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AGILE DEVELOPMENT
              PROCESS + SCRUM
August 2010   Otavio Ferreira (@otaviofff)
Let’s meet up!
2
Agenda
3


       Principles
       Roles
       Rituals
       Artifacts
       Timeline
       Manifesto
Principles
4


       Iterative
       Incremental
       Self-management
Agenda
5


       Principles
       Roles
       Rituals
       Artifacts
       Timeline
       Manifesto
Roles
6




              Hey, why don't we open a restaurant?




             Good idea. What do you want to call it?




              Why don't we call it 'Ham and Eggs'?




            I don't think so. I'd be committed, but you'd
                           only be involved.
Roles
7


       Product Owner: Owns the Product Backlog
       Responsibilities
         Manage the Product Backlog
         Manage the Release Plan

         Manage the Return on Investment

       In a nutshell...
           The PO represents the interests of everyone with a
            stake in the project. He is responsible for the final
            product
Roles
8


       Scrum Master: Owns the Scrum Process
       Responsibilities
         Manage the process
         Remove impediments

         Facilitate communication

       In a nutshell...
           The SM is responsible for the Scrum process. He
            ensures everybody plays by the rules. He also
            removes impediments for the Team
Roles
9


       Team Member: Owns the Software
       Responsibilities
         Implement user stories (SQA included)
         Deliver functional software increments

         Manage themselves

       In a nutshell...
           The team figures out how to turn the Product Backlog
            into an increment of functionality within a Sprint. Each
            team member is jointly responsible for the success of
            each iteration and of the project as a whole
Agenda
10


        Principles
        Roles
        Rituals
        Artifacts
        Timeline
        Manifesto
Rituals
11


        Sprint Planning
          Part 1: The PO presents the User Stories
          Part 2: When the Team thinks they have enough
           stories to start the Sprint, they begin breaking it
           down in Tasks to fill the Sprint Backlog



     Constraints
     Timebox         4 hours
     Owner           Product Owner
     Participants    Team, Scrum Master
Rituals
12


        Planning Poker
          Part of Sprint Planning (1st half)
          Consensus-based technique for estimating the
           complexity of User Stories
          Fibonacci Numbers: 0, 1, 2, 3, 5, 8, 13, 20, 40, 100




                             4.27 cm   ---{ 5x }---   21.35 cm
Rituals
13


        Daily Scrum
          Standup meeting
          The Team daily inspects their progress in relation
           to the Planning by using the Burndown Chart, and
           makes adjustments as necessary



     Constraints
     Timebox         15 minutes
     Owner           Scrum Master
     Participants    Team (Other interested parties may silently attend)
Rituals
14


        Daily Scrum (continued)
            Each member answers the following
              What have you done since the last Daily Scrum?
              What will you be doing until the next Daily Scrum?
              What are your impediments, if any?

            Try out these constraints
              No verbs in continuous tenses
              No finger pointing
              The owner is always accountable for the results / status
Rituals
15


        Sprint Review
          At the end of a Sprint, the Team reviews the work
           finished and unfinished, then presents finished
           work to stakeholders
          Unfinished work cannot be demonstrated




     Constraints
     Timebox         2 hours
     Owner           Scrum Master
     Participants    Team, Product Owner
Rituals
16


        Sprint Retrospective
          At the end of a Sprint, the Team evaluates the
           finished iteration
          They capture positive ways as a best practice,
           identify challenges, and develop strategies for
           improvements
          Focus on the process

     Constraints
     Timebox         2 hours
     Owner           Scrum Master
     Participants    Team, Product Owner
Agenda
17


        Principles
        Roles
        Rituals
        Artifacts
        Timeline
        Manifesto
Artifacts
18


        Product Vision
          Makes the overall goal clear and public
          Guides the Team, aligns stakeholders

          Captures the essence of the product, briefly




     The minimum plan necessary to start a Scrum project consists of a
     Product Vision and a Product Backlog. The vision describes why
      the project is being undertaken and what the desired end state is.

                                                 – Ken Schwaber, 2004
Artifacts
19


        Product Vision: Questions
          Who is going to use the product?
          Which user needs will the product address?

          Which product attributes are critical to address
           the customer needs selected?
          How does the product compare against existing
           products?
          What is the business model?

          What is the target timeframe and budget to
           develop and launch the product?
Artifacts
20


        Product Vision: Template
          FOR <target customer>
          WHO <statement of the need>,

          THE <product name> is a <product category>

          THAT <product key benefit, compelling reason to buy>

          UNLIKE <primary competitive alternative>,

          OUR PRODUCT
             <final statement of primary differentiation>



                                     Source: Crossing the Chasm , by Geoffrey Moore, 1999
Artifacts
21


        Definition of Done
          By the end of a Sprint, the software increment
           must be ready to be released
          What does this mean to your organization?
              Coded
              Reviewed
              Tested(functional, unit, load, etc.)
              Documented
              Deployed onto homologation
              What else? What less?
Artifacts
22


        User Story
          Piece of software relevant to end users
          A functional requirement that aggregates value to
           end users
          Complexity set according to Fibonacci Numbers

          Card format:
              As an <actor>,
              I want to <action>,
              So that <achievement>.
Artifacts
23


        User Story (continued)
            Structure – 3Cs
              Card
              Conversation
              Confirmation
            Writing – INVEST
              Independent
              Negotiable
              Valuable
              Estimable
              Small, or Sized Appropriately
              Testable
Artifacts
24


        Task
          Part of a Story
          One step towards the achievement

          Lower abstraction level

          Writing – SMART
              Specific
              Measurable
              Achievable
              Relevant
              Time-boxed
Artifacts
25


        Taskboard
          Keeps track of progress. Enhanced visibility
          Supports the Daily Scrum


     Sprint Backlog      In Progress       Done
Artifacts
26


        Product Backlog
          The requirements for the product are listed in the
           Product Backlog
          It is an always changing, dynamically prioritized
           list of requirements ordered by Business Value
          Requirements are broken down into User Stories
           by the PO
Artifacts
27


        Sprint Backlog
          It contains all the committed User Stories for the
           current Sprint broken down into Tasks by the
           Team
          All items on the Sprint Backlog should be
           developed, tested, documented and integrated to
           fulfill the commitment
Artifacts
28


        Burndown Chart
          It shows the amount of work remaining per Sprint
          It is a very useful way of visualizing the
           correlation between work remaining at any point
           in time and the progress of the Team
          It is useful for predicting when (and whether) all of
           the work will be completed
        Types
          Sprint Burndown Chart
          Release Burndown Chart
Artifacts
29




             Source: Wikipedia / http://en.wikipedia.org/wiki/File:SampleBurndownChart.png
Agenda
30


        Principles
        Roles
        Rituals
        Artifacts
        Timeline
        Manifesto
Timeline
31




                Source: Wikipedia / http://en.wikipedia.org/wiki/File:Scrum_Process.svg
Timeline
32


        Extreme Scrum
          5-day sprints
          5-point stories, or less

          2-developer teams, up to 4

        Outcomes
          More accurate story complexity estimation
          Almost instant feedback

          Quicker focus adjustment

          Quicker response to requirements changing

          Manageability goes through the roof
Agenda
33


        Principles
        Roles
        Rituals
        Artifacts
        Timeline
        Manifesto
Manifesto
34


        Values
          Individuals and interactions over processes and
           tools
          Working software over comprehensive docs

          Customer collaboration over contract negotiation

          Responding to change over following a plan




              – Manifesto for Agile Software Development, 2001
Manifesto
35


        Principles (1 to 3, out of 12)
          Our highest priority is to satisfy the customer
           through early and continuous delivery of valuable
           software
          Welcome changing requirements, even late in
           development. Agile processes harness change for
           the customer's competitive advantage
          Deliver working software frequently, from a couple
           of weeks to a couple of months, with a preference
           to the shorter timescale
Manifesto
36


        Principles (4 to 6, out of 12)
          Business people and developers must work
           together daily throughout the project
          Build projects around motivated individuals. Give
           them the environment and support they need, and
           trust them to get the job done
          The most efficient and effective method of
           conveying information to and within a
           development team is face-to-face conversation
Manifesto
37


        Principles (7 to 9, out of 12)
          Working software is the primary measure of
           progress
          Agile processes promote sustainable
           development. The sponsors, developers, and
           users should be able to maintain a constant pace
           indefinitely
          Continuous attention to technical excellence and
           good design enhances agility
Manifesto
38


        Principles (10 to 12, out of 12)
          Simplicity – the art of maximizing the amount of
           work not done – is essential
          The best architectures, requirements, and
           designs emerge from self-organizing teams
          At regular intervals, the team reflects on how to
           become more effective, then tunes and adjusts its
           behavior accordingly
              – Manifesto for Agile Software Development, 2001
Manifesto
39


        And talking about Simplicity...
            There are two ways of constructing a software
             design
              One  way is to make it so simple that there are
               obviously no deficiencies
              And the other way is to make it so complicated that
               there are no obvious deficiencies
            The first method is far more difficult

                         – Sir Charles Antony Richard Hoare, 1960
                                       Inventor of the Quicksort algorithm
Agenda
40


        Principles
        Roles
        Rituals
        Artifacts
        Timeline
        Manifesto




                      Icons by David Lanham / http://dlanham.com/

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Agile Development Process & Scrum

  • 1. AGILE DEVELOPMENT PROCESS + SCRUM August 2010 Otavio Ferreira (@otaviofff)
  • 3. Agenda 3  Principles  Roles  Rituals  Artifacts  Timeline  Manifesto
  • 4. Principles 4  Iterative  Incremental  Self-management
  • 5. Agenda 5  Principles  Roles  Rituals  Artifacts  Timeline  Manifesto
  • 6. Roles 6 Hey, why don't we open a restaurant? Good idea. What do you want to call it? Why don't we call it 'Ham and Eggs'? I don't think so. I'd be committed, but you'd only be involved.
  • 7. Roles 7  Product Owner: Owns the Product Backlog  Responsibilities  Manage the Product Backlog  Manage the Release Plan  Manage the Return on Investment  In a nutshell...  The PO represents the interests of everyone with a stake in the project. He is responsible for the final product
  • 8. Roles 8  Scrum Master: Owns the Scrum Process  Responsibilities  Manage the process  Remove impediments  Facilitate communication  In a nutshell...  The SM is responsible for the Scrum process. He ensures everybody plays by the rules. He also removes impediments for the Team
  • 9. Roles 9  Team Member: Owns the Software  Responsibilities  Implement user stories (SQA included)  Deliver functional software increments  Manage themselves  In a nutshell...  The team figures out how to turn the Product Backlog into an increment of functionality within a Sprint. Each team member is jointly responsible for the success of each iteration and of the project as a whole
  • 10. Agenda 10  Principles  Roles  Rituals  Artifacts  Timeline  Manifesto
  • 11. Rituals 11  Sprint Planning  Part 1: The PO presents the User Stories  Part 2: When the Team thinks they have enough stories to start the Sprint, they begin breaking it down in Tasks to fill the Sprint Backlog Constraints Timebox 4 hours Owner Product Owner Participants Team, Scrum Master
  • 12. Rituals 12  Planning Poker  Part of Sprint Planning (1st half)  Consensus-based technique for estimating the complexity of User Stories  Fibonacci Numbers: 0, 1, 2, 3, 5, 8, 13, 20, 40, 100 4.27 cm ---{ 5x }--- 21.35 cm
  • 13. Rituals 13  Daily Scrum  Standup meeting  The Team daily inspects their progress in relation to the Planning by using the Burndown Chart, and makes adjustments as necessary Constraints Timebox 15 minutes Owner Scrum Master Participants Team (Other interested parties may silently attend)
  • 14. Rituals 14  Daily Scrum (continued)  Each member answers the following  What have you done since the last Daily Scrum?  What will you be doing until the next Daily Scrum?  What are your impediments, if any?  Try out these constraints  No verbs in continuous tenses  No finger pointing  The owner is always accountable for the results / status
  • 15. Rituals 15  Sprint Review  At the end of a Sprint, the Team reviews the work finished and unfinished, then presents finished work to stakeholders  Unfinished work cannot be demonstrated Constraints Timebox 2 hours Owner Scrum Master Participants Team, Product Owner
  • 16. Rituals 16  Sprint Retrospective  At the end of a Sprint, the Team evaluates the finished iteration  They capture positive ways as a best practice, identify challenges, and develop strategies for improvements  Focus on the process Constraints Timebox 2 hours Owner Scrum Master Participants Team, Product Owner
  • 17. Agenda 17  Principles  Roles  Rituals  Artifacts  Timeline  Manifesto
  • 18. Artifacts 18  Product Vision  Makes the overall goal clear and public  Guides the Team, aligns stakeholders  Captures the essence of the product, briefly The minimum plan necessary to start a Scrum project consists of a Product Vision and a Product Backlog. The vision describes why the project is being undertaken and what the desired end state is. – Ken Schwaber, 2004
  • 19. Artifacts 19  Product Vision: Questions  Who is going to use the product?  Which user needs will the product address?  Which product attributes are critical to address the customer needs selected?  How does the product compare against existing products?  What is the business model?  What is the target timeframe and budget to develop and launch the product?
  • 20. Artifacts 20  Product Vision: Template  FOR <target customer>  WHO <statement of the need>,  THE <product name> is a <product category>  THAT <product key benefit, compelling reason to buy>  UNLIKE <primary competitive alternative>,  OUR PRODUCT <final statement of primary differentiation> Source: Crossing the Chasm , by Geoffrey Moore, 1999
  • 21. Artifacts 21  Definition of Done  By the end of a Sprint, the software increment must be ready to be released  What does this mean to your organization?  Coded  Reviewed  Tested(functional, unit, load, etc.)  Documented  Deployed onto homologation  What else? What less?
  • 22. Artifacts 22  User Story  Piece of software relevant to end users  A functional requirement that aggregates value to end users  Complexity set according to Fibonacci Numbers  Card format:  As an <actor>,  I want to <action>,  So that <achievement>.
  • 23. Artifacts 23  User Story (continued)  Structure – 3Cs  Card  Conversation  Confirmation  Writing – INVEST  Independent  Negotiable  Valuable  Estimable  Small, or Sized Appropriately  Testable
  • 24. Artifacts 24  Task  Part of a Story  One step towards the achievement  Lower abstraction level  Writing – SMART  Specific  Measurable  Achievable  Relevant  Time-boxed
  • 25. Artifacts 25  Taskboard  Keeps track of progress. Enhanced visibility  Supports the Daily Scrum Sprint Backlog In Progress Done
  • 26. Artifacts 26  Product Backlog  The requirements for the product are listed in the Product Backlog  It is an always changing, dynamically prioritized list of requirements ordered by Business Value  Requirements are broken down into User Stories by the PO
  • 27. Artifacts 27  Sprint Backlog  It contains all the committed User Stories for the current Sprint broken down into Tasks by the Team  All items on the Sprint Backlog should be developed, tested, documented and integrated to fulfill the commitment
  • 28. Artifacts 28  Burndown Chart  It shows the amount of work remaining per Sprint  It is a very useful way of visualizing the correlation between work remaining at any point in time and the progress of the Team  It is useful for predicting when (and whether) all of the work will be completed  Types  Sprint Burndown Chart  Release Burndown Chart
  • 29. Artifacts 29 Source: Wikipedia / http://en.wikipedia.org/wiki/File:SampleBurndownChart.png
  • 30. Agenda 30  Principles  Roles  Rituals  Artifacts  Timeline  Manifesto
  • 31. Timeline 31 Source: Wikipedia / http://en.wikipedia.org/wiki/File:Scrum_Process.svg
  • 32. Timeline 32  Extreme Scrum  5-day sprints  5-point stories, or less  2-developer teams, up to 4  Outcomes  More accurate story complexity estimation  Almost instant feedback  Quicker focus adjustment  Quicker response to requirements changing  Manageability goes through the roof
  • 33. Agenda 33  Principles  Roles  Rituals  Artifacts  Timeline  Manifesto
  • 34. Manifesto 34  Values  Individuals and interactions over processes and tools  Working software over comprehensive docs  Customer collaboration over contract negotiation  Responding to change over following a plan – Manifesto for Agile Software Development, 2001
  • 35. Manifesto 35  Principles (1 to 3, out of 12)  Our highest priority is to satisfy the customer through early and continuous delivery of valuable software  Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage  Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale
  • 36. Manifesto 36  Principles (4 to 6, out of 12)  Business people and developers must work together daily throughout the project  Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done  The most efficient and effective method of conveying information to and within a development team is face-to-face conversation
  • 37. Manifesto 37  Principles (7 to 9, out of 12)  Working software is the primary measure of progress  Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely  Continuous attention to technical excellence and good design enhances agility
  • 38. Manifesto 38  Principles (10 to 12, out of 12)  Simplicity – the art of maximizing the amount of work not done – is essential  The best architectures, requirements, and designs emerge from self-organizing teams  At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly – Manifesto for Agile Software Development, 2001
  • 39. Manifesto 39  And talking about Simplicity...  There are two ways of constructing a software design  One way is to make it so simple that there are obviously no deficiencies  And the other way is to make it so complicated that there are no obvious deficiencies  The first method is far more difficult – Sir Charles Antony Richard Hoare, 1960 Inventor of the Quicksort algorithm
  • 40. Agenda 40  Principles  Roles  Rituals  Artifacts  Timeline  Manifesto Icons by David Lanham / http://dlanham.com/