The basics of Agile and Waterfall Project management methodologies. Description when each approach can be applied.
Advices How to create a Product backlog and how to colect requirements. Sprint planning, Burndown chart, Demonstration, Retrospective, Tasks board examples.
13. AGILE MANIFESTO
• INDIVIDUALS AND INTERACTIONS OVER PROCESSES AND TOOLS
• WORKING SOFTWARE OVER COMPREHENSIVE DOCUMENTATION
• CUSTOMER COLLABORATION OVER CONTRACT NEGOTIATION
• RESPONDING TO CHANGE OVER FOLLOWING A PLAN
14. WHAT IS AGILE PM?
AGILE SOFTWARE DEVELOPMENT IS A GROUP OF SOFTWARE DEVELOPMENT METHODS BASED ON ITERATIVE AND INCREMENTAL
DEVELOPMENT
20. PRODUCT BACKLOG -
IS AN ORDERED LIST OF "REQUIREMENTS"
THAT IS MAINTAINED FOR A PRODUCT
21. REQUIREMENTS TYPES
• THEME - IS A COLLECTION OF USER STORIES
• EPIC - IS JUST A LABEL WE APPLY TO A LARGE STORY
• USER STORY - IS SIMPLY SOMETHING A USER WANTS
22.
23. USER STORY EXAMPLE:
• AS A CUSTOMER I WANT TO ADD A PRODUCT IN CART
• AS A CUSTOMER I WANT TO PAY VIA PAYPAL
• AS A CUSTOMER I WANT TO HAVE DHL SHIPPING OPTION
• AS A CUSTOMER I WANT TO ADD ITEMS IN WISH LIST
• AS A SALES PERSON I WANT TO SEE THE MOST POPULAR ITEMS IN WISH LISTS
24. HOW TO CREATE A PRODUCT BACKLOG
Workshop Interview Questionnaire Prototyping Observation
25. TIPS AND TRICKS
• FOCUS ON WIDE RANGE RATHER ON DEEP ANALYSIS
• ENSURE THAT PRODUCT BACKLOG COVERS ALL APPLICATION
• DON’T FORGET ABOUT NON-FUNCTIONAL REQUIREMENTS
• PERFORMANCE
• QUALITY
• SCALABILITY
32. ACCEPTANCE TEST EXAMPLE:
AS A USER I CAN REQUEST MY PASSWORD RECOVERY
ACCEPTANCE TESTS:
1. ERROR MESSAGE WHEN USER IS NOT FOUND
2. ERROR MESSAGE WHEN USER NAME HAS IMPROPRIATE SYMBOLS
3. IF I ENTER VALID E-MAIL OR USER NAME – THE MAIL WITH PASSWORD RECOVERY LINK IS SENT
4. THE LINK ON THE EMAIL ADDRESS REFERS ON A PASSWORD RECOVERY PAGE (SEPARATE US)
33. SPRINT
AN ITERATION OF WORK DURING WHICH AN INCREMENT OF PRODUCT FUNCTIONALITY IS IMPLEMENTED.
DURATION 2-4 WEEKS
36. TEAM VELOCITY
IS HOW MUCH PRODUCT BACKLOG EFFORT A TEAM CAN HANDLE IN ONE SPRINT.
CAN BE MEASURED BY:
• STORY POINTS
• IDEAL MEN DAYS
• US AMOUNT
THE BEST METHOD TO ESTIMATE VELOCITY IS BASED ON PREVIOUS ITERATIONS VELOCITY
37. VELOCITY BASED APPROACH
• TEAM ESTIMATE IT’S VELOCITY
• FEATURES WITH THE HIGHEST PRIORITY IS DISCUSSED AND ESTIMATED
• THE PROCEDURE GO ON UNTIL SPRINT BACKLOG IS FULFILLED
41. PLANNING POKER RULES
• PRODUCT OWNER READ USER STORY AND ACCEPTANCE TESTS
• TEAM IS ASKING QUESTION AND SPLIT US TO TASKS
• IF EVERYTHING IS CLEAR TEAM SHOW ESTIMATION CARDS
• IF VARIANCE BETWEEN ESTIMATES IS TOO BIG , SCRUM MASTER ASKS WHY IT HAPPENED
• GAME IS REPEATED
52. SELECT 2-5 THE MOST IMPORTANT
IMPROVEMENTS
• SET RESPONSIBLE PERSON PER EACH ONE
• PUT IMPROVEMENTS ON THE NEXT TASK BOARD
• DON’T FORGET TO INCLUDE ESTIMATES IN THE NEXT SPRINT PLANNING
In February 2001, 17 software developers met at the one resort, to discuss lightweight development methods. They published the Manifesto for Agile Software Development to define the approach now known as agile software development. Some of the manifesto's authors formed the Agile Alliance, a nonprofit organization that promotes software development according to the manifesto's principles.The Agile Manifesto reads, in its entirety, as follows: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 over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation 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.[1]
In rugby football, a scrum refers to the manner of restarting the game after a minor infraction. In rugby, one team needs to cover a variety of responsibilities. This team works towards a common goal, continuously, in parallel, and under circumstances that could, and do, change rapidly. In rugby, the Scrum team needs to cover ground together. The clock never stops, teams never switch sides, and the ball can only be thrown backwards or sideways, forcing the team to move together in a line across the field.