented.   Use  best,  most-­‐current  information   when  writing  story.   Don’t  event  tentatively  schedule  stories   Avoid  wasted  effort  of  moving  stories   more  than  2-­‐3  sprints  in  advance.   when  priorities  change.   Have  customers  write  and  prioritize   Let  customers  express  their  needs.   user  stories.*   Avoid  “telephone  game”  problem.   Force  customers  to  make  tradeoffs.   * Source: Mike Cohn, User Stories Applied
  • 17. Key  Agile  Values     Communication     Transparency     Honesty     Incremental  effort     Incremental  learning  feedback   For fuller list of Agile / XP values, see Kent Beck, XP Explained, Chapters 3-5
  • 18. Agile  Versus  Tradi7onal  Waterfall   Metric   Waterfall   Agile   Planning  scale   Long-­‐term   Short-­‐term   Distance  between   Long   Short   customer  and  developer   Time  between   Long   Short   specification  and   implementation   Time  to  discover   Long   Short   problems   Project  schedule  risk   High   Low   Ability  to  respond   Low   High   quickly  to  change  
  • 19. Addi7onal  Reading   Book   Author   Notes   User  Stories  Applied   Mike  Cohn   Intro  to  Agile  and  use  of  user  stories   for  expressing  requirements.   Agile  Estimating  and   Mike  Cohn   Deep  dive  on  Agile  metrics,   Planning   estimating,  and  project  planning.   Succeeding  with  Agile   Mike  Cohn   Tips  on  rolling  out  Agile  in  a  larger   organization.   Extreme  Programming   Kent  Beck  &   Introduction  to  XP   Explained   Cynthia   Andres  
  • 20. Addi7onal  Resources     http://www.mountaingoatsoftware.com/   Mike  Cohn’s  site  with  blog,  presentations,  more     http://agilemanifesto.org/     http://www.agilealliance.org/     http://www.scrumalliance.org/