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A 3-Day Introduction
for Sr. Engineers and
 Tech. Support Staff
     Dr. David F. Rico, PMP, ACP, CSM
                  Twitter: @dr_david_f_rico
             Website: http://www.davidfrico.com
       LinkedIn: http://www.linkedin.com/in/davidfrico
Facebook: http://www.facebook.com/profile.php?id=1540017424
Author Background
   DoD contractor with 28+ years of IT experience
   B.S. Comp. Sci., M.S. Soft. Eng., & D.M. Info. Sys.
   Large gov’t projects in U.S., Far/Mid-East, & Europe




     Published six books & numerous journal articles
     Adjunct at George Washington, UMUC, & Argosy
     Agile Program Management & Lean Development
     Specializes in metrics, models, & cost engineering
     Six Sigma, CMMI, ISO 9001, DoDAF, & DoD 5000
     Cloud Computing, SOA, Web Services, FOSS, etc.
                                                           2
Agenda
 Agile Background             Agile Teamwork
  Agile Introduction           Agile Scalability
  Agile Business Case          Agile Lean/Kanban
  Agile Life Cycles            Agile Scrum
  Agile Practices              Agile Metrics & Models
  Agile Requirements           Agile Costs & Benefits
  Agile Project Mgt. Models    Agile Earned Value Mgt.
  Agile Project Mgt. Phases    Agile Documentation
  Agile Release Planning       Agile Automated Tools
  Agile Iteration Planning     Agile Contract Models
  Agile Estimating             Agile Change Models
  Agile Risk Analysis          Agile Case Studies
  Agile Automated Testing      Agile Summary
  Agile Security Engineering   Agile Resources           3
Information Age
                    U.S. is no longer an industrial-age nation
                    U.S. part of a group of post-industrial countries
                    U.S. consists of information-age knowledge workers
                     100%


                     80%
Percent of Economy




                                                                                                                               Information
                     60%
                                                                                                                               Service

                     40%                                                                                                       Industry

                                                                                                                               Agriculture
                     20%


                      0%
                            1860 1870 1880 1890 1900 1910 1920 1930 1940 1950 1960 1970 1980 1990

                                          Bell, D. (1999). The coming of post industrial society. New York, NY: Basic Books.

                                                                                                                                             4
System Complexity is Growing
   21st century systems are becoming more complex
   Number of physical parts are becoming smaller
   Nano-circuitry and software hide complexity




        Moody, J. A., et al. (1997). Metrics and case studies for evaluating engineering designs. Upper Saddle River, NJ: Prentice-Hall.

                                                                                                                                           5
Software Century
   No. of software-intensive systems is growing
   80% of US DoD functions performed in software
   Major driver of cost, schedule, & tech. performance




         Kennedy, M. P., & Umphress, D. A. (2011). An agile systems engineering process: The missing link. Crosstalk, 24(3), 16-20.

                                                                                                                                      6
Technology Change
   21st century systems are technology-intensive
   Technology is evolving at an exponential speed
   Technology is obsolete before project completion




           Kurzweil, R. (2005). The singularity is near: When humans transcend biology. New York, NY: Penguin Group.

                                                                                                                       7
Large, Traditional Projects
                      Big projects result in poor quality and scope changes
                      Productivity declines with long queues/wait times
                      Long projects are unsuccessful or canceled
                                            Size vs. Quality                                                              Size vs. Requirements Growth
                       16.00                                                                                    40%
Defect Density




                       12.80                                                                                    32%




                                                                                                   Percentage
                        9.60                                                                                    24%

                        6.40                                                                                    16%

                        3.20                                                                                    8%

                        0.00                                                                                    0%
                               0   2             6         25         100       400                                   0       2          6             25   100   400
                                   Lines of Code (Thousands)                                                                   Lines of Code (Thousands)


                                        Size vs. Productivity                                                                       Size vs. Success
                        5.00                                                                                    60%
Code Production Rate




                        4.00                                                                                    48%
                                                                                                   Percentage



                        3.00                                                                                    36%

                        2.00                                                                                    24%

                        1.00                                                                                    12%

                        0.00                                                                                    0%
                               0   2             6         25         100       400                                   0       2           6            25   100   400
                                   Lines of Code (Thousands)                                                                   Lines of Code (Thousands)

                                       Jones, C. (1991). Applied software measurement: Assuring productivity and quality. New York, NY: McGraw-Hill.
                                                                                                                                                                        8
Global Project Failures
             Challenged and failed projects hover at 67%
             Big projects fail more often, which is 5% to 10%
             Of $1.7T spent on IT projects, over $858B were lost
                                                                                                          $1.8
       2010       33%                41%                     26%

       2008       32%                44%                     24%
                                                                                                          $1.4




                                                                                 Trillions (US Dollars)
       2006        35%                  46%                    19%

       2004       29%                 53%                      18%                                        $1.1
Year




       2002       34%                    51%                     15%

       2000      28%                49%                       23%                                         $0.7


       1998      26%               46%                      28%
                                                                                                          $0.4
       1996      27%          33%                       40%

       1994     16%           53%                          31%
                                                                                                          $0.0
           0%         20%    40%         60%           80%           100%                                        2002 2003 2004 2005 2006 2007 2008 2009 2010

                Successful         Challenged                 Failed                                                 Expenditures       Failed Investments

                              Standish Group. (2010). Chaos summary 2010. Boston, MA: Author.
                              Sessions, R. (2009). The IT complexity crisis: Danger and opportunity. Houston, TX: Object Watch.
                                                                                                                                                                9
Requirements Defects & Waste
    Requirements defects are #1 reason projects fail
    Traditional projects specify too many requirements
    More than 65% of requirements are never used at all
             Defects                                                                                        Waste
                                                                                                                      Never
                  Requirements
                                                                                                                       45%
                      47%
 Other 7%                                                                     Always 7%

 Implementation
                                                                                 Often 13%
      18%                                                                                                                      Rarely
                         Design                                                                                                 19%
                          28%                                                                        Sometimes
                                                                                                        16%




                  Sheldon, F. T. et al. (1992). Reliability measurement: From theory to practice. IEEE Software, 9(4), 13-20
                  Johnson, J. (2002). ROI: It's your job. Extreme Programming 2002 Conference, Alghero, Sardinia, Italy.
                                                                                                                                        10
Agenda
  Agile Background             Agile Teamwork
 Agile Introduction           Agile Scalability
  Agile Business Case          Agile Lean/Kanban
  Agile Life Cycles            Agile Scrum
  Agile Practices              Agile Metrics & Models
  Agile Requirements           Agile Costs & Benefits
  Agile Project Mgt. Models    Agile Earned Value Mgt.
  Agile Project Mgt. Phases    Agile Documentation
  Agile Release Planning       Agile Automated Tools
  Agile Iteration Planning     Agile Contract Models
  Agile Estimating             Agile Change Models
  Agile Risk Analysis          Agile Case Studies
  Agile Automated Testing      Agile Summary
  Agile Security Engineering   Agile Resources           11
Today’s Whirlwind Environment

                                Global
                              Competition
            Work Life
           Imbalance
                                            Demanding
                                            Customers
                           Overruns
         Vague             Attrition
      Requirements         Escalation
                           Runaways
                           Cancellation
                                           Organization
                                           Downsizing
          Technology
            Change
                                System
                               Complexity



                                                          12
Need for a New Model
        Need for a new model of system development
        Cope with high-level of uncertainty and ambiguity
        With just the right balance of flexibility and discipline
    R&D Oriented               People Centered                     Adaptive                 Customer Friendly               Fast & Efficient                  Disciplined

 New discoveries             Highly-talented people        Global threats                Customer interaction          New technology               Lightweight strategy

 Complex problems            Cross-functional teams        Market threats                A lot of communication        Quick decision-making        Lightweight plans
 One-off systems             Small team size               New customer needs            Customer demos                Iterative delivery cycles    Lightweight lifecycles
 Vague requirements          A lot of communication        Changing scope                Customer feedback             Frequent deliveries          Security engineering
 Incomplete information      Interpersonal trust           Changing technology           Business value focus          Fast delivery schedules      Light requirements

 High uncertainty            Rich collaboration            Changing regulations          Customer satisfaction         Short timelines              Light architecture
 Experimentation             Empowered decisions           Continuous change             Customer responsive           Fast time-to-market          Lightweight design
 Simulations                 Sustainable pace              Flexible culture              Customer sensitivity          First-mover capability       Code reviews
 Prototyping                 Daily interaction             Flexible attitudes            Customer relationships        Minimal process costs        Rigorous V&V

 Innovation oriented         Rich communications           Flexible policies             Customer contact              Low work-in-process
                                                                                                                                    -                    Rigorous CM
 New products                Face-to-face interaction      Flexible processes            Customer involvement          Flexible processes           Rigorous QA
 Creative solutions          Cohesiveness                  Flexible technologies         Customer driven               Market responsiveness        Project reviews




        Augustine, S. (2005). Managing agile projects. Upper Saddle River, NJ: Pearson Education.
        Chin, G. (2004). Agile project management: How to succeed in the face of changing project requirements. Broadway, NY: Amacom.
        DeCarlo, D. (2004). Extreme project management: Using leadership, principles, and tools to deliver value in the face of volatility. San Francisco, CA: Jossey-Bass.
        Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education.
                                                                                                                                                                                   13
What is Agility?
   A-gil-i-ty (ə-'ji-lə-tē) Property consisting of quickness,
    lightness, and ease of movement; To be very nimble
       The ability to create and respond to change in order to
        profit in a turbulent global business environment
       The ability to quickly reprioritize use of resources when
        requirements, technology, and knowledge shift
       A very fast response to sudden market changes and
        emerging threats by intensive customer interaction
       Use of evolutionary, incremental, and iterative
        delivery to converge on an optimal customer solution

      Maximizing the BUSINESS VALUE with right-sized, just-
        enough, and just-in-time processes and documentation                                                   
                 Highsmith, J. A. (2002). Agile software development ecosystems. Boston, MA: Addison-Wesley.

                                                                                                               14
What are Agile Methods?
   People-centric way to create innovative solutions
   Market-centric model to maximize business value
   Product-centric vs. wasteful processes/documents
     Agile Methods                                           Agile Methods                                          Traditional Methods
        ‘Values’                                              ‘Principles’                                                 ‘Values’
      Customer                        also                     Customer                         valued                      Contract
                                    known as                                                   more than
     Collaboration                                            Interaction                                                  Negotiation

     Individuals &                    also             High Performance                         valued                      Processes
                                    known as                                                   more than
      Interactions                                           Teams                                                           & Tools

       Working                        also                    Iterative                         valued                 Comprehensive
                                    known as                                                   more than
       Systems                                              Development                                                Documentation

      Responding                      also                  Adaptability                        valued                       Following
       to Change                    known as                                                   more than                      a Plan
                                                            or Flexibility


        Agile Manifesto. (2001). Manifesto for agile software development. Retrieved September 3, 2008, from http://www.agilemanifesto.org.

                                                                                                                                              15
How do Lean/Agile Intersect?
   Agile is naturally lean and based on small batches
   Agile directly supports six principles of lean thinking
   Agile may be converted to a continuous flow system
Agile Values       Lean Pillars Lean Principles                                   Lean & Agile Practices                                   Flow Principles
                                                                 Customer relationships, satisfaction, trust, and loyalty
Empowered                                Relationships           Team authority, empowerment, and resources                               Decentralization
  Teams                                                          Team identification, cohesion, and communication
                                                       Product vision, mission, needs, and capabilities
                     Respect
                                       Customer Value  Product scope, constraints, and business value                                      Economic View
                    for People                         Product objectives, specifications, and performance
 Customer
                                                                 As is policies, processes, procedures, and instructions
Collaboration                                                    To be business processes, flowcharts, and swim lanes
                                                                                                                                           WIP Constraints
                                         Value Stream
                                                                 Initial workflow analysis, metrication, and optimization                   & Kanban
                                                        Batch size, work in process, and artifact size constraints
                                                                                                                                           Control Cadence
  Iterative                            Continuous Flow  Cadence, queue size, buffers, slack, and bottlenecks
  Delivery                                              Workflow, test, integration, and deployment automation                            & Small Batches
                                                                 Roadmaps, releases, iterations, and product priorities
                   Continuous                                    Epics, themes, feature sets, features, and user stories
                                        Customer Pull                                                                                       Fast Feedback
                  Improvement                                    Product demonstrations, feedback, and new backlogs
Responding
                                                                 Refactor, test driven design, and continuous integration
 to Change                                                       Standups, retrospectives, and process improvements
                                                                                                                                          Manage Queues/
                                           Perfection
                                                                 Organization, project, and process adaptability/flexibility             Exploit Variability

                                                                                                                                                  
      Womack, J. P., & Jones, D. T. (1996). Lean thinking: Banish waste and create wealth in your corporation. New York, NY: Free Press.
      Reinertsen, D. G. (2009). The principles of product development flow: Second generation lean product development. New York, NY: Celeritas.
      Reagan, R. B., & Rico, D. F. (2010). Lean and agile acquisition and systems engineering: A paradigm whose time has come. DoD AT&L Magazine, 39(6).        16
When to Use Agile Methods?
   On exploratory or research/development projects
   When fast customer responsiveness is paramount
   In organizations that are highly-innovative & creative
             Traditional Project Management                                                      Agile Project Management
     Predictable situations                                                      High-levels of uncertainty and unpredictability
     Low-technology projects                                                     High-technology projects
     Stable, slow-moving industries                                              Fast-paced, highly-competitive industries
     Low-levels of technological change                                          Rapid pace of technological change
     Repeatable operations                                                       Research-oriented, discovery projects
     Low-rates of changing project performance                                   Large-fluctuations in project performance
     Long-term, fixed-price production contracts                                 Shorter-term, performance-based RDT&E contracts
     Achieving concise economic efficiency goals                                 Achieving high-impact product/service effectiveness
     Highly-administrative contracts                                             Highly-creative new product development contracts
     Mass production and high-volume manufacturing                               Customer-intensive, one-off product/service solutions
     Highly-predictable and stable market conditions                             Highly-volatile and unstable market conditions
     Low-margin industries such as commodities                                   High-margin, intellectually-intensive industries
     Delivering value at the point-of-plan                                       Delivering value at the point-of-sale




                Pine, B. J. (1993). Mass customization: The new frontier in business competition. Boston, MA: Harvard Business School Press.

                                                                                                                                               17
Agile World View
   Agility has many dimensions other than IT
   Ranges from leadership to technological agility
   The focus of this brief is systems development agility
                             Agile Leaders
                     Agile Organization Change
                   Agile Acquisition & Contracting
                      Agile Strategic Planning
                      Agile Capability Analysis


                   Agile Program Management
                     Agile Project Management
                                                     
                    Agile Systems Development
                    Agile Processes & Practices
                             Agile Tools
                       Agile Information Systems
                              Agile Tech.
                                                             18
Agenda
  Agile Background             Agile Teamwork
  Agile Introduction           Agile Scalability
 Agile Business Case          Agile Lean/Kanban
  Agile Life Cycles            Agile Scrum
  Agile Practices              Agile Metrics & Models
  Agile Requirements           Agile Costs & Benefits
  Agile Project Mgt. Models    Agile Earned Value Mgt.
  Agile Project Mgt. Phases    Agile Documentation
  Agile Release Planning       Agile Automated Tools
  Agile Iteration Planning     Agile Contract Models
  Agile Estimating             Agile Change Models
  Agile Risk Analysis          Agile Case Studies
  Agile Automated Testing      Agile Summary
  Agile Security Engineering   Agile Resources           19
Agile Adoption Rates
   VersionOne found 80% using agile methods today
   Most are using Scrum with several key XP practices
   Release planning/continuous integration are vital tools




             House, D. (2012). Sixth annual state of agile survey: State of agile development. Atlanta, GA: VersionOne.

                                                                                                                          20
Surveys of Agile Methods
   Many surveys of agile methods since 2003
   AmbySoft and VersionOne collect annual data
   Agile benefits are above 50% in most categories




       Rico, D. F. (2008). What is the return-on-investment of agile methods? Retrieved February 3, 2009, from http://davidfrico.com/rico08a.pdf.

                                                                                                                                                    21
Case Studies of Agile Methods
   Agile (138 pt.) and traditional methods (99 pt.)
   Agile methods fare better in all benefits categories
   Agile methods 359% better than traditional methods
            Category                                                 Agile                   Traditional Difference
         Cost Reduction                                                                                                  9%
       Schedule Reduction                                                                                                33%
    Productivity Improvement                                                                                             55%
       Quality Improvement                                                                                               24%
    Customer Satisfaction Imp.                                                                                           56%
      Return on Investment                                        2,811%                            470%                2,341%

             Rico, D. F. (2008). What is the ROI of agile vs. traditional methods? TickIT International, 10(4), 9-18.

                                                                                                                                 22
Benefits of Agile Methods
   Analysis of 23 agile vs. 7,500 traditional projects
   Agile projects are 54% better than traditional ones
   Agile has lower costs (61%) and fewer defects (93%)
                          2.8                                                              18
                                                        Before Agile                                                     Before Agile
        3.00                                                             20
                                                        After Agile                                                      After Agile
        2.25                                                             15                              11
                                        1.1
        1.50                                                             10

                                                         61%                                                              39%
        0.75                                                              5
                                                        Lower                                                             Less
                                                         Cost                                                             Staff
               Project Cost in Millions $                                              Total Staffing


                          18                                                              2270
                                                        Before Agile                                                     Before Agile
         20                                                            2500
                                       13.5             After Agile                                                      After Agile
         15                                                            1875

         10                                                            1250
                                                                                                        381
                                                                                                                         93%
          5                                             24%             625                                              Less
                                                       Faster
                                                                                                                        Defects
               Delivery Time in Months                                             Cumulative Defects




               Mah, M. (2008). Measuring agile in the enterprise: Proceedings of the Agile 2008 Conference, Toronto, Canada.

                                                                                                                                        23
Benefits of Organizational Agility
    Study of 15 agile vs. non-agile Fortune 500 firms
    Based on models to measure organizational agility
    Agile firms out perform non-agile firms by up to 36%




              Hoque, F., et al. (2007). Business technology convergence. The role of business technology convergence
              in innovation and adaptability and its effect on financial performance. Stamford, CT: BTM Institute.
                                                                                                                       24
Agenda
  Agile Background             Agile Teamwork
  Agile Introduction           Agile Scalability
  Agile Business Case          Agile Lean/Kanban
 Agile Life Cycles            Agile Scrum
  Agile Practices              Agile Metrics & Models
  Agile Requirements           Agile Costs & Benefits
  Agile Project Mgt. Models    Agile Earned Value Mgt.
  Agile Project Mgt. Phases    Agile Documentation
  Agile Release Planning       Agile Automated Tools
  Agile Iteration Planning     Agile Contract Models
  Agile Estimating             Agile Change Models
  Agile Risk Analysis          Agile Case Studies
  Agile Automated Testing      Agile Summary
  Agile Security Engineering   Agile Resources           25
Crystal Methods
   Created by Alistair Cockburn in 1991
   Has 14 practices, 10 roles, and 25 products
   Scalable family of techniques for critical systems




                 Cockburn, A. (2002). Agile software development. Boston, MA: Addison-Wesley.

                                                                                                26
Scrum
   Created by Jeff Sutherland at Easel in 1993
   Has 5 practices, 3 roles, 5 products, rules, etc.
   Uses EVM to burn down backlog in 30-day iterations




          Schwaber, K., & Beedle, M. (2001). Agile software development with scrum. Upper Saddle River, NJ: Prentice-Hall.

                                                                                                                             27
Dynamic Systems Dev.
   Created by group of British firms in 1993
   15 practices, 12 roles, and 23 work products
   Non-proprietary RAD approach from early 1990s




           Stapleton, J. (1997). DSDM: A framework for business centered development. Harlow, England: Addison-Wesley.

                                                                                                                         28
Feature Driven Development
   Created by Jeff De Luca at Nebulon in 1997
   Has 8 practices, 14 roles, and 16 work products
   Uses object-oriented design and code inspections




         Palmer, S. R., & Felsing, J. M. (2002). A practical guide to feature driven development. Upper Saddle River, NJ: Prentice-Hall.

                                                                                                                                           29
Extreme Programming
   Created by Kent Beck at Chrysler in 1998
   Has 28 practices, 7 roles, and 7 work products
   Popularized pair programming and test-driven dev.

                                                        Test
       User                                           Scenarios
      Stories

                                                       New
                        Requirements                                                  Bugs
                                                      Stories


                   System                            Release                         Latest                         Customer
    Architectural Metaphor          Release           Plan                           Version      Acceptance        Approval    Small
                                                                     Iteration
       Spike                        Planning                                                        Tests                      Releases


                Uncertain                                Confident
                Estimates                                Estimates                     Next
                                                                                     Iteration

                                      Spike




                            Beck, K. (2000). Extreme programming explained: Embrace change. Reading, MA: Addison-Wesley.

                                                                                                                                          30
Kanban
   Adapted to IT by Dave Anderson in 2006
   Activities, buffers, queues, WIP limits, tasks, etc.
   Lean, JIT pull/demand system leading to high quality




         Anderson, D. J. (2010). Kanban: Successful evolutionary change for your technology business. Sequim, WA: Blue Hole Press.

                                                                                                                                     31
Agenda
  Agile Background             Agile Teamwork
  Agile Introduction           Agile Scalability
  Agile Business Case          Agile Lean/Kanban
  Agile Life Cycles            Agile Scrum
 Agile Practices              Agile Metrics & Models
  Agile Requirements           Agile Costs & Benefits
  Agile Project Mgt. Models    Agile Earned Value Mgt.
  Agile Project Mgt. Phases    Agile Documentation
  Agile Release Planning       Agile Automated Tools
  Agile Iteration Planning     Agile Contract Models
  Agile Estimating             Agile Change Models
  Agile Risk Analysis          Agile Case Studies
  Agile Automated Testing      Agile Summary
  Agile Security Engineering   Agile Resources           32
Onsite Customers
   Term coined by Kent Beck in 1999
   Customer who sits with developers full-time
   Fast and efficient way to capture customer needs




        Tabaka, J. (2006). Collaboration explained: Facilitation skills for software project leaders. Upper Saddle River, NJ: Addison Wesley.

                                                                                                                                                33
Release Planning
   Created by Kent Beck at Chrysler in 1998
   Project plan with a 30-60-90-day timing horizon
   Disciplined and adaptable project management F/W




           Beck, K., & Fowler, M. (2004). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.

                                                                                                                  34
User Stories
   Term coined by Kent Beck in 1999
   Functions or features of value to customers
   Highly-adaptable requirements engineering process




            Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley.

                                                                                                                 35
Test-Driven Development
   Term coined by Kent Beck in 2003
   Consists of writing all tests before design
   Ensures all components are verified and validated




               Beck, K. (2003). Test-driven development: By example. Boston, MA: Addison-Wesley.

                                                                                                   36
Pair Programming
   Term coined by Jim Coplien in 1995
   Consists of two side-by-side developers
   Highly-effective group problem-solving technique




             Williams, L., & Kessler, R. (2002). Pair programming illuminated. Boston, MA: Pearson Education.

                                                                                                                37
Refactoring
   Term coined by William Opdyke in 1990
   Process of frequently redesigning the system
   Improves readability, maintainability, and quality




             Fowler, M. (1999). Refactoring: Improving the design of existing code. Boston, MA. Addison-Wesley.

                                                                                                                  38
Continuous Integration
   Term coined by Martin Fowler in 1998
   Process of automated build/regression testing
   Evaluates impact of changes against entire system




      Duvall, P., Matyas, S., & Glover, A. (2006). Continuous integration: Improving software quality and reducing risk. Boston, MA: Addison-Wesley.

                                                                                                                                                       39
Agenda
  Agile Background             Agile Teamwork
  Agile Introduction           Agile Scalability
  Agile Business Case          Agile Lean/Kanban
  Agile Life Cycles            Agile Scrum
  Agile Practices              Agile Metrics & Models
 Agile Requirements           Agile Costs & Benefits
  Agile Project Mgt. Models    Agile Earned Value Mgt.
  Agile Project Mgt. Phases    Agile Documentation
  Agile Release Planning       Agile Automated Tools
  Agile Iteration Planning     Agile Contract Models
  Agile Estimating             Agile Change Models
  Agile Risk Analysis          Agile Case Studies
  Agile Automated Testing      Agile Summary
  Agile Security Engineering   Agile Resources           40
User Story
   Requirement written from perspective of a user
   Function or a feature that has value to a customer
   Discrete unit of functionality written on an index card




             Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley.

                                                                                                                  41
Conditions of Satisfaction
   Conditions of satisfaction added to user stories
   Serve as a set of user acceptance test criteria
   Used for development and operational tests




             Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley.

                                                                                                                  42
Detailed Sub-Stories
   Details can be added in smaller sub-stories
   Good way to functionally-decompose user stories
   May also represent an object-oriented point-of-view




             Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley.

                                                                                                                  43
Epics
   Epics are very large enterprise requirements
   They are often called capabilities or feature sets
   A very-large unit of work that must be decomposed




             Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley.

                                                                                                                  44
User Story Workshops
   Form stakeholder groups to brainstorm user stories
   Goal is to write as many user stories as possible
   Start with epics and decompose user stories




             Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley.

                                                                                                                  45
Agenda
  Agile Background             Agile Teamwork
  Agile Introduction           Agile Scalability
  Agile Business Case          Agile Lean/Kanban
  Agile Life Cycles            Agile Scrum
  Agile Practices              Agile Metrics & Models
  Agile Requirements           Agile Costs & Benefits
 Agile Project Mgt. Models    Agile Earned Value Mgt.
  Agile Project Mgt. Phases    Agile Documentation
  Agile Release Planning       Agile Automated Tools
  Agile Iteration Planning     Agile Contract Models
  Agile Estimating             Agile Change Models
  Agile Risk Analysis          Agile Case Studies
  Agile Autoamted Testing      Agile Summary
  Agile Security Engineering   Agile Resources           46
Scrum Project Management
   Created by Jeff Sutherland at Easel in 1993
   Product backlog comprised of customer needs
   Barely-sufficient project management framework
              Initial Planning                                                               Sprint Cycle

            Discovery Session                                                                   Sprint

            Agile Training                        Select Tasks and Create Tests
            Project Discovery                     Create Simple Designs
                                                   Code and Test Software Units
            Process Discovery
                                                   Perform Integration Testing
            Team Discovery
                                                   Maintain Daily Burndown Chart
            Initial Backlog                       Update Sprint Backlog



            Release Planning                           Sprint Planning                       Daily Scrum                      Sprint Review

            Business Case                       Set Sprint Capacity                Completed Backlog Items            Present Backlog Items
            Desired Backlog                     Identify Tasks                     Planned Backlog Items              Record Feedback
                                                 Estimate Tasks                     Impediments to Progress            Adjust Backlog
            Hi-Level Estimates
            Prioritize Backlog
            Finalize Backlog
                                                                                        Sprint Retrospective




             Product Backlog                                  Sprint Backlog                                    Potentially Shippable Product

        Prioritized Requirements            List of Technical Tasks Assigned to a Sprint            Working Operational Software




                                 Schwaber, K. (2004). Agile project management with scrum. Redmond, WA: Microsoft Press.

                                                                                                                                                  47
XP Project Management
   Created by Kent Beck at Chrysler in 1998
   Release plan is comprised of customer needs
   Lightweight, rigorous near-term planning element
                           Release Planning                                                  Iteration Planning

                           Exploration Phase                                                 Exploration Phase


          Build a Team              Split User Stories                     Analyze Release Plan       Read User Stories
          Write User Stories        Spike User Stories                     Identify Iteration Goal    Develop Tasks
          Estimate User Stories     Write User Tests                       Select User Stories        Split Tasks



                           Commitment Phase                                                  Commitment Phase


          Sort by Value             Choose a Scope                         Accept Tasks               Analyze Schedules
          Sort by Risk              Set Iteration Length                   Set Individual Velocity    Set Load Factors
          Set Velocity              Develop Release Plan                   Estimate Tasks             Balance Tasks



                            Steering Phase                                                     Steering Phase


          Select Iteration          New Release Plan                       Select Partner             Unit/Integration Test
          Adjust Velocity           Select Tools                           Write Unit Tests           User Acceptance Test
          Insert New Stories        Adjust Teams                           Design and Code            Record Progress




                  Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.

                                                                                                                                  48
Project Leadership Model
      Created by Sanjiv Augustine at CC Pace in 2005
      Builds agile cultures, mind-sets, and environments
      Leadership model for managing agile project teams
      Foster Alignment and Cooperation                                       Encourage Emergence and Self Organization                     Learning/Adaptation


  Organic Teams            Guiding Vision                    Simple Rules                Open Information             Light Touch          Adaptive Leadership


    Leadership               Leadership                       Leadership                    Leadership                Leadership               Leadership

 Craftsmanship           Team Vision                    Culture of Change             Conduct Standups         Adapt Style             Embodied Presence
 Collaboration           Team Alignment                 Value Focus                   Promote Feedback         Roving Leadership       Embodied Learning
 Guiding Coalition       Bold Future                                                   Build Trust              Go With Flow
 Community               Shared Expectations                                           Facilitate Action        Work Life Quality
                                                                                                                   Build on Strengths
                                                                                                                   Gain Commitments


   Management               Management                       Management                    Management                Management               Management

 Identify Community      Business Outcomes              Assess Status Quo             Team Collocation         Decentralize Control    Daily Feedback
 Design Structures       Delineate Scope                Customize Method              Get Onsite Customer      Pull vs. Push           Monitor/Adapt Rules
 Get Team Players        Estimate Effort                Release Plan                  Practice Pairing         Manage Flow             Monitor Practices
 Adaptive Enterprise     Design Vision Box              Iteration Plans               Information Radiator     Use Action Sprints      Retrospectives
                          Elevator Statement             Facilitate Design             Map Value Stream                                  Scenario Planning
                                                          Conduct Testing
                                                          Manage Releases




                                      Augustine, S. (2005). Managing agile projects. Upper Saddle River, NJ: Pearson Education.

                                                                                                                                                                   49
Flexible Project Management
   Created by Doug DeCarlo at Cutter in 2004
   Focus is on collaboration, scoping, and speed
   Thinner traditional project management approach
                      Visionate                    Speculate                     Innovate                   Re-evaluate                  Disseminate

                  Sponsor’s Vision             Planning Meeting            Learning by Doing           Business Questions              Product Launch

                 Interview Sponsor           Collective Vision            SCORE Model                 Who Needs It?               Acceptance Testing
                 Describe Objectives         Size Deliverables            Architecture                What Will It Take?          Documentation
                 Project Prospectus          Map Schedule                 Development                 Can We Get It?              Support Plan
                 Business Questions          Choose Life Cycle            Construction                Is It Worth It?             Maintenance Plan
                                              Requirements ID’d            Testing                                                  Deploy Solution
                                              Development Tools            Time Boxing                                              Customer Service
                  Collective Vision                                                                       Project Review
                                              Risk Planning                Trial and Error
                 Scope Meeting                                                                          Check Performance
                                                                            Collaboration
                 Future Scenarios                                                                       Check Schedule                Stabilization
                                                 Post Meeting
                 Project Skinny                                                                         Check Costs                 Training/Education
                 Project Boundaries          PM Infrastructure            Generate Results             Check Benefits              Utilization
                 Project Vision              Financial Goals              Visibility                  Check Project ROI           Performance
                 Win Conditions              Benefit Plan                 Early Value                 Go/No-Go Decision           Feedback
                 Benefit Map                 Partner Agreements           Fast Failures                                            Corrective Action
                 Wow Factor
                                                                                                         Project Changes
                 Uncertainty Profile        Business Questions           Business Questions                                          Lessons Learned
                                                                                                         Re-Direct As-Needed
                                              Go/No-Go Decision            Modify Questions            Update Vision
                  Collective Vision                                                                                                    Team Rewards
                                                                                                         Update Stakeholders
                 Select Core Team             Update Prospectus            Update Prospectus             Re-examine Team              Track Benefits




    DeCarlo, D. (2004). Extreme project management: Using leadership, principles, and tools to deliver value in the face of volatility. San Francisco, CA: Jossey-Bass.

                                                                                                                                                                          50
Adaptive Project Management
   Created by Bob Wysocki for consulting in 2008
   Designed to be a generic model for non-IT projects
   Lightweight traditional project management approach
                                                                Adaptive Project Framework

              Scoping                      Planning                     Feasibility                 Checkpoint                Review

         Identify Opportunity        Identify Project Type        Develop Prototype          Analyze Needs          Finalize Documents
         Develop CoS                 Prioritize Constraints       Reprioritize Needs         Evaluation Solution    Lessons Learned
         Write PoS                   Develop WBS                  Detailed WBS               Estimate Value         Process Changes
         Document Needs              Team Formation               Estimate Resources         Determine Success      Final Report
         Stage Gate 1 Review         Stage Gate 2 Review          Stage Gate 3 Review        Stage Gate 4 Review    Stage Gate 5 Review




                                                      Cyclical Product or Service Implementation

          Cycle Planning                 Product or Service Implementation                      Daily Meetings           Cycle Reviews

         Responsibilities            Select Personnel with Needed Skills                  Arrange Facilities         Update Requirements
         Timelines                   Identify Detailed Technical Tasks                    Prepare Agendas            Update Scope
         Work Packages               Create Detailed Architectures and Designs            Send Meeting Notices       Update Schedules
         Communications              Select and Implement Technical Solutions             Facilitate Meetings        Update Plans
         Governance                  Perform Development and Operational Tests            Record Action Items        Inform Stakeholders



                                                   Continuous Improvement
                                                                                                                         Stage Gate 3.n
         Continually improve process, documents, team, architecture, designs, implementation, tests, etc.                  Review




        Wysocki, R.F. (2010). Adaptive project framework: Managing complexity in the face of uncertainty. Boston, MA: Pearson Education.

                                                                                                                                               51
Agile Project Management
   Created by Jim Highsmith at Cutter in 2003
   Focus on strategic plans and capability analysis
   Most holistic agile project management framework
                                                                      Innovation Lifecycle

               Envision                      Speculate                        Explore                         Launch                  Close

         Product Vision                Gather Requirements           Iteration Management          Final Review           Clean Up Open Items
         Product Architecture          Product Backlog               Technical Practices           Final Acceptance       Support Material
         Project Objectives            Release Planning              Team Development              Final QA               Final Retrospective
         Project Community             Risk Planning                 Team Decisions                Final Documentation    Final Reports
         Delivery Approach             Cost Estimation               Collaboration                 Final Deployment       Project Celebration




                                                                        Iterative Delivery

        Technical Planning                  Development, Test, & Evaluation                         Operational Testing              Adapt

         Story Analysis                Development Pairing                                       Integration Testing       Focus Groups
         Task Development              Unit Test Development                                     System Testing            Technical Reviews
         Task Estimation               Simple Designs                                            Operational Testing       Team Evaluations
         Task Splitting                Coding and Refactoring                                    Usability Testing         Project Reporting
         Task Planning                 Unit and Component Testing                                Acceptance Testing        Adaptive Action



                                                            Continuous
                                                                                                                              Story Deployment
         Standups, Architecture, Design, Build, Integration, Documentation, Change, Migration, and Integration




                  Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education.

                                                                                                                                                     52
Agenda
  Agile Background             Agile Teamwork
  Agile Introduction           Agile Scalability
  Agile Business Case          Agile Lean/Kanban
  Agile Life Cycles            Agile Scrum
  Agile Practices              Agile Metrics & Models
  Agile Requirements           Agile Costs & Benefits
  Agile Project Mgt. Models    Agile Earned Value Mgt.
 Agile Project Mgt. Phases    Agile Documentation
  Agile Release Planning       Agile Automated Tools
  Agile Iteration Planning     Agile Contract Models
  Agile Estimating             Agile Change Models
  Agile Risk Analysis          Agile Case Studies
  Agile Automated Testing      Agile Summary
  Agile Security Engineering   Agile Resources           53
Envision Phase
   Determine product vision and project objectives
   Identifies project community and project team
   The major output is a “Product Vision Box”
                                                                      Envision Phase

                                                                      Product Vision

                                                               Product Vision Box
                                                               Elevator Test Statement
                                                               Product Roadmap
                                                               Product Features
                 Delivery Approach                             Product Vision Document                             Product Architecture

          Self-Organization Strategy                                                                          Skeleton Architecture
          Collaboration Strategy                                                                              Hardware Feature Breakdown
          Communication Strategy                                                                              Software Feature Breakdown
          Process Framework Tailoring                                                                         Organizational Structure
          Practice Selection & Tailoring                                                                      Guiding Principles




                                        Project Community                                      Project Objectives

                                Get the Right People                                   Project Data Sheet
                                Participant Identification                             Key Business Objectives
                                Types of Stakeholders                                  Tradeoff Matrix
                                List of Stakeholders                                   Exploration Factor
                                Customer-Developer Interaction                         Requirements Variability




               Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education.

                                                                                                                                             54
Speculate Phase
   Determine organizational capability/mission needs
   Identifies feature-sets and system requirements
   The major output is a “System Release Plan”
                                                                   Speculate Phase

                                                                Gather Requirements

                                                           Analyze Feasibility Studies
                                                           Evaluate Marketing Reports
                                                           Gather Stakeholder Suggestions
                                                           Examine Competitive Intelligence
                  Cost Estimation                          Collaborate with Customers                                     Product Backlog

          Establish Estimate Scope                                                                               Product Features List
          Establish Technical Baseline                                                                           Feature Cards
          Collect Project Data                                                                                   Performance Requirements
          Size Project Information                                                                               Prioritize Features
          Prepare Baseline Estimates                                                                             Feature Breakdown Structure




                                          Risk Planning                                            Release Planning

                                Risk Identification                                       Project Startup Activities
                                Risk Analysis                                             Assign Stories to Iterations
                                Risk Responses                                            First Feasible Deployment
                                Risk Monitoring                                           Estimate Feature Velocity
                                Risk Control                                              Determine Product Scope




                Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education.

                                                                                                                                                 55
Explore Phase
   Determine technical iteration objectives/approaches
   Identifies technical tasks and technical practices
   The major output is an “Operational Element”
                                                                     Explore Phase

                                                                  Iteration Management

                                                            Iteration Planning
                                                            Estimate Task Size
                                                            Iteration Length
                                                            Workload Management
                    Collaboration                           Monitoring Iteration Progress                             Technical Practices

          Pair Programming                                                                                      Reduce Technical Debt
          Daily Standup Meetings                                                                                Simple Design
          Daily Product Team Interaction                                                                        Continuous Integration
          Stakeholder Coordination                                                                              Ruthless Automated Testing
          Customer Interactions                                                                                 Opportunistic Refactoring




                                        Team Decisions                                          Team Development

                                Decision Framing                                         Focus Team
                                Decision Making                                          Molding Group into Team
                                Decision Retrospection                                   Develop Individual Capabilities
                                Leadership and Decision Making                           Coach Customers
                                Set and Delay Decision Making                            Orchestrate Team Rhythm




               Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education.

                                                                                                                                               56
Launch Phase
   Determine the state of the final deployment system
   Perform final development, test, and QA reviews
   The major output is a “Deployment Package”
                                                                    Launch Phase

                                                                    Final Review

                                                           Final Release Plan Review
                                                           Final Requirements Review
                                                           Final Design Review
                                                           Final Code Review
                  Final Deployment                         Final Development Team Review                              Final Acceptance

          Final Source Code                                                                                   Final Test Plan Review
          Final Build                                                                                         Final Test Case Review
          Final Integration                                                                                   Final Test Environment Review
          Final Image                                                                                         Final Acceptance Test Review
          Final Deployment Package                                                                            Final Test Results Review




                                     Final Documentation                                    Final Quality Assurance

                                Final Release Plans                                     Final Functional Configuration Audit
                                Final Requirements Database                             Final Physical Configuration Audit
                                Final Development Documents                             Final Quality Assurance Plan Review
                                Final Maintenance Documents                             Final QA Procedures Review
                                Final Operations Documents                              Final Quality Assurance Review




                Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education.

                                                                                                                                                57
Close Phase
   Determine project outcome and effectiveness
   Identifies strengths, weaknesses, and rewards
   The major output is a “Lessons-Learned Report”
                                                                      Close Phase

                                                                 Clean Up Open Items

                                                            Close Open Action Items
                                                            Close Open Change Requests
                                                            Close Open Problem Reports
                                                            Close Open Defect Reports
                Project Celebration                         Close Open Project Issues                                Support Material

          Individual Rewards                                                                                 Finalize Documentation
          Group Rewards                                                                                      Finalize Production Material
          Partner Rewards                                                                                    Finalize Manufacturing Material
          Managerial Rewards                                                                                 Finalize Customer Documentation
          Product Rewards                                                                                    Finalize Maintenance Information




                                           Final Reports                                       Final Retrospective

                                 End-of-Project Reports                                  Process Performance Assessment
                                 Administrative Reports                                  Internal Product Assessment
                                 Release Notes                                           External Product Assessment
                                 Financial Reports                                       Team Performance Assessment
                                 Facilities Reports                                      Project Performance Assessment




               Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education.

                                                                                                                                                  58
Leadership Considerations
   Agile management is delegated to the lowest level
   There remain key leadership roles & responsibilities
   Communication, coaching, & facilitation are key ones
                                     Facilitate selection of methods for obtaining and maintaining executive commitment, project
    Customer Communication           resources, corporate communications, and customer interaction
      Product Visioning
                                     Facilitate selection of methods for communicating product purpose, goals, objectives, mission,
                                     vision, business value, scope, performance, budget, assumptions, constraints, etc.

     Distribution Strategy           Facilitate selection of virtual team distribution strategy to satisfy project goals and objectives

                                     Facilitate selection of methods for training, coaching, mentoring, and other team building
      Team Development               approaches
    Standards & Practices
                                     Facilitate selection of project management and technical practices, conventions, roles,
                                     responsibilities, and performance measures

     Telecom Infrastructure          Facilitate selection of high bandwidth telecommunication products and services

      Development Tools              Facilitate selection of agile project management tools and interactive development environment

     High Context Meetings           Facilitate selection of high context agile project management and development meetings
    Coordination Meetings
                                     Facilitate selection of meetings and forums for regular communications between site
                                     coordinators
                                     Facilitate selection of methods for maximizing periodic face to face interactions and
     F2F Communications              collaboration
                                     Facilities selection of methods for process improvement, problem resolution, conflict
    Performance Management           management, team recognition, product performance, and customer satisfaction

                  Rico, D. F. (2010). The paradox of agile project management and virtual teams. Fairfax, VA: Gantthead.Com.

                                                                                                                                          59
Agenda
  Agile Background             Agile Teamwork
  Agile Introduction           Agile Scalability
  Agile Business Case          Agile Lean/Kanban
  Agile Life Cycles            Agile Scrum
  Agile Practices              Agile Metrics & Models
  Agile Requirements           Agile Costs & Benefits
  Agile Project Mgt. Models    Agile Earned Value Mgt.
  Agile Project Mgt. Phases    Agile Documentation
 Agile Release Planning       Agile Automated Tools
  Agile Iteration Planning     Agile Contract Models
  Agile Estimating             Agile Change Models
  Agile Risk Analysis          Agile Case Studies
  Agile Automated Testing      Agile Summary
  Agile Security Engineering   Agile Resources           60
Release Planning
   Release planning is basic agile planning approach
   Begins with capturing and ordering customer needs
   Output is a release plan with resources and timelines
       Write User Stories      Estimate User Stories      Prioritize User Stories       Split User Stories       Develop Release Plan

        • Hold customer           • Estimate size            • Estimate total           • Evaluate story           • Select release
          meeting                   using Delphi               resources                  size                       scope
                                    (PERT)
        • Propose user                                       • Estimate                 • Evaluate                 • Select iteration
          stories                 • Estimate using             business value             needed                     velocity &
                                    planning poker                                        resources                  length
        • Clarify user                                       • Estimate
          stories                 • Estimate using             technical risks          • Evaluate                 • Estimate
                                    analogy                                               business value             release budget
        • Record user                                        • Sequence user
          stories                 • Estimate user              stories                  • Evaluate risks           • Identify overall
                                    algorithmic                                           and sequence               constraints
        • Verify user                                        • Verify overall
                                    models
          stories                                              sequence                 • Divide and               • Develop
                                  • Estimate using                                        reorder user               release plan
                                    prototypes                                            stories
                                    (spikes)




                    Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.
                    Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education.
                                                                                                                                        61
Write User Stories
   Release planning begins by identifying user needs
   User needs are captured in form of user stories
   Customer records needs on user story cards
                                                     Write User Stories



                                                          Hold
                                                       Customer
                                                        Meeting
             Verify                                                                                 Propose
              User                                                                                    User
            Stories                                                                                 Stories




                               Record                                             Clarify
                                 User                                               User
                               Stories                                            Stories




            Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.
            Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education.
                                                                                                                    62
Estimate User Stories
   The complexity of each user story is then estimated
   Complexity is captured in the form of story points
   Story points are a relative size of user needs
                                                     Estimate User Stories



                                                         Estimate
                                                            Using
                                                     Delphi (PERT)
              Estimate                                                                               Estimate
               Using                                                                                   Using
         Prototypes (Spikes)                                                                    Planning Poker




                                Estimate                                          Estimate
                                  Using                                              Using
                        Algorithmic Models                                         Analogy




              Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.
              Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education.
                                                                                                                      63
Prioritize User Stories
   Customers must prioritize all of their user stories
   Cost, value, risk, and other factors are considered
   Tradeoffs are made when rank ordering user stories
                                                   Prioritize User Stories



                                                       Estimate
                                                          Total
                                                      Resources
             Verify                                                                                Estimate
             Overall                                                                               Business
            Sequence                                                                                 Value




                             Sequence                                           Estimate
                                 User                                           Technical
                               Stories                                             Risks




            Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.
            Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education.
                                                                                                                    64
Split User Stories
   Stories may be decomposed for a variety of reasons
   Oftentimes, user stories are too big and complex
   Customers are responsible for splitting them
                                                     Split User Stories



                                                       Evaluate
                                                      User Story
                                                           Size
              Divide                                                                               Evaluate
           and Reorder                                                                              Needed
           User Stories                                                                           Resources




                              Evaluate                                          Evaluate
                             Risks and                                          Business
                             Sequence                                              Value




            Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.
            Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education.
                                                                                                                    65
Develop Release Plan
   Customers identify which user stories they want
   Developers estimate iteration length, budget, etc.
   A release plan is designed covering 9 to 18 months
                                                   Develop Release Plan



                                                         Select
                                                        Release
                                                         Scope
            Develop                                                                                  Select
            Release                                                                                Iteration
               Plan                                                                         Velocity & Length




                               Identify                                         Estimate
                               Overall                                           Release
                            Constraints                                           Budget




            Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.
            Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education.
                                                                                                                    66
Agenda
  Agile Background             Agile Teamwork
  Agile Introduction           Agile Scalability
  Agile Business Case          Agile Lean/Kanban
  Agile Life Cycles            Agile Scrum
  Agile Practices              Agile Metrics & Models
  Agile Requirements           Agile Costs & Benefits
  Agile Project Mgt. Models    Agile Earned Value Mgt.
  Agile Project Mgt. Phases    Agile Documentation
  Agile Release Planning       Agile Automated Tools
 Agile Iteration Planning     Agile Contract Models
  Agile Estimating             Agile Change Models
  Agile Risk Analysis          Agile Case Studies
  Agile Automated Testing      Agile Summary
  Agile Security Engineering   Agile Resources           67
Write Technical Tasks
   Customer and developers review user stories
   Developers divide user stories into technical tasks
   Detailed technical activity is recorded on task cards
                                                  Write Technical Tasks



                                                          Hold
                                                       Customer
                                                        Meeting
             Develop                                                                                Review
           Acceptance                                                                                 User
             Criteria                                                                               Stories




                                 Write                                           Identify
                                 Task                                           Technical
                           Descriptions                                           Tasks




            Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.
            Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education.
                                                                                                                    68
Assign Technical Tasks
   Complete task list is reviewed by developers
   Technical requirements are aligned by skill sets
   Technical tasks are assigned to programmer pairs
                                                  Assign Technical Tasks



                                                       Evaluate
                                                          Initial
                                                         Tasks
             Assign                                                                                 Identify
             Tasks                                                                                Technical
            to Pairs                                                                           Requirements




                              Organize                                         Align with
                                  Into                                          Skills and
                                 Pairs                                          Interests




            Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.
            Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education.
                                                                                                                    69
Estimate Technical Tasks
   Technical tasks are analyzed by pair groupings
   Effort is estimated by analogy, Delphi method, etc.
   Unit test cases are developed and tasks are verified
                                                 Estimate Technical Tasks



                                                        Analyze
                                                       Assigned
                                                         Tasks
             Verify                                                                                Estimate
            Technical                                                                            by Analogy,
             Tasks                                                                           Delphi, Tool, etc.




                               Develop                                         Determine
                             Unit Level                                          Effort in
                            Test Cases                                         Ideal Days




            Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.
            Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education.
                                                                                                                    70
Decompose Technical Tasks
   Overall technical task sizes are evaluated
   Larger tasks are decomposed into smaller ones
   New technical tasks are developed and propagated
                                                Decompose Technical Tasks



                                                         Analyze
                                                       Technical
                                                       Task Sizes
            Assign New                                                                            Decompose
          Technical Tasks                                                                             Large
             to Pairs                                                                         Technical Tasks




                              Write New                                           Identify
                          Technical Task                                             New
                            Descriptions                                    Technical Tasks




             Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.
             Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education.
                                                                                                                     71
Develop Iteration Plans
   Establish individual productivity time and pace
   Balance the workload among individual resources
   Develop iteration plans with tasks, dates, pairs, etc.
                                                   Develop Iteration Plans



                                                        Establish
                                                       Personnel
                                                     Load Factors
            Establish                                                                                Balance
            Iteration                                                                              Personnel
               Plan                                                                                Resources




                               Compile                                           Establish
                          Technical Task                                     Technical Task
                            Assignments                                        Traceability




             Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley.
             Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education.
                                                                                                                     72
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff
A 3-Day Introduction for Sr. Engineers and Tech. Support Staff

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A 3-Day Introduction for Sr. Engineers and Tech. Support Staff

  • 1. A 3-Day Introduction for Sr. Engineers and Tech. Support Staff Dr. David F. Rico, PMP, ACP, CSM Twitter: @dr_david_f_rico Website: http://www.davidfrico.com LinkedIn: http://www.linkedin.com/in/davidfrico Facebook: http://www.facebook.com/profile.php?id=1540017424
  • 2. Author Background  DoD contractor with 28+ years of IT experience  B.S. Comp. Sci., M.S. Soft. Eng., & D.M. Info. Sys.  Large gov’t projects in U.S., Far/Mid-East, & Europe  Published six books & numerous journal articles  Adjunct at George Washington, UMUC, & Argosy  Agile Program Management & Lean Development  Specializes in metrics, models, & cost engineering  Six Sigma, CMMI, ISO 9001, DoDAF, & DoD 5000  Cloud Computing, SOA, Web Services, FOSS, etc. 2
  • 3. Agenda  Agile Background Agile Teamwork Agile Introduction Agile Scalability Agile Business Case Agile Lean/Kanban Agile Life Cycles Agile Scrum Agile Practices Agile Metrics & Models Agile Requirements Agile Costs & Benefits Agile Project Mgt. Models Agile Earned Value Mgt. Agile Project Mgt. Phases Agile Documentation Agile Release Planning Agile Automated Tools Agile Iteration Planning Agile Contract Models Agile Estimating Agile Change Models Agile Risk Analysis Agile Case Studies Agile Automated Testing Agile Summary Agile Security Engineering Agile Resources 3
  • 4. Information Age  U.S. is no longer an industrial-age nation  U.S. part of a group of post-industrial countries  U.S. consists of information-age knowledge workers 100% 80% Percent of Economy Information 60% Service 40% Industry Agriculture 20% 0% 1860 1870 1880 1890 1900 1910 1920 1930 1940 1950 1960 1970 1980 1990 Bell, D. (1999). The coming of post industrial society. New York, NY: Basic Books. 4
  • 5. System Complexity is Growing  21st century systems are becoming more complex  Number of physical parts are becoming smaller  Nano-circuitry and software hide complexity Moody, J. A., et al. (1997). Metrics and case studies for evaluating engineering designs. Upper Saddle River, NJ: Prentice-Hall. 5
  • 6. Software Century  No. of software-intensive systems is growing  80% of US DoD functions performed in software  Major driver of cost, schedule, & tech. performance Kennedy, M. P., & Umphress, D. A. (2011). An agile systems engineering process: The missing link. Crosstalk, 24(3), 16-20. 6
  • 7. Technology Change  21st century systems are technology-intensive  Technology is evolving at an exponential speed  Technology is obsolete before project completion Kurzweil, R. (2005). The singularity is near: When humans transcend biology. New York, NY: Penguin Group. 7
  • 8. Large, Traditional Projects  Big projects result in poor quality and scope changes  Productivity declines with long queues/wait times  Long projects are unsuccessful or canceled Size vs. Quality Size vs. Requirements Growth 16.00 40% Defect Density 12.80 32% Percentage 9.60 24% 6.40 16% 3.20 8% 0.00 0% 0 2 6 25 100 400 0 2 6 25 100 400 Lines of Code (Thousands) Lines of Code (Thousands) Size vs. Productivity Size vs. Success 5.00 60% Code Production Rate 4.00 48% Percentage 3.00 36% 2.00 24% 1.00 12% 0.00 0% 0 2 6 25 100 400 0 2 6 25 100 400 Lines of Code (Thousands) Lines of Code (Thousands) Jones, C. (1991). Applied software measurement: Assuring productivity and quality. New York, NY: McGraw-Hill. 8
  • 9. Global Project Failures  Challenged and failed projects hover at 67%  Big projects fail more often, which is 5% to 10%  Of $1.7T spent on IT projects, over $858B were lost $1.8 2010 33% 41% 26% 2008 32% 44% 24% $1.4 Trillions (US Dollars) 2006 35% 46% 19% 2004 29% 53% 18% $1.1 Year 2002 34% 51% 15% 2000 28% 49% 23% $0.7 1998 26% 46% 28% $0.4 1996 27% 33% 40% 1994 16% 53% 31% $0.0 0% 20% 40% 60% 80% 100% 2002 2003 2004 2005 2006 2007 2008 2009 2010 Successful Challenged Failed Expenditures Failed Investments Standish Group. (2010). Chaos summary 2010. Boston, MA: Author. Sessions, R. (2009). The IT complexity crisis: Danger and opportunity. Houston, TX: Object Watch. 9
  • 10. Requirements Defects & Waste  Requirements defects are #1 reason projects fail  Traditional projects specify too many requirements  More than 65% of requirements are never used at all Defects Waste Never Requirements 45% 47% Other 7% Always 7% Implementation Often 13% 18% Rarely Design 19% 28% Sometimes 16% Sheldon, F. T. et al. (1992). Reliability measurement: From theory to practice. IEEE Software, 9(4), 13-20 Johnson, J. (2002). ROI: It's your job. Extreme Programming 2002 Conference, Alghero, Sardinia, Italy. 10
  • 11. Agenda Agile Background Agile Teamwork  Agile Introduction Agile Scalability Agile Business Case Agile Lean/Kanban Agile Life Cycles Agile Scrum Agile Practices Agile Metrics & Models Agile Requirements Agile Costs & Benefits Agile Project Mgt. Models Agile Earned Value Mgt. Agile Project Mgt. Phases Agile Documentation Agile Release Planning Agile Automated Tools Agile Iteration Planning Agile Contract Models Agile Estimating Agile Change Models Agile Risk Analysis Agile Case Studies Agile Automated Testing Agile Summary Agile Security Engineering Agile Resources 11
  • 12. Today’s Whirlwind Environment Global Competition Work Life Imbalance Demanding Customers  Overruns Vague  Attrition Requirements  Escalation  Runaways  Cancellation Organization Downsizing Technology Change System Complexity 12
  • 13. Need for a New Model  Need for a new model of system development  Cope with high-level of uncertainty and ambiguity  With just the right balance of flexibility and discipline R&D Oriented People Centered Adaptive Customer Friendly Fast & Efficient Disciplined  New discoveries  Highly-talented people  Global threats  Customer interaction  New technology  Lightweight strategy  Complex problems  Cross-functional teams  Market threats  A lot of communication  Quick decision-making  Lightweight plans  One-off systems  Small team size  New customer needs  Customer demos  Iterative delivery cycles  Lightweight lifecycles  Vague requirements  A lot of communication  Changing scope  Customer feedback  Frequent deliveries  Security engineering  Incomplete information  Interpersonal trust  Changing technology  Business value focus  Fast delivery schedules  Light requirements  High uncertainty  Rich collaboration  Changing regulations  Customer satisfaction  Short timelines  Light architecture  Experimentation  Empowered decisions  Continuous change  Customer responsive  Fast time-to-market  Lightweight design  Simulations  Sustainable pace  Flexible culture  Customer sensitivity  First-mover capability  Code reviews  Prototyping  Daily interaction  Flexible attitudes  Customer relationships  Minimal process costs  Rigorous V&V  Innovation oriented  Rich communications  Flexible policies  Customer contact  Low work-in-process -  Rigorous CM  New products  Face-to-face interaction  Flexible processes  Customer involvement  Flexible processes  Rigorous QA  Creative solutions  Cohesiveness  Flexible technologies  Customer driven  Market responsiveness  Project reviews Augustine, S. (2005). Managing agile projects. Upper Saddle River, NJ: Pearson Education. Chin, G. (2004). Agile project management: How to succeed in the face of changing project requirements. Broadway, NY: Amacom. DeCarlo, D. (2004). Extreme project management: Using leadership, principles, and tools to deliver value in the face of volatility. San Francisco, CA: Jossey-Bass. Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education. 13
  • 14. What is Agility?  A-gil-i-ty (ə-'ji-lə-tē) Property consisting of quickness, lightness, and ease of movement; To be very nimble  The ability to create and respond to change in order to profit in a turbulent global business environment  The ability to quickly reprioritize use of resources when requirements, technology, and knowledge shift  A very fast response to sudden market changes and emerging threats by intensive customer interaction  Use of evolutionary, incremental, and iterative delivery to converge on an optimal customer solution   Maximizing the BUSINESS VALUE with right-sized, just- enough, and just-in-time processes and documentation  Highsmith, J. A. (2002). Agile software development ecosystems. Boston, MA: Addison-Wesley. 14
  • 15. What are Agile Methods?  People-centric way to create innovative solutions  Market-centric model to maximize business value  Product-centric vs. wasteful processes/documents Agile Methods Agile Methods Traditional Methods ‘Values’ ‘Principles’ ‘Values’ Customer also Customer valued Contract known as more than Collaboration Interaction Negotiation Individuals & also High Performance valued Processes known as more than Interactions Teams & Tools Working also Iterative valued Comprehensive known as more than Systems Development Documentation Responding also Adaptability valued Following to Change known as more than a Plan or Flexibility Agile Manifesto. (2001). Manifesto for agile software development. Retrieved September 3, 2008, from http://www.agilemanifesto.org. 15
  • 16. How do Lean/Agile Intersect?  Agile is naturally lean and based on small batches  Agile directly supports six principles of lean thinking  Agile may be converted to a continuous flow system Agile Values Lean Pillars Lean Principles Lean & Agile Practices Flow Principles  Customer relationships, satisfaction, trust, and loyalty Empowered Relationships  Team authority, empowerment, and resources Decentralization Teams  Team identification, cohesion, and communication  Product vision, mission, needs, and capabilities Respect Customer Value  Product scope, constraints, and business value Economic View for People  Product objectives, specifications, and performance Customer  As is policies, processes, procedures, and instructions Collaboration  To be business processes, flowcharts, and swim lanes WIP Constraints Value Stream  Initial workflow analysis, metrication, and optimization & Kanban  Batch size, work in process, and artifact size constraints Control Cadence Iterative Continuous Flow  Cadence, queue size, buffers, slack, and bottlenecks Delivery  Workflow, test, integration, and deployment automation & Small Batches  Roadmaps, releases, iterations, and product priorities Continuous  Epics, themes, feature sets, features, and user stories Customer Pull Fast Feedback Improvement  Product demonstrations, feedback, and new backlogs Responding  Refactor, test driven design, and continuous integration to Change  Standups, retrospectives, and process improvements Manage Queues/ Perfection  Organization, project, and process adaptability/flexibility Exploit Variability    Womack, J. P., & Jones, D. T. (1996). Lean thinking: Banish waste and create wealth in your corporation. New York, NY: Free Press. Reinertsen, D. G. (2009). The principles of product development flow: Second generation lean product development. New York, NY: Celeritas. Reagan, R. B., & Rico, D. F. (2010). Lean and agile acquisition and systems engineering: A paradigm whose time has come. DoD AT&L Magazine, 39(6). 16
  • 17. When to Use Agile Methods?  On exploratory or research/development projects  When fast customer responsiveness is paramount  In organizations that are highly-innovative & creative Traditional Project Management Agile Project Management  Predictable situations  High-levels of uncertainty and unpredictability  Low-technology projects  High-technology projects  Stable, slow-moving industries  Fast-paced, highly-competitive industries  Low-levels of technological change  Rapid pace of technological change  Repeatable operations  Research-oriented, discovery projects  Low-rates of changing project performance  Large-fluctuations in project performance  Long-term, fixed-price production contracts  Shorter-term, performance-based RDT&E contracts  Achieving concise economic efficiency goals  Achieving high-impact product/service effectiveness  Highly-administrative contracts  Highly-creative new product development contracts  Mass production and high-volume manufacturing  Customer-intensive, one-off product/service solutions  Highly-predictable and stable market conditions  Highly-volatile and unstable market conditions  Low-margin industries such as commodities  High-margin, intellectually-intensive industries  Delivering value at the point-of-plan  Delivering value at the point-of-sale Pine, B. J. (1993). Mass customization: The new frontier in business competition. Boston, MA: Harvard Business School Press. 17
  • 18. Agile World View  Agility has many dimensions other than IT  Ranges from leadership to technological agility  The focus of this brief is systems development agility Agile Leaders Agile Organization Change Agile Acquisition & Contracting Agile Strategic Planning Agile Capability Analysis  Agile Program Management Agile Project Management  Agile Systems Development Agile Processes & Practices Agile Tools Agile Information Systems Agile Tech. 18
  • 19. Agenda Agile Background Agile Teamwork Agile Introduction Agile Scalability  Agile Business Case Agile Lean/Kanban Agile Life Cycles Agile Scrum Agile Practices Agile Metrics & Models Agile Requirements Agile Costs & Benefits Agile Project Mgt. Models Agile Earned Value Mgt. Agile Project Mgt. Phases Agile Documentation Agile Release Planning Agile Automated Tools Agile Iteration Planning Agile Contract Models Agile Estimating Agile Change Models Agile Risk Analysis Agile Case Studies Agile Automated Testing Agile Summary Agile Security Engineering Agile Resources 19
  • 20. Agile Adoption Rates  VersionOne found 80% using agile methods today  Most are using Scrum with several key XP practices  Release planning/continuous integration are vital tools House, D. (2012). Sixth annual state of agile survey: State of agile development. Atlanta, GA: VersionOne. 20
  • 21. Surveys of Agile Methods  Many surveys of agile methods since 2003  AmbySoft and VersionOne collect annual data  Agile benefits are above 50% in most categories Rico, D. F. (2008). What is the return-on-investment of agile methods? Retrieved February 3, 2009, from http://davidfrico.com/rico08a.pdf. 21
  • 22. Case Studies of Agile Methods  Agile (138 pt.) and traditional methods (99 pt.)  Agile methods fare better in all benefits categories  Agile methods 359% better than traditional methods Category Agile Traditional Difference Cost Reduction 9% Schedule Reduction 33% Productivity Improvement 55% Quality Improvement 24% Customer Satisfaction Imp. 56% Return on Investment 2,811% 470% 2,341% Rico, D. F. (2008). What is the ROI of agile vs. traditional methods? TickIT International, 10(4), 9-18. 22
  • 23. Benefits of Agile Methods  Analysis of 23 agile vs. 7,500 traditional projects  Agile projects are 54% better than traditional ones  Agile has lower costs (61%) and fewer defects (93%) 2.8 18 Before Agile Before Agile 3.00 20 After Agile After Agile 2.25 15 11 1.1 1.50 10 61% 39% 0.75 5 Lower Less Cost Staff Project Cost in Millions $ Total Staffing 18 2270 Before Agile Before Agile 20 2500 13.5 After Agile After Agile 15 1875 10 1250 381 93% 5 24% 625 Less Faster Defects Delivery Time in Months Cumulative Defects Mah, M. (2008). Measuring agile in the enterprise: Proceedings of the Agile 2008 Conference, Toronto, Canada. 23
  • 24. Benefits of Organizational Agility  Study of 15 agile vs. non-agile Fortune 500 firms  Based on models to measure organizational agility  Agile firms out perform non-agile firms by up to 36% Hoque, F., et al. (2007). Business technology convergence. The role of business technology convergence in innovation and adaptability and its effect on financial performance. Stamford, CT: BTM Institute. 24
  • 25. Agenda Agile Background Agile Teamwork Agile Introduction Agile Scalability Agile Business Case Agile Lean/Kanban  Agile Life Cycles Agile Scrum Agile Practices Agile Metrics & Models Agile Requirements Agile Costs & Benefits Agile Project Mgt. Models Agile Earned Value Mgt. Agile Project Mgt. Phases Agile Documentation Agile Release Planning Agile Automated Tools Agile Iteration Planning Agile Contract Models Agile Estimating Agile Change Models Agile Risk Analysis Agile Case Studies Agile Automated Testing Agile Summary Agile Security Engineering Agile Resources 25
  • 26. Crystal Methods  Created by Alistair Cockburn in 1991  Has 14 practices, 10 roles, and 25 products  Scalable family of techniques for critical systems Cockburn, A. (2002). Agile software development. Boston, MA: Addison-Wesley. 26
  • 27. Scrum  Created by Jeff Sutherland at Easel in 1993  Has 5 practices, 3 roles, 5 products, rules, etc.  Uses EVM to burn down backlog in 30-day iterations Schwaber, K., & Beedle, M. (2001). Agile software development with scrum. Upper Saddle River, NJ: Prentice-Hall. 27
  • 28. Dynamic Systems Dev.  Created by group of British firms in 1993  15 practices, 12 roles, and 23 work products  Non-proprietary RAD approach from early 1990s Stapleton, J. (1997). DSDM: A framework for business centered development. Harlow, England: Addison-Wesley. 28
  • 29. Feature Driven Development  Created by Jeff De Luca at Nebulon in 1997  Has 8 practices, 14 roles, and 16 work products  Uses object-oriented design and code inspections Palmer, S. R., & Felsing, J. M. (2002). A practical guide to feature driven development. Upper Saddle River, NJ: Prentice-Hall. 29
  • 30. Extreme Programming  Created by Kent Beck at Chrysler in 1998  Has 28 practices, 7 roles, and 7 work products  Popularized pair programming and test-driven dev. Test User Scenarios Stories New Requirements Bugs Stories System Release Latest Customer Architectural Metaphor Release Plan Version Acceptance Approval Small Iteration Spike Planning Tests Releases Uncertain Confident Estimates Estimates Next Iteration Spike Beck, K. (2000). Extreme programming explained: Embrace change. Reading, MA: Addison-Wesley. 30
  • 31. Kanban  Adapted to IT by Dave Anderson in 2006  Activities, buffers, queues, WIP limits, tasks, etc.  Lean, JIT pull/demand system leading to high quality Anderson, D. J. (2010). Kanban: Successful evolutionary change for your technology business. Sequim, WA: Blue Hole Press. 31
  • 32. Agenda Agile Background Agile Teamwork Agile Introduction Agile Scalability Agile Business Case Agile Lean/Kanban Agile Life Cycles Agile Scrum  Agile Practices Agile Metrics & Models Agile Requirements Agile Costs & Benefits Agile Project Mgt. Models Agile Earned Value Mgt. Agile Project Mgt. Phases Agile Documentation Agile Release Planning Agile Automated Tools Agile Iteration Planning Agile Contract Models Agile Estimating Agile Change Models Agile Risk Analysis Agile Case Studies Agile Automated Testing Agile Summary Agile Security Engineering Agile Resources 32
  • 33. Onsite Customers  Term coined by Kent Beck in 1999  Customer who sits with developers full-time  Fast and efficient way to capture customer needs Tabaka, J. (2006). Collaboration explained: Facilitation skills for software project leaders. Upper Saddle River, NJ: Addison Wesley. 33
  • 34. Release Planning  Created by Kent Beck at Chrysler in 1998  Project plan with a 30-60-90-day timing horizon  Disciplined and adaptable project management F/W Beck, K., & Fowler, M. (2004). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. 34
  • 35. User Stories  Term coined by Kent Beck in 1999  Functions or features of value to customers  Highly-adaptable requirements engineering process Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley. 35
  • 36. Test-Driven Development  Term coined by Kent Beck in 2003  Consists of writing all tests before design  Ensures all components are verified and validated Beck, K. (2003). Test-driven development: By example. Boston, MA: Addison-Wesley. 36
  • 37. Pair Programming  Term coined by Jim Coplien in 1995  Consists of two side-by-side developers  Highly-effective group problem-solving technique Williams, L., & Kessler, R. (2002). Pair programming illuminated. Boston, MA: Pearson Education. 37
  • 38. Refactoring  Term coined by William Opdyke in 1990  Process of frequently redesigning the system  Improves readability, maintainability, and quality Fowler, M. (1999). Refactoring: Improving the design of existing code. Boston, MA. Addison-Wesley. 38
  • 39. Continuous Integration  Term coined by Martin Fowler in 1998  Process of automated build/regression testing  Evaluates impact of changes against entire system Duvall, P., Matyas, S., & Glover, A. (2006). Continuous integration: Improving software quality and reducing risk. Boston, MA: Addison-Wesley. 39
  • 40. Agenda Agile Background Agile Teamwork Agile Introduction Agile Scalability Agile Business Case Agile Lean/Kanban Agile Life Cycles Agile Scrum Agile Practices Agile Metrics & Models  Agile Requirements Agile Costs & Benefits Agile Project Mgt. Models Agile Earned Value Mgt. Agile Project Mgt. Phases Agile Documentation Agile Release Planning Agile Automated Tools Agile Iteration Planning Agile Contract Models Agile Estimating Agile Change Models Agile Risk Analysis Agile Case Studies Agile Automated Testing Agile Summary Agile Security Engineering Agile Resources 40
  • 41. User Story  Requirement written from perspective of a user  Function or a feature that has value to a customer  Discrete unit of functionality written on an index card Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley. 41
  • 42. Conditions of Satisfaction  Conditions of satisfaction added to user stories  Serve as a set of user acceptance test criteria  Used for development and operational tests Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley. 42
  • 43. Detailed Sub-Stories  Details can be added in smaller sub-stories  Good way to functionally-decompose user stories  May also represent an object-oriented point-of-view Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley. 43
  • 44. Epics  Epics are very large enterprise requirements  They are often called capabilities or feature sets  A very-large unit of work that must be decomposed Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley. 44
  • 45. User Story Workshops  Form stakeholder groups to brainstorm user stories  Goal is to write as many user stories as possible  Start with epics and decompose user stories Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Addison-Wesley. 45
  • 46. Agenda Agile Background Agile Teamwork Agile Introduction Agile Scalability Agile Business Case Agile Lean/Kanban Agile Life Cycles Agile Scrum Agile Practices Agile Metrics & Models Agile Requirements Agile Costs & Benefits  Agile Project Mgt. Models Agile Earned Value Mgt. Agile Project Mgt. Phases Agile Documentation Agile Release Planning Agile Automated Tools Agile Iteration Planning Agile Contract Models Agile Estimating Agile Change Models Agile Risk Analysis Agile Case Studies Agile Autoamted Testing Agile Summary Agile Security Engineering Agile Resources 46
  • 47. Scrum Project Management  Created by Jeff Sutherland at Easel in 1993  Product backlog comprised of customer needs  Barely-sufficient project management framework Initial Planning Sprint Cycle Discovery Session Sprint  Agile Training  Select Tasks and Create Tests  Project Discovery  Create Simple Designs  Code and Test Software Units  Process Discovery  Perform Integration Testing  Team Discovery  Maintain Daily Burndown Chart  Initial Backlog  Update Sprint Backlog Release Planning Sprint Planning Daily Scrum Sprint Review  Business Case  Set Sprint Capacity  Completed Backlog Items  Present Backlog Items  Desired Backlog  Identify Tasks  Planned Backlog Items  Record Feedback  Estimate Tasks  Impediments to Progress  Adjust Backlog  Hi-Level Estimates  Prioritize Backlog  Finalize Backlog Sprint Retrospective Product Backlog Sprint Backlog Potentially Shippable Product  Prioritized Requirements  List of Technical Tasks Assigned to a Sprint  Working Operational Software Schwaber, K. (2004). Agile project management with scrum. Redmond, WA: Microsoft Press. 47
  • 48. XP Project Management  Created by Kent Beck at Chrysler in 1998  Release plan is comprised of customer needs  Lightweight, rigorous near-term planning element Release Planning Iteration Planning Exploration Phase Exploration Phase  Build a Team  Split User Stories  Analyze Release Plan  Read User Stories  Write User Stories  Spike User Stories  Identify Iteration Goal  Develop Tasks  Estimate User Stories  Write User Tests  Select User Stories  Split Tasks Commitment Phase Commitment Phase  Sort by Value  Choose a Scope  Accept Tasks  Analyze Schedules  Sort by Risk  Set Iteration Length  Set Individual Velocity  Set Load Factors  Set Velocity  Develop Release Plan  Estimate Tasks  Balance Tasks Steering Phase Steering Phase  Select Iteration  New Release Plan  Select Partner  Unit/Integration Test  Adjust Velocity  Select Tools  Write Unit Tests  User Acceptance Test  Insert New Stories  Adjust Teams  Design and Code  Record Progress Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. 48
  • 49. Project Leadership Model  Created by Sanjiv Augustine at CC Pace in 2005  Builds agile cultures, mind-sets, and environments  Leadership model for managing agile project teams Foster Alignment and Cooperation Encourage Emergence and Self Organization Learning/Adaptation Organic Teams Guiding Vision Simple Rules Open Information Light Touch Adaptive Leadership Leadership Leadership Leadership Leadership Leadership Leadership  Craftsmanship  Team Vision  Culture of Change  Conduct Standups  Adapt Style  Embodied Presence  Collaboration  Team Alignment  Value Focus  Promote Feedback  Roving Leadership  Embodied Learning  Guiding Coalition  Bold Future  Build Trust  Go With Flow  Community  Shared Expectations  Facilitate Action  Work Life Quality  Build on Strengths  Gain Commitments Management Management Management Management Management Management  Identify Community  Business Outcomes  Assess Status Quo  Team Collocation  Decentralize Control  Daily Feedback  Design Structures  Delineate Scope  Customize Method  Get Onsite Customer  Pull vs. Push  Monitor/Adapt Rules  Get Team Players  Estimate Effort  Release Plan  Practice Pairing  Manage Flow  Monitor Practices  Adaptive Enterprise  Design Vision Box  Iteration Plans  Information Radiator  Use Action Sprints  Retrospectives  Elevator Statement  Facilitate Design  Map Value Stream  Scenario Planning  Conduct Testing  Manage Releases Augustine, S. (2005). Managing agile projects. Upper Saddle River, NJ: Pearson Education. 49
  • 50. Flexible Project Management  Created by Doug DeCarlo at Cutter in 2004  Focus is on collaboration, scoping, and speed  Thinner traditional project management approach Visionate Speculate Innovate Re-evaluate Disseminate Sponsor’s Vision Planning Meeting Learning by Doing Business Questions Product Launch  Interview Sponsor  Collective Vision  SCORE Model  Who Needs It?  Acceptance Testing  Describe Objectives  Size Deliverables  Architecture  What Will It Take?  Documentation  Project Prospectus  Map Schedule  Development  Can We Get It?  Support Plan  Business Questions  Choose Life Cycle  Construction  Is It Worth It?  Maintenance Plan  Requirements ID’d  Testing  Deploy Solution  Development Tools  Time Boxing  Customer Service Collective Vision Project Review  Risk Planning  Trial and Error  Scope Meeting  Check Performance  Collaboration  Future Scenarios  Check Schedule Stabilization Post Meeting  Project Skinny  Check Costs  Training/Education  Project Boundaries  PM Infrastructure Generate Results  Check Benefits  Utilization  Project Vision  Financial Goals  Visibility  Check Project ROI  Performance  Win Conditions  Benefit Plan  Early Value  Go/No-Go Decision  Feedback  Benefit Map  Partner Agreements  Fast Failures  Corrective Action  Wow Factor Project Changes  Uncertainty Profile Business Questions Business Questions Lessons Learned  Re-Direct As-Needed  Go/No-Go Decision  Modify Questions  Update Vision Collective Vision Team Rewards  Update Stakeholders Select Core Team Update Prospectus Update Prospectus  Re-examine Team Track Benefits DeCarlo, D. (2004). Extreme project management: Using leadership, principles, and tools to deliver value in the face of volatility. San Francisco, CA: Jossey-Bass. 50
  • 51. Adaptive Project Management  Created by Bob Wysocki for consulting in 2008  Designed to be a generic model for non-IT projects  Lightweight traditional project management approach Adaptive Project Framework Scoping Planning Feasibility Checkpoint Review  Identify Opportunity  Identify Project Type  Develop Prototype  Analyze Needs  Finalize Documents  Develop CoS  Prioritize Constraints  Reprioritize Needs  Evaluation Solution  Lessons Learned  Write PoS  Develop WBS  Detailed WBS  Estimate Value  Process Changes  Document Needs  Team Formation  Estimate Resources  Determine Success  Final Report  Stage Gate 1 Review  Stage Gate 2 Review  Stage Gate 3 Review  Stage Gate 4 Review  Stage Gate 5 Review Cyclical Product or Service Implementation Cycle Planning Product or Service Implementation Daily Meetings Cycle Reviews  Responsibilities  Select Personnel with Needed Skills  Arrange Facilities  Update Requirements  Timelines  Identify Detailed Technical Tasks  Prepare Agendas  Update Scope  Work Packages  Create Detailed Architectures and Designs  Send Meeting Notices  Update Schedules  Communications  Select and Implement Technical Solutions  Facilitate Meetings  Update Plans  Governance  Perform Development and Operational Tests  Record Action Items  Inform Stakeholders Continuous Improvement Stage Gate 3.n  Continually improve process, documents, team, architecture, designs, implementation, tests, etc. Review Wysocki, R.F. (2010). Adaptive project framework: Managing complexity in the face of uncertainty. Boston, MA: Pearson Education. 51
  • 52. Agile Project Management  Created by Jim Highsmith at Cutter in 2003  Focus on strategic plans and capability analysis  Most holistic agile project management framework Innovation Lifecycle Envision Speculate Explore Launch Close  Product Vision  Gather Requirements  Iteration Management  Final Review  Clean Up Open Items  Product Architecture  Product Backlog  Technical Practices  Final Acceptance  Support Material  Project Objectives  Release Planning  Team Development  Final QA  Final Retrospective  Project Community  Risk Planning  Team Decisions  Final Documentation  Final Reports  Delivery Approach  Cost Estimation  Collaboration  Final Deployment  Project Celebration Iterative Delivery Technical Planning Development, Test, & Evaluation Operational Testing Adapt  Story Analysis  Development Pairing  Integration Testing  Focus Groups  Task Development  Unit Test Development  System Testing  Technical Reviews  Task Estimation  Simple Designs  Operational Testing  Team Evaluations  Task Splitting  Coding and Refactoring  Usability Testing  Project Reporting  Task Planning  Unit and Component Testing  Acceptance Testing  Adaptive Action Continuous Story Deployment  Standups, Architecture, Design, Build, Integration, Documentation, Change, Migration, and Integration Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education. 52
  • 53. Agenda Agile Background Agile Teamwork Agile Introduction Agile Scalability Agile Business Case Agile Lean/Kanban Agile Life Cycles Agile Scrum Agile Practices Agile Metrics & Models Agile Requirements Agile Costs & Benefits Agile Project Mgt. Models Agile Earned Value Mgt.  Agile Project Mgt. Phases Agile Documentation Agile Release Planning Agile Automated Tools Agile Iteration Planning Agile Contract Models Agile Estimating Agile Change Models Agile Risk Analysis Agile Case Studies Agile Automated Testing Agile Summary Agile Security Engineering Agile Resources 53
  • 54. Envision Phase  Determine product vision and project objectives  Identifies project community and project team  The major output is a “Product Vision Box” Envision Phase Product Vision  Product Vision Box  Elevator Test Statement  Product Roadmap  Product Features Delivery Approach  Product Vision Document Product Architecture  Self-Organization Strategy  Skeleton Architecture  Collaboration Strategy  Hardware Feature Breakdown  Communication Strategy  Software Feature Breakdown  Process Framework Tailoring  Organizational Structure  Practice Selection & Tailoring  Guiding Principles Project Community Project Objectives  Get the Right People  Project Data Sheet  Participant Identification  Key Business Objectives  Types of Stakeholders  Tradeoff Matrix  List of Stakeholders  Exploration Factor  Customer-Developer Interaction  Requirements Variability Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education. 54
  • 55. Speculate Phase  Determine organizational capability/mission needs  Identifies feature-sets and system requirements  The major output is a “System Release Plan” Speculate Phase Gather Requirements  Analyze Feasibility Studies  Evaluate Marketing Reports  Gather Stakeholder Suggestions  Examine Competitive Intelligence Cost Estimation  Collaborate with Customers Product Backlog  Establish Estimate Scope  Product Features List  Establish Technical Baseline  Feature Cards  Collect Project Data  Performance Requirements  Size Project Information  Prioritize Features  Prepare Baseline Estimates  Feature Breakdown Structure Risk Planning Release Planning  Risk Identification  Project Startup Activities  Risk Analysis  Assign Stories to Iterations  Risk Responses  First Feasible Deployment  Risk Monitoring  Estimate Feature Velocity  Risk Control  Determine Product Scope Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education. 55
  • 56. Explore Phase  Determine technical iteration objectives/approaches  Identifies technical tasks and technical practices  The major output is an “Operational Element” Explore Phase Iteration Management  Iteration Planning  Estimate Task Size  Iteration Length  Workload Management Collaboration  Monitoring Iteration Progress Technical Practices  Pair Programming  Reduce Technical Debt  Daily Standup Meetings  Simple Design  Daily Product Team Interaction  Continuous Integration  Stakeholder Coordination  Ruthless Automated Testing  Customer Interactions  Opportunistic Refactoring Team Decisions Team Development  Decision Framing  Focus Team  Decision Making  Molding Group into Team  Decision Retrospection  Develop Individual Capabilities  Leadership and Decision Making  Coach Customers  Set and Delay Decision Making  Orchestrate Team Rhythm Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education. 56
  • 57. Launch Phase  Determine the state of the final deployment system  Perform final development, test, and QA reviews  The major output is a “Deployment Package” Launch Phase Final Review  Final Release Plan Review  Final Requirements Review  Final Design Review  Final Code Review Final Deployment  Final Development Team Review Final Acceptance  Final Source Code  Final Test Plan Review  Final Build  Final Test Case Review  Final Integration  Final Test Environment Review  Final Image  Final Acceptance Test Review  Final Deployment Package  Final Test Results Review Final Documentation Final Quality Assurance  Final Release Plans  Final Functional Configuration Audit  Final Requirements Database  Final Physical Configuration Audit  Final Development Documents  Final Quality Assurance Plan Review  Final Maintenance Documents  Final QA Procedures Review  Final Operations Documents  Final Quality Assurance Review Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education. 57
  • 58. Close Phase  Determine project outcome and effectiveness  Identifies strengths, weaknesses, and rewards  The major output is a “Lessons-Learned Report” Close Phase Clean Up Open Items  Close Open Action Items  Close Open Change Requests  Close Open Problem Reports  Close Open Defect Reports Project Celebration  Close Open Project Issues Support Material  Individual Rewards  Finalize Documentation  Group Rewards  Finalize Production Material  Partner Rewards  Finalize Manufacturing Material  Managerial Rewards  Finalize Customer Documentation  Product Rewards  Finalize Maintenance Information Final Reports Final Retrospective  End-of-Project Reports  Process Performance Assessment  Administrative Reports  Internal Product Assessment  Release Notes  External Product Assessment  Financial Reports  Team Performance Assessment  Facilities Reports  Project Performance Assessment Highsmith, J. A. (2010). Agile project management: Creating innovative products. Boston, MA: Pearson Education. 58
  • 59. Leadership Considerations  Agile management is delegated to the lowest level  There remain key leadership roles & responsibilities  Communication, coaching, & facilitation are key ones Facilitate selection of methods for obtaining and maintaining executive commitment, project Customer Communication resources, corporate communications, and customer interaction  Product Visioning Facilitate selection of methods for communicating product purpose, goals, objectives, mission, vision, business value, scope, performance, budget, assumptions, constraints, etc. Distribution Strategy Facilitate selection of virtual team distribution strategy to satisfy project goals and objectives Facilitate selection of methods for training, coaching, mentoring, and other team building Team Development approaches  Standards & Practices Facilitate selection of project management and technical practices, conventions, roles, responsibilities, and performance measures Telecom Infrastructure Facilitate selection of high bandwidth telecommunication products and services Development Tools Facilitate selection of agile project management tools and interactive development environment High Context Meetings Facilitate selection of high context agile project management and development meetings  Coordination Meetings Facilitate selection of meetings and forums for regular communications between site coordinators Facilitate selection of methods for maximizing periodic face to face interactions and F2F Communications collaboration Facilities selection of methods for process improvement, problem resolution, conflict Performance Management management, team recognition, product performance, and customer satisfaction Rico, D. F. (2010). The paradox of agile project management and virtual teams. Fairfax, VA: Gantthead.Com. 59
  • 60. Agenda Agile Background Agile Teamwork Agile Introduction Agile Scalability Agile Business Case Agile Lean/Kanban Agile Life Cycles Agile Scrum Agile Practices Agile Metrics & Models Agile Requirements Agile Costs & Benefits Agile Project Mgt. Models Agile Earned Value Mgt. Agile Project Mgt. Phases Agile Documentation  Agile Release Planning Agile Automated Tools Agile Iteration Planning Agile Contract Models Agile Estimating Agile Change Models Agile Risk Analysis Agile Case Studies Agile Automated Testing Agile Summary Agile Security Engineering Agile Resources 60
  • 61. Release Planning  Release planning is basic agile planning approach  Begins with capturing and ordering customer needs  Output is a release plan with resources and timelines Write User Stories Estimate User Stories Prioritize User Stories Split User Stories Develop Release Plan • Hold customer • Estimate size • Estimate total • Evaluate story • Select release meeting using Delphi resources size scope (PERT) • Propose user • Estimate • Evaluate • Select iteration stories • Estimate using business value needed velocity & planning poker resources length • Clarify user • Estimate stories • Estimate using technical risks • Evaluate • Estimate analogy business value release budget • Record user • Sequence user stories • Estimate user stories • Evaluate risks • Identify overall algorithmic and sequence constraints • Verify user • Verify overall models stories sequence • Divide and • Develop • Estimate using reorder user release plan prototypes stories (spikes) Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education. 61
  • 62. Write User Stories  Release planning begins by identifying user needs  User needs are captured in form of user stories  Customer records needs on user story cards Write User Stories Hold Customer Meeting Verify Propose User User Stories Stories Record Clarify User User Stories Stories Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education. 62
  • 63. Estimate User Stories  The complexity of each user story is then estimated  Complexity is captured in the form of story points  Story points are a relative size of user needs Estimate User Stories Estimate Using Delphi (PERT) Estimate Estimate Using Using Prototypes (Spikes) Planning Poker Estimate Estimate Using Using Algorithmic Models Analogy Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education. 63
  • 64. Prioritize User Stories  Customers must prioritize all of their user stories  Cost, value, risk, and other factors are considered  Tradeoffs are made when rank ordering user stories Prioritize User Stories Estimate Total Resources Verify Estimate Overall Business Sequence Value Sequence Estimate User Technical Stories Risks Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education. 64
  • 65. Split User Stories  Stories may be decomposed for a variety of reasons  Oftentimes, user stories are too big and complex  Customers are responsible for splitting them Split User Stories Evaluate User Story Size Divide Evaluate and Reorder Needed User Stories Resources Evaluate Evaluate Risks and Business Sequence Value Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education. 65
  • 66. Develop Release Plan  Customers identify which user stories they want  Developers estimate iteration length, budget, etc.  A release plan is designed covering 9 to 18 months Develop Release Plan Select Release Scope Develop Select Release Iteration Plan Velocity & Length Identify Estimate Overall Release Constraints Budget Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education. 66
  • 67. Agenda Agile Background Agile Teamwork Agile Introduction Agile Scalability Agile Business Case Agile Lean/Kanban Agile Life Cycles Agile Scrum Agile Practices Agile Metrics & Models Agile Requirements Agile Costs & Benefits Agile Project Mgt. Models Agile Earned Value Mgt. Agile Project Mgt. Phases Agile Documentation Agile Release Planning Agile Automated Tools  Agile Iteration Planning Agile Contract Models Agile Estimating Agile Change Models Agile Risk Analysis Agile Case Studies Agile Automated Testing Agile Summary Agile Security Engineering Agile Resources 67
  • 68. Write Technical Tasks  Customer and developers review user stories  Developers divide user stories into technical tasks  Detailed technical activity is recorded on task cards Write Technical Tasks Hold Customer Meeting Develop Review Acceptance User Criteria Stories Write Identify Task Technical Descriptions Tasks Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education. 68
  • 69. Assign Technical Tasks  Complete task list is reviewed by developers  Technical requirements are aligned by skill sets  Technical tasks are assigned to programmer pairs Assign Technical Tasks Evaluate Initial Tasks Assign Identify Tasks Technical to Pairs Requirements Organize Align with Into Skills and Pairs Interests Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education. 69
  • 70. Estimate Technical Tasks  Technical tasks are analyzed by pair groupings  Effort is estimated by analogy, Delphi method, etc.  Unit test cases are developed and tasks are verified Estimate Technical Tasks Analyze Assigned Tasks Verify Estimate Technical by Analogy, Tasks Delphi, Tool, etc. Develop Determine Unit Level Effort in Test Cases Ideal Days Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education. 70
  • 71. Decompose Technical Tasks  Overall technical task sizes are evaluated  Larger tasks are decomposed into smaller ones  New technical tasks are developed and propagated Decompose Technical Tasks Analyze Technical Task Sizes Assign New Decompose Technical Tasks Large to Pairs Technical Tasks Write New Identify Technical Task New Descriptions Technical Tasks Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education. 71
  • 72. Develop Iteration Plans  Establish individual productivity time and pace  Balance the workload among individual resources  Develop iteration plans with tasks, dates, pairs, etc. Develop Iteration Plans Establish Personnel Load Factors Establish Balance Iteration Personnel Plan Resources Compile Establish Technical Task Technical Task Assignments Traceability Beck, K., & Fowler, M. (2001). Planning extreme programming. Upper Saddle River, NJ: Addison-Wesley. Cohn, M. (2004). User stories applied: For agile software development. Boston, MA: Pearson Education. 72