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Saket Bansal
 PMP, PMI-ACP , CSM , ITIL V3 F



www.izenbridge.com                1
   Essence of Agile
   Overview of Agile Methods (XP, Scrum)
   Agile and Traditional Development Methodology
   APM (Agile Project Management Framework)
   Myths about Agile
   Agile Planning
   User Stories
   Agile Estimation
   Timeboxing
   Burn Down / Burn up Charts
   Kanban Board



                                                    2
In the struggle for survival, the fittest win out at the expense of
  their rivals because they succeed in adapting themselves best
                        to their environment.
                        —Charles Darwin




                                        www.izenbridge.com            3
   The United States Department of Defense (DoD) and NASA
    have used iterative and incremental development (IID)
    since the 1950s

   In the 1960s, Evolutionary project management(Evo) was
    conceptualized by Thomas Gilb. Evo recommends one- to
    two-week iterations, delivery of product each iteration

   In 1986, “The New New Product Development Game,” a
    whitepaper published by Takeuchi and Nonaka

   Takeuchi and Nonaka discuss the “rugby approach” of
    dedicated, self-organizing teams



                                     www.izenbridge.com       4
“The… ‘relay race’ approach to product development…may
  conflict with the goals of maximum speed and flexibility.
  Instead a holistic or ‘rugby’ approach—where a team tries
  to go the distance as a unit, passing the ball back and
  forth—may better serve today’s competitive requirements.”
             The New New Product Development Game




                                  www.izenbridge.com          5
Source: Wikipedia-Photo taken by Maree Reveley (aka Somerslea)




                                                                 www.izenbridge.com   6
   The 1990s saw a flurry of agile approaches
   Scrum at Easel Corporation
   Extreme Programming
   Clear Crystal
   IBM’s Rational Unified Process
   Dynamic Systems Development Method (DSDM)




                                    www.izenbridge.com   7
Agile software development is a group of software
development methods based on iterative and incremental
development, where requirements and solutions evolve
through collaboration between self-organizing, cross-
functional teams. It promotes adaptive planning,
evolutionary development and delivery, a time-boxed iterative
approach, and encourages rapid and flexible response to
change. It is a conceptual framework that promotes foreseen
interactions throughout the development cycle




                                    www.izenbridge.com          8
 In 2001, a group of 17
                                     “lightweight”
                                     methodologists met
                                   Including Representative of
                                    eXtreme Programming (XP)
                                    Scrum
                                    DSDM Adaptive Software
                                     Development



Photo taken by Scott Catron


           The Salt Lake Valley,       The Agile Manifesto was
             Snowbird, Utah                    written

                                        www.izenbridge.com       9
We are uncovering better ways of developing software by doing
it and helping others do it. Through this work we have come to
value:
Individuals and interactions over processes and tools

Working software over comprehensive documentation

Customer collaboration over contract negotiation

Responding to change over following a plan



That is, while there is value in the items on the right,
         we value the items on the left more.




                                        www.izenbridge.com       10
   Focus on empowered, self-managing teams;
   Autonomous teams do not need the day-to-day intervention
    of management
   Management protects team from outside interference
   Agile teams are composed of a mix of skills
   Agile team members are able to step in for each other as
    necessary




                                      www.izenbridge.com       11
   Traditionally we measure progress by the percent complete of
    the functional milestones
    Agile teams provide actual working product as a status
    report, “product review”
   Design changes as the system is built, results in outdated
    documentation
   Agile teams prefer face-to-face communication over
    documentation because it is simpler, faster, and more
    reliable.




                                       www.izenbridge.com          12
   Contract negotiation, Identify and define everything and
    spells out the payment and date specifications
   Customers become a part of the development process
   Writing specs down and throwing them over the fence is
    simply not effective




                                        www.izenbridge.com     13
   It’s much easier to respond to change when the organization
    and the customer share a clear understanding of the
    project’s status
   In plan-driven environments, all requirements are specified
    up front, broken down to the task level and estimated
    Agile plans follow more of a rolling wave approach using top-
    down planning




                                         www.izenbridge.com          14
The empirical model of process control provides and exercises
control through frequent inspection and adaptation for
processes that are imperfectly defined and
generate unpredictable and unrepeatable outputs. 




                                     www.izenbridge.com         15
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   Empiricism asserts that knowledge comes from experience
    and making decisions based on what is known.
   Three pillars uphold every implementation of empirical
    process control:
    • Transparency
    • Inspection
    • Adaptation




                                      www.izenbridge.com      17
Agile Methods




            www.izenbridge.com   18
   Scrum Team
   Events
    • Sprints
    • Sprint Planning Meeting
    • Sprint Review Meeting
    • Daily Scrum
    • Sprint Review Meeting
    • Sprint Retrospectives
   Artifacts
    • Product Backlog
    • Sprint Backlog




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   Simplicity
   Communication
   Feedback
   Courage
   Respect 




                    www.izenbridge.com   21
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Agile Vs. Traditional




                 www.izenbridge.com   23
A project is still a project:
 • Vision
 • Life cycle
 • Requirements
 • Schedule
 • Team
 • Communication mechanisms




                                www.izenbridge.com   24
Agile : Iterative   Traditional: Waterfall


                    www.izenbridge.com       25
Waterfall Model   Agile Project Life Cycle


                   www.izenbridge.com        26
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   Plan as you go              Plan all in advance
   Feature-breakdown           Work-breakdown structure
    structure                   Functional specs
   User stories
                                Gantt chart
                                Status reports
   Release plan                Deliver at the end
   Story boards                Learn at the end
   Deliver as you go           Follow the plan
   Learn every iteration       Manage tasks
   Adapt everything
   Manage team



         Agile : Iterative                 Traditional


                                   www.izenbridge.com       28
Agile Project Management Framework




                       www.izenbridge.com   29
Based On Adaptive Software Development (Highsmith 2000).
                                                      30
     www.izenbridge.com
   Envision: Determine the product vision and project objectives
    and constraints, the project community, and how the team
    will work together
   Speculate: Develop a capability and/or feature-based release
    plan to deliver on the vision
   Explore: Plan and deliver running tested stories in a short
    iteration, constantly seeking to reduce the risk and
    uncertainty of the project
   Adapt: Review the delivered results, the current situation,
    and the team’s performance, and adapt as necessary
   Close: Conclude the project, pass along key learning, and
    celebrate.




                                        www.izenbridge.com          31
   What is the customer’s product vision?
   What are the key capabilities required in the product?
   What are the project’s business objectives?
   What are the project’s quality objectives?
   What are the project constraints (scope, schedule, cost)?
   Who are the right participants to include in the project
    community?
   How will the team deliver the product (approach)?




                                         www.izenbridge.com     32
   Speculating establishes a target and a direction.
   Speculating isn’t wild risk-taking but “conjecturing
    something based on incomplete facts or information.”
   The Speculate phase spotlights product and project.
   Produce a refined list of scope items
   Develop a Release
   Develop detailed Iteration Plans for the next Iteration




                                         www.izenbridge.com   33
   Iteration Planning and Monitoring
   Technical Practices
   Project Community




                                        www.izenbridge.com   34
   A traditional project manager focuses on following the plan,
    whereas an agile leader focuses on adapting successfully to
    inevitable changes
   Team has to answer critical questions
    • Is value, in the form of a releasable product, being
      delivered?
    • Is the quality goal of building a reliable, adaptable product
      being met?
    • Is the project progressing satisfactorily within acceptable
      constraints?
    • Is the team adapting effectively to changes imposed by
      management, customers, or technology?




                                          www.izenbridge.com          35
Conduct the Project Closure , Pass along key learning and
celebrate.




                                    www.izenbridge.com      36
Myths…




         www.izenbridge.com   37
   Agile Development is Undisciplined
   Agile Team do not plan
   Agile Development is not Predictable
   Agile Development does not scale
   Agile means teams cannot be controlled by management
    Agile means I can change my mind whenever I want to
   Agile means you never have to write documentation




                                     www.izenbridge.com    38
Agile Planning




             www.izenbridge.com   39
“Planning is everything. Plans are nothing.”
            -Field Marshal Helmuth Graf von Moltke




                          www.izenbridge.com         40
If estimating and planning are difficult, and if it’s impossible to
get an accurate estimate until so late in a project, why do it at
all?




                                         www.izenbridge.com           41
   Reducing risk
   Reducing uncertainty
   Supporting better decision making
   Establishing trust
   Conveying information




                                        www.izenbridge.com   42
   Is focused more on the planning than on the plan
   Encourages change
   Results in plans that are easily changed
   Is spread throughout the project




                                       www.izenbridge.com   43
“No plan survives contact with the enemy.”
         -Field Marshal Helmuth Graf von Moltke




                           www.izenbridge.com     44
   Nearly two-thirds of projects significantly overrun their cost
    estimates (Lederer and Prasad 1992)
   Sixty-four percent of the features included in products are
    rarely or never used (Johnson 2002)
   The average project exceeds its schedule by 100% (Standish
    2001)




                                         www.izenbridge.com          45
   Planning is by activity rather than feature
   Features not prioritized
   We ignore uncertainty
   Estimates become commitments




                                         www.izenbridge.com   46
“A good plan violently executed now is better than a perfect plan
executed next week.”
      -General George S. Patton




                                        www.izenbridge.com          47
   Work as one team
   Work in short iterations
   Deliver something each iteration
   Focus on business priorities
   Inspect and adapt




                                       www.izenbridge.com   48
Most Agile teams are concerned
only with the three innermost
levels
   Release Planning
   Iteration Planning
   Day Planning




         www.izenbridge.com      49
User Stories




               www.izenbridge.com   50
A user story describes functionality that will be valuable to
either a user or purchaser of a system or software.




                                      www.izenbridge.com        51
Card:
 Stories are traditionally written on note cards. Card may be
   annotated with Notes , Estimates etc,
Conversation:
 Details behind the story come out during conversations
   with product owner.
Confirmation:
 Acceptance tests confirms a story was coded correctly




                                    www.izenbridge.com          52
Epic , Is a large User Story
Theme : A Collection of Related
User Stories




      www.izenbridge.com          53
   Independent
   Negotiable
   Valuable to users or customers
   Estimatable
   Small
   Testable




                                     www.izenbridge.com   54
   Start with a Goal story
   Monster.com User's Goal Is : Find a Job
    • Search for jobs based on skill ,location , salary , Company
    • Display resume to the Recruiters so that Recruiters can
      search
    • Easily apply for job




                                        www.izenbridge.com          55
   “A Job Seeker can post a resume”
   Technical Division
    • A Job Seeker can fill out a resume form.
    • Information on a resume form is written to the database.
   Slice the Cake
    • A Job Seeker can submit a resume that includes only basic
      information such as name, address, education history.
    • A Job Seeker can submit a resume that includes all
      information an employer may want to see.




                                       www.izenbridge.com         56
   “A recruiter can manage the ads she has placed.”
   A recruiter can review resumes from applicants to one of her
    ads.
   A recruiter can change the expiration date of an ad.
   A recruiter can delete an application that is not a good match
    for a job.




                                        www.izenbridge.com           57
Agile Estimation




              www.izenbridge.com   58
   Commonly used estimation units among agile team
   Based on size and complexity of work
   Unit-less but numerically relevant estimate




                                     www.izenbridge.com   59
   Apple
   Orange
   Pears
   Melon
   Banana
   Grapes
   Strawberry




                 www.izenbridge.com   60
   Forces the use of Relative estimating
   It’s a Size estimation
   Puts estimation in Unit which we can add together




                                       www.izenbridge.com   61
   Velocity is a measure of a team’s rate of progress.
   Calculated by summing up all story points assigned to user
    story that the team completed during iteration




                                       www.izenbridge.com        62
   The story being estimated is the only thing you’ll work on.
   Everything you need will be on hand when you start.
   There will be no interruptions.




                                         www.izenbridge.com       63
   Supporting the current release
   Sick time
   Meetings
   Demonstrations
   Personnel issues
   Phone calls
   Special projects
   Training
   Email
   Reviews and walk-throughs
   Interviewing candidates
   Task switching


                                     www.izenbridge.com   64
   1, 2, 3, 5, and 8
   1, 2, 4, and 8
   Epic / theme
    • 13, 20, 40, and 100




                            www.izenbridge.com   65
   Expert opinion
   Analogy
   Disaggregation




                     www.izenbridge.com   66
   Each estimator is given a deck of cards, each card has a valid
    estimate written on it
   Customer/Product owner reads a story and it’s discussed
    briefly
   Each estimator selects a card that’s his or her estimate
   Cards are turned over so all can see them
   Discuss differences (especially outliers)
   Re-estimate until estimates converge




                                        www.izenbridge.com           67
Timeboxing




             www.izenbridge.com   68
   Timeboxing is setting a fixed time limit to overall
    development effort and let other characteristics such as
    scope vary.
   Timeboxing Examples
    • Iterations
    • Daily Standups




                                        www.izenbridge.com     69
   Focus
   Increased Productivity
   Realization of Time Spent
   Time Available




                                www.izenbridge.com   70
Burndown /Burnup Charts




                 www.izenbridge.com   71
   Release burndown chart 
   The vertical axis shows the number of story points remaining
    in the project.
   Iterations are shown across the horizontal axis.
   A release burndown chart shows the amount of work
    remaining at the start of each iteration.




                                       www.izenbridge.com          72
www.izenbridge.com   73
www.izenbridge.com   74
   It’s a concept related to Lean and Just In Time (JIT)
    production
   Kanban Boards shows current status of all the tasks need to
    be done in current iteration, the tasks are represented by
    cards, and the stauses are presented by area on the baord
    separated and labeled.
   Kanban boards helps the team in knowing how they are
    doing and what to do next.




                                       www.izenbridge.com         75
www.izenbridge.com   76
Saket Bansal
Saket.Bansal@iZenBridge.com
M: 9910802561
Web: www.iZenBridge.com
LinkedIn: www.linkedin.com/in/saketbansal




                                   www.izenbridge.com   77

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Demystify Agile

  • 1. Saket Bansal PMP, PMI-ACP , CSM , ITIL V3 F www.izenbridge.com 1
  • 2. Essence of Agile  Overview of Agile Methods (XP, Scrum)  Agile and Traditional Development Methodology  APM (Agile Project Management Framework)  Myths about Agile  Agile Planning  User Stories  Agile Estimation  Timeboxing  Burn Down / Burn up Charts  Kanban Board 2
  • 3. In the struggle for survival, the fittest win out at the expense of their rivals because they succeed in adapting themselves best to their environment. —Charles Darwin www.izenbridge.com 3
  • 4. The United States Department of Defense (DoD) and NASA have used iterative and incremental development (IID) since the 1950s  In the 1960s, Evolutionary project management(Evo) was conceptualized by Thomas Gilb. Evo recommends one- to two-week iterations, delivery of product each iteration  In 1986, “The New New Product Development Game,” a whitepaper published by Takeuchi and Nonaka  Takeuchi and Nonaka discuss the “rugby approach” of dedicated, self-organizing teams www.izenbridge.com 4
  • 5. “The… ‘relay race’ approach to product development…may conflict with the goals of maximum speed and flexibility. Instead a holistic or ‘rugby’ approach—where a team tries to go the distance as a unit, passing the ball back and forth—may better serve today’s competitive requirements.” The New New Product Development Game www.izenbridge.com 5
  • 6. Source: Wikipedia-Photo taken by Maree Reveley (aka Somerslea) www.izenbridge.com 6
  • 7. The 1990s saw a flurry of agile approaches  Scrum at Easel Corporation  Extreme Programming  Clear Crystal  IBM’s Rational Unified Process  Dynamic Systems Development Method (DSDM) www.izenbridge.com 7
  • 8. Agile software development is a group of software development methods based on iterative and incremental development, where requirements and solutions evolve through collaboration between self-organizing, cross- functional teams. It promotes adaptive planning, evolutionary development and delivery, a time-boxed iterative approach, and encourages rapid and flexible response to change. It is a conceptual framework that promotes foreseen interactions throughout the development cycle www.izenbridge.com 8
  • 9.  In 2001, a group of 17 “lightweight” methodologists met Including Representative of  eXtreme Programming (XP)  Scrum  DSDM Adaptive Software Development Photo taken by Scott Catron  The Salt Lake Valley, The Agile Manifesto was Snowbird, Utah written www.izenbridge.com 9
  • 10. We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan That is, while there is value in the items on the right, we value the items on the left more. www.izenbridge.com 10
  • 11. Focus on empowered, self-managing teams;  Autonomous teams do not need the day-to-day intervention of management  Management protects team from outside interference  Agile teams are composed of a mix of skills  Agile team members are able to step in for each other as necessary www.izenbridge.com 11
  • 12. Traditionally we measure progress by the percent complete of the functional milestones   Agile teams provide actual working product as a status report, “product review”  Design changes as the system is built, results in outdated documentation  Agile teams prefer face-to-face communication over documentation because it is simpler, faster, and more reliable. www.izenbridge.com 12
  • 13. Contract negotiation, Identify and define everything and spells out the payment and date specifications  Customers become a part of the development process  Writing specs down and throwing them over the fence is simply not effective www.izenbridge.com 13
  • 14. It’s much easier to respond to change when the organization and the customer share a clear understanding of the project’s status  In plan-driven environments, all requirements are specified up front, broken down to the task level and estimated   Agile plans follow more of a rolling wave approach using top- down planning www.izenbridge.com 14
  • 15. The empirical model of process control provides and exercises control through frequent inspection and adaptation for processes that are imperfectly defined and generate unpredictable and unrepeatable outputs.  www.izenbridge.com 15
  • 17. Empiricism asserts that knowledge comes from experience and making decisions based on what is known.  Three pillars uphold every implementation of empirical process control: • Transparency • Inspection • Adaptation www.izenbridge.com 17
  • 18. Agile Methods www.izenbridge.com 18
  • 19. Scrum Team  Events • Sprints • Sprint Planning Meeting • Sprint Review Meeting • Daily Scrum • Sprint Review Meeting • Sprint Retrospectives  Artifacts • Product Backlog • Sprint Backlog www.izenbridge.com 19
  • 21. Simplicity  Communication  Feedback  Courage  Respect  www.izenbridge.com 21
  • 23. Agile Vs. Traditional www.izenbridge.com 23
  • 24. A project is still a project: • Vision • Life cycle • Requirements • Schedule • Team • Communication mechanisms www.izenbridge.com 24
  • 25. Agile : Iterative Traditional: Waterfall www.izenbridge.com 25
  • 26. Waterfall Model Agile Project Life Cycle www.izenbridge.com 26
  • 28. Plan as you go  Plan all in advance  Feature-breakdown  Work-breakdown structure structure  Functional specs  User stories  Gantt chart  Status reports  Release plan  Deliver at the end  Story boards  Learn at the end  Deliver as you go  Follow the plan  Learn every iteration  Manage tasks  Adapt everything  Manage team Agile : Iterative Traditional www.izenbridge.com 28
  • 29. Agile Project Management Framework www.izenbridge.com 29
  • 30. Based On Adaptive Software Development (Highsmith 2000). 30 www.izenbridge.com
  • 31. Envision: Determine the product vision and project objectives and constraints, the project community, and how the team will work together  Speculate: Develop a capability and/or feature-based release plan to deliver on the vision  Explore: Plan and deliver running tested stories in a short iteration, constantly seeking to reduce the risk and uncertainty of the project  Adapt: Review the delivered results, the current situation, and the team’s performance, and adapt as necessary  Close: Conclude the project, pass along key learning, and celebrate. www.izenbridge.com 31
  • 32. What is the customer’s product vision?  What are the key capabilities required in the product?  What are the project’s business objectives?  What are the project’s quality objectives?  What are the project constraints (scope, schedule, cost)?  Who are the right participants to include in the project community?  How will the team deliver the product (approach)? www.izenbridge.com 32
  • 33. Speculating establishes a target and a direction.  Speculating isn’t wild risk-taking but “conjecturing something based on incomplete facts or information.”  The Speculate phase spotlights product and project.  Produce a refined list of scope items  Develop a Release  Develop detailed Iteration Plans for the next Iteration www.izenbridge.com 33
  • 34. Iteration Planning and Monitoring  Technical Practices  Project Community www.izenbridge.com 34
  • 35. A traditional project manager focuses on following the plan, whereas an agile leader focuses on adapting successfully to inevitable changes  Team has to answer critical questions • Is value, in the form of a releasable product, being delivered? • Is the quality goal of building a reliable, adaptable product being met? • Is the project progressing satisfactorily within acceptable constraints? • Is the team adapting effectively to changes imposed by management, customers, or technology? www.izenbridge.com 35
  • 36. Conduct the Project Closure , Pass along key learning and celebrate. www.izenbridge.com 36
  • 37. Myths… www.izenbridge.com 37
  • 38. Agile Development is Undisciplined  Agile Team do not plan  Agile Development is not Predictable  Agile Development does not scale  Agile means teams cannot be controlled by management   Agile means I can change my mind whenever I want to  Agile means you never have to write documentation www.izenbridge.com 38
  • 39. Agile Planning www.izenbridge.com 39
  • 40. “Planning is everything. Plans are nothing.” -Field Marshal Helmuth Graf von Moltke www.izenbridge.com 40
  • 41. If estimating and planning are difficult, and if it’s impossible to get an accurate estimate until so late in a project, why do it at all? www.izenbridge.com 41
  • 42. Reducing risk  Reducing uncertainty  Supporting better decision making  Establishing trust  Conveying information www.izenbridge.com 42
  • 43. Is focused more on the planning than on the plan  Encourages change  Results in plans that are easily changed  Is spread throughout the project www.izenbridge.com 43
  • 44. “No plan survives contact with the enemy.” -Field Marshal Helmuth Graf von Moltke www.izenbridge.com 44
  • 45. Nearly two-thirds of projects significantly overrun their cost estimates (Lederer and Prasad 1992)  Sixty-four percent of the features included in products are rarely or never used (Johnson 2002)  The average project exceeds its schedule by 100% (Standish 2001) www.izenbridge.com 45
  • 46. Planning is by activity rather than feature  Features not prioritized  We ignore uncertainty  Estimates become commitments www.izenbridge.com 46
  • 47. “A good plan violently executed now is better than a perfect plan executed next week.” -General George S. Patton www.izenbridge.com 47
  • 48. Work as one team  Work in short iterations  Deliver something each iteration  Focus on business priorities  Inspect and adapt www.izenbridge.com 48
  • 49. Most Agile teams are concerned only with the three innermost levels Release Planning Iteration Planning Day Planning www.izenbridge.com 49
  • 50. User Stories www.izenbridge.com 50
  • 51. A user story describes functionality that will be valuable to either a user or purchaser of a system or software. www.izenbridge.com 51
  • 52. Card: Stories are traditionally written on note cards. Card may be annotated with Notes , Estimates etc, Conversation: Details behind the story come out during conversations with product owner. Confirmation: Acceptance tests confirms a story was coded correctly www.izenbridge.com 52
  • 53. Epic , Is a large User Story Theme : A Collection of Related User Stories www.izenbridge.com 53
  • 54. Independent  Negotiable  Valuable to users or customers  Estimatable  Small  Testable www.izenbridge.com 54
  • 55. Start with a Goal story  Monster.com User's Goal Is : Find a Job • Search for jobs based on skill ,location , salary , Company • Display resume to the Recruiters so that Recruiters can search • Easily apply for job www.izenbridge.com 55
  • 56. “A Job Seeker can post a resume”  Technical Division • A Job Seeker can fill out a resume form. • Information on a resume form is written to the database.  Slice the Cake • A Job Seeker can submit a resume that includes only basic information such as name, address, education history. • A Job Seeker can submit a resume that includes all information an employer may want to see. www.izenbridge.com 56
  • 57. “A recruiter can manage the ads she has placed.”  A recruiter can review resumes from applicants to one of her ads.  A recruiter can change the expiration date of an ad.  A recruiter can delete an application that is not a good match for a job. www.izenbridge.com 57
  • 58. Agile Estimation www.izenbridge.com 58
  • 59. Commonly used estimation units among agile team  Based on size and complexity of work  Unit-less but numerically relevant estimate www.izenbridge.com 59
  • 60. Apple  Orange  Pears  Melon  Banana  Grapes  Strawberry www.izenbridge.com 60
  • 61. Forces the use of Relative estimating  It’s a Size estimation  Puts estimation in Unit which we can add together www.izenbridge.com 61
  • 62. Velocity is a measure of a team’s rate of progress.  Calculated by summing up all story points assigned to user story that the team completed during iteration www.izenbridge.com 62
  • 63. The story being estimated is the only thing you’ll work on.  Everything you need will be on hand when you start.  There will be no interruptions. www.izenbridge.com 63
  • 64. Supporting the current release  Sick time  Meetings  Demonstrations  Personnel issues  Phone calls  Special projects  Training  Email  Reviews and walk-throughs  Interviewing candidates  Task switching www.izenbridge.com 64
  • 65. 1, 2, 3, 5, and 8  1, 2, 4, and 8  Epic / theme • 13, 20, 40, and 100 www.izenbridge.com 65
  • 66. Expert opinion  Analogy  Disaggregation www.izenbridge.com 66
  • 67. Each estimator is given a deck of cards, each card has a valid estimate written on it  Customer/Product owner reads a story and it’s discussed briefly  Each estimator selects a card that’s his or her estimate  Cards are turned over so all can see them  Discuss differences (especially outliers)  Re-estimate until estimates converge www.izenbridge.com 67
  • 68. Timeboxing www.izenbridge.com 68
  • 69. Timeboxing is setting a fixed time limit to overall development effort and let other characteristics such as scope vary.  Timeboxing Examples • Iterations • Daily Standups www.izenbridge.com 69
  • 70. Focus  Increased Productivity  Realization of Time Spent  Time Available www.izenbridge.com 70
  • 71. Burndown /Burnup Charts www.izenbridge.com 71
  • 72. Release burndown chart   The vertical axis shows the number of story points remaining in the project.  Iterations are shown across the horizontal axis.  A release burndown chart shows the amount of work remaining at the start of each iteration. www.izenbridge.com 72
  • 75. It’s a concept related to Lean and Just In Time (JIT) production  Kanban Boards shows current status of all the tasks need to be done in current iteration, the tasks are represented by cards, and the stauses are presented by area on the baord separated and labeled.  Kanban boards helps the team in knowing how they are doing and what to do next. www.izenbridge.com 75
  • 77. Saket Bansal Saket.Bansal@iZenBridge.com M: 9910802561 Web: www.iZenBridge.com LinkedIn: www.linkedin.com/in/saketbansal www.izenbridge.com 77