2. Overview Case study & theory Scrum principles Roles, ceremonies & artifacts Planning Where next?
3. Presentation Framework from Except: Motivation theory slides Salesforce.com Exercises Story Point estimating Lean software development principles Miscellaneous other slides
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.” Hirotaka Takeuchi and Ikujiro Nonaka, “The New New Product Development Game”, Harvard Business Review,January 1986. We’re losing the relay race
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6. It allows us to rapidly and repeatedly inspect actual working software (every two weeks to one month).
7. The business sets the priorities. Teams self-organize to determine the best way to deliver the highest priority features.
42. Days between Major Releases Features Delivered per Team 2000 2001 2002 2003 2004 2005 2006
43. Big Bang Scrum Application 1 late release 4 on time releases in 1 year +94% feature requests delivered (+38% pro rata) + 61%reduction in mean time to release 91% of customers believe quality has improved / remained the same
44. Transformation Results Days between Major Releases Features Delivered per Team 2000 2001 2002 2003 2004 2005 2006 2007
45. Salesforce Tips Focus on principles over mechanics Focus on automation Provide transparency When the heat is on stick to your guns Experiment, be patient and expect to make mistakes
46. 86 % of respondents are having the “best time” or a “good time” at Salesforce * Improved from 40% 15 months ago
71. Project noise level Far from Agreement Anarchy Complex Requirements Complicated Source: Strategic Management and Organizational Dynamics by Ralph Stacey in Agile Software Development with Scrum by Ken Schwaber and Mike Beedle. Simple Close to Agreement Technology Close to Certainty Far from Certainty
72. Sometimes Rarely 16% 19% Never Often 45% 13% Always 7% Wasted Effort Features and Functions Used in a Typical System Often or Always Used: 20% Rarely or Never Used: 64% Standish Group Study Reported at XP2002 by Jim Johnson, Chairman
82. Sequential vs. overlapping development Requirements Design Code Test Rather than doing all of one thing at a time... ...Scrum teams do a little of everything all the time Source: “The New New Product Development Game” by Takeuchi and Nonaka. Harvard Business Review, January 1986.
184. 4 8 12 7 10 16 11 16 8 Tasks Mon Tues Wed Thur Fri Code the user interface 8 Code the middle tier 16 Test the middle tier 8 Write online help 12 50 40 30 Hours 20 10 0 Mon Tue Wed Thu Fri
185. Does Scrum do everything? What should we be doing in any event? 5 minutes, Post Its.
186. Lean Software Development Mary and Tom Poppendieck Waiting Queuing theory, steady state of arrival Task switching Partially done or ‘stored’ completed work Speed of fixing defects Options Create many Decide at last responsible moment Trade offs
195. User Stories Epics: A milestone (?) with many stories User Story Conversations Acceptance Criteria
196. Epics Think of a recent Epic… Good: 5 minutes, write some stories Choose a Story Write the conversations Write the acceptance criteria
197. Estimating using Story Points Relative complexity How long will story x take compared to story y? Still an estimate More thorough than other methods Takes into account productivity / efficiency of the team
199. Simple Velocity 3 simple wooden bridges in 1 sprint Velocity = 3 story points Alternatively: 1 simple wooden bridge and 1 basic concrete bridge 1 covered wooden bridge Team velocity increases and decreases New team members, change in environment etc.
200. Scrum Estimating Poker cards Deliberately increases exponentially to take into account: More uncertainty with bigger tasks Debate and discuss No back log item > 20 Sufficient estimating
201. Scrum is not Magic It is simple... ...but hard work... ...and sometimes painful!