3. Traditional project management methods
• V-Cycle / Waterfall model
• Spiral cycle: iterative or semi-
iterative
• xUP (Unified Process) : software
lifecycle methodology
• CMMI (Capability Maturity Model
Integration) : guide process
improvement across a project
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4. Agile Manifesto: the Theory
1. Individuals and interactions over processes and tools
2. Working software over comprehensive
documentation
3. Customer collaboration over contract negotiation
4. Responding to change over following a plan.
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5. The 12 principles that drive the
Agile Manifesto
1. The highest priority is to satisfy the customer through early and continuous delivery of valuable
software.
2. Welcome changing requirements, even late in development. Agile processes harness change for the
customer’s competitive advantage.
3. Deliver working software frequently, from a couple of weeks to a couple of months, with a
preference to the shorter timescale.
4. Business people and developers must work together daily throughout the project.
5. Build projects around motivated individuals. Give them the environment and support they need, and
trust them to get the job done.
6. The most efficient and effective method of conveying information to and within a development team
is face-to-face conversation.
7. Working software is the primary measure of progress.
8. Agile processes promote sustainable development. The sponsors, developers, and users should
be able to maintain a constant pace indefinitely.
9. Continuous attention to technical excellence and good design enhances agility.
10. Simplicity — the art of maximizing the amount of work not done — is essential.
11. The best architectures, requirements, and designs emerge from self-organizing teams.
12. At regular intervals, the team reflects on how to become more effective and then tunes and adjusts
its behavior accordingly
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6. Variants of Agile methodology
• Scrum
• Kanban
• XP
(Extreme
Programming)
• RUP
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7. Agile methods are TOOLS
• Pick and adapt what best fits your
organization and your needs
• Craftsmen need good tools.
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9. SCRUM in a nutshell
• Small team spending a little time building small
thing... but integrating regularly to see the whole
Split your organization: small teams
Split your product
Split time
Optimize process
Optimize business value
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11. SCRUM : roles
• The Product Owner
– represents the interests of the customers and
other key stakeholders on the project
– is responsible for managing a prioritized list of
requirements and other work to be done by the
team
• The SCRUM Master
– must ensure that SCRUM practices are correctly
applied
– is responsible for helping the team to achieve its
goals
• The Team
– is responsible for implementing the
functionalities
– is self-organizing, self-managing and cross-
functional
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12. SCRUM : 3 ceremonies
• The Sprint Planning
– The Product Owner presents to the Team his
wish list of product items
– The Team defines and estimates the tasks to
perform for each item
• until it reaches its maximum sustainable
workload
– The Team commits to deliver the planned items
for that Sprint
• The Daily Scrum
– Each day, the Team attends to a 15-minute stand-
up meeting
• to follow up the tasks currently undertaken
• to early detect and react to abnormal
situations
• The Sprint Review
– The Team demonstrates the delivered features to
the Product Owner
• allows the Product Owner to accept or not the
delivered items
– The Scrum Master conducts a retrospective with
the whole team
• allows the Team to enhance its working
practices 12
13. SCRUM : 3 tools / artefacts
• The Product Backlog
– List of items that represent the
functionalities to add to the system
– Defined, managed and strictly prioritized by
the Product Owner
• The Sprint Backlog
– Subset of the Product Backlog expanded in
low-level tasks
• estimated in hours (<16h) during the Sprint
Planning by the Team
– Defined and managed by the Team during
the Sprint
• The Burndown Chart
– Chart used to measure Sprint progress
• heavily relies on the definition of “done”
– The same chart can be used to measure
progress at the
release level
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14. SCRUM best practices
• The User Stories
– Standard “agile” format for product items respecting
INVEST criteria
• Independent, Negotiable, Valuable, Estimable,
Sizeable, Testable.
• The Planning Poker
– Relative estimates vs. Absolute estimates
• Story Point or Complexity vs. hours or men/day
– An efficient way to have coarse-grained estimates
• dedicated to release planning
– Should take place outside Sprint Planning
• The Scrum Board
– Provides day-to-day visual monitoring of Sprint
progress
• and fine-grained reporting to any actors involved
in the project
– Developed and managed by the Team
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15. KANBAN in a nutshell
1. Visualize the workflow
2. Limit WIP (work in progress)
3. Measure & optimize flow
– Roots of Kanban = Toyota industrial process
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21. Scrum vs XP
• Scrum focuses on management and
organization practices.
• While XP focuses mostly on actual
programming practices.
Scrum and XP combine well together.
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22. Start with retrospectives
• Evolve the right
process for your
context.
• Don’t worry about
getting it right from
the start.
• Expand your toolkit.
• Experiment!
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23. References: Agile, Scrum, Kanban,…
• http://www.crisp.se/ : a lot of resources on Agile
• http://agilemanifesto.org/
• Valtech Agile White Paper:
http://valtech.fr/etc/medialib/library/it_consulting/fr/Livres_Blancs
.Par.50587.File.dat/VALTECH-LIVRE_BLANC_2012-WEB.pdf
• Agile for Dummies: http://fr.scribd.com/doc/104858252/Agile-for-
Dummies
• http://kanbantool.com/kanban-library/introduction
• http://searchsoftwarequality.techtarget.com/tip/Examining-Agile-
fundamentals-Key-practices-for-success
• How to start with agile: http://blog.octo.com/2-pratiques-de-
coaching-pour-aider-votre-equipe-agile-a-demarrer/
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