PMI -Agile Certified
Practitioner
Keshav Kumar, PMP, PMI- ACP
PMI -Agile Certified
Practitioner
Keshav Kumar, PMP, PMI- ACP
Sunday 10 March 13
Agenda
Introduction to PMI and PMI-ACP
Introduction to Agile Project Management
Agile Fundamentals
Agile Planning
Agile Communication
Agile Estimation
Agile Metrics
Agile Leadership
Agile Contracts
Agile Methodologies
Q and A
Sunday 10 March 13
Introduction to PMI
and PMI-ACP
Introduction to PMI
and PMI-ACP
Sunday 10 March 13
Introduction to PMI and PMI-ACP
About PMI
PMI Certifications
About PMI -Agile Certified Practitioner
Introduction to PMI and PMI-ACP
About PMI
PMI Certifications
About PMI -Agile Certified Practitioner
Sunday 10 March 13
About PMI
World’s largest Professional membership association
More than half a million credential holders
Not for Profit Organization
World’s largest Professional membership association
More than half a million credential holders
Not for Profit Organization
Sunday 10 March 13
PMI Certifications
Certified Associate in Project Management (CAPM)
Project Management Professional (PMP)
Program Management Professional (PgMP)
PMI Agile Certified Practitioner (PMI -ACP)
PMI Scheduling Professional (PMI -SP)
PMI Risk Management Professional (PMI -RMP)
Sunday 10 March 13
PMI - ACP Exam Information
PMI-ACP Exam Blue Print
Agile Tools and Technique -50%
Agile Knowledge and Skills -50%
Exam Information
Total number of question -120
Scored questions -100
Un-scored questions -20
Sunday 10 March 13
Agile Tools and Techniques Agile Tools and Techniques
Sunday 10 March 13
Agile Knowledge and Skills Agile Knowledge and Skills
Sunday 10 March 13
Agile Knowledge and Skills Cont... Agile Knowledge and Skills Cont...
Sunday 10 March 13
Agile Knowledge and Skills cont... Agile Knowledge and Skills cont...
Sunday 10 March 13
Introduction to Agile
Project Management
Introduction to Agile
Project Management
Sunday 10 March 13
Challenges inTraditional Project Methodologies
Rigid and Resistant to Change even if change is good for the project
Can become more focussed on processes rather than the product
Heavy front-up analysis
Commit to technical solution very early
Customer are forced to sign-off on requirements very early in the project
life cycle and have to wait for long time before getting a chance to test the
product
Too much documentation
Sunday 10 March 13
Sunday 10 March 13
Why Traditional planning fails?
Planning by activity rather than features
Activities don’t finish early
Lateness is passed down the schedule
Activities are not independent
Multitasking causes further delays
Features are not developed by priority.
We ignore uncertainty
Estimates become commitments
Sunday 10 March 13
Introduction to Agile Methodologies
Group of Software Development
Methods based on iterative and
incremental development
Requirements and solutions evolve
through collaboration between self
organizing and cross functional team.
Favors adaptation
Time-Boxed iterative approach
Encourages change even late in
development cycle
Sunday 10 March 13
Agile Vs.Waterfall Methodologies Agile Vs.Waterfall Methodologies
Sunday 10 March 13
Agile Vs.Waterfall Agile Vs.Waterfall
Sunday 10 March 13
Agile Vs.Waterfall Agile Vs.Waterfall
Sunday 10 March 13
Agile Manifesto Agile Manifesto
Sunday 10 March 13
Sunday 10 March 13
Embracing changes
Agile projects not only accept but also welcome changes (“Welcome
changing requirements, even late in development” -Principles behind agile
manifesto)
Agile projects is not just for team. It also gives competitive advantage to
customer as well by enabling them to respond quickly to changes
Sunday 10 March 13
Agile Fundamentals Agile Fundamentals
Sunday 10 March 13
Agile Fundamentals
Product Vision
Product Roadmap
Product Backlog
Minimally Marketable Features
User Stories
Story Maps
Personas
Epics
Themes
Sunday 10 March 13
Product Vision Statement
One of the first thing that a team(typically product owner)develops.
Elevator statement for the product, describing what it is, who would need it,
sponsors and what differentiates it in the marketplace.
One of the first thing that a team(typically product owner)develops.
Elevator statement for the product, describing what it is, who would need it,
sponsors and what differentiates it in the marketplace.
Sunday 10 March 13
Product Roadmap
Product Roadmap is an high level overview of each planned release and key
features associated with releases.
Publicly posted in the team space or in a common, high visible area.
May span few months or even years sometime.
Used as communication tool
Evolves during the life cycle of the project (Agile Embraces change)
Sunday 10 March 13
Product Backlog
Product backlog is list of all planned functionality for the project, sorted by
value to customer from higher to lower.
Product owner/customer is responsible for Product Backlog
Product Backlog should be DEEP
Detailed Appropriately -User stories should contain neither too
much nor too little detail
Estimable -User stories near the top of backlog should have enough
detail for estimation
Emergent -Backlog grows and change over time. It is dynamic.
Prioritized-Stories that will deliver most values should be at the top of
backlog
Sunday 10 March 13
Product Backlog Cont... Product Backlog Cont...
Sunday 10 March 13
Minimal Marketable Feature
MMF -Smallest grouping of functionality that can add value to customer
Maybe larger than user stories but should be as small as possible.
It is customer or Product Owner’s responsibility to defined MMF
MMF -Smallest grouping of functionality that can add value to customer
Maybe larger than user stories but should be as small as possible.
It is customer or Product Owner’s responsibility to defined MMF
Sunday 10 March 13
User Stories
A user story describes functionality that will be valuable to either a user or purchaser of a
system or software.
User story consist of three parts
Cards -Hand written description of the story used for planning and as a reminder.
Traditionally on paper note card
Conversation -conversations about the story that serve to flesh out the details of
the story
Confirmation -tests that convey and document details and that can be used to
determine when a story is complete
The Card may be the most visible manifestation but not the most important one
Conversation and Confirmation are more important. Details are worked out in Conversation
and recorded in Confirmation if for detailing
Stories are not contractual obligation
Sunday 10 March 13
Examples of User Stories
Good User Stories
A user can limit who can search the resume
A user can search for a job
Organization can post the job
A user can apply for job
Bad User Stories
The application would be written in C#/.NET
The application would use Oracle Database
Size of Stories can be measured in
Ideal Days
Story Points
Sunday 10 March 13
Feature and User Stories
A point of Sale (Feature) can have following stories
Collecting customer information
Scanning bar code(s)
Manually entering items/price/quantities
Entering weights/measure
Totaling the order
Calculating tax
Payment collection and processing
Generating receipts
Stories are written on note cards and known as “Story Card”
Sunday 10 March 13
Story Attributes
INVEST
Independent
Negotiable
Valuable to users or customer
Estimable
Small
Testable
INVEST
Independent
Negotiable
Valuable to users or customer
Estimable
Small
Testable
Sunday 10 March 13
Agile Story Smells
ScrumMaster or coach assigning the task
Team from one silo
Stories are too small
Dependent stories
Gold Plating
Too many details
Including user interface details too soon
Thinking too far ahead
Splitting too many stories
Customer has trouble in prioritizing
Customer won’t write and prioritize the stories
Sunday 10 March 13
Story Maps
Large story is broken down through “Disaggregation”
Component stories need not add up to 100% of original story nor do
estimates need to add up to original story
Typically represented in two dimension with story cards breaking down
the component stories
Large story is broken down through “Disaggregation”
Component stories need not add up to 100% of original story nor do
estimates need to add up to original story
Typically represented in two dimension with story cards breaking down
the component stories
Sunday 10 March 13
Personas and Extreme Personas
Personas -Fictional Character
Personas include a name, description and even photograph
Used to understand end users and stakeholder’s need.
Helps to put some life into the story creating it.
Extreme personas to ensure that as many users stories are captured as
possible.
Extreme personas can help capture requirements that might have been
missed otherwise.
Sunday 10 March 13
Epic Stories
Agile Epic(Sometimes called a “Capability”) -Large block of functionality
that may span multiple iterations
Epic stories are found lower down in product backlog.
Agile Epic(Sometimes called a “Capability”) -Large block of functionality
that may span multiple iterations
Epic stories are found lower down in product backlog.
Sunday 10 March 13
Agile Themes
Assigning Themes to an iteration.
For Example, the theme for fifth iteration might be Reporting
Indicates the functionality centered around an iteration
Assigning Themes to an iteration.
For Example, the theme for fifth iteration might be Reporting
Indicates the functionality centered around an iteration
Sunday 10 March 13
Refactoring
Refactoring -Reorganizing the code to align with its intended purpose
Will not change code’s behavior
Refactoring is often performed because of smell or because team
recognizes the need
A complete regression test after refactoring to ensure behavior of code has
not changed and works the same way as it was before.
Sunday 10 March 13
Agile Planning Agile Planning
Sunday 10 March 13
Agile Planning
Identify stakeholders and Analysis
Planning Onion
Agile Project Life Cycle
Release Plan
Iterations backlog
Wireframe
Last Responsible Moment Decision point
Progressive Elaboration and Rolling wave planning
Innovation Games
Force Field Analysis
Parking Lot Chart
Sunday 10 March 13
Identifying Stakeholder
Stakeholder does influence the agile project... However, their role may not
be as great as it is on traditional projects. Why? Because agile projects are
self contained with team in its own space and customer often collocated
with team.
Customer/Product owner acts as the single voice of users and
communication with other stakeholders.This keeps the team more focused
on their work. Customer/Product owner acts as bridge between team and
other stakeholders.
Identify the stakeholder needs as early as possible and keep the
communication through out the project
Sunday 10 March 13
Analysis
Mis-Conception -Agile team do not perform analysis or planning and directly
jumps to coding
Analysis is all about understanding the problem and underlying need.
Go straight to customer and get information first hand!.This speaks Agile value
of individuals and Interactions and Customer Collaborations.Team may further
engage users who can help explain the problem.
Sunday 10 March 13
Planning Onion
Mis-Conception -No planning in Agile!!!! -In reality, lot more planning and
risk mitigation in Agile..
Rather than comprehensive one plan, agile focuses on very frequent planning!
Mis-Conception -No planning in Agile!!!! -In reality, lot more planning and
risk mitigation in Agile..
Rather than comprehensive one plan, agile focuses on very frequent planning!
Sunday 10 March 13
Agile Project Lifecycle Agile Project Lifecycle
Sunday 10 March 13
Iteration, Release and Product Backlog Iteration, Release and Product Backlog
Sunday 10 March 13
Release Plan
Release plan is high level plan for series of iterations
Release can be Internal or External
Iteration Zero -Primarily a planning iteration(Sometime Charter is
written as part of iteration zero
Iteration H -Hardening Iteration.No new features are implemented.All
the functionality in the release is tested thoroughly
Empty iteration backlog at the start of iteration H.
Sunday 10 March 13
Iteration Backlog
Iteration backlog shows all the functionality that team would complete
during the current iterations
Functionality is broken down to engineering task and self organizing team
collectively decides who will work on which task.
Iteration backlog is maintained by the team
Kept in a visible location for all stakeholders to see
A backlog that is too large or too small can decrease motivation
Sunday 10 March 13
Wireframe
Wireframe -Hand written/Computer rendered illustrations to showcase
how user will interact with system
Created quickly ==> May be changed easily
Goal is not to get complete requirements and possibilities documented.
Instead, this is to give users and developers some starting point to create
useful system as efficiently as possible
Sunday 10 March 13
Last Responsible Moment Decision point
Delay commitment until the last responsible moment
Make decisions at “the moment at which failing to make a decision eliminates an important
alternative.
If commitments are delayed beyond the responsible moment, then default decision are made and
one will lose the alternative option.
By delaying the decision up to responsible moment, accuracy of your decision increase, workload
decreases and decreases the impact of change
Sunday 10 March 13
Progressive Elaboration
You do not know all the characteristics of the product at the beginning...
Characteristics may be revisited ofter and refined... Characteristics of the
product emerge over time...i.e. Progressively...
You do not know all the characteristics of the product at the beginning...
Characteristics may be revisited ofter and refined... Characteristics of the
product emerge over time...i.e. Progressively...
Sunday 10 March 13
Rolling Wave Planning
Plan in stages instead of doing very early in the project
Details will emerge as the team gets closer to functionality
Also used in Traditional projects
Plan in stages instead of doing very early in the project
Details will emerge as the team gets closer to functionality
Also used in Traditional projects
Sunday 10 March 13
Definition of Done
Common definition throughout the entire project team
When an engineer/designer/developer/any other team member checks in a
feature as“Done”,the meaning needs to be clear to the entire team.Work
that is almost done may not be represented as done
Definition of done might be tied to any combination of acceptance tests/
coding standards/customer sign-off/any other performance related factors
Sunday 10 March 13
Tasks
Also called “Engineering Tasks”
Specific activities the team will undertake in order to add value to system
One user story could be broken down into a handful of actual tasks
Self organizing team -So task will be assigned by the team itself...
Also called “Engineering Tasks”
Specific activities the team will undertake in order to add value to system
One user story could be broken down into a handful of actual tasks
Self organizing team -So task will be assigned by the team itself...
Sunday 10 March 13
Value Stream Mapping
Way to analyze entire chain of process with the goal of eliminating waste..
Deeper understanding of the system by mapping it out..
Way to analyze entire chain of process with the goal of eliminating waste..
Deeper understanding of the system by mapping it out..
Sunday 10 March 13
Force Field Analysis
Force field analysis is way to analyze and understand the force for and against it.
These forces are assigned a ranking(by strength) from one to four
Force field analysis is way to analyze and understand the force for and against it.
These forces are assigned a ranking(by strength) from one to four
Sunday 10 March 13
Innovation Games
Bang for the buck -Prioritization of backlog item
Prune the Product Tree -Shape your product to market needs
20/20 vision -Features to be ordered from most important to less
important
The Apprentice -One of the team member uses existing product and other
observes how the team member interacts with system
Product Box -Stakeholders are asked to design a retail box that would
entice other’s to buy. Idea is to choose most key features on box
Sunday 10 March 13
Agile Communication Agile Communication
Sunday 10 March 13
Agile Communication
Communication Management
Informative Workspace
Osmotic Communication
Agile Tooling
Information Radiators
Kanban Boards
Burn-down chart and Burn-up chart
Cumulative Flow Diagram
Sunday 10 March 13
Informative Workspace
Informative workspace is all about information and accessibility. It is cockpit of entire
development effort.
Surround the team with information, visible to all (Hand drawn charts,
Informative workspace broadcasts information to room
Allows people to sense the status of the project.
Informative workspace is all about information and accessibility. It is cockpit of entire
development effort.
Surround the team with information, visible to all (Hand drawn charts,
Informative workspace broadcasts information to room
Allows people to sense the status of the project.
Sunday 10 March 13
Information Radiators
Group of artifacts used to communicate project related information to all
stakeholders and team (status reports, status of stories etc)
Kanban is a component of information radiator
Ensures transparency and visibility about all the activities in the project
Group of artifacts used to communicate project related information to all
stakeholders and team (status reports, status of stories etc)
Kanban is a component of information radiator
Ensures transparency and visibility about all the activities in the project
Sunday 10 March 13
Osmotic Communication
Communication which occurs as a result of people sitting in the environment
One team member hearing the conversation among other team members and getting
informed is Osmotic Communication
Osmotic communication could be useful technique for distributing culture, best
practices and helping team members to acclimatise to the project
On distributed/virtual teams (where team is not co-located), osmotic communication
could be a challenge.Technology could be used to replicate colocation environment as
much as possible.
Drawback -Wasted time due to irrelevant communication and frequent interruptions
Cone of Silence -Setting hours where no one allowed to talk in the co-located(war)
room.
Sunday 10 March 13
Agile Tooling
Class of tools, technologies and practices collectively is referred as Agile Tooling.
Any technology software (High tech or Low tech) or artifacts designed to increase
the team bonding and encourages team participation. Examples are: Collaboration
systems,Video conferencing for virtual teams,Version control system for managing
the codes...
Could be used to share ideas, information, code, Knowledge, practices and
workspace.
Shared recreational space, daily stand-up meetings and any other activity designed to
create sense of team belonging.
Sunday 10 March 13
Burn Down and Burn UP Charts Burn Down and Burn UP Charts
Sunday 10 March 13
Iteration Burn down Chart Iteration Burn down Chart
Sunday 10 March 13
KANBAN
Japanese term -Kan (Signal) + Ban(Card/Board)==>“Signal Board” or Signal
Cards in english
Workflow is defined for user stories (e.g. Plan/do/check/done) and user stories
are pulled through the system,they pull new work from prioritized backlog.
Means through which JIT is achieved
Pull based system
Represents Work In Progress (WIP). Shows all WIP at one time
One of the goal is to limit WIP
Discourages too much work in the system at once
Component of Information Radiator
Sunday 10 March 13
Basic Principles of KANBAN
Limit work in process(WIP)
Pull value through(with WIP limit)
Make it visible(Visual Control)
Increase Throughput
Fixed KANBAN Backlog
Quality is embedded in, not inspected in
Sunday 10 March 13
KANBAN KANBAN
Sunday 10 March 13
Cumulative Flow Diagram
Valuable tool for tracking and forecasting
Gives insight to project issues, cycle time and likely
completion dates
Part of Information radiator that shows feature
backlogs, Work In Progress(WIP) and completed
features over time
Sunday 10 March 13
Parking Lot chart
Tool to visualize how team is doing at completing the planned
functionality of a release
Large Rectangular box for each theme in a release
Each box contains name of the theme, number of stories, estimate(Story
point or ideal days) and percentage completion.
Powerful tool to compress great deal of information into a small space.
Sunday 10 March 13
Agile Estimation Agile Estimation
Sunday 10 March 13
Agile Estimation
Relative Sizing
Story Points
Cone of Uncertainty
Wide-band Delphi Technique
Planning Poker
Affinity Estimating
Velocity
Cycle Time
Ideal Time
TimeBoxing
Sunday 10 March 13
Relative Sizing
Relative sizing -Rank stories by their size relative to each other.
Estimate based on those relative ranking
The goal is to quickly rank the user stories. Not very precise
Relative sizing -Rank stories by their size relative to each other.
Estimate based on those relative ranking
The goal is to quickly rank the user stories. Not very precise
Sunday 10 March 13
Story Points
Unit of measure for expressing the overall size of a user story, feature or other piece of
work.The number of story points assigned to a story represents the overall size of story.
Assigning point value to each story. Raw value is not important. What matters is relative
value
Faster estimation technique
Story points helps cross functional behavior
Story point estimates do not decay
Pure measure of Size
Sunday 10 March 13
Cone of Uncertainty
Accuracy of Estimate will vary over time on
a project
Estimates would become sharper over time
Cone of Uncertainty
Accuracy of Estimate will vary over time on
a project
Estimates would become sharper over time
Sunday 10 March 13
Wide-band Delphi Estimation
Based on traditional Delphi
Prevents groupthink to develop
Team is given the estimation form/Card and they are brought together to discuss functionality
or user stories. Here, no discussion on effort or estimates. After this meeting, individuals depart
and prepare their estimates independently and share the same with facilitator.
Facilitator lists them or plot or on a graph showing the distribution. Names of estimators are
not given.
Team discusses the range and tries to reach a consensus.This continues until team reaches to a
range which is acceptable to all
Advantage of wide-band Delphi is that team members estimates independently without any
group pressure and at the same time wisdom and experience of entire group is taken to reach
consensus.
Large ranges in distribution ==> Greater risk
Sunday 10 March 13
Planning Poker
Estimation technique to achieve consensus on work estimate
Once user stories are written, planning poker can begin.
Technical members(Developers, analyst, testers etc) of the team are brought together for this
exercise.Works well with about 10 estimators.
Each member is provided with deck of ten numbered cards (0,1, 3, 5, 8, 13, 20, 40 and 100.. Modified
Fibonacci number sequence)
Facilitator reads out the story . Each of the estimators are given time to ask questions. Once
clarified, each estimator select a card to represents the relative level of effort for the story.The card
is not shown to anyone at this point of time
After everyone has selected a card, all estimators shows their card together.
Team discussed the estimates with focus on outlier estimates (Highs and Lows).After the
discussion, another round of estimation is done.This is repeated until broader consensus is reached
on all the stories.
Sunday 10 March 13
Affinity Estimating
Affinity Estimating-Specifically designed to address the issue of rapid
estimating when project has huge product backlog (Lot of features)
Team decides on some kind of ranking/grouping technique. For example, it
cold be t-shirt sizes(S, M, L, XL,XXL,XXXL) or modified fibonacci sequence
or it could popular coffee cup sizes (Short,Tall, Grande,Venti or Trenta)
Finally, each user stories is read aloud and with little or no discussion, team
places the user story within one group or sequence.
Very Fast.Accuracy is not great.
Sunday 10 March 13
Velocity
Velocity -Measure of team’s rate of progress
Sum of story points of all completed story in one iteration.
Uncompleted stories are not considered while measuring the velocity
Example -In an iteration, the team has completed 3 stories with story
points 4, 7 and 2.The team has also completed 50% of another story with
6 story point and 90% of another story with 2 story points. What would
be the Velocity of this iteration? So, the velocity would be 4+7 +2 = 13
story point.
Sunday 10 March 13
Cycle Time
Amount of time it takes for a feature to make it from its start to
completion
Start -The point where it enters the backlog and completion depends on
team’s definition on done
Cycle time should be start ==> Iteration should be short ==>Frequent
small releases
While shorter cycle time is desirable, it cannot come at the expense of
Quality
Sunday 10 March 13
Ideal Time
Ideal Time-Amount of time it would take to complete something if
there was no interruptions, distractions or meeting.
Assumes complete focus with all necessary resources at hand, no
distractions and interruptions.
This is different from Elapsed time(Calendar time)
Example -Normal Hockey match is of 70 minutes duration. So, 70
minutes is the ideal time. However, due to break/injuries/etc, the
elapsed time is much more than 70 minutes.
My ideal days are not your ideal days!!!!
Sunday 10 March 13
TimeBoxing
Setting a fixed reasonable amount of time to work on features or user stories
Helps team to focus on most important features while maintaining a sense of urgency
and awareness of schedule
Why TimeBoxing -An activity would take as much time as you provide (Parkinson’s
law). So example, if you budget for an activity to take a week, it would take one
week. However, if you trim the activity duration to 2 days, it might take only two
days!!!
Downside of TimeBoxing -Some activities are difficult to timebox and may result in
wasted effort
Sunday 10 March 13
Planned Vs Actual Velocity Planned Vs Actual Velocity
Sunday 10 March 13
Agile Metrics Agile Metrics
Sunday 10 March 13
Agile Metrics
Agile EarnedValue Management(EVM)
Test Driven Development (TDD)
Frequent Verification andValidation
Escaped Defects
Risk Adjusted Backlog
Risk Burn Down chart
Sunday 10 March 13
Agile EarnedValue Management
Define the initial release baseline
Measure Progress by measuring
Story points completed to date
Story points added to date (Can be negative)
Actual Cost (AC) to date
PV(PlannedValue) = % Planned completion * BAC(Budget at Completion)
EV(EarnedValue) = %Actual completion * BAC
Actual Completion = Story Points completed/ Total Story points planned
Planned Completion = Number of sprints completed/ Total number of planned sprint
CV(Cost Variance) = EV -AC
SV(Schedule Variance) = EV -PV
Sunday 10 March 13
Agile EarnedValue Management cont..
Example
BAC = $200,000
Planned sprint/Iterations = 5
Planned story points for release = 100
Number of sprint/iterations completed at this point of time= 2
Story points completed at this point of time = 20
Actual cost until now = $60,0000
Planned completion = Number of sprint completed/Total number of sprints = 2/5 = 40%
Actual completion = Number of story points completed/ Total story points planned = 20/100 = 20%
EV = %Actual Completion * BAC = 20% * $200,000 = $40,000
PV = %Planned Completion * BAC = 40% * $200,000 = $80,000
CV = EV -AC = $40,000 -$40,000 = 0
SV = EV -PV = $40,000 -$80,000 = -$40,000
Sunday 10 March 13
Test-First Development
Create test cases first based on what are the features needed
Customer/Product owner to define acceptance criteria ==> Translates into
test cases
Write your code(construct the software) so that it conforms to test
cases(Not the other way...Make the test conforms to software)
Ideally, these tests should have outcome of True/False
Subjective acceptance criteria is always a problem
When performing the tests, the software passes the test or it does
not(Binary result:Yes or No)
Sunday 10 March 13
FrequentVerification andValidation
Validation -Am I building the product right
Ensures that product does what it was intended to do
Verification -Am I building the right product
Focus on ensuring that functionality meets specification
Frequent Verification and Validation is intended to keep the project on track
and quickly detect any deviation from value
Sunday 10 March 13
Escaped Defects
Bug/Defects/Errors in the product that have been released to customer.
These defects should have been caught during testings by developers and
QC team. Instead, they have escaped developers and QC testing and has
reached into customer’s hand
Undesirable
Important metric
Sunday 10 March 13
Risk Adjusted Backlog
One of the way to mitigate risk in agile project
Agile project should not be only business value driven but also risk driven
as well.
While prioritizing the product backlog, product owners should not
overlook the risk factor
Sunday 10 March 13
Agile Leadership Agile Leadership
Sunday 10 March 13
Agile Leadership
Brainstorming
Active Listening
High performance team
Conflict Resolution
Agile Team Stages
Servant leadership
Adaptive Leadership
Sunday 10 March 13
Brainstorming
Brainstorming fosters creativity and involves the entire team in the process.
Nominal group technique is enhanced form of brainstorming
Brainstorming fosters creativity and involves the entire team in the process.
Nominal group technique is enhanced form of brainstorming
Sunday 10 March 13
Active Listening
Key steps in active listening are
Listening
Understanding
Retaining
Actively responding
Active listening can reduce confusion and conflicts on team and can improve
performance and results
Sunday 10 March 13
High Performance Team High Performance Team
Sunday 10 March 13
High Performance Team High Performance Team
Sunday 10 March 13
Agile Team Stages
ShuHaRi
Shu - Follow the Rule (Following)- Learner at Level 1
Look for the procedure that works and follow that
Ha - Break the Rule (Detaching) - Learner at Level 2
People start looking for drawback and ways to breakdown a process
Ri - Be the Rule (Fluent) - Learner at Level 3
Sunday 10 March 13
Speed Leas Framework Five Stages of Conflict Speed Leas Framework Five Stages of Conflict
Sunday 10 March 13
Prioritization using MoSCoW
Originated from DSDM(Dynamic System Development Method) methodology
Must Have -Features that must be there before product is released
Should have -Not critical to product launch but considered important
Could have -Nice to have features
Won’t have -Those features which were requested but not going to be
included in the current product release
Sunday 10 March 13
Servant Leadership
Instead of top-down commanding leader, servant leader focuses on the needs of
their team
Co-located and Tightly integrated with team
A person is servant first and leader second
Participative leaders, hands on with their project and involved with team on daily
activities
Sunday 10 March 13
Adaptive Leadership
The key is -Leader adapts to his or her environment to lead efficiently and
effectively
Leader focuses on activities that add value
Openness and transparency
Works well with leaders who are more seasoned and self-aware
Sunday 10 March 13
Agile Contracts Agile Contracts
Sunday 10 March 13
Agile Contracts
Agile Contracts
Burn Rate
Compliance
Agile Contracts
Agile Contracts
Burn Rate
Compliance
Sunday 10 March 13
Agile Contracts
Cost responsibility -Both the parties (Target Cost Principal)
Staged Contract -Allows to built checkpoints in contract to provide
customer visibility and Go/No Go decision point along the way
Sunday 10 March 13
Burn Rate
Amount of cost estimated over a given period of time
Businesses always would like to know the cost and value they are going to
receive and how much time it would take
So, burn rate would help businesses to understand the cost. For example, if
cost per day for agile team is $6000 and there are 5 iteration of 10 days
each, then cost of labor associate would be = 5*10*6000 = $300000
Sunday 10 March 13
Organic Risk Management
Intrinsic Schedule Flaw (estimates that are wrong and undoable from day one,
often based on wishful thinking)
Specification Breakdown (failure to achieve stakeholder consensus on what to
build)
Scope Creep (additional requirements that inflate the initially accepted set)
Personnel Loss
Productivity Variation (difference between assumed and actual performance)
Sunday 10 March 13
Agile Methodologies Agile Methodologies
Sunday 10 March 13
Agile Methodologies
Introduction to Scrum
Introduction to eXtreme Programming
Introduction to Lean
Brief on DSDM
Agile Methodologies
Introduction to Scrum
Introduction to eXtreme Programming
Introduction to Lean
Brief on DSDM
Sunday 10 March 13
Introduction to Scrum Introduction to Scrum
Sunday 10 March 13
What is Scrum?
“Scrum is a framework for developing
complex products and systems. It is grounded
in empirical process control theory. Scrum
employs an iterative, incremental approach to
optimize predictability and control risk.”
-Ken Schwaber
“Scrum is a framework for developing
complex products and systems. It is grounded
in empirical process control theory. Scrum
employs an iterative, incremental approach to
optimize predictability and control risk.”
-Ken Schwaber
Sunday 10 March 13
What is Scrum? What is Scrum?
Sunday 10 March 13
What is Scrum?
Sprint Planning
What is Scrum?
Sprint Planning
Sunday 10 March 13
What is Scrum?
Sprint
Daily Sprint
What is Scrum?
Sprint
Daily Sprint
Sunday 10 March 13
What is Scrum?
Sprint Review & Retro
What is Scrum?
Sprint Review & Retro
Sunday 10 March 13
Sunday 10 March 13
Sunday 10 March 13
Sunday 10 March 13
Sunday 10 March 13
Sunday 10 March 13
Sunday 10 March 13
Scrum in Nutshell
Defined Process Control -Laying out a process that repeatably will produce acceptable
quality output
Empirical Process Control -When defined process control cannot be achieved because
of the complexity of the intermediate activities
Three legs of Empirical Process Control
Visibility -Visibility means that those aspects of the process that affect the outcome
must be visible(Also true) to those controlling the process.
Inspection -The various aspects of the process must be inspected frequently enough
that unacceptable variances in the process can be detected
Adaptation -If the inspector determines from the inspection that one or more
aspects of the process are outside acceptable limits and that the resulting product will
be unacceptable, the inspector must adjust the process or the material being processed.
The adjustment must be made as quickly as possible to minimize further deviation.
Sunday 10 March 13
Scrum in Nutshell
Iterative, incremental framework
Development in cycle of work called Sprints/Iteration, normally of 30
days(Calendar Days)
Sprints are done one after the another without any pause
Sprints are Time-boxed-Specific end date. Never extended irrespective of
whether work is complete or not.
One of the lesser known, but valuable, guidelines in Scrum is that five or ten
percent of each Sprint must be dedicated by the Team to refining (or
“grooming”) the Product Backlog
Sunday 10 March 13
Scrum Team Values
Commitment
Openness
Focus
Courage
Respect
Scrum Team Values
Commitment
Openness
Focus
Courage
Respect
Sunday 10 March 13
Scrum Meetings
Planning Meeting
Daily Stand up meeting
Review Meeting
Retrospective Meeting
Scrum Meetings
Planning Meeting
Daily Stand up meeting
Review Meeting
Retrospective Meeting
Sunday 10 March 13
Planning Meetings
Maximum eight hours
Eight-hour meeting is divided into two half.
The first half has the product owner discussing the highest priority features
with the team.Team interacts, ask questions about the features and finally picks
the functionality that they believe could be delivered in 30 days sprint
In the second half, team maps out the sprint and define things down to a task
level. Stories are placed in sprint backlog.
Sunday 10 March 13
Daily Stand up Meetings
Known as Daily Scrum
Constrained for 15 minutes each day
Three key questions
What work have you done since last meeting
What are you planning to do today
Any obstacles encountered?
Sunday 10 March 13
Sprint Review
After Sprint ends, the Team and Product owner meets to review the sprint
Often mislabeled as “Demo” but that doesn’t capture the real intent of this meeting
Remember -Key idea in scrum is “Inspect and Adapt”. Sprint Review is nothing but
“Inspect and Adapt” activity. It’s for Product owner to understand what is going on
with team and product. Similarly, it is for team to understand what is going on with
product owner and market
The key element of this process is the “Conversation” between product owner and
team to understand the situation and take the feedback
Demo is part of review. However, if demo takes precedence over conversation, then
that defies the purpose of review
It is the responsibility of Scrum Master to ensure that everyone knows the “Definition
of Done” for the product or release. Scrum Master prevents the team from
demonstrating those items which are “Not done” according to “definition of done”.
Items that are “Not done” would go back to “product backlog” for re-prioritization
Sunday 10 March 13
Sprint Retrospective
Before the next 30-day sprint begins, the team meets for a sprint retrospective
ScrumMaster works with the team to tune its own development process.
Focus on what has worked and what needs improvement..Responsibility of the
team because team is self organizing and self managing
Product owner doesn’t take part in this meeting
Before the next 30-day sprint begins, the team meets for a sprint retrospective
ScrumMaster works with the team to tune its own development process.
Focus on what has worked and what needs improvement..Responsibility of the
team because team is self organizing and self managing
Product owner doesn’t take part in this meeting
Sunday 10 March 13
Scrum Roles
Scrum Master
Team
Product Owner
Scrum Roles
Scrum Master
Team
Product Owner
Sunday 10 March 13
Scrum Master
Scrum Master is responsible for success of the project
Helps product owner to select the product backlog and helps the team to
turn the backlog into functionality ==> Helps to increases the chance of
project success
Removes the barrier between development and product owner so that
product owner drives the development
Keep the information of project progress up to date and visible to all
Remove all the impediments of team
Improve the productivity of development team in any way possible
Responsible or ensuring that all the scrum processes are followed
Sunday 10 March 13
Team
Cross-functional -Includes all the expertise to deliver the product
Self Organizing and self Managing-Very high degree of autonomy and
accountability
Team is known as Pigs(Truly Committed) and all others in the organization
are known as Chickens(Just Involved)
Generally the team size is 7 plus/minus 2. Highly interchangeable(Generalists)
The teams are most effective and productive if all the member are 100%
dedicated towards one product during the sprint.(Avoid Multi-tasking). Avoid
changing team members
Since one team often does all the work (planning, analysis, programming, and
testing) for a complete customer-centric feature, Teams are also known as
feature teams.
Sunday 10 March 13
Product Owner
Product Owner is responsible for
Maximizing return on investment (ROI) by identifying product features, translating
these into a prioritized list, deciding which should be at the top of the list for the
next Sprint, and continually re-prioritizing and refining the list.
Profit and loss
Writes user stories
Primary responsibility for product backlog(Grooming and prioritizing)
Meets team during the first half of iteration planning meeting to discuss user
stories
Will work with sponsors to ensure project is adequately funded
Effective product owner -(Committed, Responsible, Authorized, Collaborative,
Knowledgable) -CRACK
Sunday 10 March 13
Scrum Steps
Product Vision -Articulated by Product Owner
This evolves into a refined and prioritized list of features called the
product backlog
This backlog exists and keep evolving through out the product life cycle.
This is Product Road Map
The Product Backlog includes a variety of items primarily
New customer features
Engineering improvement goals
Exploratory or research work
Known Defects
Sunday 10 March 13
Scrum Steps cont...
Subset of Product Backlog intended for current release -Release Backlog
This is the primary focus of product owner
Product backlog is continuously updated by product owner.
Team provides effort estimates for each item on product backlog.
In addition, product owner is responsible for assigning “Business Value
Estimates” to each item
Based on these two estimates (Effort and value) and additional risk
estimates, product owner prioritize the items in product backlog
Common technique for estimation is in terms of relative size(Factoring in
effort, complexity and uncertainty) using “Story Points”
Sunday 10 March 13
Scrum Steps cont...
Subset of Product Backlog intended for current release -Release Backlog
Scrum Steps cont...
Subset of Product Backlog intended for current release -Release Backlog
Sunday 10 March 13
Risk-Value Relationship Risk-Value Relationship
Sunday 10 March 13
Difference between Release and Iteration Plan Difference between Release and Iteration Plan
Sunday 10 March 13
Iteration Planning
Velocity Driven
Commitment Driven
Iteration Planning
Velocity Driven
Commitment Driven
Sunday 10 March 13
Velocity Driven Velocity Driven
Sunday 10 March 13
Commitment Driven Commitment Driven
Sunday 10 March 13
Kano Model of Customer Satisfaction
Threshold or Must have Features
Feature that must be there for product to be successful
Linear Features
Those features for which “the more, the better” holds true
Customer satisfaction in linearly correlated to quantity of these
features
Exciter and delighters
Those features that provide great satisfaction, often adding a price
premium to the product
Lack of Exciters and delighters will not decrease the customer
satisfaction below neutral
Often known as unknown needs
Sunday 10 March 13
Release Burn Down Bar Chart
When new work is ADDED ==> Bottom of the bar is lowered
When work is REMOVED ==> Bottom is raised
Anytime work is completed ==> Top is lowered
When work is reestimate ==> top moves up or down
When new work is ADDED ==> Bottom of the bar is lowered
When work is REMOVED ==> Bottom is raised
Anytime work is completed ==> Top is lowered
When work is reestimate ==> top moves up or down
Sunday 10 March 13
Estimating Velocity
Use Historical Values
Run an Iteration
Make a Forecast
Estimating Velocity
Use Historical Values
Run an Iteration
Make a Forecast
Sunday 10 March 13
Introduction to eXtreme
Programming(XP)
Introduction to eXtreme
Programming(XP)
Sunday 10 March 13
Extreme Programming
Developed by Kent Beck
Most disciplined agile approaches
Seven day iteration
Extreme Programming
Developed by Kent Beck
Most disciplined agile approaches
Seven day iteration
Sunday 10 March 13
Extreme Programming Extreme Programming
Sunday 10 March 13
XP Practices
Planning game
Small Releases
Metaphor
Simple Design
Testing
Refactoring
Pair Programming
Collective Code Ownership
Continuous Integration
Sustainable pace
On-Site Customer
Coding Standards
Sunday 10 March 13
Refactoring
Optimizing the source code
Certainly one or more way to refactor the code
Reorganization doesn’t(and shouldn’t) change the code behavior
Optimizing the source code
Certainly one or more way to refactor the code
Reorganization doesn’t(and shouldn’t) change the code behavior
Sunday 10 March 13
Pair Programming
Two developers working on the same code, side by side
When executed properly within the context of XP, combined productivity
and efficiency would go up
Paired partners do not have to stay the same throughout the project
Two developers working on the same code, side by side
When executed properly within the context of XP, combined productivity
and efficiency would go up
Paired partners do not have to stay the same throughout the project
Sunday 10 March 13
Retrospectives
Time-box your retrospective -Say for one hour
Anyone can facilitate the retrospective
Everyone on the team should participate in retrospectives. Non team members
should not be allowed
Four key steps
Norm Kerth’s prime directive -“Regardless of what we discover today, we understand
and truly believe that everyone did the best job they could, given what they knew at the
time, their skills and abilities, the resources available, and the situation at hand”
Brainstorming
Mute Mapping
Retrospective objective
Sunday 10 March 13
XP Team Values
Communication
Feedback
Simplicity
Courage
Respect
XP Team Values
Communication
Feedback
Simplicity
Courage
Respect
Sunday 10 March 13
XP Roles
XP Coach -Makes sure that team adheres to the XP process.Active role to
ensure that XP principles are followed. Points out learning opportunity to
team. Supporting role, not a top down leader
XP Customer -Product expert. Makes sure that right product is build and
responsible for deciding which features would deliver the greatest value.
Participate with team in the planning game to help determine the order in
which features should be developed.Also,determines the acceptance criteria
and tests for the work so that team is able to determine something is
“Done” or not.
XP Programmer -Works in pair. One writes and other looks on to evaluate
in the light of bigger solution. One pilots and other navigates. Backbone of
the team. Self organizing, self managing team, that pulls user stories off the
iteration backlogs and turn them into working software
Sunday 10 March 13
XP Roles cont...
XP Tracker -Evaluates and communicates . Progress against the plan. Looks at
various plans and plots progress against that. Posted in highly visible or public
space. Tracks Release plan(User stories), the Iteration Plan(tasks) and the
acceptance test. Can also keep track of other metrics which might be helpful
in solving teams problems. Good XP tracker should be able to collect
information without disturbing the team.
XP Tester -Helps customer to translate the acceptance criteria into
acceptance tests. Responsible for executing the tests and reporting the results
to entire team
Sunday 10 March 13
Introduction to Lean Introduction to Lean
Sunday 10 March 13
Lean Principles
Eliminate Waste
Create Knowledge
Build Quality in
Decide As Late As Possible
Deliver as fast as possible
Empower the team
See the Whole
Sunday 10 March 13
Lean Principles Lean Principles
Sunday 10 March 13
Eliminate Waste
Lean is ruthless in eliminating the waste
Waste could be in the form of Excessive meeting, documentation etc.The basic
underlying question -Can you meet your objectives without any compromise
on quality even without some of the steps? If answers is yes, removes those
steps because they are waste!! Uses value stream mapping to analyze each
activity as part of identifying the waste
Sunday 10 March 13
Create Knowledge (Amplify Learning)
Continuous learning and improvement by shorter iterations
Processes are constantly adapted to make them more efficient and effective.
Brief experiments are encouraged to discover the best way to accomplish
something(Spikes)
Continuous learning and improvement by shorter iterations
Processes are constantly adapted to make them more efficient and effective.
Brief experiments are encouraged to discover the best way to accomplish
something(Spikes)
Sunday 10 March 13
Decide as late as possible
Although decisions commits us to paths, agile(and lean )embraces being
adaptive to change
Pushing the decision as far as possible into future, lean keeps more options
which improves the quality
Sunday 10 March 13
Deliver as fast as possible
Deliver the functionality into customer’s hand as fast as possible with the
goal of getting the feedback from customer for further implementations.
Deliver the functionality into customer’s hand as fast as possible with the
goal of getting the feedback from customer for further implementations.
Sunday 10 March 13
Empower the team
Team is empowered to make decisions and entire team is accountable for
these decisions
Empower the team
Team is empowered to make decisions and entire team is accountable for
these decisions
Sunday 10 March 13
See the Whole
The solution created by team should look and feel like one whole solution, not
7 different solution glued together. Seeing the whole also requires the team to
understand how the solution is being marketed and the need for project
existence.
The solution created by team should look and feel like one whole solution, not
7 different solution glued together. Seeing the whole also requires the team to
understand how the solution is being marketed and the need for project
existence.
Sunday 10 March 13
Brief on DSDM Brief on DSDM
Sunday 10 March 13
DSDM
Dynamic Systems and Development Methods
Fixes Cost, Quality and Time at the outset and uses MoSCoW prioritization
An extension of RAD (Rapid Application Development)
Eight principals behind DSDM
Focus on Business need
Deliver on Time
Collaborate
Never compromise on quality
Build Incrementally with firm foundation
Develop Iteratively
Communicate continuously and clearly
Demonstrate Control
Sunday 10 March 13
Reference
Agile Project Management with Scrum -Ken Schwaber
The Software Project Manager's Bridge to Agility -Michele Sliger, Stacia Broderick
User Stories Applied: For Agile Software Development -Mike Cohn
Agile Estimating and Planning -Mike Cohn
The are of Agile Development -James Shore and Shane Warden
Agile Project Management with Scrum -Ken Schwaber
The Software Project Manager's Bridge to Agility -Michele Sliger, Stacia Broderick
User Stories Applied: For Agile Software Development -Mike Cohn
Agile Estimating and Planning -Mike Cohn
The are of Agile Development -James Shore and Shane Warden
Sunday 10 March 13
Any Questions Any Questions
Sunday 10 March 13
Practitioner
Keshav Kumar, PMP, PMI- ACP
PMI -Agile Certified
Practitioner
Keshav Kumar, PMP, PMI- ACP
Sunday 10 March 13
Agenda
Introduction to PMI and PMI-ACP
Introduction to Agile Project Management
Agile Fundamentals
Agile Planning
Agile Communication
Agile Estimation
Agile Metrics
Agile Leadership
Agile Contracts
Agile Methodologies
Q and A
Sunday 10 March 13
Introduction to PMI
and PMI-ACP
Introduction to PMI
and PMI-ACP
Sunday 10 March 13
Introduction to PMI and PMI-ACP
About PMI
PMI Certifications
About PMI -Agile Certified Practitioner
Introduction to PMI and PMI-ACP
About PMI
PMI Certifications
About PMI -Agile Certified Practitioner
Sunday 10 March 13
About PMI
World’s largest Professional membership association
More than half a million credential holders
Not for Profit Organization
World’s largest Professional membership association
More than half a million credential holders
Not for Profit Organization
Sunday 10 March 13
PMI Certifications
Certified Associate in Project Management (CAPM)
Project Management Professional (PMP)
Program Management Professional (PgMP)
PMI Agile Certified Practitioner (PMI -ACP)
PMI Scheduling Professional (PMI -SP)
PMI Risk Management Professional (PMI -RMP)
Sunday 10 March 13
PMI - ACP Exam Information
PMI-ACP Exam Blue Print
Agile Tools and Technique -50%
Agile Knowledge and Skills -50%
Exam Information
Total number of question -120
Scored questions -100
Un-scored questions -20
Sunday 10 March 13
Agile Tools and Techniques Agile Tools and Techniques
Sunday 10 March 13
Agile Knowledge and Skills Agile Knowledge and Skills
Sunday 10 March 13
Agile Knowledge and Skills Cont... Agile Knowledge and Skills Cont...
Sunday 10 March 13
Agile Knowledge and Skills cont... Agile Knowledge and Skills cont...
Sunday 10 March 13
Introduction to Agile
Project Management
Introduction to Agile
Project Management
Sunday 10 March 13
Challenges inTraditional Project Methodologies
Rigid and Resistant to Change even if change is good for the project
Can become more focussed on processes rather than the product
Heavy front-up analysis
Commit to technical solution very early
Customer are forced to sign-off on requirements very early in the project
life cycle and have to wait for long time before getting a chance to test the
product
Too much documentation
Sunday 10 March 13
Sunday 10 March 13
Why Traditional planning fails?
Planning by activity rather than features
Activities don’t finish early
Lateness is passed down the schedule
Activities are not independent
Multitasking causes further delays
Features are not developed by priority.
We ignore uncertainty
Estimates become commitments
Sunday 10 March 13
Introduction to Agile Methodologies
Group of Software Development
Methods based on iterative and
incremental development
Requirements and solutions evolve
through collaboration between self
organizing and cross functional team.
Favors adaptation
Time-Boxed iterative approach
Encourages change even late in
development cycle
Sunday 10 March 13
Agile Vs.Waterfall Methodologies Agile Vs.Waterfall Methodologies
Sunday 10 March 13
Agile Vs.Waterfall Agile Vs.Waterfall
Sunday 10 March 13
Agile Vs.Waterfall Agile Vs.Waterfall
Sunday 10 March 13
Agile Manifesto Agile Manifesto
Sunday 10 March 13
Sunday 10 March 13
Embracing changes
Agile projects not only accept but also welcome changes (“Welcome
changing requirements, even late in development” -Principles behind agile
manifesto)
Agile projects is not just for team. It also gives competitive advantage to
customer as well by enabling them to respond quickly to changes
Sunday 10 March 13
Agile Fundamentals Agile Fundamentals
Sunday 10 March 13
Agile Fundamentals
Product Vision
Product Roadmap
Product Backlog
Minimally Marketable Features
User Stories
Story Maps
Personas
Epics
Themes
Sunday 10 March 13
Product Vision Statement
One of the first thing that a team(typically product owner)develops.
Elevator statement for the product, describing what it is, who would need it,
sponsors and what differentiates it in the marketplace.
One of the first thing that a team(typically product owner)develops.
Elevator statement for the product, describing what it is, who would need it,
sponsors and what differentiates it in the marketplace.
Sunday 10 March 13
Product Roadmap
Product Roadmap is an high level overview of each planned release and key
features associated with releases.
Publicly posted in the team space or in a common, high visible area.
May span few months or even years sometime.
Used as communication tool
Evolves during the life cycle of the project (Agile Embraces change)
Sunday 10 March 13
Product Backlog
Product backlog is list of all planned functionality for the project, sorted by
value to customer from higher to lower.
Product owner/customer is responsible for Product Backlog
Product Backlog should be DEEP
Detailed Appropriately -User stories should contain neither too
much nor too little detail
Estimable -User stories near the top of backlog should have enough
detail for estimation
Emergent -Backlog grows and change over time. It is dynamic.
Prioritized-Stories that will deliver most values should be at the top of
backlog
Sunday 10 March 13
Product Backlog Cont... Product Backlog Cont...
Sunday 10 March 13
Minimal Marketable Feature
MMF -Smallest grouping of functionality that can add value to customer
Maybe larger than user stories but should be as small as possible.
It is customer or Product Owner’s responsibility to defined MMF
MMF -Smallest grouping of functionality that can add value to customer
Maybe larger than user stories but should be as small as possible.
It is customer or Product Owner’s responsibility to defined MMF
Sunday 10 March 13
User Stories
A user story describes functionality that will be valuable to either a user or purchaser of a
system or software.
User story consist of three parts
Cards -Hand written description of the story used for planning and as a reminder.
Traditionally on paper note card
Conversation -conversations about the story that serve to flesh out the details of
the story
Confirmation -tests that convey and document details and that can be used to
determine when a story is complete
The Card may be the most visible manifestation but not the most important one
Conversation and Confirmation are more important. Details are worked out in Conversation
and recorded in Confirmation if for detailing
Stories are not contractual obligation
Sunday 10 March 13
Examples of User Stories
Good User Stories
A user can limit who can search the resume
A user can search for a job
Organization can post the job
A user can apply for job
Bad User Stories
The application would be written in C#/.NET
The application would use Oracle Database
Size of Stories can be measured in
Ideal Days
Story Points
Sunday 10 March 13
Feature and User Stories
A point of Sale (Feature) can have following stories
Collecting customer information
Scanning bar code(s)
Manually entering items/price/quantities
Entering weights/measure
Totaling the order
Calculating tax
Payment collection and processing
Generating receipts
Stories are written on note cards and known as “Story Card”
Sunday 10 March 13
Story Attributes
INVEST
Independent
Negotiable
Valuable to users or customer
Estimable
Small
Testable
INVEST
Independent
Negotiable
Valuable to users or customer
Estimable
Small
Testable
Sunday 10 March 13
Agile Story Smells
ScrumMaster or coach assigning the task
Team from one silo
Stories are too small
Dependent stories
Gold Plating
Too many details
Including user interface details too soon
Thinking too far ahead
Splitting too many stories
Customer has trouble in prioritizing
Customer won’t write and prioritize the stories
Sunday 10 March 13
Story Maps
Large story is broken down through “Disaggregation”
Component stories need not add up to 100% of original story nor do
estimates need to add up to original story
Typically represented in two dimension with story cards breaking down
the component stories
Large story is broken down through “Disaggregation”
Component stories need not add up to 100% of original story nor do
estimates need to add up to original story
Typically represented in two dimension with story cards breaking down
the component stories
Sunday 10 March 13
Personas and Extreme Personas
Personas -Fictional Character
Personas include a name, description and even photograph
Used to understand end users and stakeholder’s need.
Helps to put some life into the story creating it.
Extreme personas to ensure that as many users stories are captured as
possible.
Extreme personas can help capture requirements that might have been
missed otherwise.
Sunday 10 March 13
Epic Stories
Agile Epic(Sometimes called a “Capability”) -Large block of functionality
that may span multiple iterations
Epic stories are found lower down in product backlog.
Agile Epic(Sometimes called a “Capability”) -Large block of functionality
that may span multiple iterations
Epic stories are found lower down in product backlog.
Sunday 10 March 13
Agile Themes
Assigning Themes to an iteration.
For Example, the theme for fifth iteration might be Reporting
Indicates the functionality centered around an iteration
Assigning Themes to an iteration.
For Example, the theme for fifth iteration might be Reporting
Indicates the functionality centered around an iteration
Sunday 10 March 13
Refactoring
Refactoring -Reorganizing the code to align with its intended purpose
Will not change code’s behavior
Refactoring is often performed because of smell or because team
recognizes the need
A complete regression test after refactoring to ensure behavior of code has
not changed and works the same way as it was before.
Sunday 10 March 13
Agile Planning Agile Planning
Sunday 10 March 13
Agile Planning
Identify stakeholders and Analysis
Planning Onion
Agile Project Life Cycle
Release Plan
Iterations backlog
Wireframe
Last Responsible Moment Decision point
Progressive Elaboration and Rolling wave planning
Innovation Games
Force Field Analysis
Parking Lot Chart
Sunday 10 March 13
Identifying Stakeholder
Stakeholder does influence the agile project... However, their role may not
be as great as it is on traditional projects. Why? Because agile projects are
self contained with team in its own space and customer often collocated
with team.
Customer/Product owner acts as the single voice of users and
communication with other stakeholders.This keeps the team more focused
on their work. Customer/Product owner acts as bridge between team and
other stakeholders.
Identify the stakeholder needs as early as possible and keep the
communication through out the project
Sunday 10 March 13
Analysis
Mis-Conception -Agile team do not perform analysis or planning and directly
jumps to coding
Analysis is all about understanding the problem and underlying need.
Go straight to customer and get information first hand!.This speaks Agile value
of individuals and Interactions and Customer Collaborations.Team may further
engage users who can help explain the problem.
Sunday 10 March 13
Planning Onion
Mis-Conception -No planning in Agile!!!! -In reality, lot more planning and
risk mitigation in Agile..
Rather than comprehensive one plan, agile focuses on very frequent planning!
Mis-Conception -No planning in Agile!!!! -In reality, lot more planning and
risk mitigation in Agile..
Rather than comprehensive one plan, agile focuses on very frequent planning!
Sunday 10 March 13
Agile Project Lifecycle Agile Project Lifecycle
Sunday 10 March 13
Iteration, Release and Product Backlog Iteration, Release and Product Backlog
Sunday 10 March 13
Release Plan
Release plan is high level plan for series of iterations
Release can be Internal or External
Iteration Zero -Primarily a planning iteration(Sometime Charter is
written as part of iteration zero
Iteration H -Hardening Iteration.No new features are implemented.All
the functionality in the release is tested thoroughly
Empty iteration backlog at the start of iteration H.
Sunday 10 March 13
Iteration Backlog
Iteration backlog shows all the functionality that team would complete
during the current iterations
Functionality is broken down to engineering task and self organizing team
collectively decides who will work on which task.
Iteration backlog is maintained by the team
Kept in a visible location for all stakeholders to see
A backlog that is too large or too small can decrease motivation
Sunday 10 March 13
Wireframe
Wireframe -Hand written/Computer rendered illustrations to showcase
how user will interact with system
Created quickly ==> May be changed easily
Goal is not to get complete requirements and possibilities documented.
Instead, this is to give users and developers some starting point to create
useful system as efficiently as possible
Sunday 10 March 13
Last Responsible Moment Decision point
Delay commitment until the last responsible moment
Make decisions at “the moment at which failing to make a decision eliminates an important
alternative.
If commitments are delayed beyond the responsible moment, then default decision are made and
one will lose the alternative option.
By delaying the decision up to responsible moment, accuracy of your decision increase, workload
decreases and decreases the impact of change
Sunday 10 March 13
Progressive Elaboration
You do not know all the characteristics of the product at the beginning...
Characteristics may be revisited ofter and refined... Characteristics of the
product emerge over time...i.e. Progressively...
You do not know all the characteristics of the product at the beginning...
Characteristics may be revisited ofter and refined... Characteristics of the
product emerge over time...i.e. Progressively...
Sunday 10 March 13
Rolling Wave Planning
Plan in stages instead of doing very early in the project
Details will emerge as the team gets closer to functionality
Also used in Traditional projects
Plan in stages instead of doing very early in the project
Details will emerge as the team gets closer to functionality
Also used in Traditional projects
Sunday 10 March 13
Definition of Done
Common definition throughout the entire project team
When an engineer/designer/developer/any other team member checks in a
feature as“Done”,the meaning needs to be clear to the entire team.Work
that is almost done may not be represented as done
Definition of done might be tied to any combination of acceptance tests/
coding standards/customer sign-off/any other performance related factors
Sunday 10 March 13
Tasks
Also called “Engineering Tasks”
Specific activities the team will undertake in order to add value to system
One user story could be broken down into a handful of actual tasks
Self organizing team -So task will be assigned by the team itself...
Also called “Engineering Tasks”
Specific activities the team will undertake in order to add value to system
One user story could be broken down into a handful of actual tasks
Self organizing team -So task will be assigned by the team itself...
Sunday 10 March 13
Value Stream Mapping
Way to analyze entire chain of process with the goal of eliminating waste..
Deeper understanding of the system by mapping it out..
Way to analyze entire chain of process with the goal of eliminating waste..
Deeper understanding of the system by mapping it out..
Sunday 10 March 13
Force Field Analysis
Force field analysis is way to analyze and understand the force for and against it.
These forces are assigned a ranking(by strength) from one to four
Force field analysis is way to analyze and understand the force for and against it.
These forces are assigned a ranking(by strength) from one to four
Sunday 10 March 13
Innovation Games
Bang for the buck -Prioritization of backlog item
Prune the Product Tree -Shape your product to market needs
20/20 vision -Features to be ordered from most important to less
important
The Apprentice -One of the team member uses existing product and other
observes how the team member interacts with system
Product Box -Stakeholders are asked to design a retail box that would
entice other’s to buy. Idea is to choose most key features on box
Sunday 10 March 13
Agile Communication Agile Communication
Sunday 10 March 13
Agile Communication
Communication Management
Informative Workspace
Osmotic Communication
Agile Tooling
Information Radiators
Kanban Boards
Burn-down chart and Burn-up chart
Cumulative Flow Diagram
Sunday 10 March 13
Informative Workspace
Informative workspace is all about information and accessibility. It is cockpit of entire
development effort.
Surround the team with information, visible to all (Hand drawn charts,
Informative workspace broadcasts information to room
Allows people to sense the status of the project.
Informative workspace is all about information and accessibility. It is cockpit of entire
development effort.
Surround the team with information, visible to all (Hand drawn charts,
Informative workspace broadcasts information to room
Allows people to sense the status of the project.
Sunday 10 March 13
Information Radiators
Group of artifacts used to communicate project related information to all
stakeholders and team (status reports, status of stories etc)
Kanban is a component of information radiator
Ensures transparency and visibility about all the activities in the project
Group of artifacts used to communicate project related information to all
stakeholders and team (status reports, status of stories etc)
Kanban is a component of information radiator
Ensures transparency and visibility about all the activities in the project
Sunday 10 March 13
Osmotic Communication
Communication which occurs as a result of people sitting in the environment
One team member hearing the conversation among other team members and getting
informed is Osmotic Communication
Osmotic communication could be useful technique for distributing culture, best
practices and helping team members to acclimatise to the project
On distributed/virtual teams (where team is not co-located), osmotic communication
could be a challenge.Technology could be used to replicate colocation environment as
much as possible.
Drawback -Wasted time due to irrelevant communication and frequent interruptions
Cone of Silence -Setting hours where no one allowed to talk in the co-located(war)
room.
Sunday 10 March 13
Agile Tooling
Class of tools, technologies and practices collectively is referred as Agile Tooling.
Any technology software (High tech or Low tech) or artifacts designed to increase
the team bonding and encourages team participation. Examples are: Collaboration
systems,Video conferencing for virtual teams,Version control system for managing
the codes...
Could be used to share ideas, information, code, Knowledge, practices and
workspace.
Shared recreational space, daily stand-up meetings and any other activity designed to
create sense of team belonging.
Sunday 10 March 13
Burn Down and Burn UP Charts Burn Down and Burn UP Charts
Sunday 10 March 13
Iteration Burn down Chart Iteration Burn down Chart
Sunday 10 March 13
KANBAN
Japanese term -Kan (Signal) + Ban(Card/Board)==>“Signal Board” or Signal
Cards in english
Workflow is defined for user stories (e.g. Plan/do/check/done) and user stories
are pulled through the system,they pull new work from prioritized backlog.
Means through which JIT is achieved
Pull based system
Represents Work In Progress (WIP). Shows all WIP at one time
One of the goal is to limit WIP
Discourages too much work in the system at once
Component of Information Radiator
Sunday 10 March 13
Basic Principles of KANBAN
Limit work in process(WIP)
Pull value through(with WIP limit)
Make it visible(Visual Control)
Increase Throughput
Fixed KANBAN Backlog
Quality is embedded in, not inspected in
Sunday 10 March 13
KANBAN KANBAN
Sunday 10 March 13
Cumulative Flow Diagram
Valuable tool for tracking and forecasting
Gives insight to project issues, cycle time and likely
completion dates
Part of Information radiator that shows feature
backlogs, Work In Progress(WIP) and completed
features over time
Sunday 10 March 13
Parking Lot chart
Tool to visualize how team is doing at completing the planned
functionality of a release
Large Rectangular box for each theme in a release
Each box contains name of the theme, number of stories, estimate(Story
point or ideal days) and percentage completion.
Powerful tool to compress great deal of information into a small space.
Sunday 10 March 13
Agile Estimation Agile Estimation
Sunday 10 March 13
Agile Estimation
Relative Sizing
Story Points
Cone of Uncertainty
Wide-band Delphi Technique
Planning Poker
Affinity Estimating
Velocity
Cycle Time
Ideal Time
TimeBoxing
Sunday 10 March 13
Relative Sizing
Relative sizing -Rank stories by their size relative to each other.
Estimate based on those relative ranking
The goal is to quickly rank the user stories. Not very precise
Relative sizing -Rank stories by their size relative to each other.
Estimate based on those relative ranking
The goal is to quickly rank the user stories. Not very precise
Sunday 10 March 13
Story Points
Unit of measure for expressing the overall size of a user story, feature or other piece of
work.The number of story points assigned to a story represents the overall size of story.
Assigning point value to each story. Raw value is not important. What matters is relative
value
Faster estimation technique
Story points helps cross functional behavior
Story point estimates do not decay
Pure measure of Size
Sunday 10 March 13
Cone of Uncertainty
Accuracy of Estimate will vary over time on
a project
Estimates would become sharper over time
Cone of Uncertainty
Accuracy of Estimate will vary over time on
a project
Estimates would become sharper over time
Sunday 10 March 13
Wide-band Delphi Estimation
Based on traditional Delphi
Prevents groupthink to develop
Team is given the estimation form/Card and they are brought together to discuss functionality
or user stories. Here, no discussion on effort or estimates. After this meeting, individuals depart
and prepare their estimates independently and share the same with facilitator.
Facilitator lists them or plot or on a graph showing the distribution. Names of estimators are
not given.
Team discusses the range and tries to reach a consensus.This continues until team reaches to a
range which is acceptable to all
Advantage of wide-band Delphi is that team members estimates independently without any
group pressure and at the same time wisdom and experience of entire group is taken to reach
consensus.
Large ranges in distribution ==> Greater risk
Sunday 10 March 13
Planning Poker
Estimation technique to achieve consensus on work estimate
Once user stories are written, planning poker can begin.
Technical members(Developers, analyst, testers etc) of the team are brought together for this
exercise.Works well with about 10 estimators.
Each member is provided with deck of ten numbered cards (0,1, 3, 5, 8, 13, 20, 40 and 100.. Modified
Fibonacci number sequence)
Facilitator reads out the story . Each of the estimators are given time to ask questions. Once
clarified, each estimator select a card to represents the relative level of effort for the story.The card
is not shown to anyone at this point of time
After everyone has selected a card, all estimators shows their card together.
Team discussed the estimates with focus on outlier estimates (Highs and Lows).After the
discussion, another round of estimation is done.This is repeated until broader consensus is reached
on all the stories.
Sunday 10 March 13
Affinity Estimating
Affinity Estimating-Specifically designed to address the issue of rapid
estimating when project has huge product backlog (Lot of features)
Team decides on some kind of ranking/grouping technique. For example, it
cold be t-shirt sizes(S, M, L, XL,XXL,XXXL) or modified fibonacci sequence
or it could popular coffee cup sizes (Short,Tall, Grande,Venti or Trenta)
Finally, each user stories is read aloud and with little or no discussion, team
places the user story within one group or sequence.
Very Fast.Accuracy is not great.
Sunday 10 March 13
Velocity
Velocity -Measure of team’s rate of progress
Sum of story points of all completed story in one iteration.
Uncompleted stories are not considered while measuring the velocity
Example -In an iteration, the team has completed 3 stories with story
points 4, 7 and 2.The team has also completed 50% of another story with
6 story point and 90% of another story with 2 story points. What would
be the Velocity of this iteration? So, the velocity would be 4+7 +2 = 13
story point.
Sunday 10 March 13
Cycle Time
Amount of time it takes for a feature to make it from its start to
completion
Start -The point where it enters the backlog and completion depends on
team’s definition on done
Cycle time should be start ==> Iteration should be short ==>Frequent
small releases
While shorter cycle time is desirable, it cannot come at the expense of
Quality
Sunday 10 March 13
Ideal Time
Ideal Time-Amount of time it would take to complete something if
there was no interruptions, distractions or meeting.
Assumes complete focus with all necessary resources at hand, no
distractions and interruptions.
This is different from Elapsed time(Calendar time)
Example -Normal Hockey match is of 70 minutes duration. So, 70
minutes is the ideal time. However, due to break/injuries/etc, the
elapsed time is much more than 70 minutes.
My ideal days are not your ideal days!!!!
Sunday 10 March 13
TimeBoxing
Setting a fixed reasonable amount of time to work on features or user stories
Helps team to focus on most important features while maintaining a sense of urgency
and awareness of schedule
Why TimeBoxing -An activity would take as much time as you provide (Parkinson’s
law). So example, if you budget for an activity to take a week, it would take one
week. However, if you trim the activity duration to 2 days, it might take only two
days!!!
Downside of TimeBoxing -Some activities are difficult to timebox and may result in
wasted effort
Sunday 10 March 13
Planned Vs Actual Velocity Planned Vs Actual Velocity
Sunday 10 March 13
Agile Metrics Agile Metrics
Sunday 10 March 13
Agile Metrics
Agile EarnedValue Management(EVM)
Test Driven Development (TDD)
Frequent Verification andValidation
Escaped Defects
Risk Adjusted Backlog
Risk Burn Down chart
Sunday 10 March 13
Agile EarnedValue Management
Define the initial release baseline
Measure Progress by measuring
Story points completed to date
Story points added to date (Can be negative)
Actual Cost (AC) to date
PV(PlannedValue) = % Planned completion * BAC(Budget at Completion)
EV(EarnedValue) = %Actual completion * BAC
Actual Completion = Story Points completed/ Total Story points planned
Planned Completion = Number of sprints completed/ Total number of planned sprint
CV(Cost Variance) = EV -AC
SV(Schedule Variance) = EV -PV
Sunday 10 March 13
Agile EarnedValue Management cont..
Example
BAC = $200,000
Planned sprint/Iterations = 5
Planned story points for release = 100
Number of sprint/iterations completed at this point of time= 2
Story points completed at this point of time = 20
Actual cost until now = $60,0000
Planned completion = Number of sprint completed/Total number of sprints = 2/5 = 40%
Actual completion = Number of story points completed/ Total story points planned = 20/100 = 20%
EV = %Actual Completion * BAC = 20% * $200,000 = $40,000
PV = %Planned Completion * BAC = 40% * $200,000 = $80,000
CV = EV -AC = $40,000 -$40,000 = 0
SV = EV -PV = $40,000 -$80,000 = -$40,000
Sunday 10 March 13
Test-First Development
Create test cases first based on what are the features needed
Customer/Product owner to define acceptance criteria ==> Translates into
test cases
Write your code(construct the software) so that it conforms to test
cases(Not the other way...Make the test conforms to software)
Ideally, these tests should have outcome of True/False
Subjective acceptance criteria is always a problem
When performing the tests, the software passes the test or it does
not(Binary result:Yes or No)
Sunday 10 March 13
FrequentVerification andValidation
Validation -Am I building the product right
Ensures that product does what it was intended to do
Verification -Am I building the right product
Focus on ensuring that functionality meets specification
Frequent Verification and Validation is intended to keep the project on track
and quickly detect any deviation from value
Sunday 10 March 13
Escaped Defects
Bug/Defects/Errors in the product that have been released to customer.
These defects should have been caught during testings by developers and
QC team. Instead, they have escaped developers and QC testing and has
reached into customer’s hand
Undesirable
Important metric
Sunday 10 March 13
Risk Adjusted Backlog
One of the way to mitigate risk in agile project
Agile project should not be only business value driven but also risk driven
as well.
While prioritizing the product backlog, product owners should not
overlook the risk factor
Sunday 10 March 13
Agile Leadership Agile Leadership
Sunday 10 March 13
Agile Leadership
Brainstorming
Active Listening
High performance team
Conflict Resolution
Agile Team Stages
Servant leadership
Adaptive Leadership
Sunday 10 March 13
Brainstorming
Brainstorming fosters creativity and involves the entire team in the process.
Nominal group technique is enhanced form of brainstorming
Brainstorming fosters creativity and involves the entire team in the process.
Nominal group technique is enhanced form of brainstorming
Sunday 10 March 13
Active Listening
Key steps in active listening are
Listening
Understanding
Retaining
Actively responding
Active listening can reduce confusion and conflicts on team and can improve
performance and results
Sunday 10 March 13
High Performance Team High Performance Team
Sunday 10 March 13
High Performance Team High Performance Team
Sunday 10 March 13
Agile Team Stages
ShuHaRi
Shu - Follow the Rule (Following)- Learner at Level 1
Look for the procedure that works and follow that
Ha - Break the Rule (Detaching) - Learner at Level 2
People start looking for drawback and ways to breakdown a process
Ri - Be the Rule (Fluent) - Learner at Level 3
Sunday 10 March 13
Speed Leas Framework Five Stages of Conflict Speed Leas Framework Five Stages of Conflict
Sunday 10 March 13
Prioritization using MoSCoW
Originated from DSDM(Dynamic System Development Method) methodology
Must Have -Features that must be there before product is released
Should have -Not critical to product launch but considered important
Could have -Nice to have features
Won’t have -Those features which were requested but not going to be
included in the current product release
Sunday 10 March 13
Servant Leadership
Instead of top-down commanding leader, servant leader focuses on the needs of
their team
Co-located and Tightly integrated with team
A person is servant first and leader second
Participative leaders, hands on with their project and involved with team on daily
activities
Sunday 10 March 13
Adaptive Leadership
The key is -Leader adapts to his or her environment to lead efficiently and
effectively
Leader focuses on activities that add value
Openness and transparency
Works well with leaders who are more seasoned and self-aware
Sunday 10 March 13
Agile Contracts Agile Contracts
Sunday 10 March 13
Agile Contracts
Agile Contracts
Burn Rate
Compliance
Agile Contracts
Agile Contracts
Burn Rate
Compliance
Sunday 10 March 13
Agile Contracts
Cost responsibility -Both the parties (Target Cost Principal)
Staged Contract -Allows to built checkpoints in contract to provide
customer visibility and Go/No Go decision point along the way
Sunday 10 March 13
Burn Rate
Amount of cost estimated over a given period of time
Businesses always would like to know the cost and value they are going to
receive and how much time it would take
So, burn rate would help businesses to understand the cost. For example, if
cost per day for agile team is $6000 and there are 5 iteration of 10 days
each, then cost of labor associate would be = 5*10*6000 = $300000
Sunday 10 March 13
Organic Risk Management
Intrinsic Schedule Flaw (estimates that are wrong and undoable from day one,
often based on wishful thinking)
Specification Breakdown (failure to achieve stakeholder consensus on what to
build)
Scope Creep (additional requirements that inflate the initially accepted set)
Personnel Loss
Productivity Variation (difference between assumed and actual performance)
Sunday 10 March 13
Agile Methodologies Agile Methodologies
Sunday 10 March 13
Agile Methodologies
Introduction to Scrum
Introduction to eXtreme Programming
Introduction to Lean
Brief on DSDM
Agile Methodologies
Introduction to Scrum
Introduction to eXtreme Programming
Introduction to Lean
Brief on DSDM
Sunday 10 March 13
Introduction to Scrum Introduction to Scrum
Sunday 10 March 13
What is Scrum?
“Scrum is a framework for developing
complex products and systems. It is grounded
in empirical process control theory. Scrum
employs an iterative, incremental approach to
optimize predictability and control risk.”
-Ken Schwaber
“Scrum is a framework for developing
complex products and systems. It is grounded
in empirical process control theory. Scrum
employs an iterative, incremental approach to
optimize predictability and control risk.”
-Ken Schwaber
Sunday 10 March 13
What is Scrum? What is Scrum?
Sunday 10 March 13
What is Scrum?
Sprint Planning
What is Scrum?
Sprint Planning
Sunday 10 March 13
What is Scrum?
Sprint
Daily Sprint
What is Scrum?
Sprint
Daily Sprint
Sunday 10 March 13
What is Scrum?
Sprint Review & Retro
What is Scrum?
Sprint Review & Retro
Sunday 10 March 13
Sunday 10 March 13
Sunday 10 March 13
Sunday 10 March 13
Sunday 10 March 13
Sunday 10 March 13
Sunday 10 March 13
Scrum in Nutshell
Defined Process Control -Laying out a process that repeatably will produce acceptable
quality output
Empirical Process Control -When defined process control cannot be achieved because
of the complexity of the intermediate activities
Three legs of Empirical Process Control
Visibility -Visibility means that those aspects of the process that affect the outcome
must be visible(Also true) to those controlling the process.
Inspection -The various aspects of the process must be inspected frequently enough
that unacceptable variances in the process can be detected
Adaptation -If the inspector determines from the inspection that one or more
aspects of the process are outside acceptable limits and that the resulting product will
be unacceptable, the inspector must adjust the process or the material being processed.
The adjustment must be made as quickly as possible to minimize further deviation.
Sunday 10 March 13
Scrum in Nutshell
Iterative, incremental framework
Development in cycle of work called Sprints/Iteration, normally of 30
days(Calendar Days)
Sprints are done one after the another without any pause
Sprints are Time-boxed-Specific end date. Never extended irrespective of
whether work is complete or not.
One of the lesser known, but valuable, guidelines in Scrum is that five or ten
percent of each Sprint must be dedicated by the Team to refining (or
“grooming”) the Product Backlog
Sunday 10 March 13
Scrum Team Values
Commitment
Openness
Focus
Courage
Respect
Scrum Team Values
Commitment
Openness
Focus
Courage
Respect
Sunday 10 March 13
Scrum Meetings
Planning Meeting
Daily Stand up meeting
Review Meeting
Retrospective Meeting
Scrum Meetings
Planning Meeting
Daily Stand up meeting
Review Meeting
Retrospective Meeting
Sunday 10 March 13
Planning Meetings
Maximum eight hours
Eight-hour meeting is divided into two half.
The first half has the product owner discussing the highest priority features
with the team.Team interacts, ask questions about the features and finally picks
the functionality that they believe could be delivered in 30 days sprint
In the second half, team maps out the sprint and define things down to a task
level. Stories are placed in sprint backlog.
Sunday 10 March 13
Daily Stand up Meetings
Known as Daily Scrum
Constrained for 15 minutes each day
Three key questions
What work have you done since last meeting
What are you planning to do today
Any obstacles encountered?
Sunday 10 March 13
Sprint Review
After Sprint ends, the Team and Product owner meets to review the sprint
Often mislabeled as “Demo” but that doesn’t capture the real intent of this meeting
Remember -Key idea in scrum is “Inspect and Adapt”. Sprint Review is nothing but
“Inspect and Adapt” activity. It’s for Product owner to understand what is going on
with team and product. Similarly, it is for team to understand what is going on with
product owner and market
The key element of this process is the “Conversation” between product owner and
team to understand the situation and take the feedback
Demo is part of review. However, if demo takes precedence over conversation, then
that defies the purpose of review
It is the responsibility of Scrum Master to ensure that everyone knows the “Definition
of Done” for the product or release. Scrum Master prevents the team from
demonstrating those items which are “Not done” according to “definition of done”.
Items that are “Not done” would go back to “product backlog” for re-prioritization
Sunday 10 March 13
Sprint Retrospective
Before the next 30-day sprint begins, the team meets for a sprint retrospective
ScrumMaster works with the team to tune its own development process.
Focus on what has worked and what needs improvement..Responsibility of the
team because team is self organizing and self managing
Product owner doesn’t take part in this meeting
Before the next 30-day sprint begins, the team meets for a sprint retrospective
ScrumMaster works with the team to tune its own development process.
Focus on what has worked and what needs improvement..Responsibility of the
team because team is self organizing and self managing
Product owner doesn’t take part in this meeting
Sunday 10 March 13
Scrum Roles
Scrum Master
Team
Product Owner
Scrum Roles
Scrum Master
Team
Product Owner
Sunday 10 March 13
Scrum Master
Scrum Master is responsible for success of the project
Helps product owner to select the product backlog and helps the team to
turn the backlog into functionality ==> Helps to increases the chance of
project success
Removes the barrier between development and product owner so that
product owner drives the development
Keep the information of project progress up to date and visible to all
Remove all the impediments of team
Improve the productivity of development team in any way possible
Responsible or ensuring that all the scrum processes are followed
Sunday 10 March 13
Team
Cross-functional -Includes all the expertise to deliver the product
Self Organizing and self Managing-Very high degree of autonomy and
accountability
Team is known as Pigs(Truly Committed) and all others in the organization
are known as Chickens(Just Involved)
Generally the team size is 7 plus/minus 2. Highly interchangeable(Generalists)
The teams are most effective and productive if all the member are 100%
dedicated towards one product during the sprint.(Avoid Multi-tasking). Avoid
changing team members
Since one team often does all the work (planning, analysis, programming, and
testing) for a complete customer-centric feature, Teams are also known as
feature teams.
Sunday 10 March 13
Product Owner
Product Owner is responsible for
Maximizing return on investment (ROI) by identifying product features, translating
these into a prioritized list, deciding which should be at the top of the list for the
next Sprint, and continually re-prioritizing and refining the list.
Profit and loss
Writes user stories
Primary responsibility for product backlog(Grooming and prioritizing)
Meets team during the first half of iteration planning meeting to discuss user
stories
Will work with sponsors to ensure project is adequately funded
Effective product owner -(Committed, Responsible, Authorized, Collaborative,
Knowledgable) -CRACK
Sunday 10 March 13
Scrum Steps
Product Vision -Articulated by Product Owner
This evolves into a refined and prioritized list of features called the
product backlog
This backlog exists and keep evolving through out the product life cycle.
This is Product Road Map
The Product Backlog includes a variety of items primarily
New customer features
Engineering improvement goals
Exploratory or research work
Known Defects
Sunday 10 March 13
Scrum Steps cont...
Subset of Product Backlog intended for current release -Release Backlog
This is the primary focus of product owner
Product backlog is continuously updated by product owner.
Team provides effort estimates for each item on product backlog.
In addition, product owner is responsible for assigning “Business Value
Estimates” to each item
Based on these two estimates (Effort and value) and additional risk
estimates, product owner prioritize the items in product backlog
Common technique for estimation is in terms of relative size(Factoring in
effort, complexity and uncertainty) using “Story Points”
Sunday 10 March 13
Scrum Steps cont...
Subset of Product Backlog intended for current release -Release Backlog
Scrum Steps cont...
Subset of Product Backlog intended for current release -Release Backlog
Sunday 10 March 13
Risk-Value Relationship Risk-Value Relationship
Sunday 10 March 13
Difference between Release and Iteration Plan Difference between Release and Iteration Plan
Sunday 10 March 13
Iteration Planning
Velocity Driven
Commitment Driven
Iteration Planning
Velocity Driven
Commitment Driven
Sunday 10 March 13
Velocity Driven Velocity Driven
Sunday 10 March 13
Commitment Driven Commitment Driven
Sunday 10 March 13
Kano Model of Customer Satisfaction
Threshold or Must have Features
Feature that must be there for product to be successful
Linear Features
Those features for which “the more, the better” holds true
Customer satisfaction in linearly correlated to quantity of these
features
Exciter and delighters
Those features that provide great satisfaction, often adding a price
premium to the product
Lack of Exciters and delighters will not decrease the customer
satisfaction below neutral
Often known as unknown needs
Sunday 10 March 13
Release Burn Down Bar Chart
When new work is ADDED ==> Bottom of the bar is lowered
When work is REMOVED ==> Bottom is raised
Anytime work is completed ==> Top is lowered
When work is reestimate ==> top moves up or down
When new work is ADDED ==> Bottom of the bar is lowered
When work is REMOVED ==> Bottom is raised
Anytime work is completed ==> Top is lowered
When work is reestimate ==> top moves up or down
Sunday 10 March 13
Estimating Velocity
Use Historical Values
Run an Iteration
Make a Forecast
Estimating Velocity
Use Historical Values
Run an Iteration
Make a Forecast
Sunday 10 March 13
Introduction to eXtreme
Programming(XP)
Introduction to eXtreme
Programming(XP)
Sunday 10 March 13
Extreme Programming
Developed by Kent Beck
Most disciplined agile approaches
Seven day iteration
Extreme Programming
Developed by Kent Beck
Most disciplined agile approaches
Seven day iteration
Sunday 10 March 13
Extreme Programming Extreme Programming
Sunday 10 March 13
XP Practices
Planning game
Small Releases
Metaphor
Simple Design
Testing
Refactoring
Pair Programming
Collective Code Ownership
Continuous Integration
Sustainable pace
On-Site Customer
Coding Standards
Sunday 10 March 13
Refactoring
Optimizing the source code
Certainly one or more way to refactor the code
Reorganization doesn’t(and shouldn’t) change the code behavior
Optimizing the source code
Certainly one or more way to refactor the code
Reorganization doesn’t(and shouldn’t) change the code behavior
Sunday 10 March 13
Pair Programming
Two developers working on the same code, side by side
When executed properly within the context of XP, combined productivity
and efficiency would go up
Paired partners do not have to stay the same throughout the project
Two developers working on the same code, side by side
When executed properly within the context of XP, combined productivity
and efficiency would go up
Paired partners do not have to stay the same throughout the project
Sunday 10 March 13
Retrospectives
Time-box your retrospective -Say for one hour
Anyone can facilitate the retrospective
Everyone on the team should participate in retrospectives. Non team members
should not be allowed
Four key steps
Norm Kerth’s prime directive -“Regardless of what we discover today, we understand
and truly believe that everyone did the best job they could, given what they knew at the
time, their skills and abilities, the resources available, and the situation at hand”
Brainstorming
Mute Mapping
Retrospective objective
Sunday 10 March 13
XP Team Values
Communication
Feedback
Simplicity
Courage
Respect
XP Team Values
Communication
Feedback
Simplicity
Courage
Respect
Sunday 10 March 13
XP Roles
XP Coach -Makes sure that team adheres to the XP process.Active role to
ensure that XP principles are followed. Points out learning opportunity to
team. Supporting role, not a top down leader
XP Customer -Product expert. Makes sure that right product is build and
responsible for deciding which features would deliver the greatest value.
Participate with team in the planning game to help determine the order in
which features should be developed.Also,determines the acceptance criteria
and tests for the work so that team is able to determine something is
“Done” or not.
XP Programmer -Works in pair. One writes and other looks on to evaluate
in the light of bigger solution. One pilots and other navigates. Backbone of
the team. Self organizing, self managing team, that pulls user stories off the
iteration backlogs and turn them into working software
Sunday 10 March 13
XP Roles cont...
XP Tracker -Evaluates and communicates . Progress against the plan. Looks at
various plans and plots progress against that. Posted in highly visible or public
space. Tracks Release plan(User stories), the Iteration Plan(tasks) and the
acceptance test. Can also keep track of other metrics which might be helpful
in solving teams problems. Good XP tracker should be able to collect
information without disturbing the team.
XP Tester -Helps customer to translate the acceptance criteria into
acceptance tests. Responsible for executing the tests and reporting the results
to entire team
Sunday 10 March 13
Introduction to Lean Introduction to Lean
Sunday 10 March 13
Lean Principles
Eliminate Waste
Create Knowledge
Build Quality in
Decide As Late As Possible
Deliver as fast as possible
Empower the team
See the Whole
Sunday 10 March 13
Lean Principles Lean Principles
Sunday 10 March 13
Eliminate Waste
Lean is ruthless in eliminating the waste
Waste could be in the form of Excessive meeting, documentation etc.The basic
underlying question -Can you meet your objectives without any compromise
on quality even without some of the steps? If answers is yes, removes those
steps because they are waste!! Uses value stream mapping to analyze each
activity as part of identifying the waste
Sunday 10 March 13
Create Knowledge (Amplify Learning)
Continuous learning and improvement by shorter iterations
Processes are constantly adapted to make them more efficient and effective.
Brief experiments are encouraged to discover the best way to accomplish
something(Spikes)
Continuous learning and improvement by shorter iterations
Processes are constantly adapted to make them more efficient and effective.
Brief experiments are encouraged to discover the best way to accomplish
something(Spikes)
Sunday 10 March 13
Decide as late as possible
Although decisions commits us to paths, agile(and lean )embraces being
adaptive to change
Pushing the decision as far as possible into future, lean keeps more options
which improves the quality
Sunday 10 March 13
Deliver as fast as possible
Deliver the functionality into customer’s hand as fast as possible with the
goal of getting the feedback from customer for further implementations.
Deliver the functionality into customer’s hand as fast as possible with the
goal of getting the feedback from customer for further implementations.
Sunday 10 March 13
Empower the team
Team is empowered to make decisions and entire team is accountable for
these decisions
Empower the team
Team is empowered to make decisions and entire team is accountable for
these decisions
Sunday 10 March 13
See the Whole
The solution created by team should look and feel like one whole solution, not
7 different solution glued together. Seeing the whole also requires the team to
understand how the solution is being marketed and the need for project
existence.
The solution created by team should look and feel like one whole solution, not
7 different solution glued together. Seeing the whole also requires the team to
understand how the solution is being marketed and the need for project
existence.
Sunday 10 March 13
Brief on DSDM Brief on DSDM
Sunday 10 March 13
DSDM
Dynamic Systems and Development Methods
Fixes Cost, Quality and Time at the outset and uses MoSCoW prioritization
An extension of RAD (Rapid Application Development)
Eight principals behind DSDM
Focus on Business need
Deliver on Time
Collaborate
Never compromise on quality
Build Incrementally with firm foundation
Develop Iteratively
Communicate continuously and clearly
Demonstrate Control
Sunday 10 March 13
Reference
Agile Project Management with Scrum -Ken Schwaber
The Software Project Manager's Bridge to Agility -Michele Sliger, Stacia Broderick
User Stories Applied: For Agile Software Development -Mike Cohn
Agile Estimating and Planning -Mike Cohn
The are of Agile Development -James Shore and Shane Warden
Agile Project Management with Scrum -Ken Schwaber
The Software Project Manager's Bridge to Agility -Michele Sliger, Stacia Broderick
User Stories Applied: For Agile Software Development -Mike Cohn
Agile Estimating and Planning -Mike Cohn
The are of Agile Development -James Shore and Shane Warden
Sunday 10 March 13
Any Questions Any Questions
Sunday 10 March 13