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Introduction to Agile
                                                                Scrum, kanban & scrumban




                    InfoJobs - Introduction to Agile by Gabriel Prat is licensed under a Creative Commons Attribution-NoDerivs 3.0 Unported License.   1
diumenge 29 d’abril de 12
WHO
                                                                                                                     AM	
  I?



                                                                                    h'p://www.infojobs.net/
                                                                                    gabriel-­‐prat-­‐masramon.prf


                                                                                      h'p://www.slideshare.net/
                                                                                       gabriprat/infojobs-­‐agile
                    InfoJobs - Introduction to Agile by Gabriel Prat is licensed under a Creative Commons Attribution-NoDerivs 3.0 Unported License.
diumenge 29 d’abril de 12
What do
                you
                 Expect ?
                            3
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GROUND
    RULES
                  Change order     Interrupt as
                                     needed



                        Control
                                    Add topics
                        schedule



                                              4
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COMMON
      PROBLEMS
      (SACWIS Implementation)
                                                      Florida                                          Minnesota

         Budget

         Scheduled
         dura3on

         Staff
        Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference

                                                                                                                   5
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COMMON
      PROBLEMS
      (SACWIS Implementation)
                                                      Florida                                          Minnesota

         Budget                                       $32M

         Scheduled                                    8	
  years
         dura3on

         Staff                                         109	
  people
        Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference

                                                                                                                   5
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COMMON
      PROBLEMS
      (SACWIS Implementation)
                                                      Florida                                          Minnesota

         Budget                                       $32M                                             $1,1M

         Scheduled                                    8	
  years                                       1	
  year
         dura3on

         Staff                                         109	
  people                                    8	
  people
        Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference

                                                                                                                     5
diumenge 29 d’abril de 12
COMMON
      PROBLEMS
      (SACWIS Implementation)
                                                      Florida                                          Minnesota

         Budget                                       $32M                                             $1,1M

         Scheduled                                    8	
  years                                       1	
  year
         dura3on                                              15	
  years
         Staff                                         109	
  people                                    8	
  people
        Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference

                                                                                                                     5
diumenge 29 d’abril de 12
COMMON
      PROBLEMS
      (SACWIS Implementation)
                                                      Florida                                          Minnesota

         Budget                                       $32M                                             $1,1M
                                                                            $230M
         Scheduled                                    8	
  years                                       1	
  year
         dura3on                                              15	
  years
         Staff                                         109	
  people                                    8	
  people
        Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference

                                                                                                                     5
diumenge 29 d’abril de 12
COMMON
      PROBLEMS
      (SACWIS Implementation)
                                                      Florida                                          Minnesota

         Budget                                       $32M                                             $1,1M
                                                                            $230M
         Scheduled                                    8	
  years                                       1	
  year
         dura3on                                              15	
  years
         Staff                                         109	
  people                                    8	
  people
        Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference

                                                                                                                     5
diumenge 29 d’abril de 12
COMMON
      PROBLEMS
      (SACWIS Implementation)
                                                      Florida                                          Minnesota

         Budget                                       $32M                                             $1,1M
                                                                            $230M
                                                          200x
         Scheduled                               productivity!ear
                                                  8	
  years   1	
  y
         dura3on                                                       15	
  years
         Staff                                         109	
  people                                    8	
  people
        Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference

                                                                                                                     5
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VICIOUS
    CIRCLE Rings a bell? :)

                                     Unsatisfied client



                Late deliveries                                 Rush




                            Bugs & rework                Low quality


                                                                       6
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VICIOUS
    CIRCLE Rings a bell? :)

                                     Unsatisfied client



                Late deliveries                                 Rush
                                    Demotivation +
                                  never ending project



                            Bugs & rework                Low quality


                                                                       6
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AG·ILE                                    - adjective


                            Quick and well-coordinated
                            in movement; lithe.

                                                               7
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CUSTOMER
                            1   COLLABORATION
                                over contract negotiation
    AGILE
    MANIFESTO




                                                            8
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CUSTOMER
                            1   COLLABORATION
                                over contract negotiation
    AGILE
    MANIFESTO
                                INDIVIDUALS and
                            2   INTERACTIONS
                                over processes and tools




                                                            8
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CUSTOMER
                            1   COLLABORATION
                                over contract negotiation
    AGILE
    MANIFESTO
                                INDIVIDUALS and
                            2   INTERACTIONS
                                over processes and tools

                                RESPONDING to
                            3   CHANGE
                                over following a plan




                                                            8
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CUSTOMER
                            1   COLLABORATION
                                over contract negotiation
    AGILE
    MANIFESTO
                                INDIVIDUALS and
                            2   INTERACTIONS
                                over processes and tools

                                RESPONDING to
                            3   CHANGE
                                over following a plan

                                WORKING
                            4   SOFTWARE
                                over full documentation
                                                            8
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1
                                 DELIVER SOFTWARE
                            2
                                 EMBRACE CHANGE
                            3
                                 SHOW OFTEN
    AGILE
    PRINCIPLES
                            4
                                 WORK TOGETHER
                            5
                                 PROVIDE ENVIRONMENT
                            6
                                 CHAT FACE-to-FACE
                            7
                                 MINIMIZE WASTE
                            8
                                 MAINTAIN PACE
                            9
                                 SEEK TECH EXCELLENCE
                            10
                                 LOVE SIMPLICITY
                            11
                                 SELF-ORGANIZE TEAMS
                            12
                                 IMPROVE CONTINUOUSLY
                                                   9
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1
                                DELIVER SOFTWARE




                                                   10
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1
                                DELIVER SOFTWARE



      WATERFALL




                                                   10
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1
                                DELIVER SOFTWARE



      WATERFALL




                                                   10
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1
                                DELIVER SOFTWARE



      WATERFALL




                                                   10
diumenge 29 d’abril de 12
1
                                DELIVER SOFTWARE



      WATERFALL




                                                   10
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1
                                DELIVER SOFTWARE



      WATERFALL




    AGILE



                                                   10
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1
                                DELIVER SOFTWARE



      WATERFALL




    AGILE



                                                   10
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1
                                DELIVER SOFTWARE



      WATERFALL




    AGILE



                                                   10
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1
                                DELIVER SOFTWARE



      WATERFALL




    AGILE



                                                   10
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AGILE
    PRINCIPLES

                            2
                                EMBRACE CHANGE




                                                 11
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FEAR OF
                  CHANGE




                              12
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FEAR OF
                  CHANGE




                              13
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AGILE
            PRINCIPLES
                            2
                                EMBRACE CHANGE




                                          14
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AGILE
            PRINCIPLES
                            2


                            3
                                EMBRACE CHANGE
                                SHOW OFTEN




                                          14
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AGILE
            PRINCIPLES
                                                        2


                                                        3
                                                            EMBRACE CHANGE
                                                            SHOW OFTEN




      http://www.slideshare.net/jallspaw/ops-metametrics-the-currency-you-pay-for-change

                                                                                           14
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AGILE
            PRINCIPLES




                            15
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AGILE
            PRINCIPLES
         Increase adaptability


                     Plan           Develop




                            User feedback


                                              15
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AGILE
            PRINCIPLES
         Increase adaptability                       Reduce risk


                     Plan           Develop
                                              Risk



                            User feedback
                                                       Release size

                                                                      15
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AGILE
            PRINCIPLES                         3
                                                     SHOW OFTEN

         Increase adaptability                         Reduce risk


                     Plan           Develop
                                              Risk



                            User feedback
                                                         Release size

                                                                        15
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AGILE
            PRINCIPLES




                            16
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AGILE
            PRINCIPLES      3
                                SHOW OFTEN




                                             16
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4
                                WORK TOGETHER
    AGILE
    PRINCIPLES




                                                17
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4
                                WORK TOGETHER
    AGILE
    PRINCIPLES

                                 How the customer      How the project        How the analyst
                                   explained it      manager understood it      designed it




                                How the programmer     How pathes were       What the customer
                                     wrote it              applied             really needed
                                                                                                 17
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AGILE
    PRINCIPLES

                            5
                                PROVIDE ENVIRONMENT




                                                  18
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6
                                   CHAT FACE-to-FACE

                                  MORE EFFECTIVE
    AGILE
    PRINCIPLES
                                                                         Chat with whiteboard

                                        Effectiveness of communication
                                                                           Chat face to face
                                                                            Videoconference
                                                                               Telephone

                                                                                 Email
                                                                                 Doc
                                  LESS EFFECTIVE



                            http://en.wikipedia.org/wiki/Media_richness_theory
                                                                                                19
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7
                                               MINIMIZE WASTE

                                                  #1       Partially Done Work
    AGILE
    PRINCIPLES
                                                  #2       Extra Features
                                                  #3       Relearning
                                                  #4       Handoffs
                                                  #5       Delays
                                                  #6       Task Switching
                                                  #7       Defects

          http://agile.dzone.com/articles/seven-wastes-software
          Poppendieck, Mary and Tom. Implementing Lean Software Development: From Concept to Cash. Addison-Wesley, 2006.
                                                                                                                           20
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RESULTS ≠ TIME
              Focus on results, minimize waste, be brave, learn from failure




                                                                        21
diumenge 29 d’abril de 12
8
                                MAINTAIN PACE


                            Maximum
    AGILE
    PRINCIPLES

                            Capacity


                                       Sustainable pace


                            No work

                                                          22
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AGILE                   9
                                SEEK TECH EXCELLENCE
    PRINCIPLES
                                                                    Automate test
                                                                     Write docs
                                                                      Refactor...
                                Because    We don’t...




                                                          Because
                                          We don’t have
                                              time



                                                                            23
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AGILE                   9
                                SEEK TECH EXCELLENCE
    PRINCIPLES
                                                                    Automate test
                                                                     Write docs
                                                                      Refactor...
                                Because    We don’t...




                                                          Because
                                          We don’t have
                                              time



                                                                            23
diumenge 29 d’abril de 12
10
                                 LOVE SIMPLICITY




          “Perfect is the
          enemy of good”
                                                   Voltaire


                                                              24
diumenge 29 d’abril de 12
10
                                 LOVE SIMPLICITY




                                                   25
diumenge 29 d’abril de 12
10
                                 LOVE SIMPLICITY




                                                   25
diumenge 29 d’abril de 12
10
                                 LOVE SIMPLICITY




                                                   25
diumenge 29 d’abril de 12
AGILE                   11
                                 SELF-ORGANIZE TEAMS
    PRINCIPLES




                                                       26
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AGILE                   12
                                 IMPROVE CONTINUOUSLY
    PRINCIPLES
                                                      Kay = Change




                                                       Zen = Good



                                 Kayzen = Continuous improvement
                                                                   27
diumenge 29 d’abril de 12
1
                                 DELIVER SOFTWARE
                            2
                                 EMBRACE CHANGE
                            3
                                 SHOW OFTEN
    AGILE
    PRINCIPLES
                            4
                                 WORK TOGETHER
                            5
                                 PROVIDE ENVIRONMENT
                            6
                                 CHAT FACE-to-FACE
                            7
                                 MINIMIZE WASTE
                            8
                                 MAINTAIN PACE
                            9
                                 SEEK TECH EXCELLENCE
                            10
                                 LOVE SIMPLICITY
                            11
                                 SELF-ORGANIZE TEAMS
                            12
                                 IMPROVE CONTINUOUSLY
                                                   28
diumenge 29 d’abril de 12
J-CURVE
                            EFFECT
 Performance




                                                                                 Desired state



               Current
                state




                                                                                          Time
               Adapted from David Viney, The J-Curve Effect observed in change
                                                                                                 29
diumenge 29 d’abril de 12
J-CURVE
                            EFFECT
 Performance




                                                                                 Desired state
                            What stakeholders
                            (mistakenly)
                             expect


               Current
                state




                                                                                          Time
               Adapted from David Viney, The J-Curve Effect observed in change
                                                                                                 29
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J-CURVE
                            EFFECT
 Performance




                                                                                 Desired state
                            What stakeholders
                            (mistakenly)
                             expect


               Current
                state
                                                          What actually
                                                       happens in most
                                                     cases




                                                                                          Time
               Adapted from David Viney, The J-Curve Effect observed in change
                                                                                                 29
diumenge 29 d’abril de 12
J-CURVE
                            EFFECT
 Performance




                                                                                 Desired state
                            What stakeholders
                            (mistakenly)
                             expect


               Current
                state
                                                          What actually
                                                       happens in most
                                                     cases




                                                                                          Time
               Adapted from David Viney, The J-Curve Effect observed in change
                                                                                                 29
diumenge 29 d’abril de 12
J-CURVE
                            EFFECT
 Performance




                                                                                 Desired state
                            What stakeholders
                            (mistakenly)
                             expect


               Current
                state
                                                          What actually
                                                       happens in most
                                                     cases




                                                                                          Time
               Adapted from David Viney, The J-Curve Effect observed in change
                                                                                                 29
diumenge 29 d’abril de 12
J-CURVE
                            EFFECT
 Performance




                                                                                 Desired state
                            What stakeholders
                            (mistakenly)
                             expect


               Current
                state
                                                          What actually
                                                       happens in most
                                                     cases




                                                                                          Time
               Adapted from David Viney, The J-Curve Effect observed in change
                                                                                                 29
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30
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Had not experienced
            a failed project
                                31
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32
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33
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SCRUM




                            33
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SCRUM
   DEFINITION




                            33
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SCRUM                     iterative, incremental methodology
                            for project management often seen
   DEFINITION               in agile software development.




                                                      33
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SCRUM                                      iterative, incremental methodology
                                             for project management often seen
   DEFINITION                                in agile software development.


                            Daily scrum
                             meeting        24 hours


                                                             Shippable
                                   Sprint                     product
                  Product         backlog          2 weeks
                  backlog




                                                                         33
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GROUND
  RULES
     “ Change is the
                  only constant
                            Tao Principle   ”
                                                “ fail faster to
                                                succeed sooner
                                                                          ”
                                                     David Kelley, CEO Ideo



                                                                          34
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GROUND
  RULES
                  Scrum roles, artifacts, events
                  and rules are immutable


               - Why should we change? The old ways were good enough




                                                             35
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GROUND
  RULES
                  Shared goals and responsibilities


           Daily standup, daily communication, daily involvement




                                                            36
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GROUND
  RULES
                      All team members’ role is “team member”,
                      no sub-teams dedicated to specific
                      domains


          - We have a bottle neck in the XXX phase



                            - How may I help you today?
                                                                 37
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GROUND
  RULES
                      Full time team members



         - Sorry, I can’t help you, I’m working on something else



              - Make everything visible! Look at the whiteboard
                                                              38
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GROUND
  RULES
                      Avoid paralellization



                             - Everything is important




                                                         39
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GROUND
  RULES




                            Bueno, Bonito, Barato: Choose two of them

                                                                        40
diumenge 29 d’abril de 12
GROUND
  RULES
                      Fixed
                                          Scope



                                       Traditional
                  Estimated
                                Cost              Time



                            Bueno, Bonito, Barato: Choose two of them

                                                                        40
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GROUND
  RULES
                      Fixed
                                          Scope      Time               Cost

                                                            Agile!
                                       Traditional
                  Estimated
                                Cost              Time      Scope



                            Bueno, Bonito, Barato: Choose two of them

                                                                         40
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TIME
  BOX




                            41
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TIME
  BOX Traditional
                            Estimated

                                Real




                                        41
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TIME
  BOX Traditional
                            Estimated

                                Real




                                        41
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TIME
  BOX Traditional
                            Estimated

                                Real    Ouch!




                                                41
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TIME
  BOX Traditional
                            Estimated

                                Real    Ouch!

                            Agile!
                            Estimated




                                 Real




                                                42
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TIME
  BOX Traditional
                            Estimated

                                Real    Ouch!

                            Agile!
                            Estimated




                                 Real




                                                42
diumenge 29 d’abril de 12
TIME
  BOX Traditional
                            Estimated

                                Real    Ouch!

                            Agile!
                            Estimated




                                 Real




                                                42
diumenge 29 d’abril de 12
TIME
  BOX Traditional
                            Estimated

                                Real                  Ouch!

                            Agile!
                            Estimated




                                 Real        Continuous improvement
                                        Replan
                                                              42
diumenge 29 d’abril de 12
TIME
  BOX Traditional
                            Estimated

                                Real                    Ouch!

                            Agile!
                            Estimated


                                                    Working software!
                                 Real               Early & continuous
                                                          delivery
                                        Replan   R1.0
                                                                 42
diumenge 29 d’abril de 12
TIME
  BOX Traditional
                            Estimated

                                Real                    Ouch!

                            Agile!
                            Estimated




                                 Real


                                        Replan   R1.0           R2.0
                                                                42
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SCRUM
    OVERVIEW

                            Roles   Artifacts   Meetings




                                                           43
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SCRUM
    ROLES
                            1   PRODUCT OWNER
                                the voice of the customer

                            2   TEAM MEMBER
                                deliver the product

                            3   SCRUM MASTER
                                facilitator, mentor, coach

                            4   EXTERNAL EXPERTS
                                consultants, assessors, auditors
                                                                   44
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SCRUM
  TEAMS
                                             Team
         Prod. Owner

                               #*#           ?"        ?"
                            Tech Lead    Test engineers     Int. designer
                                                                             Visual Interface
        Scrum Master                                                            designer

                               #"       #"        #"             <>#
                                    Developers              Front-end dev.
                  ?*#
            QA Lead


                                                                                    45
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AUTONOMOUS
    TEAMS
                            Group of individuals working in concert
                            toward shared specific goals without
                            the direct influence of an outside party


                                                                    They (so not their
      Capaple of doing
                                                      Self-        managers) decide
       the work end-to-
                                 Competent                         how to meet goals
      end to meet goals                            organized


      Acknowledgment                                                   Composed by
                                                      Multi-
     and assumption of          Accountable                            members from
     responsibility about                          disciplinar           multiple
     goal achievement                                                  departments



                                                                              46
diumenge 29 d’abril de 12
PRODUCT OWNER
              ROLE



      Seats in the driver’s seat, prioritize what to do and
      knows when the software should be shipped
                                                       47
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PRODUCT OWNER
              ROLE
   Seats in the driver’s seat, prioritize what to do and
   knows when the software should be shipped




                                                           47
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PRODUCT OWNER
              ROLE
   Seats in the driver’s seat, prioritize what to do and
   knows when the software should be shipped

        Here be
        the team




                                                           47
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PRODUCT OWNER
              ROLE
   Seats in the driver’s seat, prioritize what to do and
   knows when the software should be shipped

        Here be
        the team
    Thousands of
       clients!
  Scary, aren’t they?




                                                           47
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PRODUCT OWNER
              ROLE
   Seats in the driver’s seat, prioritize what to do and
   knows when the software should be shipped

        Here be                                            Product
        the team                                            owner.

    Thousands of
       clients!
  Scary, aren’t they?




                                                             47
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PRODUCT OWNER
              ROLE
   Seats in the driver’s seat, prioritize what to do and
   knows when the software should be shipped

        Here be                                              Product
        the team                                              owner.
                                                            The brave
    Thousands of                                           gatekeeper.
       clients!
  Scary, aren’t they?




                                                               47
diumenge 29 d’abril de 12
PRODUCT OWNER
              ROLE
   Seats in the driver’s seat, prioritize what to do and
   knows when the software should be shipped



      Guardians of the scrum teams.
       They keep orcs at the doors.




                                                           47
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PRODUCT OWNER
              ROLE
   Seats in the driver’s seat, prioritize what to do and
   knows when the software should be shipped



      Guardians of the scrum teams.
       They keep orcs at the doors.


              ✓ Responsible for delivering the maximum value to the
                       company.
              ✓ Must be up to date of the sprint status
              ✓ Responsible for having good user stories from the PM
                       on time having the client’s ok before the sprint planning
                                                                             47
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PRODUCT OWNER
              ROLE
   Seats in the driver’s seat, prioritize what to do and
   knows when the software should be shipped



      Guardians of the scrum teams.
       They keep orcs at the doors.




                                                           47
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DEVELOPER!
                   Writes code *sigh*
                                                           ROLE
                   Designs software architecture
                             Don’t let the team build a Rube Goldberg machine


                   Co-responsible for the team’s output
                              "With great power there must also come -- great responsibility!"
                              Stan Lee - Amazing Fantasy #15 (First Spider-Man story)

                              "To whom much has been given, much will be expected"
                              Jesus - Luke 12:48

                                                                                             48
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DEVELOPER!
                            ROLE




                                   48
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TECH LEAD
       Focused on the output, not the process.
       Helps in the process of converting ideas to
                                                     ROLE
       architecture, to tasks, to code.




                                                       49
diumenge 29 d’abril de 12
TECH LEAD
       Focused on the output, not the process.
       Helps in the process of converting ideas to
                                                              ROLE
       architecture, to tasks, to code.

                            Global project technical vision

                            Leading scrum meetings
               Do’s




                            Remove technical impediments

                            Manage team’s technical skills

                            Write code. Write a lot of code

                            Create interactive environment


                                                                49
diumenge 29 d’abril de 12
TECH LEAD
       Focused on the output, not the process.
       Helps in the process of converting ideas to
                                                                                 ROLE
       architecture, to tasks, to code.

                            Global project technical vision
                                                                       Be the only responsible
                            Leading scrum meetings




                                                              Don’ts
                                                                       Make the hard decisions alone
               Do’s




                            Remove technical impediments
                                                                       Impose his opinion
                            Manage team’s technical skills
                                                                       Be the best at everything
                            Write code. Write a lot of code            Write all the hard code
                            Create interactive environment


                                                                                                   49
diumenge 29 d’abril de 12
TECH LEAD
       Focused on the output, not the process.
       Helps in the process of converting ideas to
                                                                                                                  ROLE
       architecture, to tasks, to code.

                            Global project technical vision
                                                                                                 Be the only responsible
                            Leading scrum meetings




                                                                                  Don’ts
                                                                                                 Make the hard decisions alone
               Do’s




                            Remove technical impediments
                                                                                                 Impose his opinion
                            Manage team’s technical skills
                                                                                                 Be the best at everything
                            Write code. Write a lot of code                                      Write all the hard code
                            Create interactive environment
                                       http://www.flyingtomoon.com/2011/06/do-we-need-technical-leads-in-scrum.html
                                         http://blog.franktrindade.com/2009/08/11/whats-the-tech-lead-doing-anyway/
                                                http://www.magpiebrain.com/2006/09/12/a-tech-lead-manifesto/                 49
diumenge 29 d’abril de 12
SCRUM MASTER
                       ROLE
           Focused on the methodology, the
           people and the team improvement,
           not the output of the current sprint.

                            Care for all the people in team

                            (Train the team to)   Remove impediments            Have management authority




                                                                       Don’ts
               Do’s




                                                                                Commits to work on behalf of
                            Make retrospective                                  the team
                            enhancements happen
                                                                                Need to be a developer
                            Have the best people skills
                                                                                Be the only one concerned
                                                                                about people’s feelings
                            Protects team against
                            interruptions.


                                                                                                         50
diumenge 29 d’abril de 12
for SCRUM MASTERS
                                                51
diumenge 29 d’abril de 12
The SM observes the world but trusts his inner vision.                The SM allows things to happen.
 He allows things to come and go                                       He shapes events as they come.
 His heart is open as the sky. (12)                                    He steps out of the ways and let the design speak for itself. (45)

 The SM doesn't talk, he acts.                                         The SM gives himself up to whatever the moment brings.
 When this is done, the team says,                                     He knows that he is going to leave,
 "Amazing: we did it, all by ourselves!" (17)                          he has nothing left to hold on to: no illusions, no resistance in mind.
                                                                       He holds nothing back from the project, therefore is ready for
                                                                       departure, as a man is ready for sleep after a good day's work. (50)
 When the SM leads, the team is hardly aware that he exists.
 Next best is a leader that is loved.
 Next, one who is feared.                                              The great way is easy, yet developers prefer the side paths.
 The worst one who is despised. (17)                                   Be aware when things are out of balance.
                                                                       Remain centered within the design. (53)
 A good traveler has no fixed plans and isn’t intent upon arriving.
 A good artist lets his intuition lead him wherever it wants.          The SM's power is like this.
 A good scientist has freed himself of concepts                        He let all things come and go effortlessly, without desire.
 and keeps his mind open to what is.                                   He never expect results; thus he is never disappointed.
 Thus the SM is available to everybody and doesn't reject anyone.      He is never disappointed, thus his spirit never grows old. (55)
 He is ready to use all situations and does not waste anything. (27)
                                                                       Those who don’t have a clue are still debating about the process
 Therefore the SM controls without authority.                          Those who know, just do it. (56)
 Working, yet not taking credit.
 Work is done, then forgotten.
 Therefore it lasts forever. (2)                                       SM is content to serve as an example and not to impose his will.
                                                                       He is pointed, but doesn't pierce.
                                                                       Straightforward, but supple.
 When the process is lost, there is good practice.                     Radiant, but easy on the eyes. (58)
 When good practice is lost, there are rules.
 When rules are lost, there is ritual.
 Ritual is the beginning of chaos. (38)                                If you want to be a great SM, stop trying to control.
                                                                       Let go of fixed plans and concepts and the team will govern itself.
                                                                       The more rules you have, the less disciplined the team will be.
 The SM concerns himself with the depth and not the surface,           The more coercion you exert, the less secure the team will be.
 with the fruit and not the flower. (38)                               The more external help you call, the less self-reliant the team’ll be. (57)


                            for SCRUM MASTERS
                                                                                                                           51
diumenge 29 d’abril de 12
TEST ENGINEER
             Testing is not a phase. ROLE
             Development = testing + coding




                                              52
diumenge 29 d’abril de 12
TEST ENGINEER
             Testing is not a phase. ROLE
             Development = testing + coding

                            Writes automated tests
               Do’s




                            Designs test plan

                            Run auto/manual tests

                            Co-responsible for team’s output




                                                               52
diumenge 29 d’abril de 12
TEST ENGINEER
             Testing is not a phase. ROLE
             Development = testing + coding

                            Writes automated tests                      Be the only responsible for




                                                               Don’ts
                                                                        output’s quality
               Do’s




                            Designs test plan
                                                                        Run all the tests
                            Run auto/manual tests                       Makes the decision on
                                                                        whether the product is “done-
                            Co-responsible for team’s output            done” alone




                                                                                                      52
diumenge 29 d’abril de 12
AGILE
    QA QA is not a phase, it's a state of mind

     If it is not tested it is not done-done

                      Programmers write tests

           Test driven development? (TDD)


                                                53
diumenge 29 d’abril de 12
SCRUM
    ARTIFACTS
                            1   PRODUCT BACKLOG
                                a prioritized features list

                            2   SPRINT BACKLOG
                                a list of to-do tasks

                            3   BURN DOWN
                                a progress tracking method

                                                              54
diumenge 29 d’abril de 12
PRODUCT
    BACKLOG
                                                                            As
  a
 who
                                         I
 w     ant
 w                                                       hat,
                                                 so
 that
 why


                Prioritized  estimated stack of user stories
                                                                                                                                                                                             55
diumenge 29 d’abril de 12
DEEP
    BACKLOG
                            Detailed appropriately

                            E
                            stimated

                            E
                            mergent

                            P
                            rioritized

                                                     56
diumenge 29 d’abril de 12
DETAILED
                             APPROPRIATELY
                             More estimation errors
     MANY                    Unwanted dependencies
   DETAILED                  False sentiment of control
     SMALL                   Loss of overview
    STORIES
                             Useless rework
                             Hardly manageable

diumenge 29 d’abril de 12
DEEP
    BACKLOG
               Horizon          Product Backlog    Details                    Priority
              First	
  sprint                     Detailed	
  US	
  +	
  AC    High
   Next	
  two	
  sprints                         Detailed	
  epics
   Any	
  other	
  sprint                         Less	
  detailed




                                                  The	
  unknown               Low
                                                                                58
diumenge 29 d’abril de 12
DASHBOARD
                                                                             Design          Code             Test
                -!Normal                      Backlog     Selected                                                        Done!
                                                                        On        Rdy   On       Rdy     On      Rdy
                -!Bug
                                     SPRINT
                -!Evolutivo




                Atención
                                  FIRE!
                inmediata

                                   PRIO
                Atención
                prioritaria


                Sólo si hay
                buffer y el        ASAP
                Sprint va bien

                                                                        -!Ante          -!Test
                              Burndown                         Burnup   bloqueos,Impediments
                                                                                        automatizados    -!Doc.
                                                                        ayudar tester   antes de ready
                                                                                                         actualizada
                                                                        con criterios   -!Seguir
                                              -!Max. 3 avatars por      aceptación      estándar de      -!95% coverage
                                              persona                                   código


                                                                                                                             59
diumenge 29 d’abril de 12
BURN
                          DOWN
  Estimated effort left




                            Ide
                               al e
                                    vol
                                        u   tio
                                                n




                                                    Days
                                                       60
diumenge 29 d’abril de 12
BURN
                          DOWN
  Estimated effort left




                                       Ide
                                              al e
                                                   vol
                                                       u   tio
                                                               n
                            Re
                                 al e
                                      vol
                                          u   tio
                                                  n



                                                                   Days
                                                                      60
diumenge 29 d’abril de 12
BURN
                          DOWN
  Estimated effort left




                                 Days
                                    61
diumenge 29 d’abril de 12
BURN
                          DOWN
  Estimated effort left




                                 Days
                                    62
diumenge 29 d’abril de 12
BURN
                          DOWN
  Estimated effort left




                                 Days
                                    63
diumenge 29 d’abril de 12
BURN
                          DOWN
  Estimated effort left




                                 Days
                                    64
diumenge 29 d’abril de 12
BURN
                          DOWN
  Estimated effort left




                                 Days
                                    65
diumenge 29 d’abril de 12
BURN
                          DOWN
  Estimated effort left




                                 Days
                                    66
diumenge 29 d’abril de 12
SCRUM
    MEETINGS
                            1   DAILY STANDUP
                                what I did, what I’ll do today, impediments
                            2   SPRINT PLANNING
                                creation of the sprint backlog
                            3   SPRINT DEMO
                                shows sprint’s accomplishments

                            4   SPRINT RETROSPECTIVE
                                review the way team works
                            5   BACKLOG GROOMING
                                keep the backlog DEEP
                                                                      67
diumenge 29 d’abril de 12
SPRINT
    SCHEDULE
               Day1         Day 2   Day 3   Day 4     Day 5

      Planning (3h)         Work!   Work!   Work!     Work!
     Grooming (1h)
       Work! (4h)


              Day 6         Day 7   Day 8   Day 9    Day 10

              Work!         Work!   Work!   Work!   Work! (4h)
                                                    Demo (1h)
                                                    Retro (2h)


                                                        68
diumenge 29 d’abril de 12
DAILY
    STANDUP
                                                       Who?
                            When?                 Scrum master
             Always at the same time              Team members
             Always at the same place
             Always 15 minutes
                                                What?
                             Why?        What did I do yesterday?
                                         What will I do today?
                  Team synchronization   Any impediments found?


                                                                    69
diumenge 29 d’abril de 12
SPRINT
    PLANNING                                        Who?
                            When?               Scrum master
                                                Team members
               4h at the beginning              Product owner
               of every sprint
                                              What?
                             Why?      What will we do? (with PO)
                                       How will we do it?(wo PO)
                     Team commitment


                                                                    70
diumenge 29 d’abril de 12
SPRINT
    PLANNING                                                    Who?
                            When?                           Scrum master
                                                            Team members
               4h at the beginning                          Product owner
               of every sprint
                                    The team decide
                                    what will they do     What?
                             Why?                  What will we do? (with PO)
                                                   How will we do it?(wo PO)
                     Team commitment


                                                                                70
diumenge 29 d’abril de 12
ESTIMATION
    GAMES
          Dish washing      Ironing

          Dog walking       Oven cleaning

          Lawn mowing       Monthly shopping

          Plants watering   Paint bedroom

          Beds changing     Floor cleaning

          Laundry           Windows cleaning

                                               71
diumenge 29 d’abril de 12
PLANNING
    POKER Without poker planning
                                 3

                                           12
                            #

          #                          #
                            24
                                      ZZZZZ

                 #              #



                                                72
diumenge 29 d’abril de 12
PLANNING
    POKER Without poker planning
                                 3

                                           12
                            #                            #

          #                          #        #                  #
                            24
                                      ZZZZZ

                 #              #                  #        #



                                                                         72
diumenge 29 d’abril de 12
PLANNING
    POKER Without poker planning
                                 3
                                                                    3!
                                           12
                            #                               #
                                                      3...                         5...
          #                          #        #                       #
                            24
                                      ZZZZZ
                                                             7...         3...
                 #              #                  #             #



                                                                              72
diumenge 29 d’abril de 12
PLANNING
    POKER
                                 3
                13
                                                8
                            #

          #                          #
                            3              20

                 #              #



                                                    73
diumenge 29 d’abril de 12
PLANNING
    POKER
                                 3
                13
                                                8                   3
                            #                                 #

          #                          #                  13                      8
                                                    #                  #
                            3              20

                 #              #                      #    3    # 20



                                                                             73
diumenge 29 d’abril de 12
PLANNING
    POKER
                                 3
                            #
                     13                   8
           #                        #



                   #       3    # 20



                                              74
diumenge 29 d’abril de 12
PLANNING
    POKER
                                     I think it’s a 3 because...


                                 3
                            #
                     13                         8
           #                          #



                   #       3    # 20



                                                                   74
diumenge 29 d’abril de 12
PLANNING
    POKER
                                     I think it’s a 3 because...


                                 3
                            #
                     13                         8
           #                          #

                                               I think it’s a 20 because...


                   #       3    # 20



                                                                              74
diumenge 29 d’abril de 12
PLANNING
    POKER
                                     I think it’s a 3 because...


                                 3                                                               3
                            #                                                              #
                     13                         8                                       5                       5
           #                          #                                     #                      #

                                               I think it’s a 20 because...


                   #       3    # 20                                             #       5    #    8



                                                                                                           74
diumenge 29 d’abril de 12
PLANNING
    POKER
                                                                                        Convergence!
                                     I think it’s a 3 because...


                                 3                                                               3
                            #                                                              #
                     13                         8                                       5                       5
           #                          #                                     #                      #

                                               I think it’s a 20 because...


                   #       3    # 20                                             #       5    #    8



                                                                                                           74
diumenge 29 d’abril de 12
PLANNING
    POKER
                                                                                        Convergence!
                                     I think it’s a 3 because...


                                 3                                                               3
                            #                                                              #
                     13                         8                                       5                  5
           #                          #                                     #                      #

                                               I think it’s a 20 because...


                   #       3    # 20                                             #       5    #    8
                Ok... not complete convergence.
                But they agree that an estimate of 5 should be close enough.
                Next story.                                               74
diumenge 29 d’abril de 12
PLANNING
    POKER




                            75
diumenge 29 d’abril de 12
SPRINT
    DEMO                           (a.k.a. sprint review)
                                                                          Who?
                            When?                                     Scrum master
                                                                      Team members
               2h at the end of                                       Product owner
               the sprint
                                                                   What?
                             Why?                           Explain what’s (not) done
                                                            Show what’s done
                            Show work,                      PO validates release
                            PO validates

                                                                                        76
diumenge 29 d’abril de 12
SPRINT
    RETROSPECTIVE
                                                          Who?
                            When?
                                                     Scrum master
                                                     Team members
               2h after the demo
                                                     And nobody else



                             Why?                  What?
                                          Review the process
                             Continuous   (see next slides)
                            improvement

                                                                       77
diumenge 29 d’abril de 12
SPRINT
    RETROSPECTIVE
                                                          Who?
                            When?
                                                     Scrum master
                                                     Team members
               2h after the demo
                                                     And nobody else



                             Why?                  What?
                                          Review the process
                             Continuous   (see next slides)
                            improvement

                                                                       77
diumenge 29 d’abril de 12
Don’t give
                            opinions on
                            other’s work.




                                  78
diumenge 29 d’abril de 12
RETROSPECTIVE
    PRIME DIRECTIVE

                            Regardless of what we discover, we
                            must understand and truly believe
                            that everyone did the best job he or
                            she could, given what was known at
                            the time, his or her skills and
                            abilities, the resources available, and
                            the situation at hand.




                                                                      79
diumenge 29 d’abril de 12
RETROSPECTIVE
    WHAT DO WE TALK ABOUT?
         What helped me in my work?

         What hindered my performance?

         What made me enjoy my work?

         What made me feel bad?
                                         80
diumenge 29 d’abril de 12
RETROSPECTIVE
    WHAT DO WE TALK ABOUT?
         What helped me in my work?

         What hindered my performance?
                 I’m talking about
                      me my work?
         What made me enjoy

         What made me feel bad?
                                         80
diumenge 29 d’abril de 12
RETROSPECTIVE
    HOW TO SAY IT?
                        1   FACT DESCRIPTIONS
                            not evaluations of behaviors or judgements


                        2   POSITIVE LANGUAGE
                            because you know we’ll learn from your message


                        3   CONFIRMATION ASKING
                            to make sure your message has been understood


                        4   ACTIVE LISTENING
                            to learn from what others have to say
                                                                             81
diumenge 29 d’abril de 12
GROOMING
                                        MEETING
                            Why?
          Make backlog DEEP                    Who?
          Help PO write stories             Scrum master
          Participate in early stage        Team members
                                            Product owner
                        When?
              1 hour per sprint             What?
             After sprint planning?
                                       Read/write/improve US
                                          Estimation game

diumenge 29 d’abril de 12
GROOMING
                                        MEETING
                            Why?
          Make backlog DEEP                    Who?
          Help PO write stories             Scrum master
          Participate in early stage        Team members
                                            Product owner
                        When?
              1 hour per sprint             What?
             After sprint planning?
                                       Read/write/improve US
                                          Estimation game

diumenge 29 d’abril de 12
ESTIMATION
    GAME 1/5
                                                       Backlog

                   ser
 ser
 ry oryy y
                  U U to st r r
                                   U
 sopr
 
 cEpiosy o
 EeUsst
 r t
                                                                r i
  try
                                                       oUserrsero c
                    UorrI
 ootaooeiaEpic
                                                       se
 
 der
 Er
 c
                                                                                                                                                    sr
 Id pi
                                                                                                                                                     r

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InfoJobs Agile

  • 1. Introduction to Agile Scrum, kanban & scrumban InfoJobs - Introduction to Agile by Gabriel Prat is licensed under a Creative Commons Attribution-NoDerivs 3.0 Unported License. 1 diumenge 29 d’abril de 12
  • 2. WHO AM  I? h'p://www.infojobs.net/ gabriel-­‐prat-­‐masramon.prf h'p://www.slideshare.net/ gabriprat/infojobs-­‐agile InfoJobs - Introduction to Agile by Gabriel Prat is licensed under a Creative Commons Attribution-NoDerivs 3.0 Unported License. diumenge 29 d’abril de 12
  • 3. What do you Expect ? 3 diumenge 29 d’abril de 12
  • 4. GROUND RULES Change order Interrupt as needed Control Add topics schedule 4 diumenge 29 d’abril de 12
  • 5. COMMON PROBLEMS (SACWIS Implementation) Florida Minnesota Budget Scheduled dura3on Staff Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference 5 diumenge 29 d’abril de 12
  • 6. COMMON PROBLEMS (SACWIS Implementation) Florida Minnesota Budget $32M Scheduled 8  years dura3on Staff 109  people Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference 5 diumenge 29 d’abril de 12
  • 7. COMMON PROBLEMS (SACWIS Implementation) Florida Minnesota Budget $32M $1,1M Scheduled 8  years 1  year dura3on Staff 109  people 8  people Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference 5 diumenge 29 d’abril de 12
  • 8. COMMON PROBLEMS (SACWIS Implementation) Florida Minnesota Budget $32M $1,1M Scheduled 8  years 1  year dura3on 15  years Staff 109  people 8  people Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference 5 diumenge 29 d’abril de 12
  • 9. COMMON PROBLEMS (SACWIS Implementation) Florida Minnesota Budget $32M $1,1M $230M Scheduled 8  years 1  year dura3on 15  years Staff 109  people 8  people Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference 5 diumenge 29 d’abril de 12
  • 10. COMMON PROBLEMS (SACWIS Implementation) Florida Minnesota Budget $32M $1,1M $230M Scheduled 8  years 1  year dura3on 15  years Staff 109  people 8  people Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference 5 diumenge 29 d’abril de 12
  • 11. COMMON PROBLEMS (SACWIS Implementation) Florida Minnesota Budget $32M $1,1M $230M 200x Scheduled productivity!ear 8  years 1  y dura3on 15  years Staff 109  people 8  people Jim Johnson, chairman of the Standish Group, at the XP (eXtreme Programming) 2002 conference 5 diumenge 29 d’abril de 12
  • 12. VICIOUS CIRCLE Rings a bell? :) Unsatisfied client Late deliveries Rush Bugs & rework Low quality 6 diumenge 29 d’abril de 12
  • 13. VICIOUS CIRCLE Rings a bell? :) Unsatisfied client Late deliveries Rush Demotivation + never ending project Bugs & rework Low quality 6 diumenge 29 d’abril de 12
  • 14. AG·ILE - adjective Quick and well-coordinated in movement; lithe. 7 diumenge 29 d’abril de 12
  • 15. CUSTOMER 1 COLLABORATION over contract negotiation AGILE MANIFESTO 8 diumenge 29 d’abril de 12
  • 16. CUSTOMER 1 COLLABORATION over contract negotiation AGILE MANIFESTO INDIVIDUALS and 2 INTERACTIONS over processes and tools 8 diumenge 29 d’abril de 12
  • 17. CUSTOMER 1 COLLABORATION over contract negotiation AGILE MANIFESTO INDIVIDUALS and 2 INTERACTIONS over processes and tools RESPONDING to 3 CHANGE over following a plan 8 diumenge 29 d’abril de 12
  • 18. CUSTOMER 1 COLLABORATION over contract negotiation AGILE MANIFESTO INDIVIDUALS and 2 INTERACTIONS over processes and tools RESPONDING to 3 CHANGE over following a plan WORKING 4 SOFTWARE over full documentation 8 diumenge 29 d’abril de 12
  • 19. 1 DELIVER SOFTWARE 2 EMBRACE CHANGE 3 SHOW OFTEN AGILE PRINCIPLES 4 WORK TOGETHER 5 PROVIDE ENVIRONMENT 6 CHAT FACE-to-FACE 7 MINIMIZE WASTE 8 MAINTAIN PACE 9 SEEK TECH EXCELLENCE 10 LOVE SIMPLICITY 11 SELF-ORGANIZE TEAMS 12 IMPROVE CONTINUOUSLY 9 diumenge 29 d’abril de 12
  • 20. 1 DELIVER SOFTWARE 10 diumenge 29 d’abril de 12
  • 21. 1 DELIVER SOFTWARE WATERFALL 10 diumenge 29 d’abril de 12
  • 22. 1 DELIVER SOFTWARE WATERFALL 10 diumenge 29 d’abril de 12
  • 23. 1 DELIVER SOFTWARE WATERFALL 10 diumenge 29 d’abril de 12
  • 24. 1 DELIVER SOFTWARE WATERFALL 10 diumenge 29 d’abril de 12
  • 25. 1 DELIVER SOFTWARE WATERFALL AGILE 10 diumenge 29 d’abril de 12
  • 26. 1 DELIVER SOFTWARE WATERFALL AGILE 10 diumenge 29 d’abril de 12
  • 27. 1 DELIVER SOFTWARE WATERFALL AGILE 10 diumenge 29 d’abril de 12
  • 28. 1 DELIVER SOFTWARE WATERFALL AGILE 10 diumenge 29 d’abril de 12
  • 29. AGILE PRINCIPLES 2 EMBRACE CHANGE 11 diumenge 29 d’abril de 12
  • 30. FEAR OF CHANGE 12 diumenge 29 d’abril de 12
  • 31. FEAR OF CHANGE 13 diumenge 29 d’abril de 12
  • 32. AGILE PRINCIPLES 2 EMBRACE CHANGE 14 diumenge 29 d’abril de 12
  • 33. AGILE PRINCIPLES 2 3 EMBRACE CHANGE SHOW OFTEN 14 diumenge 29 d’abril de 12
  • 34. AGILE PRINCIPLES 2 3 EMBRACE CHANGE SHOW OFTEN http://www.slideshare.net/jallspaw/ops-metametrics-the-currency-you-pay-for-change 14 diumenge 29 d’abril de 12
  • 35. AGILE PRINCIPLES 15 diumenge 29 d’abril de 12
  • 36. AGILE PRINCIPLES Increase adaptability Plan Develop User feedback 15 diumenge 29 d’abril de 12
  • 37. AGILE PRINCIPLES Increase adaptability Reduce risk Plan Develop Risk User feedback Release size 15 diumenge 29 d’abril de 12
  • 38. AGILE PRINCIPLES 3 SHOW OFTEN Increase adaptability Reduce risk Plan Develop Risk User feedback Release size 15 diumenge 29 d’abril de 12
  • 39. AGILE PRINCIPLES 16 diumenge 29 d’abril de 12
  • 40. AGILE PRINCIPLES 3 SHOW OFTEN 16 diumenge 29 d’abril de 12
  • 41. 4 WORK TOGETHER AGILE PRINCIPLES 17 diumenge 29 d’abril de 12
  • 42. 4 WORK TOGETHER AGILE PRINCIPLES How the customer How the project How the analyst explained it manager understood it designed it How the programmer How pathes were What the customer wrote it applied really needed 17 diumenge 29 d’abril de 12
  • 43. AGILE PRINCIPLES 5 PROVIDE ENVIRONMENT 18 diumenge 29 d’abril de 12
  • 44. 6 CHAT FACE-to-FACE MORE EFFECTIVE AGILE PRINCIPLES Chat with whiteboard Effectiveness of communication Chat face to face Videoconference Telephone Email Doc LESS EFFECTIVE http://en.wikipedia.org/wiki/Media_richness_theory 19 diumenge 29 d’abril de 12
  • 45. 7 MINIMIZE WASTE #1 Partially Done Work AGILE PRINCIPLES #2 Extra Features #3 Relearning #4 Handoffs #5 Delays #6 Task Switching #7 Defects http://agile.dzone.com/articles/seven-wastes-software Poppendieck, Mary and Tom. Implementing Lean Software Development: From Concept to Cash. Addison-Wesley, 2006. 20 diumenge 29 d’abril de 12
  • 46. RESULTS ≠ TIME Focus on results, minimize waste, be brave, learn from failure 21 diumenge 29 d’abril de 12
  • 47. 8 MAINTAIN PACE Maximum AGILE PRINCIPLES Capacity Sustainable pace No work 22 diumenge 29 d’abril de 12
  • 48. AGILE 9 SEEK TECH EXCELLENCE PRINCIPLES Automate test Write docs Refactor... Because We don’t... Because We don’t have time 23 diumenge 29 d’abril de 12
  • 49. AGILE 9 SEEK TECH EXCELLENCE PRINCIPLES Automate test Write docs Refactor... Because We don’t... Because We don’t have time 23 diumenge 29 d’abril de 12
  • 50. 10 LOVE SIMPLICITY “Perfect is the enemy of good” Voltaire 24 diumenge 29 d’abril de 12
  • 51. 10 LOVE SIMPLICITY 25 diumenge 29 d’abril de 12
  • 52. 10 LOVE SIMPLICITY 25 diumenge 29 d’abril de 12
  • 53. 10 LOVE SIMPLICITY 25 diumenge 29 d’abril de 12
  • 54. AGILE 11 SELF-ORGANIZE TEAMS PRINCIPLES 26 diumenge 29 d’abril de 12
  • 55. AGILE 12 IMPROVE CONTINUOUSLY PRINCIPLES Kay = Change Zen = Good Kayzen = Continuous improvement 27 diumenge 29 d’abril de 12
  • 56. 1 DELIVER SOFTWARE 2 EMBRACE CHANGE 3 SHOW OFTEN AGILE PRINCIPLES 4 WORK TOGETHER 5 PROVIDE ENVIRONMENT 6 CHAT FACE-to-FACE 7 MINIMIZE WASTE 8 MAINTAIN PACE 9 SEEK TECH EXCELLENCE 10 LOVE SIMPLICITY 11 SELF-ORGANIZE TEAMS 12 IMPROVE CONTINUOUSLY 28 diumenge 29 d’abril de 12
  • 57. J-CURVE EFFECT Performance Desired state Current state Time Adapted from David Viney, The J-Curve Effect observed in change 29 diumenge 29 d’abril de 12
  • 58. J-CURVE EFFECT Performance Desired state What stakeholders (mistakenly) expect Current state Time Adapted from David Viney, The J-Curve Effect observed in change 29 diumenge 29 d’abril de 12
  • 59. J-CURVE EFFECT Performance Desired state What stakeholders (mistakenly) expect Current state What actually happens in most cases Time Adapted from David Viney, The J-Curve Effect observed in change 29 diumenge 29 d’abril de 12
  • 60. J-CURVE EFFECT Performance Desired state What stakeholders (mistakenly) expect Current state What actually happens in most cases Time Adapted from David Viney, The J-Curve Effect observed in change 29 diumenge 29 d’abril de 12
  • 61. J-CURVE EFFECT Performance Desired state What stakeholders (mistakenly) expect Current state What actually happens in most cases Time Adapted from David Viney, The J-Curve Effect observed in change 29 diumenge 29 d’abril de 12
  • 62. J-CURVE EFFECT Performance Desired state What stakeholders (mistakenly) expect Current state What actually happens in most cases Time Adapted from David Viney, The J-Curve Effect observed in change 29 diumenge 29 d’abril de 12
  • 64. Had not experienced a failed project 31 diumenge 29 d’abril de 12
  • 67. SCRUM 33 diumenge 29 d’abril de 12
  • 68. SCRUM DEFINITION 33 diumenge 29 d’abril de 12
  • 69. SCRUM iterative, incremental methodology for project management often seen DEFINITION in agile software development. 33 diumenge 29 d’abril de 12
  • 70. SCRUM iterative, incremental methodology for project management often seen DEFINITION in agile software development. Daily scrum meeting 24 hours Shippable Sprint product Product backlog 2 weeks backlog 33 diumenge 29 d’abril de 12
  • 71. GROUND RULES “ Change is the only constant Tao Principle ” “ fail faster to succeed sooner ” David Kelley, CEO Ideo 34 diumenge 29 d’abril de 12
  • 72. GROUND RULES Scrum roles, artifacts, events and rules are immutable - Why should we change? The old ways were good enough 35 diumenge 29 d’abril de 12
  • 73. GROUND RULES Shared goals and responsibilities Daily standup, daily communication, daily involvement 36 diumenge 29 d’abril de 12
  • 74. GROUND RULES All team members’ role is “team member”, no sub-teams dedicated to specific domains - We have a bottle neck in the XXX phase - How may I help you today? 37 diumenge 29 d’abril de 12
  • 75. GROUND RULES Full time team members - Sorry, I can’t help you, I’m working on something else - Make everything visible! Look at the whiteboard 38 diumenge 29 d’abril de 12
  • 76. GROUND RULES Avoid paralellization - Everything is important 39 diumenge 29 d’abril de 12
  • 77. GROUND RULES Bueno, Bonito, Barato: Choose two of them 40 diumenge 29 d’abril de 12
  • 78. GROUND RULES Fixed Scope Traditional Estimated Cost Time Bueno, Bonito, Barato: Choose two of them 40 diumenge 29 d’abril de 12
  • 79. GROUND RULES Fixed Scope Time Cost Agile! Traditional Estimated Cost Time Scope Bueno, Bonito, Barato: Choose two of them 40 diumenge 29 d’abril de 12
  • 80. TIME BOX 41 diumenge 29 d’abril de 12
  • 81. TIME BOX Traditional Estimated Real 41 diumenge 29 d’abril de 12
  • 82. TIME BOX Traditional Estimated Real 41 diumenge 29 d’abril de 12
  • 83. TIME BOX Traditional Estimated Real Ouch! 41 diumenge 29 d’abril de 12
  • 84. TIME BOX Traditional Estimated Real Ouch! Agile! Estimated Real 42 diumenge 29 d’abril de 12
  • 85. TIME BOX Traditional Estimated Real Ouch! Agile! Estimated Real 42 diumenge 29 d’abril de 12
  • 86. TIME BOX Traditional Estimated Real Ouch! Agile! Estimated Real 42 diumenge 29 d’abril de 12
  • 87. TIME BOX Traditional Estimated Real Ouch! Agile! Estimated Real Continuous improvement Replan 42 diumenge 29 d’abril de 12
  • 88. TIME BOX Traditional Estimated Real Ouch! Agile! Estimated Working software! Real Early & continuous delivery Replan R1.0 42 diumenge 29 d’abril de 12
  • 89. TIME BOX Traditional Estimated Real Ouch! Agile! Estimated Real Replan R1.0 R2.0 42 diumenge 29 d’abril de 12
  • 90. SCRUM OVERVIEW Roles Artifacts Meetings 43 diumenge 29 d’abril de 12
  • 91. SCRUM ROLES 1 PRODUCT OWNER the voice of the customer 2 TEAM MEMBER deliver the product 3 SCRUM MASTER facilitator, mentor, coach 4 EXTERNAL EXPERTS consultants, assessors, auditors 44 diumenge 29 d’abril de 12
  • 92. SCRUM TEAMS Team Prod. Owner #*# ?" ?" Tech Lead Test engineers Int. designer Visual Interface Scrum Master designer #" #" #" <># Developers Front-end dev. ?*# QA Lead 45 diumenge 29 d’abril de 12
  • 93. AUTONOMOUS TEAMS Group of individuals working in concert toward shared specific goals without the direct influence of an outside party They (so not their Capaple of doing Self- managers) decide the work end-to- Competent how to meet goals end to meet goals organized Acknowledgment Composed by Multi- and assumption of Accountable members from responsibility about disciplinar multiple goal achievement departments 46 diumenge 29 d’abril de 12
  • 94. PRODUCT OWNER ROLE Seats in the driver’s seat, prioritize what to do and knows when the software should be shipped 47 diumenge 29 d’abril de 12
  • 95. PRODUCT OWNER ROLE Seats in the driver’s seat, prioritize what to do and knows when the software should be shipped 47 diumenge 29 d’abril de 12
  • 96. PRODUCT OWNER ROLE Seats in the driver’s seat, prioritize what to do and knows when the software should be shipped Here be the team 47 diumenge 29 d’abril de 12
  • 97. PRODUCT OWNER ROLE Seats in the driver’s seat, prioritize what to do and knows when the software should be shipped Here be the team Thousands of clients! Scary, aren’t they? 47 diumenge 29 d’abril de 12
  • 98. PRODUCT OWNER ROLE Seats in the driver’s seat, prioritize what to do and knows when the software should be shipped Here be Product the team owner. Thousands of clients! Scary, aren’t they? 47 diumenge 29 d’abril de 12
  • 99. PRODUCT OWNER ROLE Seats in the driver’s seat, prioritize what to do and knows when the software should be shipped Here be Product the team owner. The brave Thousands of gatekeeper. clients! Scary, aren’t they? 47 diumenge 29 d’abril de 12
  • 100. PRODUCT OWNER ROLE Seats in the driver’s seat, prioritize what to do and knows when the software should be shipped Guardians of the scrum teams. They keep orcs at the doors. 47 diumenge 29 d’abril de 12
  • 101. PRODUCT OWNER ROLE Seats in the driver’s seat, prioritize what to do and knows when the software should be shipped Guardians of the scrum teams. They keep orcs at the doors. ✓ Responsible for delivering the maximum value to the company. ✓ Must be up to date of the sprint status ✓ Responsible for having good user stories from the PM on time having the client’s ok before the sprint planning 47 diumenge 29 d’abril de 12
  • 102. PRODUCT OWNER ROLE Seats in the driver’s seat, prioritize what to do and knows when the software should be shipped Guardians of the scrum teams. They keep orcs at the doors. 47 diumenge 29 d’abril de 12
  • 103. DEVELOPER! Writes code *sigh* ROLE Designs software architecture Don’t let the team build a Rube Goldberg machine Co-responsible for the team’s output "With great power there must also come -- great responsibility!" Stan Lee - Amazing Fantasy #15 (First Spider-Man story) "To whom much has been given, much will be expected" Jesus - Luke 12:48 48 diumenge 29 d’abril de 12
  • 104. DEVELOPER! ROLE 48 diumenge 29 d’abril de 12
  • 105. TECH LEAD Focused on the output, not the process. Helps in the process of converting ideas to ROLE architecture, to tasks, to code. 49 diumenge 29 d’abril de 12
  • 106. TECH LEAD Focused on the output, not the process. Helps in the process of converting ideas to ROLE architecture, to tasks, to code. Global project technical vision Leading scrum meetings Do’s Remove technical impediments Manage team’s technical skills Write code. Write a lot of code Create interactive environment 49 diumenge 29 d’abril de 12
  • 107. TECH LEAD Focused on the output, not the process. Helps in the process of converting ideas to ROLE architecture, to tasks, to code. Global project technical vision Be the only responsible Leading scrum meetings Don’ts Make the hard decisions alone Do’s Remove technical impediments Impose his opinion Manage team’s technical skills Be the best at everything Write code. Write a lot of code Write all the hard code Create interactive environment 49 diumenge 29 d’abril de 12
  • 108. TECH LEAD Focused on the output, not the process. Helps in the process of converting ideas to ROLE architecture, to tasks, to code. Global project technical vision Be the only responsible Leading scrum meetings Don’ts Make the hard decisions alone Do’s Remove technical impediments Impose his opinion Manage team’s technical skills Be the best at everything Write code. Write a lot of code Write all the hard code Create interactive environment http://www.flyingtomoon.com/2011/06/do-we-need-technical-leads-in-scrum.html http://blog.franktrindade.com/2009/08/11/whats-the-tech-lead-doing-anyway/ http://www.magpiebrain.com/2006/09/12/a-tech-lead-manifesto/ 49 diumenge 29 d’abril de 12
  • 109. SCRUM MASTER ROLE Focused on the methodology, the people and the team improvement, not the output of the current sprint. Care for all the people in team (Train the team to) Remove impediments Have management authority Don’ts Do’s Commits to work on behalf of Make retrospective the team enhancements happen Need to be a developer Have the best people skills Be the only one concerned about people’s feelings Protects team against interruptions. 50 diumenge 29 d’abril de 12
  • 110. for SCRUM MASTERS 51 diumenge 29 d’abril de 12
  • 111. The SM observes the world but trusts his inner vision. The SM allows things to happen. He allows things to come and go He shapes events as they come. His heart is open as the sky. (12) He steps out of the ways and let the design speak for itself. (45) The SM doesn't talk, he acts. The SM gives himself up to whatever the moment brings. When this is done, the team says, He knows that he is going to leave, "Amazing: we did it, all by ourselves!" (17) he has nothing left to hold on to: no illusions, no resistance in mind. He holds nothing back from the project, therefore is ready for departure, as a man is ready for sleep after a good day's work. (50) When the SM leads, the team is hardly aware that he exists. Next best is a leader that is loved. Next, one who is feared. The great way is easy, yet developers prefer the side paths. The worst one who is despised. (17) Be aware when things are out of balance. Remain centered within the design. (53) A good traveler has no fixed plans and isn’t intent upon arriving. A good artist lets his intuition lead him wherever it wants. The SM's power is like this. A good scientist has freed himself of concepts He let all things come and go effortlessly, without desire. and keeps his mind open to what is. He never expect results; thus he is never disappointed. Thus the SM is available to everybody and doesn't reject anyone. He is never disappointed, thus his spirit never grows old. (55) He is ready to use all situations and does not waste anything. (27) Those who don’t have a clue are still debating about the process Therefore the SM controls without authority. Those who know, just do it. (56) Working, yet not taking credit. Work is done, then forgotten. Therefore it lasts forever. (2) SM is content to serve as an example and not to impose his will. He is pointed, but doesn't pierce. Straightforward, but supple. When the process is lost, there is good practice. Radiant, but easy on the eyes. (58) When good practice is lost, there are rules. When rules are lost, there is ritual. Ritual is the beginning of chaos. (38) If you want to be a great SM, stop trying to control. Let go of fixed plans and concepts and the team will govern itself. The more rules you have, the less disciplined the team will be. The SM concerns himself with the depth and not the surface, The more coercion you exert, the less secure the team will be. with the fruit and not the flower. (38) The more external help you call, the less self-reliant the team’ll be. (57) for SCRUM MASTERS 51 diumenge 29 d’abril de 12
  • 112. TEST ENGINEER Testing is not a phase. ROLE Development = testing + coding 52 diumenge 29 d’abril de 12
  • 113. TEST ENGINEER Testing is not a phase. ROLE Development = testing + coding Writes automated tests Do’s Designs test plan Run auto/manual tests Co-responsible for team’s output 52 diumenge 29 d’abril de 12
  • 114. TEST ENGINEER Testing is not a phase. ROLE Development = testing + coding Writes automated tests Be the only responsible for Don’ts output’s quality Do’s Designs test plan Run all the tests Run auto/manual tests Makes the decision on whether the product is “done- Co-responsible for team’s output done” alone 52 diumenge 29 d’abril de 12
  • 115. AGILE QA QA is not a phase, it's a state of mind If it is not tested it is not done-done Programmers write tests Test driven development? (TDD) 53 diumenge 29 d’abril de 12
  • 116. SCRUM ARTIFACTS 1 PRODUCT BACKLOG a prioritized features list 2 SPRINT BACKLOG a list of to-do tasks 3 BURN DOWN a progress tracking method 54 diumenge 29 d’abril de 12
  • 117. PRODUCT BACKLOG As
  • 118.   a
  • 119.  who I
  • 120.  w ant
  • 121.  w hat, so
  • 122.  that
  • 123.  why Prioritized estimated stack of user stories 55 diumenge 29 d’abril de 12
  • 124. DEEP BACKLOG Detailed appropriately E stimated E mergent P rioritized 56 diumenge 29 d’abril de 12
  • 125. DETAILED APPROPRIATELY More estimation errors MANY Unwanted dependencies DETAILED False sentiment of control SMALL Loss of overview STORIES Useless rework Hardly manageable diumenge 29 d’abril de 12
  • 126. DEEP BACKLOG Horizon Product Backlog Details Priority First  sprint Detailed  US  +  AC High Next  two  sprints Detailed  epics Any  other  sprint Less  detailed The  unknown Low 58 diumenge 29 d’abril de 12
  • 127. DASHBOARD Design Code Test -!Normal Backlog Selected Done! On Rdy On Rdy On Rdy -!Bug SPRINT -!Evolutivo Atención FIRE! inmediata PRIO Atención prioritaria Sólo si hay buffer y el ASAP Sprint va bien -!Ante -!Test Burndown Burnup bloqueos,Impediments automatizados -!Doc. ayudar tester antes de ready actualizada con criterios -!Seguir -!Max. 3 avatars por aceptación estándar de -!95% coverage persona código 59 diumenge 29 d’abril de 12
  • 128. BURN DOWN Estimated effort left Ide al e vol u tio n Days 60 diumenge 29 d’abril de 12
  • 129. BURN DOWN Estimated effort left Ide al e vol u tio n Re al e vol u tio n Days 60 diumenge 29 d’abril de 12
  • 130. BURN DOWN Estimated effort left Days 61 diumenge 29 d’abril de 12
  • 131. BURN DOWN Estimated effort left Days 62 diumenge 29 d’abril de 12
  • 132. BURN DOWN Estimated effort left Days 63 diumenge 29 d’abril de 12
  • 133. BURN DOWN Estimated effort left Days 64 diumenge 29 d’abril de 12
  • 134. BURN DOWN Estimated effort left Days 65 diumenge 29 d’abril de 12
  • 135. BURN DOWN Estimated effort left Days 66 diumenge 29 d’abril de 12
  • 136. SCRUM MEETINGS 1 DAILY STANDUP what I did, what I’ll do today, impediments 2 SPRINT PLANNING creation of the sprint backlog 3 SPRINT DEMO shows sprint’s accomplishments 4 SPRINT RETROSPECTIVE review the way team works 5 BACKLOG GROOMING keep the backlog DEEP 67 diumenge 29 d’abril de 12
  • 137. SPRINT SCHEDULE Day1 Day 2 Day 3 Day 4 Day 5 Planning (3h) Work! Work! Work! Work! Grooming (1h) Work! (4h) Day 6 Day 7 Day 8 Day 9 Day 10 Work! Work! Work! Work! Work! (4h) Demo (1h) Retro (2h) 68 diumenge 29 d’abril de 12
  • 138. DAILY STANDUP Who? When? Scrum master Always at the same time Team members Always at the same place Always 15 minutes What? Why? What did I do yesterday? What will I do today? Team synchronization Any impediments found? 69 diumenge 29 d’abril de 12
  • 139. SPRINT PLANNING Who? When? Scrum master Team members 4h at the beginning Product owner of every sprint What? Why? What will we do? (with PO) How will we do it?(wo PO) Team commitment 70 diumenge 29 d’abril de 12
  • 140. SPRINT PLANNING Who? When? Scrum master Team members 4h at the beginning Product owner of every sprint The team decide what will they do What? Why? What will we do? (with PO) How will we do it?(wo PO) Team commitment 70 diumenge 29 d’abril de 12
  • 141. ESTIMATION GAMES Dish washing Ironing Dog walking Oven cleaning Lawn mowing Monthly shopping Plants watering Paint bedroom Beds changing Floor cleaning Laundry Windows cleaning 71 diumenge 29 d’abril de 12
  • 142. PLANNING POKER Without poker planning 3 12 # # # 24 ZZZZZ # # 72 diumenge 29 d’abril de 12
  • 143. PLANNING POKER Without poker planning 3 12 # # # # # # 24 ZZZZZ # # # # 72 diumenge 29 d’abril de 12
  • 144. PLANNING POKER Without poker planning 3 3! 12 # # 3... 5... # # # # 24 ZZZZZ 7... 3... # # # # 72 diumenge 29 d’abril de 12
  • 145. PLANNING POKER 3 13 8 # # # 3 20 # # 73 diumenge 29 d’abril de 12
  • 146. PLANNING POKER 3 13 8 3 # # # # 13 8 # # 3 20 # # # 3 # 20 73 diumenge 29 d’abril de 12
  • 147. PLANNING POKER 3 # 13 8 # # # 3 # 20 74 diumenge 29 d’abril de 12
  • 148. PLANNING POKER I think it’s a 3 because... 3 # 13 8 # # # 3 # 20 74 diumenge 29 d’abril de 12
  • 149. PLANNING POKER I think it’s a 3 because... 3 # 13 8 # # I think it’s a 20 because... # 3 # 20 74 diumenge 29 d’abril de 12
  • 150. PLANNING POKER I think it’s a 3 because... 3 3 # # 13 8 5 5 # # # # I think it’s a 20 because... # 3 # 20 # 5 # 8 74 diumenge 29 d’abril de 12
  • 151. PLANNING POKER Convergence! I think it’s a 3 because... 3 3 # # 13 8 5 5 # # # # I think it’s a 20 because... # 3 # 20 # 5 # 8 74 diumenge 29 d’abril de 12
  • 152. PLANNING POKER Convergence! I think it’s a 3 because... 3 3 # # 13 8 5 5 # # # # I think it’s a 20 because... # 3 # 20 # 5 # 8 Ok... not complete convergence. But they agree that an estimate of 5 should be close enough. Next story. 74 diumenge 29 d’abril de 12
  • 153. PLANNING POKER 75 diumenge 29 d’abril de 12
  • 154. SPRINT DEMO (a.k.a. sprint review) Who? When? Scrum master Team members 2h at the end of Product owner the sprint What? Why? Explain what’s (not) done Show what’s done Show work, PO validates release PO validates 76 diumenge 29 d’abril de 12
  • 155. SPRINT RETROSPECTIVE Who? When? Scrum master Team members 2h after the demo And nobody else Why? What? Review the process Continuous (see next slides) improvement 77 diumenge 29 d’abril de 12
  • 156. SPRINT RETROSPECTIVE Who? When? Scrum master Team members 2h after the demo And nobody else Why? What? Review the process Continuous (see next slides) improvement 77 diumenge 29 d’abril de 12
  • 157. Don’t give opinions on other’s work. 78 diumenge 29 d’abril de 12
  • 158. RETROSPECTIVE PRIME DIRECTIVE Regardless of what we discover, we must understand and truly believe that everyone did the best job he or she could, given what was known at the time, his or her skills and abilities, the resources available, and the situation at hand. 79 diumenge 29 d’abril de 12
  • 159. RETROSPECTIVE WHAT DO WE TALK ABOUT? What helped me in my work? What hindered my performance? What made me enjoy my work? What made me feel bad? 80 diumenge 29 d’abril de 12
  • 160. RETROSPECTIVE WHAT DO WE TALK ABOUT? What helped me in my work? What hindered my performance? I’m talking about me my work? What made me enjoy What made me feel bad? 80 diumenge 29 d’abril de 12
  • 161. RETROSPECTIVE HOW TO SAY IT? 1 FACT DESCRIPTIONS not evaluations of behaviors or judgements 2 POSITIVE LANGUAGE because you know we’ll learn from your message 3 CONFIRMATION ASKING to make sure your message has been understood 4 ACTIVE LISTENING to learn from what others have to say 81 diumenge 29 d’abril de 12
  • 162. GROOMING MEETING Why? Make backlog DEEP Who? Help PO write stories Scrum master Participate in early stage Team members Product owner When? 1 hour per sprint What? After sprint planning? Read/write/improve US Estimation game diumenge 29 d’abril de 12
  • 163. GROOMING MEETING Why? Make backlog DEEP Who? Help PO write stories Scrum master Participate in early stage Team members Product owner When? 1 hour per sprint What? After sprint planning? Read/write/improve US Estimation game diumenge 29 d’abril de 12
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