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Agile Overview
Benny Zangiri
Jan 2018
How it all began
History and Background
The Supermarket
 In the 1940s, Toyota started studying American
supermarkets
 In a supermarket, customers generally retrieve what they
need at the required time—no more, no less. Furthermore,
the supermarket stocks only what it expects to sell in a
given time, and customers take only what they need,
because future supply is assured
 They noticed that store clerks restocked a grocery item by
their store’s inventory, not their vendor’s supply. Only
when an item was near sellout did the clerks order more
 This observation led Toyota to develop the methodology
system that aligns inventory levels with actual consumption
Toyota Production System (TPS)
 The main objectives are to design out
overburden (Muri) and inconsistency (Mura),
and to eliminate waste (Muda)
 The goal is designing a process capable of
delivering the required results smoothly
 It is crucial to ensure that the process is as
flexible as necessary without stress or
overburden since this generates waste
Toyota Production System (TPS) – cont.
TPS is grounded on two main conceptual pillars:
 Just-in-time – meaning "Making only what is
needed, only when it is needed, and only in the
amount that is needed“
 Jidoka (Autonomation) – meaning "Automation
with a human touch"
The Toyota Way principals
Continuous improvement
 Form a long-term vision, meeting challenges with courage and
creativity
 Improve our business operations continuously, always driving for
innovation and evolution
 Go to the source to find the facts to make correct decisions
Respect for people
 Respect others, make every effort to understand each other, take
responsibility and do our best to build mutual trust
 Stimulate personal and professional growth, maximize individual
and team performance
The right process will produce the right results
Lean
 Evolved from TPS at the 1950s
 Lean comes from Lean Manufacturing, as a way
to optimize the production line to minimize
waste and maximize value to the customer
 Everything and every step are examined
Kanban
 Kanban (“visual signal” or “card” in Japanese)
system that aligns inventory levels with actual
consumption
 A signal tells a supplier to produce and deliver a
new shipment when material is consumed.
 Achieved by better communication through
visual management
Software Development
Methodologies & Methods
Agile
Lean
Kanban
Scrum
Crystal Methods
Scrumban
DSDM
FDD
Methodologies & Methods – cont.
Methodologies: Lean, Agile
Methods: Kanban, Scrum
 Lean and Agile practices complement each other and have a lot in
common
 Continuous Improvement and Respect for People are rooted in
both
 Respect for people means, respect the customer by value delivery
and respect the employee & Team by providing autonomy, mastery
and purpose
 While Lean and Agile considered Methodologies/Philosophies,
Kanban & Scrum are implementations (methods) of Lean and Agile
Lean Software Development
Lean development can be summarized by seven principles:
Eliminate waste
Amplify learning & knowledge
Decide as late as possible – planning activities should be
concentrated on the different options
Deliver as fast as possible – to get customer feedback
Empower the team – "find good people and let them do their own
job"
Build Quality in – quality is everyone’s job!
Optimize the whole – organize teams to be complete, multi-
disciplined, co-located product teams, which enables them to have
everything they need to deliver E2E, without reference to other
teams (Spotify model)
Lean Software Development – cont.
What is software development waste?
 Building wrong/unnecessary feature
 Mismanaging the backlog
 Defects and lower quality
 Unnecessarily complex solutions
 Waiting/multitasking
 Knowledge loss
 Ineffective communication
 Unclear or constantly changing requirements (Rework, quality, lack
of focus)
 Bureaucracy
Agile & Lean
 Both agile and lean are aimed at achieving business
goals and delighting clients with a competitive product of
the best quality
 Lean is about Smart development, improving by
eliminate waste and making development process
sustainable
 Agile is about executing faster, adopting to changes and
making the development process flexible
From here we’ll talk about Agile…
Agile & Lean – cont.
Achieving
business goals
Best Quality
Eliminate waste
Sustainable
process
LeanAgile
Execute fast
Adopting to
changes
Flexible
process
Agile Concepts
Agile is not a religion!
Waterfall
 Poorly adoptive to changing requirements
 Discover flaws at late stage
 Very hard to estimate resources and time
 Value not achieved until the end
What is Agile
Agile is a time-focused, iterative philosophy that
allows to build a product step-by-step
(incrementally), delivering it by smaller pieces.
One of its main benefits is the ability to adapt and
change at any step (depending on feedback, market
conditions, corporate obstacles, etc.) and to supply
only relevant products to the market.
Benefits of Agile
 Allow changes easily
 Increase customer satisfaction
 Increase visibility
 Lower development risk, increase quality
 Regular process improvement
Agile Concepts (based on the 12 principles)
Regular delivery of software
Progress should be measured by delivery of valuable software to customers
Strive for continuous delivery, in short cycles as possible
The Team
Open and free communication through daily stand-up and other channels. Face-to-
face is the best
Maintain high availability between peers
People perform best when they are doing something they are passionate about
Trust is a key factor. Built over time and easy to lose
Continuous improvement via retrospectives
Design excellence
Know the balance between “Building the right thing” to “Building the thing right”
Continuous attention to technical excellency
Build what you know you need now and not what you think you may need someday
Keep it simple
Welcome changes, even late in development
Common misconceptions about Agile
 No more planning
 No more design
 No more QA
 No documentation
 Requirements changes all the time
 Allow you to go faster
Agile Methodologies
Kanban & Scrum
60 seconds on science…
 A picture is worth a thousand words for scientific
reasons: The brain processes visual information
60,000 times faster than text
 40 percent of all nerve fibers connected to the
brain are linked to the retina
 Visual information comprises 90 percent of the
data that comes to our brain, suggesting that our
neurological pathways might even prefer
pictorial displays over text
Kanban
 Kanban approach aims to manage work by
balancing the demands with available capacity
 Work is pulled as capacity permits, rather than
work being pushed into the process when
requested
Scrum
 Short term detailed planning with constant feedback
 Simple inspect and adopt cycle
 Clear tracking and transparency
 Progress in sprints
Sprint
Backlog
Sprint
2–4 Weeks
24 Hours
Deliverables
General Practices
Both Scrum and Kanban share the following general practices:
Visualize the work flow
Work items are visualized to give participants a view of
progress and process, from start to finish usually via board.
This increase communication and collaboration
Limit Work in Process
By limiting content, you can avoid problems caused by task
switching and reduce the need to constantly reprioritize items
Optimize Flow & Continuous Improvement
Teams collect metrics, measure their effectiveness by tracking
flow, quality, throughput and more. Continuous improvement
is a culture!
Scrum & Kanban - Key differences
 Scrum limit WIP by unit of time (sprint iteration). Kanban
by workflow state (e.g. max 5 in ‘In Progress’)
 Scrum board is reset between iterations. Not the case in
Kanban
 In Scrum, changes in product backlog take effect next
sprint. In Kanban, changes in product backlog take effect
as soon as capacity become available
 In Scrum, estimations and commitments are mandatory
(per sprint iteration). Optional in Kanban
Focus on Scrum
Scrum Flow
Sprint
Pre-Planning
Sprint
Pre-Planning
Sprint
Planning
Sprint
Planning
Sprint
Retrospective
Sprint
Retrospective
Scrum Team
Daily
Scrum
Daily
Scrum
Sprint
Review
Sprint
Review
Product
Backlog
Sprint
Backlog
Product Backlog
 Product Backlog is dynamic and lists all features,
enhancements and fixes required to be made to
the product in the next releases
 List should be prioritized by business value
 Clear requirements and Definition of Done (DoD)
must be included
 Definition of Done is the acceptance criteria
defined by the Product for ‘Product Entity’
completion
Product Entities
Product content is breaking to pieces, using the following entities:
 Item
 Defined by the Product Manager
 Describe a major feature, usually cross functional
 Epic
 Defined by the Product Manager
 Describe specific functionality. Usually mean ‘big User Story’
 Usually will take more than one Sprint to complete
 User Story
 Defined by the Product Manager/Owner or the Scrum Team
 Small, testable, deliverable unit, that fits into one Sprint
 Task
 Defined by the Scrum Team only
Roles & Responsibilities
 Product Owner
 Scrum Team
 Scrum Master
Product Owner
 Follow the Product Manager vision
 Represent the voice of the customers
 Responsible for managing the product backlog
 Order and prioritize of items
 Ensuring that the Backlog is visible and clear
to all, and shows what the Scrum Team will
work on next
 Ensuring the Team understands the items to
the level needed
Scrum Team
 Self organized, cross-functional team
 Assuming E2E responsibility for product
development and delivery
With great power comes great responsibility
Scrum Master
 Make sure the scrum team is progressing as planned by
removing impediments
 Monitor the work, for example:
 Track sprint burndown
 Track plan vs actual
 Keep the team focused on the tasks and completing the
Sprint goals
 Responsible for the process and ceremonies
 Plan team capacity
 Supporting the Product Owner activities
Ceremonies
Sprint & Ceremonies
 The Sprint is the heart of Scrum
 Sprint is a short duration iteration, consist of the
following ceremonies: Pre-planning, Planning,
Daily, Review/Demo and Retrospective
 During the sprint:
 No changes should be made that would risk
the sprint goal
 Quality do not decrease
Pre Planning
Sprint
Pre-Planning
Sprint
Pre-Planning
Sprint
Planning
Sprint
Planning
Sprint
Retrospective
Sprint
Retrospective
Scrum Team
Daily
Scrum
Daily
Scrum
Sprint
Review
Sprint
Review
Product
Backlog
Sprint
Backlog
Pre Planning – cont.
 When: 3-4 working days before the beginning of
the Sprint
 Participating: Product Manager, Team
 Product Manager presenting the USs to the
team, reviewing the requirements
 All USs must be ready before this meeting,
containing clear requirements and DoD
Planning
Sprint
Pre-Planning
Sprint
Pre-Planning
Sprint
Planning
Sprint
Planning
Sprint
Retrospective
Sprint
Retrospective
Scrum Team
Daily
Scrum
Daily
Scrum
Sprint
Review
Sprint
Review
Product
Backlog
Sprint
Backlog
Planning – cont.
 When: First day of the sprint
 Participating: Team, Product Manager (optional)
 Plan is created by the collaborative work of the
entire team
 The planning answers the following:
 What can be delivered in the upcoming Sprint
 How this can be achieved
 The input to this meeting is the Product Backlog, Team
capacity for the sprint and past performance of the
Team
Planning – cont.
 The number of items selected from the Product Backlog
for the Sprint is up to the Team and only the Team can
assess what it can accomplish over the upcoming sprint
 DoD must be understood by all members
 All User Stories should be break into Tasks, considering
all work aspects
 Tasks are given estimations by one of the following
 Story Points
 Time Estimation
 At the end of the planning, the Team commit to the
sprint content
Daily Scrum
Sprint
Pre-Planning
Sprint
Pre-Planning
Sprint
Planning
Sprint
Planning
Sprint
Retrospective
Sprint
Retrospective
Scrum Team
Daily
Scrum
Daily
Scrum
Sprint
Review
Sprint
Review
Product
Backlog
Sprint
Backlog
Daily Scrum – cont.
 Who: Team, Product Owner (optional)
 No more than 15 min
 The meeting optimizes team collaboration and
performance by inspecting the work since the
last Daily and forecasting upcoming Sprint work
 Every day, the Team should understand how it
intends to work together as a self-organizing
team to accomplish the Sprint Goal by the end of
the Sprint
Daily Scrum – cont.
 Every team member answer 3 questions:
 What I did yesterday?
 What I will do today?
 Any restrictions holding/delaying my work?
 Scrum Master to facilitate resolution of impediments
outside the daily meeting
 Daily Scrums improve communications, eliminate other
meetings, identify impediments for removal, highlight
and promote quick decision-making, and improve the
Team’s level of knowledge. This is a key inspect and
adapt meeting
Review
Sprint
Pre-Planning
Sprint
Pre-Planning
Sprint
Planning
Sprint
Planning
Sprint
Retrospective
Sprint
Retrospective
Scrum Team
Daily
Scrum
Daily
Scrum
Sprint
Review
Sprint
Review
Product
Backlog
Sprint
Backlog
Review – cont.
 When: last day of sprint
 Who: Team, Product Manager, key stakeholders
 The team present and demonstrate the work
accomplished in the Sprint
 Work considered completed according to DoD
 Can replace Hand Over meeting to Support in
some cases
 Product Manager must not be “surprised” at this
point…
Retrospective
Sprint
Pre-Planning
Sprint
Pre-Planning
Sprint
Planning
Sprint
Planning
Sprint
Retrospective
Sprint
Retrospective
Scrum Team
Daily
Scrum
Daily
Scrum
Sprint
Review
Sprint
Review
Product
Backlog
Sprint
Backlog
Retrospective – cont.
 When: after the Review and prior to the next Planning
 Who: Team
 Most important tool for continuous improvement
 The team inspect the last sprint regarding the process,
relationships, tools and more
 Every member must share:
 What was good (to preserve)
 What went wrong (to improve)
 An improvement plan should be created and placed for
next Sprint
Retrospective – cont.
 This encourages the Team to improve, within the
Scrum process framework and practices to make
it more effective and enjoyable for the next
Sprint
 During each Retrospective, the Team plans ways
to increase product quality by improving work
processes
 Scrum Master responsibility to track the
improvements
Sprint Metrics
Burndown Chart
 Burndown chart is a graphical representation of work left to do
versus time
 The backlog is on the vertical axis, with time along the horizontal.
It is useful for tracking and predicting when all of the work will be
completed
Velocity Chart
 Velocity Chart shows the amount of value delivered in each
sprint, enabling to predict the amount of work the team can get
done in future sprints
 It is useful during sprint planning meetings, to help decide how
much work the team can feasibly commit
Additional Topics
User Story
 User Story is small & testable unit, to fit into single sprint
 US should be derived from related Epic which is part of an Item
 US should be ready before pre-planning, holding:
 Clear Requirements (if needed, link to
Requirements/MRD/SRS doc)
 DoD
 Every US should hold the following tasks
 Design, Unit Test, writing TP (QA), Code Review, Monitoring,
Create handover doc
 Adding US after Planning should be avoided. If must:
 Via Product Manager/Owner
 Requires a quick planning forum
 Removing a US with ‘equivalent’ EE + buffer on low maturity
Story Points
 Usually sizing by Fibonacci sequence: 1,2,3,5,8,13,21
 Benefits:
 Gives us an overview of the scope of work
 Uses multiple perspectives to determine the size of
work
 Clears out that we can’t be exact
 Sizing considering:
 The amount of work to do
 The complexity of the work
 Risk or uncertainty in doing the work
 Time / Duration
Scrum Board
 Team add categories that fit their work flow
 Board must be updated all time and reviewed by the team
in the Daily meetings
Defects
 Bug found at early stage is much more cheaper
in money, effort and time, to fix than the same
bug found later in the process
 Bugs related to a feature that was detected
during the sprint must be fixed immediately as
part of the feature. Feature can not be marked
as completed otherwise
 Bugs detected after sprint completed should be
managed in Bugs backlog
Capacity Planning - Example
Number of working days in sprint, reducing:
 5% un-planned absence
 1 day for ceremonies (for 2 weeks Sprint)
 X% code review (to others)
 Y% support (when support is small. Otherwise, add
“Support Bucket” US)
 ~15% Scrum Master
From Dev to Production
 Version release should be planned for the first day of next
sprint
 Features that require stabilization period will be released
in the next planned release
 Release Notes should be published upon every release,
indicating all features and known bugs. Main customers
for that are Support and Success
 Product Manager is responsible to publish external
Release Notes
 Need to establish short & fast Patch release process for
unexpected issues
Thanks

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Agile overview

  • 2. How it all began History and Background
  • 3. The Supermarket  In the 1940s, Toyota started studying American supermarkets  In a supermarket, customers generally retrieve what they need at the required time—no more, no less. Furthermore, the supermarket stocks only what it expects to sell in a given time, and customers take only what they need, because future supply is assured  They noticed that store clerks restocked a grocery item by their store’s inventory, not their vendor’s supply. Only when an item was near sellout did the clerks order more  This observation led Toyota to develop the methodology system that aligns inventory levels with actual consumption
  • 4. Toyota Production System (TPS)  The main objectives are to design out overburden (Muri) and inconsistency (Mura), and to eliminate waste (Muda)  The goal is designing a process capable of delivering the required results smoothly  It is crucial to ensure that the process is as flexible as necessary without stress or overburden since this generates waste
  • 5. Toyota Production System (TPS) – cont. TPS is grounded on two main conceptual pillars:  Just-in-time – meaning "Making only what is needed, only when it is needed, and only in the amount that is needed“  Jidoka (Autonomation) – meaning "Automation with a human touch"
  • 6. The Toyota Way principals Continuous improvement  Form a long-term vision, meeting challenges with courage and creativity  Improve our business operations continuously, always driving for innovation and evolution  Go to the source to find the facts to make correct decisions Respect for people  Respect others, make every effort to understand each other, take responsibility and do our best to build mutual trust  Stimulate personal and professional growth, maximize individual and team performance The right process will produce the right results
  • 7. Lean  Evolved from TPS at the 1950s  Lean comes from Lean Manufacturing, as a way to optimize the production line to minimize waste and maximize value to the customer  Everything and every step are examined
  • 8. Kanban  Kanban (“visual signal” or “card” in Japanese) system that aligns inventory levels with actual consumption  A signal tells a supplier to produce and deliver a new shipment when material is consumed.  Achieved by better communication through visual management
  • 11. Methodologies & Methods – cont. Methodologies: Lean, Agile Methods: Kanban, Scrum  Lean and Agile practices complement each other and have a lot in common  Continuous Improvement and Respect for People are rooted in both  Respect for people means, respect the customer by value delivery and respect the employee & Team by providing autonomy, mastery and purpose  While Lean and Agile considered Methodologies/Philosophies, Kanban & Scrum are implementations (methods) of Lean and Agile
  • 12. Lean Software Development Lean development can be summarized by seven principles: Eliminate waste Amplify learning & knowledge Decide as late as possible – planning activities should be concentrated on the different options Deliver as fast as possible – to get customer feedback Empower the team – "find good people and let them do their own job" Build Quality in – quality is everyone’s job! Optimize the whole – organize teams to be complete, multi- disciplined, co-located product teams, which enables them to have everything they need to deliver E2E, without reference to other teams (Spotify model)
  • 13. Lean Software Development – cont. What is software development waste?  Building wrong/unnecessary feature  Mismanaging the backlog  Defects and lower quality  Unnecessarily complex solutions  Waiting/multitasking  Knowledge loss  Ineffective communication  Unclear or constantly changing requirements (Rework, quality, lack of focus)  Bureaucracy
  • 14. Agile & Lean  Both agile and lean are aimed at achieving business goals and delighting clients with a competitive product of the best quality  Lean is about Smart development, improving by eliminate waste and making development process sustainable  Agile is about executing faster, adopting to changes and making the development process flexible From here we’ll talk about Agile…
  • 15. Agile & Lean – cont. Achieving business goals Best Quality Eliminate waste Sustainable process LeanAgile Execute fast Adopting to changes Flexible process
  • 16. Agile Concepts Agile is not a religion!
  • 17. Waterfall  Poorly adoptive to changing requirements  Discover flaws at late stage  Very hard to estimate resources and time  Value not achieved until the end
  • 18. What is Agile Agile is a time-focused, iterative philosophy that allows to build a product step-by-step (incrementally), delivering it by smaller pieces. One of its main benefits is the ability to adapt and change at any step (depending on feedback, market conditions, corporate obstacles, etc.) and to supply only relevant products to the market.
  • 19. Benefits of Agile  Allow changes easily  Increase customer satisfaction  Increase visibility  Lower development risk, increase quality  Regular process improvement
  • 20. Agile Concepts (based on the 12 principles) Regular delivery of software Progress should be measured by delivery of valuable software to customers Strive for continuous delivery, in short cycles as possible The Team Open and free communication through daily stand-up and other channels. Face-to- face is the best Maintain high availability between peers People perform best when they are doing something they are passionate about Trust is a key factor. Built over time and easy to lose Continuous improvement via retrospectives Design excellence Know the balance between “Building the right thing” to “Building the thing right” Continuous attention to technical excellency Build what you know you need now and not what you think you may need someday Keep it simple Welcome changes, even late in development
  • 21. Common misconceptions about Agile  No more planning  No more design  No more QA  No documentation  Requirements changes all the time  Allow you to go faster
  • 23. 60 seconds on science…  A picture is worth a thousand words for scientific reasons: The brain processes visual information 60,000 times faster than text  40 percent of all nerve fibers connected to the brain are linked to the retina  Visual information comprises 90 percent of the data that comes to our brain, suggesting that our neurological pathways might even prefer pictorial displays over text
  • 24. Kanban  Kanban approach aims to manage work by balancing the demands with available capacity  Work is pulled as capacity permits, rather than work being pushed into the process when requested
  • 25. Scrum  Short term detailed planning with constant feedback  Simple inspect and adopt cycle  Clear tracking and transparency  Progress in sprints Sprint Backlog Sprint 2–4 Weeks 24 Hours Deliverables
  • 26. General Practices Both Scrum and Kanban share the following general practices: Visualize the work flow Work items are visualized to give participants a view of progress and process, from start to finish usually via board. This increase communication and collaboration Limit Work in Process By limiting content, you can avoid problems caused by task switching and reduce the need to constantly reprioritize items Optimize Flow & Continuous Improvement Teams collect metrics, measure their effectiveness by tracking flow, quality, throughput and more. Continuous improvement is a culture!
  • 27. Scrum & Kanban - Key differences  Scrum limit WIP by unit of time (sprint iteration). Kanban by workflow state (e.g. max 5 in ‘In Progress’)  Scrum board is reset between iterations. Not the case in Kanban  In Scrum, changes in product backlog take effect next sprint. In Kanban, changes in product backlog take effect as soon as capacity become available  In Scrum, estimations and commitments are mandatory (per sprint iteration). Optional in Kanban
  • 30. Product Backlog  Product Backlog is dynamic and lists all features, enhancements and fixes required to be made to the product in the next releases  List should be prioritized by business value  Clear requirements and Definition of Done (DoD) must be included  Definition of Done is the acceptance criteria defined by the Product for ‘Product Entity’ completion
  • 31. Product Entities Product content is breaking to pieces, using the following entities:  Item  Defined by the Product Manager  Describe a major feature, usually cross functional  Epic  Defined by the Product Manager  Describe specific functionality. Usually mean ‘big User Story’  Usually will take more than one Sprint to complete  User Story  Defined by the Product Manager/Owner or the Scrum Team  Small, testable, deliverable unit, that fits into one Sprint  Task  Defined by the Scrum Team only
  • 32. Roles & Responsibilities  Product Owner  Scrum Team  Scrum Master
  • 33. Product Owner  Follow the Product Manager vision  Represent the voice of the customers  Responsible for managing the product backlog  Order and prioritize of items  Ensuring that the Backlog is visible and clear to all, and shows what the Scrum Team will work on next  Ensuring the Team understands the items to the level needed
  • 34. Scrum Team  Self organized, cross-functional team  Assuming E2E responsibility for product development and delivery With great power comes great responsibility
  • 35. Scrum Master  Make sure the scrum team is progressing as planned by removing impediments  Monitor the work, for example:  Track sprint burndown  Track plan vs actual  Keep the team focused on the tasks and completing the Sprint goals  Responsible for the process and ceremonies  Plan team capacity  Supporting the Product Owner activities
  • 37. Sprint & Ceremonies  The Sprint is the heart of Scrum  Sprint is a short duration iteration, consist of the following ceremonies: Pre-planning, Planning, Daily, Review/Demo and Retrospective  During the sprint:  No changes should be made that would risk the sprint goal  Quality do not decrease
  • 39. Pre Planning – cont.  When: 3-4 working days before the beginning of the Sprint  Participating: Product Manager, Team  Product Manager presenting the USs to the team, reviewing the requirements  All USs must be ready before this meeting, containing clear requirements and DoD
  • 41. Planning – cont.  When: First day of the sprint  Participating: Team, Product Manager (optional)  Plan is created by the collaborative work of the entire team  The planning answers the following:  What can be delivered in the upcoming Sprint  How this can be achieved  The input to this meeting is the Product Backlog, Team capacity for the sprint and past performance of the Team
  • 42. Planning – cont.  The number of items selected from the Product Backlog for the Sprint is up to the Team and only the Team can assess what it can accomplish over the upcoming sprint  DoD must be understood by all members  All User Stories should be break into Tasks, considering all work aspects  Tasks are given estimations by one of the following  Story Points  Time Estimation  At the end of the planning, the Team commit to the sprint content
  • 44. Daily Scrum – cont.  Who: Team, Product Owner (optional)  No more than 15 min  The meeting optimizes team collaboration and performance by inspecting the work since the last Daily and forecasting upcoming Sprint work  Every day, the Team should understand how it intends to work together as a self-organizing team to accomplish the Sprint Goal by the end of the Sprint
  • 45. Daily Scrum – cont.  Every team member answer 3 questions:  What I did yesterday?  What I will do today?  Any restrictions holding/delaying my work?  Scrum Master to facilitate resolution of impediments outside the daily meeting  Daily Scrums improve communications, eliminate other meetings, identify impediments for removal, highlight and promote quick decision-making, and improve the Team’s level of knowledge. This is a key inspect and adapt meeting
  • 47. Review – cont.  When: last day of sprint  Who: Team, Product Manager, key stakeholders  The team present and demonstrate the work accomplished in the Sprint  Work considered completed according to DoD  Can replace Hand Over meeting to Support in some cases  Product Manager must not be “surprised” at this point…
  • 49. Retrospective – cont.  When: after the Review and prior to the next Planning  Who: Team  Most important tool for continuous improvement  The team inspect the last sprint regarding the process, relationships, tools and more  Every member must share:  What was good (to preserve)  What went wrong (to improve)  An improvement plan should be created and placed for next Sprint
  • 50. Retrospective – cont.  This encourages the Team to improve, within the Scrum process framework and practices to make it more effective and enjoyable for the next Sprint  During each Retrospective, the Team plans ways to increase product quality by improving work processes  Scrum Master responsibility to track the improvements
  • 52. Burndown Chart  Burndown chart is a graphical representation of work left to do versus time  The backlog is on the vertical axis, with time along the horizontal. It is useful for tracking and predicting when all of the work will be completed
  • 53. Velocity Chart  Velocity Chart shows the amount of value delivered in each sprint, enabling to predict the amount of work the team can get done in future sprints  It is useful during sprint planning meetings, to help decide how much work the team can feasibly commit
  • 55. User Story  User Story is small & testable unit, to fit into single sprint  US should be derived from related Epic which is part of an Item  US should be ready before pre-planning, holding:  Clear Requirements (if needed, link to Requirements/MRD/SRS doc)  DoD  Every US should hold the following tasks  Design, Unit Test, writing TP (QA), Code Review, Monitoring, Create handover doc  Adding US after Planning should be avoided. If must:  Via Product Manager/Owner  Requires a quick planning forum  Removing a US with ‘equivalent’ EE + buffer on low maturity
  • 56. Story Points  Usually sizing by Fibonacci sequence: 1,2,3,5,8,13,21  Benefits:  Gives us an overview of the scope of work  Uses multiple perspectives to determine the size of work  Clears out that we can’t be exact  Sizing considering:  The amount of work to do  The complexity of the work  Risk or uncertainty in doing the work  Time / Duration
  • 57. Scrum Board  Team add categories that fit their work flow  Board must be updated all time and reviewed by the team in the Daily meetings
  • 58. Defects  Bug found at early stage is much more cheaper in money, effort and time, to fix than the same bug found later in the process  Bugs related to a feature that was detected during the sprint must be fixed immediately as part of the feature. Feature can not be marked as completed otherwise  Bugs detected after sprint completed should be managed in Bugs backlog
  • 59. Capacity Planning - Example Number of working days in sprint, reducing:  5% un-planned absence  1 day for ceremonies (for 2 weeks Sprint)  X% code review (to others)  Y% support (when support is small. Otherwise, add “Support Bucket” US)  ~15% Scrum Master
  • 60. From Dev to Production  Version release should be planned for the first day of next sprint  Features that require stabilization period will be released in the next planned release  Release Notes should be published upon every release, indicating all features and known bugs. Main customers for that are Support and Success  Product Manager is responsible to publish external Release Notes  Need to establish short & fast Patch release process for unexpected issues