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Evolution of Agile scrum software
development methodology for
software industry
By: Abdullah Raza Lakhan
B08MEIT21

   Supervisor
   Prof. Dr.M.Akram Shaikh
   Co-Supervisor
   Assistant Professor Naveed Jaffery
   What is Agile Scrum?
   Life Cycle of Agile Scrum
   Characteristics of scrum
   Component of Scrum
        i. Roles of Scrum
   Problem statement
   Goal
   Case Study
   Results
   Conclusion
   References
Scrum is a development methodology commonly used to
oversee projects. Below figure represent agile example.
 Self-organizing   teams
 Product
        progresses in a series of two- to-
 four-week “sprints”
 Requirements  are captured as items in a
 list of “product backlog”
 Usesgenerative rules to create an agile
 environment for delivering projects
   Product Owner
   Scrum master
   Team

   The Product Owner (typically someone from a Marketing
    role or a key user in internal development) prioritizes the
    Product Backlog.
   The Scrum Master is responsible for making sure a Scrum
    team lives by the values and practices of Scrum.
   Scrum teams do not include any of the Traditional software
    engineering roles such as Programmer, Designer, Tester, or
    Architect. Everyone on the project works together to
    complete the set of work, they have collectively
    committed to complete within a sprint.
   In traditional methodology Some vital changes are being
    made in project and feel difficulty, and during an application
    in the testing Stage, it is very difficult to go back and do
    some eminent changes. One may Go to come across large
    projects with expensive cost.

   Customer not involvement during any phase.

   Change mind for changing requirement in srs is so difficult

   After project execution Customer satisfaction is less than
    expected.

   Tradition methodology Continuous planning for project is the
    biggest problem.
   All problems occurring during traditional methodology
    phases are fixed using Case study on (shopping cart)
    project with agile scrum methodology.
 Product Backlog.
 Sprint Planning Meeting.
 Sprint Backlog.
 Daily Scrum.
 Results.
 Sprint Review Meeting.
 Release Burn chart.
   The Product Backlog is the master list of all functionality
    desired in the product. When using Scrum, it is not
    necessary to start a project with a lengthy, upfront effort
    to document all requirements.
   The Sprint Planning Meeting is attended by the Product
    Owner, the entire Scrum Team.
   During the sprint planning meeting the Product
    Owner describes the highest priority features to the
    team.
   The Product Owner doesn't have to describe every
    item being tracked on the Product Backlog.
 Team members involve in this meeting on the
  following seniors.
 Time:
  • 20-minutes
 Three questions:
  • What did you do yesterday
  • What will you do today?
  • What obstacles are in your way?
   Team presents what it accomplished
    during the sprint
   Typically takes the form of a demo of new
    features or underlying architecture
   Informal
     2-hour prep time rule
   Participants
     Customers
     Management
     Product Owner
     Other engineers
RELEASE BURNDOWN
   On a Scrum project, the team tracks its progress against a
    release plan by updating a release burn down chart at the end
    of each sprint. The horizontal axis of the release burn down
    chart shows the sprints months; the vertical axis shows the
    amount of work complete.
 Presta shop (tool)
 Php6.0(Language)
 Mysql5.0
 Apache 2.3
 SqlYog
 Css
 HTML5.0
 Javascript
 Sprint to Sprint check the progress of web project
 Customer involve at the end of every sprint
 Requirements can recharge easily.
 Customer can change his/her mind at the end of
  sprint
 Planning is proper sprint to sprint and get idea for
  next iteration.
 Proper planning in each sprint get idea for good
  planning for next iteration.
 Functionality is improve on each stage.
 Short term sprint is better than long term
  duration.
 Changing requirements is very easy at the end of
  sprint.
[1] A Case Study on Agile Estimating and Planning using Scrum
     V. Manic (research paper) 2011.
[2] Stephen Schacht Classical and Object-Oriented Software
       Engineering. 6/e, WCB McGraw Hill, New York, (white paper)2010.
[3] Schatz B., Abdul shafi I. Primavera Gets Agile: A Successful
      Transition to Agile Development (white paper)2011.
 [4] Gerber, Aurona; Van der Merwe, Alta; Alberts, Ronell,
      Implications of Rapid Development Methodologies, CSITEd ,
      Mauritius (research paper)2011.
 [5] Yatco, Mei Agile Joint Application/development. University of
      Missouri-St. Louis (research paper)2011.
 [6] Schell Jesse "Chapter Seven: The Game Improves Through
       scrum Iteration". The Art of Game .Design. Elsevier. pp. 79–95.
       ISBN 978-0-12- 369496-6 2010.
[7] Carver J. Shull F. A checklist for integrating student empirical studies with
  research and
       teaching goals // Empirical Software Engineering, (research paper)
  2010.

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Case Study on agile scrum methodology on shopping cart

  • 1. Evolution of Agile scrum software development methodology for software industry By: Abdullah Raza Lakhan B08MEIT21  Supervisor  Prof. Dr.M.Akram Shaikh  Co-Supervisor  Assistant Professor Naveed Jaffery
  • 2. What is Agile Scrum?  Life Cycle of Agile Scrum  Characteristics of scrum  Component of Scrum i. Roles of Scrum  Problem statement  Goal  Case Study  Results  Conclusion  References
  • 3. Scrum is a development methodology commonly used to oversee projects. Below figure represent agile example.
  • 4.
  • 5.  Self-organizing teams  Product progresses in a series of two- to- four-week “sprints”  Requirements are captured as items in a list of “product backlog”  Usesgenerative rules to create an agile environment for delivering projects
  • 6. Product Owner  Scrum master  Team  The Product Owner (typically someone from a Marketing role or a key user in internal development) prioritizes the Product Backlog.  The Scrum Master is responsible for making sure a Scrum team lives by the values and practices of Scrum.  Scrum teams do not include any of the Traditional software engineering roles such as Programmer, Designer, Tester, or Architect. Everyone on the project works together to complete the set of work, they have collectively committed to complete within a sprint.
  • 7. In traditional methodology Some vital changes are being made in project and feel difficulty, and during an application in the testing Stage, it is very difficult to go back and do some eminent changes. One may Go to come across large projects with expensive cost.  Customer not involvement during any phase.  Change mind for changing requirement in srs is so difficult  After project execution Customer satisfaction is less than expected.  Tradition methodology Continuous planning for project is the biggest problem.
  • 8. All problems occurring during traditional methodology phases are fixed using Case study on (shopping cart) project with agile scrum methodology.
  • 9.  Product Backlog.  Sprint Planning Meeting.  Sprint Backlog.  Daily Scrum.  Results.  Sprint Review Meeting.  Release Burn chart.
  • 10. The Product Backlog is the master list of all functionality desired in the product. When using Scrum, it is not necessary to start a project with a lengthy, upfront effort to document all requirements.
  • 11. The Sprint Planning Meeting is attended by the Product Owner, the entire Scrum Team.  During the sprint planning meeting the Product Owner describes the highest priority features to the team.  The Product Owner doesn't have to describe every item being tracked on the Product Backlog.
  • 12.
  • 13.
  • 14.  Team members involve in this meeting on the following seniors.  Time: • 20-minutes  Three questions: • What did you do yesterday • What will you do today? • What obstacles are in your way?
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21. Team presents what it accomplished during the sprint  Typically takes the form of a demo of new features or underlying architecture  Informal  2-hour prep time rule  Participants  Customers  Management  Product Owner  Other engineers
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42. RELEASE BURNDOWN  On a Scrum project, the team tracks its progress against a release plan by updating a release burn down chart at the end of each sprint. The horizontal axis of the release burn down chart shows the sprints months; the vertical axis shows the amount of work complete.
  • 43.  Presta shop (tool)  Php6.0(Language)  Mysql5.0  Apache 2.3  SqlYog  Css  HTML5.0  Javascript
  • 44.  Sprint to Sprint check the progress of web project  Customer involve at the end of every sprint  Requirements can recharge easily.  Customer can change his/her mind at the end of sprint  Planning is proper sprint to sprint and get idea for next iteration.  Proper planning in each sprint get idea for good planning for next iteration.  Functionality is improve on each stage.  Short term sprint is better than long term duration.  Changing requirements is very easy at the end of sprint.
  • 45. [1] A Case Study on Agile Estimating and Planning using Scrum V. Manic (research paper) 2011. [2] Stephen Schacht Classical and Object-Oriented Software Engineering. 6/e, WCB McGraw Hill, New York, (white paper)2010. [3] Schatz B., Abdul shafi I. Primavera Gets Agile: A Successful Transition to Agile Development (white paper)2011. [4] Gerber, Aurona; Van der Merwe, Alta; Alberts, Ronell, Implications of Rapid Development Methodologies, CSITEd , Mauritius (research paper)2011. [5] Yatco, Mei Agile Joint Application/development. University of Missouri-St. Louis (research paper)2011. [6] Schell Jesse "Chapter Seven: The Game Improves Through scrum Iteration". The Art of Game .Design. Elsevier. pp. 79–95. ISBN 978-0-12- 369496-6 2010. [7] Carver J. Shull F. A checklist for integrating student empirical studies with research and teaching goals // Empirical Software Engineering, (research paper) 2010.