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PMI ACP Prep Course

  1. 1 PMI-­‐ACP Exam Prep 2-­‐day Course
  2. Warm Up & Introduc8ons 2 Constellation Fast intro What’s in it for me?
  3. PMI-­‐ACP Exam Requirements 3 Requirement Descrip8on General Project Experience • 2,000 hours working on project teams • These hours must be earned within the last 5 years • AcEve PMP® or PgMP® will saEsfy this requirement Agile Project Experience • 1500 hours working on agile project teams or with agile methodologies • These hours are in addiEon to the 2,000 hours required in “general project experience” • These hours must be earned within the last 3 years Training in Agile PracEces • 21 contact hours • Hours must be earned in agile pracEces ExaminaEon • Tests knowledge of agile fundamentals
  4. 4 PMI-­‐ACP References Agile Retrospec8ves: Making Good Teams Great Esther Derby, Diana Larsen, Ken Schwaber Agile Es8ma8ng and Planning Mike Cohn Agile SoIware Development: The Coopera8ve Game – 2nd Edi8on Alistair Cockburn The Art of Agile Development James Shore The SoIware Project Manager’s Bridge to Agility Michele Sliger, Stacia Broderick User Stories Applied: For Agile SoIware Development Mike Cohn Coaching Agile Teams Lyssa Adkins Agile Project Management with Scrum Ken Schwaber Agile Project Management: Crea8ng Innova8ve Products – 2nd Edi8on Jim Highsmith Lean-­‐Agile SoIware Development: Achieving Enterprise Agility Allan Shalloway, Guy Beaver, James R. TroW Becoming Agile: ...in an imperfect world Greg Smith, Ahmed Sidky PMI-­‐ACP Exam Prep Mike Griffiths Source: hWp://www.pmi.org/CerEficaEon/~/media/Files/PDF/Agile/PMI000-­‐GainInsightsAIGLE418.ashx
  5. 5 100 About the Exam scored questions 20 unscored questions + Content % of Exam Agile tools and techniques 50% Agile knowledge and skills 50%
  6. 6 Source: Mike Griffiths Tools & Techniques / Knowledge & Skills
  7. Please do not copy or reproduce this course materials without expressed written consent from SparkAgility. 7 Notice
  8. 8 Introduction ! Name ! Role ! Where are you from?
  9. salah@sparkagility.com @selleithy 410.262.5550 Enabling organizational agility and enhancing team capabilities serving as a Project Manager, Scrum Master, Business analyst, Team Facilitator and Agile Coach. 9 Salah Elleithy 15 years Senior Principal Consultant Agile Coach & Trainer Certified Trainer in Training from the Back of the Room Masters in Info Systems & Financial Management
  10. 10 Logistics
  11. 11 Pledge of Learning • As a participant: – I will do my best to come on time so that I don’t miss any portion of the course. – I will be present physically and mentally so that I can retain more of what we learn. – I will do my best to maintain my focus on learning and participate so that I can get the most out of the course. – I will respect all participants thoughts and opinions so that I can benefit from others’ experience.
  12. 12 Why Agile? ! What problems are you trying to solve with Agile? ! Pair up and discuss. Timebox: 3 minutes
  13. BeXer Success Rates 13 Credit: Mike Cohn
  14. 14 Source: Standish Group CHAOS Manifesto 2013 Success factors 1994 2011 2012 - 2013 1 User Involvement Executive management support 2 Executive Management Support Executive management support User Involvement 3 Clear Statement of Requirements Clear business objectives Optimization 4 Proper Planning Emotional maturity Skilled resources 5 Realistic Expectations Optimization Project management expertise 6 Smaller Project Milestones Agile process Agile Process 7 Competent Staff Project management expertise Clear Business Objectives 8 Ownership Skilled resources Emotional Maturity 9 Clear Vision & Objectives Execution Execution 10 Hard-working, Focused staff Tools & Infrastructure Tools & Infrastructure
  15. 15 Benefits of being Agile Source: VersionOne 7th Annual State of Agile Development Survey
  16. Leading causes of failed Agile projects 16 Source: VersionOne 7th Annual State of Agile Development Survey
  17. 17 Origins of Agile
  18. Beyond Agile Alistair Cockburn wrote, The Oath of non allegiance, I promise not to exclude from consideration any idea based on its source, but to consider ideas across schools and heritages in order to find the ones that best suit the current situation. 18 1930 Walter Shewhart, a quality expert at Bell Labs who proposed a series of short “plan-do-study-act” (PDSA) cycles for quality improvement. Quality guru W. Edwards Deming began vigorously promoting PDSA. 1960 NASA’s Project Mercury applied IID in Software and ran with very short half-day iterations that were time-boxed. Winston Royce, wrote an article called ‘Managing the Development of Large Software Systems’ on what would become known as the waterfall model. 1970 1972 TRW applied IID in a major project – the $100 million TRW/ Army Site Defense software project for balistic missile defense. Barry Boehm, the originator of the IID spiral model in the mid-1980s, was chief scientist at TRW. Light Airborne Multipurpose System, part of the US Navy’s helicopter-to-ship weapon system used IID. A four year 200-person-year effort involving millions of lines of code, LAMPS was incrementally delivered in 45 time-boxed iterations (one month per iteration). mid-1970 Source: Larmen & Basili. IteraEve and Incremental Development. A brief History 1976 Tom Gilb, published Software metrics coining the term, in which he addressed his IID practice-evolutionary project management-and introduced the terms “evolution” and “evolutionary” to the process lexicon. System Development Corp. project build an air defense system in 1977 and finished in 1980 using incremental development. 1984 1985 Barry Boehm, published “A Spiral Model of Software Development and Enhancement”. Fredrick Brooks, a prominent software engineering thought leader published the classic, “No Silver Bullet” extolling the advantages of IID. 1986 1990s Ken Schwaber and Jeff Sutherland, started applying what would become known as the Scrum method. The method took inspiration from a Japanese IID approach used for non-software products at Honda, Canon, and Fujitsu in the 1980s ; from Sashimi (“slices” or iterations) and from a version of Scrum described in 1986. 2001 In February 2001, a group of 17 process experts-representing DSDM, XP, Scrum, FDD and others-interested in promoting modern, simple IID methods and principles met in Utah to discuss common ground. From this meeting came the Agile Alliance and the now popular catch phrase “agile methods”, all of which apply IID Kent Beck joined Chrysler C3 payroll project. It was in this context that the full set of XP practices matured, with some collaboration by Ron Jefferies and inspiration from earlier 1980s work with Ward Cunningham. 1996 2010
  19. “I believe in this concept, but the implementation described above is risky and invites 19 Source: Managing the development of large Sogware System, Dr. Winston W. Royce hWp://www.cs.umd.edu/class/spring2003/cmsc838p/Process/waterfall.pdf failure.”
  20. 20 Source: Managing the development of large Sogware System, Dr. Winston W. Royce hWp://www.cs.umd.edu/class/spring2003/cmsc838p/Process/waterfall.pdf “Hopefully, the iterative interaction between the various phases is confined to successive steps.”
  21. 21 Shift in Work Type Characteris8c Characteris8c Type Work is visible Emphasis on changing things Work is invisible Focus on the right answers Work is stable ConEnuous innovaEon Define the task ConEnuously learn and teach Emphasis on running things Measure performance to strict standards More structure with fewer decisions Command and control Focus on the right quesEons Minimize cost of workers for a task Strict standards Work is changing Focus on quality Understand the task Give autonomy Less structure with more decisions Treat workers as assets, not as costs Focus on quanEty Knowledge: K, Industrial : I
  22. 22 Shift in Work Characteris8c Characteris8c Type Work is visible Emphasis on changing things K Work is invisible Focus on the right answers I Work is stable ConEnuous innovaEon K Define the task ConEnuously learn and teach K Emphasis on running things Measure performance to strict standards I More structure with fewer decisions Command and control I Focus on the right quesEons Minimize cost of workers for a task I Strict standards Work is changing I Focus on quality Understand the task K Give autonomy Less structure with more decisions K Treat workers as assets, not as costs Focus on quanEty I Knowledge: K, Industrial : I
  23. 23 Agile Manifesto
  24. 24 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 Working software Customer collaboration Responding to change Processes and tools Comprehensive documentation Contract negotiation Following a plan That is, while there is value in the items on the right, we value the items on the leI more. Source: agilemanifesto.org
  25. 25 Stand by your value ! Find the Agile value that is most important to you. ! Stand by your value and share what made you choose this value. ! Report back to the group. Agile Values Timebox: 5 minutes
  26. 26 Agile Principles 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software. Source: agilemanifesto.org 2. Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage. 5. Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. 3. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale. 6. The most efficient and effective method of conveying information to and within a development team is face-to-face conversation. 4. Business people and developers work together throughout the project.
  27. 2277 Agile Principles 10. Simplicity--the art of maximizing the amount of work not done--is essential. Source: agilemanifesto.org 11. The best architectures, requirements, and designs emerge from self-organizing teams. 9. Continuous attention to technical excellence and good design enhances agility. 12. At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly. 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.
  28. Declara8on of Interdependence We are a community of project leaders that are highly successful at delivering results. To achieve these results: 28 We increase return on investment by making continuous flow of value our focus. Source: pmdoi.org We deliver reliable results by engaging customers in frequent interactions and shared ownership. We expect uncertainty and manage for it through iterations, anticipation, and adaptation. We unleash creativity and innovation by recognizing that individuals are the ultimate source of value, and creating an environment where they can make a difference. We boost performance through group accountability for results and share responsibility for team effectiveness. We improve effectiveness and reliability through situationally specific strategies, processes and practices. (DOI)
  29. 29 What is Agile?
  30. Manifested through many different PRACTICES Established through 4 VALUES 30 Guided by 12 PRINCIPLES Doing Agile Practices and Processes The How? The Why? Values and Principles Credit: Dr. Ahmed Sidky SCRUM Story Mapping Unit tests Daily meetings Backlog Definition of Ready Definition of Done Kanban Board Three Questions Iterations Retrospectives User Stories Burndown chart Acceptance tests Being Agile Agile is a… MINDSET eXtreme Programming Your Agile Process
  31. 31 Agile Practices Source: Guide to Agile PracEces. Agile Alliance,hWp://guide.agilealliance.org/subway.html
  32. 32 Agile Frameworks / Methodologies
  33. 33 SCRUM Transparency InspecEon AdaptaEon • Scrum is a process framework for managing complex product development. • Scrum has 4 planned checkpoints for InspecEon & AdaptaEon: 1. Sprint Planning 2. Daily Scrum 3. Sprint Review (Demo) 4. Sprint RetrospecEve
  34. 34 ! 3 roles SCRUM in Brief ! ……………… ! ……………… ! ……………… ! 4 Ceremonies ! ……………… ! ……………… ! ……………… ! ……………… ! 3 Artifacts ! ……………… ! ……………… ! ……………… Daily Scrum (15-­‐minute 8meboxed mee8ng) 1. What has been achieved since last meeEng? 2. What will be done before the next meeEng? 3. What obstacles are in the way? Find answers in chapter 2
  35. 35 Used with permission of mitchlacey.com SCRUM Framework
  36. Extreme Programming (XP) 36 • XP is a sogware-­‐ development-­‐centric agile method. • The core values are: – Simplicity – CommunicaEon – Feedback – Courage – Respect What is the ‘iteraEon’ called in SCRUM?
  37. Feature-­‐Driven Development (FDD) 37 • FDD is a simple-­‐to-­‐understand yet powerful approach to building products or soluEons. Develop an overall model • FDD Build a feature list Plan by feature PracEces include: Domain object modeling, developing by feature, individual class (code) ownership, feature teams, inspec8ons, configura8on management, regular builds, visibility of progress and results. Design by feature Build by feature
  38. Dynamic System Development 38 Method (DSDM) Focus on the business Deliver on Eme Collaborate Never compromise quality Build incrementally from firm foundaEons Develop iteraEvely Communicate conEnuously and clearly Demonstrate control DSDM is centered on eight principles.
  39. 39 • Crystal is a family of methodologies designed for different size of projects. • The crystal methodologies embrace and promote many other agile principles as well, including: – Frequent delivery – ReflecEve improvement – OsmoEc communicaEons – Personal safety – Focus Crystal Number of people involved CriEcality (defects cause loss of …….)
  40. Lean SoIware Development 40 Eliminate waste Lean Empower the team Deliver fast OpEmize the whole Amplify Learning Build Quality in Defer Decisions • Lean is a set of principles that have been taken from lean manufacturing approach and applied to sogware development. • These principles focus on seven core concepts.
  41. 41 Kanban Development • Kanban development is derived from the lean produc8on system used at Toyota. • Kanban is a Japanese word meaning “signboard”. • Kanban development operates on five core principles. Visualize the workflow Kanban core principles Limit WIP Manage flow Improve collabor a8vely Make process policies explicit
  42. How big is the system to develop? How many lives lost if the system fails or how many billions of dollars lost? How is the project remunerated for its effort? How much of a stable architecture exist at the start of the project? How is the team distributed? (Collocated, virtual, outsourced, etc.) 42 How long has the system been around? (evolution of legacy, maintenance) How stable are the requirements and surrounding business environment? What are the external rules imposed to the project to control its trajectory and how formal they are? Source(s): SoftEd; Agility in context. Kruchten 2011. Process Tailoring
  43. 43 Stages of Learning SHU Follow the Rule “Obey” HA Break the Rule “Detach” RI Be the Rule “Separate”
  44. Value-Driven Delivery 44
  45. 45 Why… do we undertake projects? To generate business value Produce a benefit Improve a service Agile teams ogen ask: Which choice would add the most value for the business or customer?
  46. 46 Assessing Value • Return on Investment (ROI) is the discount rate at which the project inflows (revenues) and project ouvlows (costs) are equal.”– The higher the rate, the beXer the project! • Net Present Value (NPV) = the total benefits (income minus the costs) for a revenue stream – The higher the rate, the beXer the project! • Internal Rate of Return (IRR) – The higher the rate, the beXer the project! $600,000 $500,000 $400,000 $300,000 $200,000 $100,000 $- $(100,000) $(200,000) $(300,000) Jan Feb Mar Apr Jun Jul Sep Oct Nov Dec Cummulative Income Cummulative Spending Net Cashflow
  47. 47 Plan-Driven Delivery Requirements Shall do this Will do that Shall do this Will do that Shall do this Will do that Shall do this Will do that Idea Resources Requirements Everything is a PRIORITY Schedule How can we meet our “Initial Plan”? Deliver Scope Budget Schedule
  48. 48 The biggest Assump8on Much of present-day software acquisition procedure rests upon the assumption that one can specify a satisfactory system in advance, get bids for its construction, have it built, and install it. " I think this assumption is fundamentally wrong, and that many software acquisition problems spring from that fallacy. Fredrick Brooks (1986)
  49. Schedule 49 Value-­‐driven Delivery 1 2 3 4 5 6 7 8 PRIORITIZED Idea Resources Requirements Schedule Deliver Scope Budget 1 3 4 2 5 6 7 8 How can we deliver the highest value in the time we have?
  50. Plan-­‐driven vs. Value-­‐driven 50 Valu e Value driven delivery Plan driven delivery Time Time is up There is value that can be delivered to the customer. There is no value to be delivered to the customer.
  51. 51 Plan-driven Value-driven feedback, plan, defined process, planning, learn, frequently, plan, end, adapt, finish, schedule, coordinate, value, frequently, empirical process The goal is to ……….. The goal is to …………. The driver is the ………… The driver is the ………… SEcks to the …….. ConEnuous learning and ………… Uses a ………….. control model (spends Eme upfront planning for all the details) Uses an …………… control model (evaluates data as they become available and makes course correcEons) ……………. and control Inspect and ………. Success is to meet the ……… Success is to deliver ……… as quickly as possible Wait un8l the ……… to deliver value Deliver slices of value ………….
  52. 52 Plan-driven Value-driven The goal is to finish The goal is to learn The driver is the schedule The driver is the feedback SEcks to the plan ConEnuous learning and planning Uses a defined process control model (spends Eme upfront planning for all the details) Uses an empirical process control model (evaluates data as they become available and makes course correcEons) Coordinates and control Inspect and adapt Success is to meet the plan Success is to deliver value as quickly as possible Wait un8l the end to deliver value Deliver slices of value frequently
  53. Process 53 Chartering How will it be delivered?
  54. 54 Value Stream Mapping (VSM) ! The purpose of the VSM is to idenEfy waste (Ex: extra steps, duplicates or delays in the process). ! Focus on the outcomes and not specific arEfacts. Value stream mapping is a lean manufacturing technique that has been adopted by agile methods.
  55. Value Stream Mapping (VSM) 2 mins 10 mins 55 You Buy a cake Starting Point (Who initiates the process) End Point You 47 minutes Select Checkout Eat cake cake line Unpack & slice Bakery counter Bakers Sales 1 min 2 mins 2 mins 4 mins 6 mins 15 mins 5 mins Value-add Nonvalue-add Total cycle time = value-add + Nonvalue-add time Process cycle efficiency = Total value-add time / Total cycle time 36%
  56. 56 VSM Steps 1. IdenEfy the …………… or …………… you are analyzing. 2. Create a value stream map of the current process, idenEfying …………., ……………., ………………. and informaEon flows. 3. Review the map to find …………., waste, and …………………. 4. Create a new value stream map with the desired …………….. state of the process, opEmized to reduce delays, waste, and constraints. 5. Develop a ………………. for creaEng the ……………… state. 6. Plan to ……………….. the process in the future to conEnually ………………… and …………………… it. product service delays constraints steps queues delays product future opEmized roadmap revisit tune opEmize
  57. 57 Receiving Value All we doing is looking at the Eme line, from the moment the customer gives us an order to the point when we collect the cash. And we are reducing the Eme line by reducing the non-­‐value adding wastes. –Taiichi Ohno. Father of TPS Idea Usage
  58. 58 Waste Waste Descrip8on Example ParEally done work Work started but not complete Source: 7 wastes in sogware. Mary and Tom Poppendieck " Code waiEng for quality assurance (QA) " Specs waiEng for dev. Extra processes Extra work that does not add value " Unused documentaEon " Unnecessary approvals Extra features Features that are not required, or thought of as nice-­‐to-­‐haves " Gold plaEng " Technology features Task switching MulE-­‐tasking between several different projects when there are context-­‐ switching penalEes " People on mulEple projects WaiEng Delays waiEng for reviews and approvals " WaiEng for document approvals MoEon The effort required to communicate or move informaEon or deliverables from one group to another " Distributed teams " Handoffs Defects DefecEve documents or Sogware needs correcEon " Requirements defects " Sogware bugs
  59. Customer-­‐Valued Priori8za8on 59 • Simple Schemes (Ex: 1,2,3,…etc.) • MoSCOW (Must have, Should have, Could have, Won’t have) • Monopoly Money • Kano Analysis (Exciters, SaEsfiers, DissaEsfiers, Indifferent)
  60. Customer-­‐Valued Priori8za8on Prioritized list 60 • Customer-Valued Prioritization (what items yield the highest value to the customer asap) – Product Backlog – SCRUM – Feature list – Feature Driven Development (FDD) – Prioritized requirements list – Dynamic Systems Development Method (DSDM) A B C D E Cut-off point
  61. 61 MoSCOW Priori8za8on Product Backlog Must have 1 2 3 5 6 7 8 9 4 11 12 10 13 15 Should have Could have Would have Won’t have (or would like to have but not this time) 14 Minimum marketable release
  62. Other Priori8za8on Techniques 62 • Monopoly money (Buy a feature using an monopoly money equal the project budget) • Kano Analysis (Exciters, Satisfiers, Dissatisfiers, Indifferent) • Requirements prioritization model (rate features for benefit, penalty, cost and risk on a relative scale from 1(lowest) to 9 (highest)
  63. 63 • A Product Roadmap visual overview of the product’s releases and its main components. • Provides project stakeholders with a quick view of the primary release points and intended func8onality.
  64. 64 Product Roadmap Sequence Backbone Less op8onal More op8onal Walking skeleton First Release Second Release Third Release OpEonality
  65. 65 Risk Adjusted Backlog Risk Management Process Plan Risk mgmt. Identify Risks Perform Qualitative risk analysis Perform Quantitative risk analysis Plan Risk Responses Monitor & Control Risks • A risk is an event or circumstance that could transpire and impact the project. • What’s absent from this process? • Risk response doing! • Through itera8ons, we can tackle high risk areas of the project sooner rather than later.
  66. Agile Contrac8ng Customer Collaboration Agile Value #3: over Contract Negotiation Time (Schedule) 66 Plan Driven Time (Schedule) Cost Value Driven Resources (Cost) Scope (Features/ Functionality) fixed Scope (Features/ Functionality) vary Inverted Triangle Model
  67. Agile Contrac8ng (Cont’d) Product Backlog 67 • Money for Nothing (allow customer to terminate project early when they feel there is no longer sufficient ROI in the backlog to warrant further iteraEons) and Change for Free (allow customer to subsEtute higher priority items for other items that are of lower priority without gezng charged) • Graduated FP Contract (Pay for performance) – Finish early, get higher rate, Finish on Eme, get regular rate, Finish late, get lower rate) • Fixed Price Work Packages (allows the customer to reprioriEze remaining work based on evolving costs) A B C D E
  68. Maximize Value / Minimize Waste 68 Waste Descrip8on Example Partially done work Extra processes Work started, but not complete " Code waiting for quality assurance (QA) " Specs waiting for dev. " Unused documentation " Unnecessary approvals Extra work that does not add value Extra features Features that are not required, or thought of as nice-to-haves " Gold plating " Technology features Task switching Multi-tasking between several different projects when there are context-switching penalties " People on multiple projects Waiting Delays waiting for reviews and approvals " Waiting for document approvals Motion The effort required to communicate or move information or deliverables from one group to another " Distributed teams " Handoffs Defects Defective documents or Software needs correction " Requirements defects " Software bugs
  69. 69 Task and Kanban Boards Backlog Ready for Development Development Tes8ng Accepted Pending Complete Pending Complete Pending Complete Transparency Flow Collaboration
  70. 70 • What Low-­‐tech / high-­‐touch are we trying to tackle? 1. Data accuracy percepEon. 2. Barriers for stakeholders interacEons. There is a solid pracEcal reason for not using a more sophisEcated analysis: not everyone will understand it. – Donald Reinertsen, Managing the Design Factory
  71. 71 • Work Work in Progress (WIP) that has been started but not yet completed. • Problems with excessive WIP: – Holds capital – Hides boWlenecks – PotenEal rework
  72. 72 Backlog Ready for Dev. Work in Progress (WIP) Development (5) Testing (3) Accepted (2) To be Deployed In Done In Done In Done Cycle time • Is WIP good, bad or necessary? • Why? • Why reduce WIP? Throughput How long it takes a work item to go through the cycle? How many work items are going through the cycle at a given Eme?
  73. 73 Work in Progress (WIP) The aim of WIP limits is NOT to optimize resource utilization But to optimize THROUHGPUT
  74. 74 Incremental Delivery Agile Principle #1: Our highest priority is to satisfy the customer through early and continuous delivery of valuable software. Cost of change Requirements Time Analysis & Design 1 2 Coding Testing UAT Production Incremental delivery help the team find issues earlier and deliver value faster.
  75. 75
  76. 76
  77. IKIWISI (I Will Know It When I See It) 77 • Re-prioritization • Prototypes / Mockups • Simulation • Demos (Iteration Reviews) How the customer explained it What the customer really needed
  78. Requirements Evolve with Itera8ons X3 O3 78 X1 O1 FuncEonality Time IteraEon 1 X = Requirement O = As built X1 O1 FuncEonality Time IteraEon 2 X = Requirement O = As built X1 O1 FuncEonality Time IteraEon 3 X = Requirement O = As built X2 O2 X2 O2 When teams demonstrate funcEonality, two things occur. First, we learn about the differences between what was asked for and what was interpreted and built (the gulf of evaluaEon). Second, we learn about new or adjusted func8onality (IKIWISI).
  79. Itera8on Demo What the customer really needed 79 • Gulf of evaluation (the difference between what was asked for and what was interpreted and built) • IKIWISI (new or adjusted functionality) How the customer explained it What the customer really needed
  80. Agile Earned Value “S-­‐curve” 80 $100,000 $90,000 $80,000 $70,000 $60,000 $50,000 $40,000 $30,000 $20,000 $10,000 $-­‐ EsEmate Actual One of the key benefits of earned value is that is that it is a leading indicator Schedule Cost But does spending tell the whole story?
  81. Double S-­‐curve Velocity Progress is steady 81 $6,000.00 $5,000.00 $4,000.00 $3,000.00 $2,000.00 $1,000.00 $-­‐ 3000 2500 2000 1500 1000 500 0 Spending Scope (Points) Scope built Spending Progress is slow
  82. 82 600 500 400 300 200 100 0 Apr May Jun Jul Aug Sep Total features Date Total In Progress Completed Cumula8ve Flow Diagram (CFD) A B B = Queue in length (units) A = Queue in duraEon (Eme)
  83. Stakeholders Engagement 83
  84. 84 Stakeholders • Any people or groups who will be impacted by or have an impact on the project. (PMBOK Guide) • Getting stakeholders involved (engaging them in the project is absolutely essential for an agile project’s success.
  85. 85 Source: Standish Group CHAOS Manifesto 2013 Success factors 1994 2011 2012 - 2013 1 User Involvement Executive management support 2 Executive Management Support Executive management support User Involvement 3 Clear Statement of Requirements Clear business objectives Optimization 4 Proper Planning Emotional maturity Skilled resources 5 Realistic Expectations Optimization Project management expertise 6 Smaller Project Milestones Agile process Agile Process 7 Competent Staff Project management expertise Clear Business Objectives 8 Ownership Skilled resources Emotional Maturity 9 Clear Vision & Objectives Execution Execution 10 Hard-working, Focused staff Tools & Infrastructure Tools & Infrastructure
  86. Aligning Stakeholders’ Understanding 86 • Wireframes (Quick mock-­‐up of the product) • Personas (Quick guides or reminders of the key stakeholders on the project and their interests) • User Stories (Small chunks of business funcEonality) • Backlogs (A visible list of work “broken into small chunks” to be done)
  87. Why align Stakeholder’s Understanding? 87
  88. 88 • Wireframes Wireframes models are popular way of creaEng a quick mock-­‐up of the product. • Serve as a useful visual for stakeholders to refer to and adjust unEl they achieve consensus. • Are a form of “low-­‐ fidelity prototyping”.
  89. 89 • Are quick guides or reminders of the key stakeholders on the project and their interests. • When used, personas should: – Provide an archetypal descripEon of users – Be grounded in reality – Be goal-­‐oriented, specific and relevant – Be tangible and acEonable – Generate focus Personas Name: Bob the movie buff Description: Bob loves movies. On average he rents 5 movies per week : from his local rental store. His two children also like to watch children’s TV shows. They often like to watch the same shows more than once, which means that Bob sometimes has to pay late fees.
  90. 90 • User User Stories stories are bite-­‐ sized, understandable chunks of business func8onality. • Help align team priori8es with the needs of the business.
  91. 91 As a <Role>, I want <Func)onality> so that <Business Benefit> Who’s asking for it? Why are we doing this? Independent NegoEable Valuable EsEmatable Small Testable INVEST User Stories
  92. 92 Non-­‐func8onal Stories • Non-­‐funcEonal or system-­‐ based requirements also use the following format: Given the account is valid and the account has a MovieCredit balance of greater than 0 When the user redeems credit for a movie Then issue the movie and reduce the user’s MovieCredit balance This format is also used with Acceptance Criteria
  93. User Story ‘INVEST’ Criteria 93 Independent Source: Bill Wake Can be scheduled and implemented in any order NegoEable Capture the essence NOT the details Valuable Needs to add value to the customer EsEmable Just enough esEmate to help the customer rank and schedule Sized appropriately Can be planned and fit an into an iteraEon Testable The story can be verified and tested
  94. 94 Feature Feature Story StoUrsye r Story Task 1 Task 4 Task 3 Task 2 Requirements Hierarchy Feature Epic Story StoUrsye r Story Task 1 Task 4 Task 3 Task 2 Feature Epic FeatuErpeic Story StoUrsye r Story Task 1 Task 4 Task 3 Task 2 Feature Story StoUrsye r Story Task 1 Task 4 Task 3 Task 2 Feature Epic
  95. 95 Story Maps Sequence Less Backbone op8onal More op8onal Walking skeleton First Release Second Release Third Release OpEonality
  96. 96 Stakeholders 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 # Engage business in the prioriEzaEon of requirements. # Invite stakeholders to planning meeEngs Agile Principle #4: Business people and developers must work together daily throughout the project.
  97. 97 Stakeholders Management • Executives and project sponsors • Managers • The project team • The user community • Supporting groups IdenEfy Educate Address
  98. 98 Vendor Management • Stakeholders who are external to the organizaEon but are involved in the project. • Agile approach should be outlined in the Request For Proposal (RFP).
  99. 99 Defini8on of Done What does “Done” look like? – Tested – Coded – Designed – Integrated – Builds – Installs – Migrates – Reviewed – Fixed – Accepted
  100. Communica8on Management 100 Source: Alistair Cockburn
  101. 101 • Highly Informa8on Radiators visible ways to display informaEon (Examples: Backlog, Burn Down charts, Burn Up charts, CumulaEve Flow Diagram) • Velocity (the measure of a team’s capacity for work per iteraEon)
  102. 102 Burn Up charts Story points Expected velocity: 10 points/iteration Iteration Velocity Iteration Expected Actual 0 0 0 1 10 10 2 20 19 3 30 20 4 40 35 5 50 50 6 60 58 7 70 63 8 80 63 9 90 78 10 100 90 11 110 100 12 120 105 Forecasted Additional iterations: 2 Burn Up charts give an indicator whether the team will deliver the functionality or need to add more iterations.
  103. Velocity Burn down charts shows the points remaining at the beginning of each iteration 103 Burn down charts Expected velocity: 10 points / Iteration Iteration Expected Actual 0 120 120 1 110 120 2 100 110 3 90 100 4 80 97 5 70 95 6 60 80 7 50 70 8 40 62 9 30 45 10 20 37 11 10 25 12 0 20 Additional iterations: 2 Forecasted
  104. 104 Draw a burn-­‐down chart Draw a burn down chart based on the data in the release Sprint Planned Actual 0 100 100 1 90 100 2 80 95 3 70 90 4 60 80 5 50 70 6 40 60 7 30 55 8 20 40 9 10 30 10 0 20
  105. 105 Velocity ! Velocity is a measure of a team’s capacity for work per iteraEon. ! It helps gauge how much work the team is able to do, based on the number of user stories completed in past iteraEons. Velocity is a measure of predictability.
  106. 106 Measuring Velocity Guesstimate Historical data Empirical data (Trial iteration) Time Accuracy
  107. 107 Agile Modeling • The value is in the creation, not the beautification and preservation of the model in a specialized modeling tool. • Agile models are typically lightweight, or “barely-sufficient”. Regardless of the type of model you create, remember that the goal is still to deliver value not extraneous documentation
  108. 108 • NegoEaEon Cri8cal SoI Skills (Not a zero-­‐sum game rather a healthy negoEaEons that allow each party to invesEgate the trade-­‐offs and present alternaEve perspecEves – give and take) • AcEve Listening – Level 1: Internal Listening (How is this going to affect me?) – Level 2: Focused Listening (We put ourselves in the mind of the speaker) – Level 3: Global Listening (Pick up subtle physical and environmental indicators)
  109. 109 Cri8cal SoI Skills (Cont’d) • FacilitaEon methods – Goals (Establish a clear goal for each meeEng or session) – Rules (Establish some basic ground rules) – Timing (DuraEon of the session and Emekeeping) – Assis8ng (Ensure the meeEng is producEve and that everyone is parEcipaEng) • Culture dynamics (Distributed teams – geographically and across different Eme zones)
  110. 110 • Is Conflict conflict good or bad? • Conflict is normal and inevitable when people work closely together. • Assess the severity of the conflict before trying to resolve it.
  111. 111 • Conflict Handling Conflict ResoluEon – Level 1 (Problem to solve, InformaEon sharing and collaboraEon) – Level 2 (Disagreement, Personal protecEon trumps resolving the conflict) – Level 3 (Contest, Winning trumps resolving the conflict) – Level 4 (Crusade, ProtecEng one’s own group becomes the focus) – Level 5 (World war, Destroy the other!) Intervene when necessary and focus on de-escalating the problem by separating facts from emotions and look for ways to help people move forward despite their differences Source: Lyssa Adkins
  112. Par8cipatory Decision Models 112 • Simple VoEng (“for” or “against”) • Thumbs Up/Down/Sideways • Fist-­‐of-­‐Five VoEng – Five fingers: I totally support this opEon. – Four fingers: I support this opEon with some minor reservaEons that we probably don’t need to discuss – Three fingers: I have concerns that we need to discuss – Two fingers: I object and want to discuss the issue – One finger: I am against this decision – No Fingers (Fist): No support
  113. Management vs. Leadership 113 Management Focus Leadership Focus Tasks/things People Control Empowerment Efficiency EffecEveness Doing things right Doing the right things Speed DirecEon PracEces Principles Command CommunicaEon
  114. 114 Servant Leadership There are four primary du8es of a servant leader: 1. Shield the team from interrup8ons (Isolate and protect the team members from diversions, interrupEons, and requests for work that aren’t part of the project). 2. Remove impediments to progress (Clear obstacles from the team’s path that would cause delay or nonvalue-­‐adding work). 3. Re-­‐Communicate project vision (CommunicaEng and recommunicaEng project vision is criEcal to successfully leading a team). 4. Carry food and water (Provide the essenEal resources the team needs to keep them nourished and producEve).
  115. 115 1. Learn the team members’ needs. 2. Learn the project requirements. 3. Act for the simultaneous welfare of the team and the project. 4. Create an environment of functional accountability. 5. Have a vision of the completed project. 6. Use the project vision to drive your own behavior. 7. Serve as the central figure in successful project team development. 8. Recognize team conflict as a positive step. 9. Manage with an eye toward ethics. 10. Remember that ethics is not an afterthought but an integral part of our thinking. 11. Take time to reflect on the project. 12. Develop the trick of thinking backwards. 12 Principles Source: Jeffery Pinto Twelve Principles for Leading Agile Projects
  116. 116 • Honesty The Leadership Challenge (Paying aWenEon to transparency and follow through on what they say they will do) • Forward-­‐looking (Ability to explain to the team what they are ulEmately aiming for) • Competent (Understand the team dynamics) • Inspiring (Explain the project’s vision and journey with genuine enthusiasm) The Leadership Challenge (a 10-­‐ year study that asked more than 75,000 people), “What values, personal traits, or characteris3cs do you look for or admire in your leader?
  117. 117 Leading by Example • CommunicaEng the project vision. • Enabling others to act. • Being willing to challenge the Status Quo.
  118. Boos8ng Team Performance Prac8ces 118
  119. 119 Agile Values Individuals and interactions over Processes and tools Working Software over Comprehensive documentation Customer Collaboration Contract Negotiation over 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.
  120. Understanding Team Performance 120 • Examples of processes: Backlog Iterations Reviews Individuals and interactions over Processes and tools The soI stuff is the hard stuff.
  121. Performing 121 • Adap8ve leadership: is adapEng how we lead a team based on the specific circumstances and how mature the team is in its formaEon. • Stages of Team FormaEon & Development (Tuckman). • SituaEonal Leadership (Blanchard and Hersey) • Come together as a team Forming Storming • Turmoil occurs • Team normalizes Norming • Work effecEvely together Adjourning Adap8ve Leadership
  122. Stages of Team Forma8on & Development 122 NORMING A poten8al team that is working with each other and developing into a real team A pseudo team that is challenging each other and developing into a poten8al team STORMING PERFORMING A real team that is working as one and becomes a high performing team A working group that is learning about each other FORMING 4 1 3 2
  123. 123 SUPPORTING Team Members: Moderate/high competence, variable commitment Leadership: Low direcEve, high supporEve behavior Team Members: Low/some competence, low commitment Leadership: High direcEve, high supporEve behavior COACHING DELEGATING Team Members: High competence, high commitment Leadership: Low direcEve, low supporEve behavior Team Members: Low competence, high commitment Leadership: High direcEve, low supporEve behavior DIRECTING Situa8onal Leadership Model 4 1 3 2
  124. 124 Forming Storming Norming Performing Match Styles SupporEng DelegaEng DirecEng Coaching
  125. 125 Emotional Intelligence: is our ability to identify, assess, and influence the emotions of ourselves, other individuals, and groups. Self Others Self-Management Self-Control Conscientiousness Adaptability Drive and motivation Social Skills Self-Control Inspirational leadership Developing others Teamwork and collaboration Self-Awareness Self-Confidence Emotional Self-Awareness Accurate Self-Assessment Social Skills Self-Control Conscientiousness Adaptability Drive and motivation Regulate Recognize Aspects of Emotional intelligence Emo8onal Intelligence
  126. Building Empowered Teams 126 • Self-Organizing Teams: Instead of “directing” style, which is a command-and-control approach where instructions are passed from the project manager to team leads down to team members; agile projects take a servant leadership approach, where the project manager or leader shields the team from interruptions, removes impediments, communicates the project vision, and provides support and encouragement. • Self-Directing Teams: Teams that work collectively to create team norms and make their own local decisions. Keep in mind that the self-organizing and self-directing attributes of agile teams are goals; we do not start there.
  127. Test your Knowledge Behavior Command and Control Servant Leadership 127 Handing out detailed tasks lists Doing administrative work for team members Creating the entire project’s WBS one weekend as not to disturb the team Posting the project Gantt chart on the office wall Posting a “suggestions” box on the office wall Source: PMI-ACP Exam Prep P.176 ✔ ✔ ✔ ✔ ✔
  128. Building High-­‐Performance Teams 128 • Team: – a small number of people (12 or fewer members; Scrum 7 ±2) – with complementary skills (Generalizing-specialists with cross functional skills can perform many different tasks on the projects and can help smooth resourcing peaks and troughs) – who are committed to a common purpose (aligned behind a project goal that supersedes their personal agendas) – performance goals and approach for which they hold themselves mutually accountable (has shared understanding and ownership for the outcome of the project) Source: The wisdom of teams
  129. Building High-­‐Performance Teams (Cont’d) 129 Guidelines for Building High-Performing teams: ① Create a shared vision for the team ② Set realistic goals (SMART goals) ③ Limit the size to 12 or fewer members ④ Build a sense of team identity ⑤ Provide strong leadership (Point the way and let the team own the mission) The Five Dysfunctions of a Team 1. Absence of Trust: Team members are unwilling to be vulnerable within the group. 2. Fear of conflict: The team seeks artificial harmony over constructive, passionate debate. 3. Lack of Commitment: Team members don’t commit to group decisions or simply feign agreement with them. 4. Avoidance of accountability: Team members duck the responsibility of calling their peers on counterproductive behavior or low standards. 5. Inattention to results: Team members prioritize their individual needs, such as personal success, status, or ego before team success. Constructive disagreement is vital for really understanding and welcoming issues.
  130. Source: Alistair Cockburn 130 + - Undermining / Resistance Team Mo8va8on Passive Compliance Active Participation Committed Dedication Passionate Innovation Net Contribution Nonaligned team Net Vector Aligned team Net Vector Candid conversations explaining why the project is important to the company can also help motivate the team.
  131. 131 Daily Standup • Short - timeboxed to 15 minutes, focused meetings that negate the need for most other team status meetings. • Only report issues but discuss resolutions off-line. SCRUM ① What have you worked on since the last meeting? ② What do you plan to finish today? ③ Are there any roadblocks or impediments to your work?
  132. 132 Coaching and Mentoring • Help the team stay on track, overcome issues, and continually improve theirs skills. • Outline for coaching and mentoring agile teams by Lyssa Adkins: > Meet them a half-step ahead > Guarantee safety > Partner with managers > Create positive regard
  133. 133 Brainstorming Techniques • Quiet Writing (Team members generate a list of ideas individually within a given time “Timebox”). • Round-Robin (Everyone takes turn suggesting their idea). • Free-for-All (People just shout out their ideas). Sort the ideas, prioritize them and then act on them • Prioritization techniques – MoSCoW – Dot Voting or Multi-Voting Gather Evaluate Decide
  134. Green Zone / Red Zone Model (Examples) 134 A Person in the Green Zone… A Person in the Red Zone… Takes responsibility for the circumstances of his or her life Blames others for the circumstances of his or her life Seeks to respond nondefensively Feels threatened or wronged Uses persuasion rather than force Use shame, blame, and accusation Can be firm, but not rigid, about his or her interests Welcome feedback See others as the problem or enemy Accepts responsibility for consequences of his or her actions Communicates high levels of disapproval and contempt Continuously seeks deeper levels of understanding Focuses on short-term advantage and gain Seeks excellence rather than victory Is black/white, right/wrong in thinking Listens well Does not listen effectively Source: Coaching Agile Teams by Lyssa Adkins
  135. 135 • Co-located Teams – Caves and Common (Caves refer to a space where team members can retreat for quiet time or privacy, and common is the area where the team members can work as a group) – Osmotic Communication (Refers to the useful information that flows as part of everyday conversations and questions when they work in close proximity with each other. – Tacit Knowledge (Refers to information that is not written down but is instead supported through collective group knowledge) • Distributed Teams – Videoconferencing – Web-based meeting facilitators – Survey applications – Instant messaging (IM) and VOIP (Voice over IP) headsets – Presence-based applications – Interactive whiteboards Team Space
  136. Tips for Managing Distributed Teams 136 • Maintain a metaphor (Help the team stay focused on the project mission or vision). • Apply frequent communications (add in more scheduled check points) • Intensify facilitation (Ask more questions, repeat responses more frequently when on conference calls, and work to keep everyone engaged) • Collaboration practices for conference calls (Keep conference calls effective and productive so people are willing to attend and contribute). Basic guidelines include: – Keep on track (No fuzzy agendas) – Keep on time (keep calls to a one-hour limit) – Keep track of who is on the call – Keep the decisions flowing (Send agendas in advance) – Keep the answers coming (Engage participants with questions) – Keep it fair (Maintain fair telephone control) – Keep it facilitated (Don’t take control of decisions) – Keep it documented (Send feedback “Notes” promptly)
  137. 137 • Low-tech, High-touch tools (Promote communication and collaboration which is where learning and knowledge transfer really occur on a project. • Digital tools – Agile project management software – Virtual card walls – Smart boards – Digital cameras – Wiki sites, document management tools and collaboration websites – Automated testing tools, automated build tools, and traffic-light- type signals – CASE tools Agile Tools
  138. 138 Adap8ve Planning
  139. 139 • AdapEve planning is the conscious acceptance that early plans are both necessary and likely to be flawed. • Uncertainty drives the need to replan. Plan to Replan Plan Replan
  140. 140 Timeboxing • Timeboxes: are short, fixed-duration periods of time in which activities or work are undertaken. • Examples: – Daily stand-up meetings are timeboxed to 15 minutes – Iterations are timeboxed to (typically) 2 weeks Must Should Must User Story 1 User Story 3 Must Should Could User Story 6 User Story 4 User Story 2 User Story 5 Timebox (Fixed Capacity) An architectural spike is a period of time dedicated to a proof of concept.
  141. 141 Upfront Planning (10% - 15%) Schedule Close Out 5% Schedule Release Plan 80% - 85% Schedule Iterations Now Progressive Elabora8on
  142. 142 • Process Tailoring Retrospec8ves are the main trigger for driving process change. • At the end of each iteraEon (Emebox), the team meet to explore: - What is going well? - What area could use improvement? - What should we be doing differently?
  143. Minimally Marketable Feature (MMF) 143 • MMF refers to this package of funcEonality that is complete enough to be useful to the users or market, yet small enough that it does not represent the enEre project. MMF Additional Releases >> Transport occupants from point A to point B >> Road legal >> Safe >> Air conditioner and heater >> Fuel efficient >> Comfortable >> Sporty performance >> Aesthetically pleasing
  144. 144 Value-­‐Based Analysis • Value-based analysis is the process of considering business value of work items and then acting accordingly. • Analyzing real business value help in prioritizing the features appropriately. $5000 Business Benefit $4000 Cost to Build $3000 Business Benefit $1000 Cost to Build
  145. Value-­‐Based Decomposi8on & Priori8za8on 145 1. Design the Product Box vision exercise (Product Name) 2. Feature Workshops 3. Candidate Feature List 4. IteraEve Development Cycle (PrioriEzed Feature List, Selected Features, Plan>Develop>Evaluate>Le arn, New FuncEonality) 1. Plan 2. Develop 4. Learn 3. Evaluate
  146. 146 2 • Wideband Delphi: is a group based estimation approach. A panel of experts submit estimates anonymously. (The anonymous approach produces improved estimates because it minimizes the “bandwagon effect”). • Benefits of this technique: • Iterative • Adaptive • Collaborative • Planning Poker: This technique combines all of the essential elements of wideband Delphi in a fast, collaborative process. 3 8 5 13 Es8ma8on
  147. 147 Ideal Time • Ideal time is how long something would take, if all other peripheral work and distraction were removed. It assumes that user story being estimated is the only thing being worked on, that there will be no interruptions, and that we have everything we need, meaning we are not waiting for someone to deliver work or provide information.
  148. 148 • RelaEve Rela8ve Sizing sizing and Story points solved two common problems: • People are not very good at predicEng the absolute size of work • The esEmaEon process is difficult and unpopular • Example: • Get to the grocery store by driving 1.3 miles southeast • Get to the grocery store by going 8-­‐9 blocks unEl you reach the park then another 5 blocks.
  149. 149 Story Points • Relative sizing and Story points solved two common problems: • People are not very good at predicting the absolute size of work • The estimation process is difficult and unpopular • Example: • Get to the grocery store by driving 1.3 miles southeast • Get to the grocery store by going 8-9 blocks until you reach the park then another 5 blocks.
  150. 150 Affinity Es8ma8on • Affinity estimating is the process of grouping requirements into categories or collections.
  151. Time, Budget & Cost Es8ma8on 151 • Steps of Estimating: 1. Determine the size of the project in story points or ideal time. 2. Calculate the effort for the work in hours or person days (or person weeks or months) by determining the availability and capacity of the team. 3. Convert effort into a schedule by factoring in the team size, required resources, and dependencies. 4. Calculate the cost by applying labor rates and adding in the other project cost elements.
  152. Parkinson’s Law and Student Syndrome 152 • Agile projects measure the progress by the number of accepted user stories, rather than an estimate of “percent complete” against analysis or design deliverables. • Parkinson’s Law and Student Syndrome: Work tends to expand to fill the time available.
  153. 153 Agile Plans • Agile planning varies from traditional projects in three key ways: – Trial and demonstration uncover true requirements, which then require replanning – Agile planning is less of an upfront effort, and instead is done more throughout the project. – Midcourse adjustments are the norm.
  154. 154 W5H Questions GO or No GO How How will be undertaken? (A description of the approach especially if agile methods are new to the organization) Agile Charters
  155. Elevator Statement (“Pitch”) 155 For: Target Customers Who: Need (opportunity or problem) The: Product/service name Is a: Product category That: Key benefits / reason to buy Unlike: Primary competitive alternativ(s) We: Primary differentiation
  156. Itera8on and Release Planning 156 Project Release Release A release may be: $ Date driven (We need something to demo at the trade show) $ Functionality driven (Once we can capture and process customer orders, we want to go live, other functionalities can come later) Iterations (Each with an iteration plan)
  157. 157 Planning a Release • Prioritization (MoSCOW) • Velocity (Historical, Guess or Experiment) • Story Map (What gets build first?) Sequence High Priority Low
  158. 158 Test your Knowledge The team’s velocity remains fairly stable, averaging 20 points per iteration. They have 200 points’ worth of functionality left in the backlog for this release. With each iteration, they have been discovering about a 10 percent growth in work due to change requests and new functionality. The sponsors would like to know how many more iterations it will take before the release will be done. " Backlog size: 200 + 200 * 0.1(10% growth in work) = 220 points " 220/20 (average velocity per iteration) = 11 iterations
  159. Problem Detec8on and Resolu8on 159
  160. 160 Cycle Time Cycle time is a measure of how long it takes to get things done. It spans from when the team starts working on a piece of the project such as a user story until that item is finished, is accepted, and can deliver business value. The project cycle time is the average of work items cycle times. Cycle time = WIP / Throughput Agile and lean approaches aim to limit WIP The amount of output from a process (in other words, the amount of work the project team is able to do.
  161. 161 Test your Knowledge Imagine a bicycle factory that produces 25 bikes per day and typically works on 100 bikes at any given time. Calculate the average length of time it takes to make a bike. Answer: WIP = Throughput = Cycle time = Cycle time = WIP / Throughput
  162. 162 Benefits $ Throughput allows us to forecast future capability without specifically needing to know what the team might be asked to do. $ Cycle time allows us to make reliable commitment to the customer or organization about how long it will take to deliver work. $ WIP measures how much work we have “in the hopper” and gives us insight into issues, bottlenecks in the process, and rework-related risks.
  163. 163 Escaped Defects $ Defects that are not discovered during the project’s testing and validation processes and instead make it to the customer. They are most costly to fix and are at the top of the cost of change graph. $ Escaped defects found metric counts the number of escaped defects discovered over a period of time (days, weeks, or months) Source: Scott Ambler
  164. Project and Quality Standards 164 $ Problem detection and resolution is closely related to quality management. The testing processes and other practices we put in place to find defects are part of the quality assurance and quality control efforts on our projects. $ Project and Quality standards refers to the agreed-upon approach the team will take to measure “fitness for purpose” – What will the team do to ensure the quality and value of the product?
  165. Quality Standards and Prac8ces 165 Quality standards and practices can include: $ Measuring product quality by tests passed and customer acceptance $ Automating as many tests as possible $ Making sure testing occurs as part of every iteration $ Trying to fix at least 90% of defects found within the next iteration $ Encouraging the quality control and quality assurance representatives to work with the developers and business representatives to understand the acceptance criteria for each feature $ Only classifying defects as fixed when the business representatives, not the developers, say they are done $ Ensuring testers collaborate with developers on defects found and walking through the steps to recreate the defect
  166. Failure Modes and Alterna8ves 166 These ideas relate to the human side of performance and process: 1. Making mistakes: This is one of the main reasons iterative and incremental development was created- to recognize the fact that mistakes happen and to provide mechanisms to recover and quickly overcome that fact. 2. Preferring to fail conservatively: People tend to revert back to what they know, even if they are aware that it might not be the optimal approach to take. 3. Inventing rather than researching: Many people tend to invent ways of doing things rather than research available options and then reuse them 4. Being creatures of habit: Even when we know there are better approaches, we do not adopt them because at some level (consciously or unconsciously), change is unappealing 5. Being inconsistent: The challenge is not just finding better ways of doing things, it is getting people to accept the new ways, change their own approaches, and then apply the new approaches consistently.
  167. 167 Success Modes Success modes include: 1. Being good at looking around: refers to people’s ability to observe, review, and notice when things are not right. 2. Being able to learn: After seeing what’s wrong, we find ways to fix it and grown our skills and knowledge along the way. 3. Being malleable: The ability to change and accept new ideas and approaches. 4. Taking pride in work: The ability to step outside of our job descriptions to repair or report an issue, because it is the right thing to do for the project.
  168. Strategies for Overcoming Failure Modes 168 1. Countering with discipline and tolerance 2. Start with something concrete and tangible 3. Copying and altering 4. Watching and listening 5. Supporting concentration and communication 6. Personality-matched work assignments 7. Talent 8. Rewards that preserve joy 9. Combining rewards 10. Feedback Source: PMI-ACP Exam Prep P. 259-261
  169. Variance and Trend Analysis 169 $ Variance is the measure of how far apart things are (or how much things vary from each other). $ Variance is normal and should be expected, but we need to learn how to live within acceptable limits. And if variance fluctuates beyond acceptable limits, we need to know how to act. Quality expert W. Edward Deming classifies variance into common cause variation and special cause variation. Common cause variation refers to the average day-to-day differences of doing work, and special cause variation refers to the greater degrees of variance due to special or new factors.
  170. 170 Varia8on Common cause variation Special cause Someone turns off the lights Deming describes the two classic mistakes manager make as: Mistake 1: To react to an outcome as if it came from a special cause, when actually it came from common causes of variation. Mistake 2: To react to an outcome as if it came from common causes of variation, when actually it came from a special cause.
  171. Con8nuous Integra8on Fail Pass 171 $ Continuous integration is a software development process. Using this technique, the team frequently integrates new and changed code into the project code repository. $ The following are the components of a continuous integration system: $ Source code control system $ Build tools $ Test tools $ Scheduler or trigger $ Notifications Source code control system Source code Source code Source code Continuous integration Fail Pass Source code build and test Notification Notification
  172. Fast failure Late failure 172 $ A risk-based spike is a short proof of concept exercise that the team undertakes to investigate an issue. $ This approach of doing short experiments to investigate risky portions of the project is at the heart of risk-based spikes Time Risk Fast Failure % % Saved resources Early risk reduction via risk-based spikes Late risk reduction Risk-­‐Based Spike
  173. Frequent Verifica8on and Valida8on months weeks 173 $ Frequent verification and validation is practiced at many levels on agile projects. $ The idea behind frequent verification and validation is all about finding issues as soon as possible and keeping them low on the cost of change curve. IteraEon demo Acceptance test Stand-­‐up meeEng Customer CollaboraEon Pair Programming Code Unit test hours minutes seconds one day Release days
  174. Test-­‐Driven Development (TDD) / Test-­‐First Development (TFD) 174 $ Test-driven development (TDD) and test-first development (TFD) are also techniques from the software development industry. $ The philosophy behind TDD is that tests should be written before the code is written. In other words, developers should first think about how the functionality should be tested then write tests in a unit testing language (like NUnit or JUnit) before they actually begin developing the code. Add test Run tests Write code Run tests Is more funcEonality sEll needed? Refactor / Clean pass No Yes Development conEnues if more funcEonality is needed All tests pass, so we refactor and stop development Fail Fail Red Green Also review Acceptance Test- Driven Development (ATDD)
  175. Problem Solving: Gather Data 175 1. Gather data 2. Generate insights 3. Decide what to do $ Data gathering activities help create a shared vision of the problem. Without data, the team is simply speculating on what changes and improvements should be made $ Team-based facilitation techniques that can be used to help gather data includes: $ Timeline $ Triple nickels $ Color code dots $ Mad, sad, glad $ Locate strengths $ Satisfaction histograms $ Team radar $ Like to like
  176. Problem Solving: Generate insights 176 1. Gather data 2. Generate insights 3. Decide what to do $ This step involves collaborative exercises that are aimed at analyzing the data gathered in the previous step and making sense out of it. $ Activities to help team generate insights includes: $ Brainstorming $ Five whys $ Fishbone $ Prioritize with dots $ Identify themes
  177. Problem Solving: Decide What to do 177 1. Gather data 2. Generate insights 3. Decide what to do $ The last step in the problem-solving process is deciding what to do about the problem. What actions need to be taken to solve the problem? $ The techniques commonly used in this process include: $ Short subjects $ What went well, Do differently next time $ Keep, Drop, Add $ Start Doing, Stop Doing, Do More Of, Do Less Of $ SMART goals (Specific, Measurable, Attainable, Relevant, and Timely) $ Retrospective planning game $ Circle of questions
  178. Why such focus on engaging the team? 178 $ Benefits of team engagement: 1. By asking the team for a solution, we inherit consensus for the proposal 2. Engaging the team gives us access to a broader knowledge of the facts 3. Solutions are practical 4. When consulted, people work hard to generate good ideas 5. Asking for help shows confidence, not weakness 6. Seeking others’ ideas models desired behavior Usages and Cautions: $ Solve real problems $ Poor team cohesion $ Team and project changes $ Follow-through
  179. 179 Con8nuous Improvement
  180. 180 Kaizen • To make better (Continuous improvement) • Aims to eliminate waste
  181. 181 Lessons Learned What is the biggest problem with lessons learned on projects? They are NEVER used To capture lessons learned while they are still actionable.
  182. 182 Retrospec8ves • A retrospective is a special meeting that takes place after each iteration, in which the team members gather to inspect and improve their methods and teamwork.
  183. 183 Benefits of Retrospec8ves Improved Productivity Team can get more productive by applying lessons learned reducing rework Capability Provides a venue to spreading scarce knowledge Quality Improve quality by finding the circumstances that led to defects and remove the causes Capacity Focus on finding process efficiency improvements which can improve the team’s capacity to do work
  184. 184 1. Set the stage 2. Gather Data 3. Generate insights 4. Decide what to do 5. Close the retrospective 3. Deliver completed user stories for evaluation 2. Build and test selected user stories 1. Plan the iteration, incorporating improvements and experiments identified in the retrospective Retrospective Steps of a Retrospec8ve
  185. 185 1. Set the stage 2. Gather Data 3. Generate insights 4. Decide what to do 5. Close the retrospective Retrospective Set the Stage $ Create an atmosphere where people feel comfortable speaking about things that may not have gone so well $ Outline the retrospective’s approach and topics for discussion with a clear purpose and agenda $ Help people focus on the task at hand of reflecting on how things went $ Establish a team-owned working agreement about what is acceptable and what is not acceptable during the retrospective $ Prepare the participants in the next steps in the retrospective $ Get people in the right mode for contributing information and ideas Activities include: - Check-In: In a round robin format, ask people to summarize one or two words what they hope to get from the retrospective, the main thing on their mind, or how they are feeling about the retrospective
  186. 186 1. Set the stage 2. Gather Data 3. Generate insights 4. Decide what to do 5. Close the retrospective Retrospective $ Create a shared picture of what happened during the iteration (or release or project) Activities include: - Timeline: The team could use this technique to diagnose the origin and progression of a single problem or a number of problems 1 2 3 4 5 good Problematic Significant & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & & Glad Sad Gather Data
  187. 187 1. Set the stage 2. Gather Data 3. Generate insights 4. Decide what to do 5. Close the retrospective Retrospective $ Analyze the data gathered in the previous step and making sense out of it. Activities include: - Brainstorming: This exercise aim to generate a large number of ideas that are then filtered into a select list of ideas to move forward on the process (Examples of techniques used include: Free-for-all, Round-robin, Quiet time) - Five whys: The aim of this exercise is to discover the cause-and-effect relationships underlying particular problem and get to the root cause of the problem. Fishbone: A fishbone diagram is a visual tool that often accompanies the five why exercise. It is a way to display the root cause analysis of problems. Failed PMI-­‐ ACP Exam Generate Insights
  188. 188 1. Set the stage 2. Gather Data 3. Generate insights 4. Decide what to do 5. Close the retrospective Retrospective Decide What to Do $ Identify the highest-priority action items $ Create a detailed plan for experiments $ Set measurable goals to achieve the desired results Activities include: - Short Subjects: This activity helps the team agree on problem-resolution actions. The team is presented with flip chart or whiteboards with categories written on them, and the team then agrees on which ideas to pursue. The categories may include: - What Went Well, Do Differently Next Time - Keep, Drop, Add - Start Doing, Stop Doing, Do More Of, Do Less Of - SMART Goals: This activity helps the team create goals that are Specific, Measurable, Attainable, Relevant, and Timely. (Instead of “We need to do more testing”, SMART goal would be “Each module must have and pass a unit test, functional test, and system test before iteration end.”
  189. Close the Retrospec8ve Plus Delta 189 1. Set the stage 2. Gather Data 3. Generate insights 4. Decide what to do 5. Close the retrospective Retrospective $ Reflect on what happened during the retrospective $ Express appreciation to each other $ Summarizes what the team decided to do going forward $ Round out the retrospective and reinforce its value to the project Activities include: - Plus/Delta Activity: In this exercise, we capture and validate the teams’ ideas for what we should do more of (things that are going well) and what we should change (things that are not going well) on a whiteboard or flip chart. - Appreciations: During this exercise, team members have a chance to express appreciation to other team members for their help, contributions, problem-solving efforts, etc.
  190. 190 Knowledge Sharing $ Knowledge sharing is a key component of agile methods. (A knowledge worker project is characterized by subject matter experts collaborating to create or enhance a project or service.) $ Examples of knowledge transfer vehicles: $ Product demos: The purpose is share knowledge through a dialogue. $ Co-location: To leverage the sharing of tacit (unwritten) knowledge that occurs in face-to-face environments and through osmotic communication. $ Daily stand-up: the real goal of the stand-up meeting is to share information within the team. $ Retrospective: Sharing ideas about what works, what doesn’t and what to do to improve Team to customer: Here is what we think you asked for and what we have been able to build. Please tell us if we are on the right track. Customer to team: I like the way the screens look, and this is ok, but you got this piece wrong. Oh, and that reminds me—we really need something over here to do X. Individuals are mostly rewarded for what they know, not what they share. –Kimiz Dalkir (Knowledge Management in Theory and Practice)
  191. Measuring Up You get what you measure, in fact you only get what you measure, nothing else. So you tend to lose the things that you can’t measure, like knowledge sharing, insight, collaboration and creativity. – Robert Austin, Measuring and Managing Performance in Organizations 191 $ Measuring up refer to measuring something at one level above the normal span of control (e.g., at the team level, rather than the individual level) to encourage cooperation and knowledge sharing $ Example: $ Velocity (Capacity) is measured at the team level $ Team accomplishments (Reward team accomplishments, so that there are no benefit of hoarding information)
  192. Process Tailoring Removing or augmenting elements without understanding the relationship between them can lead to problems… If you remove one practice without understanding its counterbalance, you may be headed for trouble. -Mike Griffiths, PMI-ACP Exam Prep 192 Shu (Obey the rule) Ha (Detach from the rule) Ri (Be the rule) $ Scrum vs. Kanban: Scrum is less keen on tailoring while “Kanban as noted by David Anderson, is giving permission…to create a tailored process optimized to a specific context $ Benefits and risks are in both extremes $ Process-per-project-approach (Jim Highsmith and Alistair Cockburn): This means creating processes that are situationally specific for the job at hand $ The balance is in risk mitigation. The risk of failure is high when people inexperienced in agile methods modify the methods
  193. Principles of Systems Thinking Agile works well here 193 Low complexity Simple Anarchy / chaos Complex Far from agreement Requirements Close to agreement Low complexity Technology Close to certainty Far from certainty
  194. Process analysis include reviewing and diagnosing issues with agile methods or, more likely our home-­‐grown add-­‐ons and replacements to agile methods. 194 Methodology an8-­‐paXerns (or bad things about methodologies to watch out for): 1. One size for all projects (be wary of claims of a one-­‐size-­‐fits-­‐all approach) 2. Intolerant (have liWle wiggle room for the team to be flexible) 3. Heavy (There is a common but incorrect belief that the heavier a methodology in its arEfacts and pracEces, the safer it is) 4. Embellished (We add in things that we think we “ought to” or “should” be doing) 5. Untried (They are proposals created from nothing and are full-­‐ blown “shoulds” in acEon) 6. Used once (Just because an approach worked under one set of circumstances does not guarantee it will work under another) Source: Alistain Cockburn Process Analysis
  195. Continuous improvement is the ongoing process of enhancing the project approach, and the product. Continuous Process Improvement Continuous Product Improvement 195 Plan Do (Develop) Act (Learn) Check (Evaluate) Con8nuous Improvement Processes
  196. 196 • A standard pracEce for agile teams to con8nuously reflect on how well they are doing and to look for things they can improve. • Use self assessment tools to measure where you stand. Self-­‐Assessment Self-­‐Assessment Scoring Model Developing Thinking CollaboraEng Planning Releasing
  197. 197 1. Self-­‐organiza8on 2. Empowered to make decisions 3. Belief in vision and success 4. CommiXed team 5. Trust each other 6. Par8cipatory decision making 7. Consensus-­‐driven 8. Construc8ve disagreement Source: Jean Tabaka High-­‐Performing Team Our ul8mate goal is to grown and develop high-­‐performing teams.
  198. 198 • Apply and prepare for the exam. • Set a Emeline to take the exam. • Review the PMI-­‐ACP book at least twice. • Remember to go over the quesEons at the end of each chapter. • Take as many pracEce exams as you can (www.agileexams.com) • Celebrate your accomplishment (passing the exam). Next Steps
  199. 199 • PMI-­‐ACP References / Resources Exam Prep by Mike Griffiths • Agile Project Management by Jim Highsmith • Being Agile in an imperfect world by Dr. Ahmed Sidky and Greg Smith • Agile Planning and EsEmaEng by Mike Cohn • Coaching Agile Teams by Lyssa Adkins • RetrospecEves: making good teams great by Esther Derby and Diana Larsen • PMI Agile Community of PracEce • Agileexams.com
  200. 200 Contact Informa8on Salah Elleithy 410.262.5550 salah@sparkagility.com Linkedin.com/in/selleithy
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