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Introduction to Agile &
Scrum Workshop
Introduction
• Course Overview
• Content
• Learning Outcomes
Who is here today?
• Name
• Current role
• Who is your favourite artist of all time?
• Expectations from this workshop
Today…
• Learn about Agile & Scrum
• Lots of group exercises
• Please ask questions
• Have fun!
What we will cover
• Agile
• Scrum
• User Stories
• Agile Estimation
• Backlog Management
• Continuous Development
Learning Outcomes
At the end of today you will be able to:
• Describe agile, and how it differs from Scrum.
• Describe the basic rules of Scrum.
• Write and Evaluate User Stories.
• Describe Relative and Absolute Estimation
• Describe Story Points
• Play Planning Poker
• Play Fast Estimation
• Prioritise a Backlog, while considering Value and Risk.
• ...
Learning Outcomes (cont’d)
At the end of today you will also be able to:
• Describe how Sequential and Continuous Development differ.
• List some of the practices that are used in Continuous Development.
• Describe Technical Debt and list some elements of managing debt.
Agile
Introduction to Agile
• Why Agile?
• Agile Manifesto
• Domination of Scrum
Would you trust this man?
You Should!
• In the early 90’s
• Most software projects were failing
• But they were all succeeding
• What was different?
• ‘agile’
Very brief history of agile & Scrum
70 ‘s
Waterfall
created
Scrum
createdRate of Business Change
Accelerates
2013199390’s
Scrum
Dominate
Light weight
Methodologies
arise
2001
agile
Manifesto
created
The New New
Product
Development
Game
1986
Source: http://www.versionone.com/Agile101/Agile-Software-Development-Benefits/
How to Sell Agile to your Boss?
Exercise - Presto Manifesto
1. Define a successful project?
2. Form teams.
3. List of ‘critical elements of successful projects’.
4. Reach team consensus & signs those that they agree with.
5. Review similarities between teams.
6. Review similarities to the agile manifesto.
Agile manifesto (just value statement)
Process and tools
Individuals and
interactions
over
Following a planResponding to change over
Comprehensive
documentation
Working software over
Contract negotiationCustomer collaboration over
Full Manifesto: http://agilemanifesto.org/
Why is Agile Hard?
• Values & Principles
• New practices
• Best learnt by doing
• Requires time to master
Domination of Scrum
0%
10%
20%
30%
40%
50%
60% DSDM
Agile Modeling
Agile Unified
Process
Other
Lean
FDD
XP
Don't Know
Kanban
Scrumban
Custom Hybrid
Scrum / XP Hybrid
Scrum
Source: Version One – 7th Annual State of Agile Survey
Domination of Scrum
Scrum variants
Other
Source: Version One – 7th Annual State of Agile Survey
Scrum
Introduction to Scrum
• Why use Scrum?
• Scrum Frameworks
• Variations
• Success
Why use Scrum?
• Adheres to agile manifesto
• Find the fun earlier
• Faster feedback
• Reduce crunch periods
Scrum Roles
Person Scrum Master Product Owner Team Member
A Yes No Yes
B No Yes No
Responsibilities in Scrum
Scrum Master Product Owner Team Member
Adherence to rules Return on Investment Deliver
Whole team effectiveness What, Why How
Scrum Artefacts
• Product Backlog
• Sprint Backlog
• Shippable Software Increment
Scrum Ceremonies
• Backlog Refinement/Grooming
• Sprint Planning
• Daily Standup
• Sprint Review
• Spring Retrospective
Values: Focus, Courage, Openness, Commitment, Respect
Definition of Done
• Defines what gets to ‘Done’
• Used to ensure Quality
• Used to reduce debt
• Created by whole team
• Can be updated
• Automated Tests passing
• Code Reviewed
• Product Owner accepted
• Checked into mainline
• Tracking tool updated
• Deployed to Intg. Env.
e.g.
Sprint Commitments
• Product Owner: Won’t change the Sprint Backlog.
• Team: Deliver the Sprint Backlog.
• Scrum Master: Protect the team from outside influences.
Keep in mind we will learn through the sprint, and we
should deliver the most value that we can.
Exercise – match activities by role
• Divide the large paper into three equal sections: Team, SM, PO.
• Match up the activity cards to the section.
• NOTE: Some cards are duplicated.
• NOTE: Blue cards are for the Primary role, Pink for the Secondary role.
E.g. ‘Create Product Backlog Items’ – Blue (Primary) for PO, Pink
(Secondary) for Team.
“Scrum is free and offered in this guide,
Scrum’s roles, artifacts, events, and rules
are immutable and although
implementing only parts of Scrum is
possible, the result is not Scrum.”
Scrum Guide Oct 2011
http://www.scrum.org/Scrum-Guides
Immutable (Cannot change)
Roles Ceremonies Artifacts Rules
1 x Scrum Master Sprint Planning Product Backlog Cross Functional
1 x Product Owner Daily Standup Sprint Backlog Self Organising
Developers Sprint Review
Potentially
Shippable
Increment
Max Sprint length
<= 1 month
Sprint
Retrospective
Mutable – some examples
Roles Ceremonies Artifacts Rules
Scrum Master also
contributes to
team
Planning involves
experts from other
teams
Not using User
Stories
T.D.D. mandated
for backend code.
Product Owner
across 2 teams
Standup uses
speaking token
Use a burn up
chart
Some team
capacity put aside
for defects
Demo done by diff.
team member
each week
No task board Co-location
Hold Retro in café. Using Use Cases
Co-location
• Not mandated in Scrum, however;
• Agile manifesto: 2 of 4 Values Statements and 1 Principle relate
to it.
• Generally accepted that it is a crucial success factor.
Co-location
Co-location results in:
• Significantly increased collaboration.
• Enhanced feeling of being in a team.
• Impediments being resolved faster.
• Reduces delays with the team.
• Overall Success!
Scrumbut
We do Scrum but ....
• We have two PO’s for our team.
• We need team X to finish each User Story.
• Retrospectives are a waste, so we don’t do them.
• Management keeps changing the Sprint Goals.
Success
What does a successful Scrum team look like?
• Delivering consistently.
• Regularly finishing their top priority stories first.
• Team actively managing Technical Debt.
• Collaborating extensively with PO.
• Try’s from Retrospectives result in change.
• Team rarely works overtime.
Scrum takeaways
Why: Faster Feedback, Find the Fun earlier, Reduce Crunch.
Roles: Scrum Master, Product Owner, Team Member.
Ceremonies: Planning, Backlog Refinement, Stand up, Review, Retrospective.
Artefacts: Product Backlog, Sprint Backlog, Burn-down, Product Increment.
Values: Focus, Courage, Commitment, Openness, Respect.
Other: Immutable rules, Co-location recommended
Questions?
User Stories
User Stories
• Why User Stories?
• Different Formats
• INVEST
• Vertical Slices
• Iterative and Incremental
Why use User Stories?
• Low overhead
• Encourage Collaboration
• Supportive of change
Format of User Stories
As a [USER]
I want [GOAL]
So that [BUSINESS BENEFIT]
Example User Story
As a Player who is new to Poker
I want to see tips pop up in game, that explain
good moves I missed out on making
So that I feel like I am learning and hence want to
keep playing
War Stories
• Stories about User Stories that have caused problems?
• What characteristics did those stories have?
What makes for a good User Story?
• Independent
• Negotiable
• Valuable
• Estimatable
• Small
• Testable
What is wrong with these Stories?
I want the phoenix animation to
be visually spectacular
As a regular bingo player
I want to be notified when I
have played for 30 minutes
So that I know when time is up
As a seasoned poker player
I want the tips on the flop to be
tested
As a normal roulette player
I want the roulette wheel
animation to glint at 60 degrees
from centre with a silver flash
on every second revolution
So that it seems more realistic
and engaging.
Component Approach
User Interface
Business Logic
Adapters
Services StoryDStoryCStoryB
StoryA
Vertical Slice
User Interface
Business Logic
Adapters
Services
StoryA
StoryB
Iterative & Incremental approach
Combines:
• Vertical Slices of Functionality
• Deferring non-functional aspects
1 2 3
Building complete bits
“incrementing” builds a bit at a time
“iterating” builds a rough version, validates it, then slowly builds
up quality
1 2 3
Move from vague idea
to realization
Incremental, Iteration combines the ideas
1 2 53 4
User Stories takeaways
Why: Low overhead, Support Change, Encourage Collaboration.
Format: As a USER, I want GOAL, so that BUSINESS BENEFIT.
INVEST: Independent, Negotiable, Valuable, Estimatable, Small,
Testable.
Splitting: Incremental & Iterative and Vertical Slices.
Questions?
Agile Estimation
Agile Estimation
• What is it?
• Story Points
• Planning Poker
Human Capabilities for estimating
Roughly how long is this line?
Is this line, twice as long as the previous line?
What is Agile Estimation?
• Relative Estimation
• Uses team knowledge
• Focus on speed over accuracy
Story Points
• Represent Size of a Story
• Size = Effort, Complexity and Doubt
• Relative to each other. i.e. 2 is twice the size of 1
• Maths holds, i.e. 1 + 2 = 3
Effort
Doubt
Complexity
Story Points vs. Time
Relative Sizing (Story Points)
is more accurate over a large sample compared to
Time Estimation (Hours or Days)
Story Points are also quicker
Effort
Doubt
Complexity
Story Points do not equate to Time
Complexity
1pt
8pts
Duration for Grads = 5 days Duration for Seniors = 5 days
Duration for Seniors = 1 day Duration for Grads = 30 days
Planning Poker
• Facilitated by Scrum Master
• 1st time the team selects a Reference story.
• Reference Story is allocated 2 or 3 story points.
• All future stories are compared to this story.
Planning Poker Process
1. PO Explains the User Story to be estimated.
2. Team members select card and place face down.
3. Entire team reveals cards at same time.
4. Discuss high and low numbers.
5. Repeat steps 2..4 until consensus is reached.
Planning Poker Number Scale
0 1 2 3 5 80.5
Exercise - Estimating Eating Fruit
• Apple (Reference Story, 2 Story Points)
• Banana
• Orange
• Mango
• ½ Watermelon
• Pomegranate
• Peach
Exercise – Estimating Cooking Meals
• You are now the Meal Cooking team.
• We produce high quality meals from raw ingredients.
• There is a bakery next door so all bread products are supplied by them.
Agile Estimation takeaways
• Relative Estimation
• Uses team knowledge
• Focus on speed over accuracy
• Story Points: Effort + Complexity + Doubt
• Story Points != Time
• Planning Poker
• Fast Estimation
Questions?
Product Backlog
Management
Product Backlog Management
• Ownership
• Prioritize by Value
• Prioritize by Risk
Ownership
• Everyone should feel ownership for the Product.
• Product Owner – is responsible for the backlog.
• Backlog is not locked down, anyone can add to it.
• Not a free for all.
• Product Owner considers all stakeholders, including the team.
Prioritise by Value
• To maximise ROI, should prioritise Value first.
• Need effective User Stories.
• PO assists the team by explaining the business value.
Prioritise by Risk Mitigation
• To reduce Product and Project risk, we need to tackle the unknowns.
• Team assists the Product Owner by explaining these risks.
• Technical Debt should also be considered
Combined result
1. Early: Reduce Product and Project Risk
2. Middle: Focus on Value
3. End: Trim the tail
Exercise – Prioritising the City Break Backlog
Velocity
• Post Measure of delivery rate of the Team.
• Velocity = Sum of Story Points of User Stories that got to ‘Done’.
• Will fluctuate
• Average Velocity is useful guide
What happens with undone Stories?
• Do not count towards velocity.
• Carry over to next planning meeting, either included or dropped.
• Count towards velocity in the sprint that they are done.
• Velocity will fluctuate but will average out.
Product Backlog takeaways
• PO owns the backlog, but anyone can add to it
• Backlog prioritisation balances Value delivery with Risk mitigation
Questions?
Continuous
Development
Continuous Development
• Sequential vs. Continuous
• Approaches
Sequential development
Sprint N Sprint N + 1 Sprint N + 2
Continuous Development
• Scrum teams do a little of everything at once: Design, FE, BE, QA.
• Hence different approaches are needed
Sprint N Sprint N + 1 Sprint N + 2
Approaches for Continuous Development
• Iterative and Incremental User Stories
• Evolutionary design and architecture
• Management of Technical Debt
• Technical Practices
• Agile testing
Iterative and Incremental User Stories
• Covered in a previous section
Evolutionary Design & Architecture
• While some Design and Architecture will occur upfront
• It will also occur continuously throughout development
Evolutionary
Design &
Architecture
Continuous
Integration
Refactoring
Simple Design
Technical Debt
• What is Technical Debt?
• Who is responsible for Managing Technical Debt?
Technical Debt
• Team identify debt, raise User Story
• Write User Story in business terms
• Work with PO to prioritise the User Story
Technical Practices
• Version Control
• Coding Standards
• Code Reviews
• Refactoring
• Test Driven Development (TDD)
• Continuous Integration (CI)
• Simple Design
• Pair Programming
• Acceptance Test Driven Development (ATDD)
Traditional Testing vs. Agile testing
Conformance to
Requirements.
Identify issues.
Quality meets the
Customers needs.
Maximise Value.
Agile testing
• Quality Assurance is a whole team responsibility.
• Test Specialists will focus on testing, but everyone
should be involved.
• Consider Testing from the very beginning.
• Focus on Repeatable, Fully Automated, Self Reporting
Testing.
Continuous Development takeaways
• Game Design, UX, Code Design, Architecture all occur continuously.
• Rigorous Technical Practices are needed.
• We need to manage our Technical Debt.
• Quality assurance is everyone's responsibility.
Questions?
Wrap up
Wrap Up
• Review
• Reference Material
• Other Available Workshops
Putting it all together
Agile Manifesto
Set of Values and Principles
You can be ‘agile’, you cannot do ‘agile’
Framework based on Scrum
Work and technology agnostic extensible framework that adheres to Agile Manifesto
You can do Scrum, if done well, you will be agile
Technical Practices
Code Reviews, TDD, CI, etc.
Make it possible to do Scrum
Other Practices
Co-location, User Stories, Story Points, etc.
Very effective extensions for Scrum
Organisational Management System
Rules, Practices, Portfolio Management, etc.
scaling of methodology, specific to your organisation
Summary of today
Agile manifesto: what is it, where it came from.
Scrum: roles, ceremonies, artefacts, rules.
User Stories: format, Acceptance, INVEST, Iterative & Incremental.
Agile Estimation: Story Points, Planning Poker, Fast Estimation
Backlog management: Ownership, Value, Risk.
Continuous Development: Design, UX, Practices, Testing, Tech.
Debt.
One thing you will take away
• Please take 2 minutes
• Write down one thing you will take away from today
• We will share them with the group
Reference Material
Other Available Workshops
Agile & Scrum
Workshop
Effective User Stories
Scrum
Master
Product
Owner
Software
Development
Workshops
Software Testing
Workshops
Agile Leadership
Workshop
Becoming a Technical
Leader

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Introduction to Agile & Scrum

  • 1. Introduction to Agile & Scrum Workshop
  • 2. Introduction • Course Overview • Content • Learning Outcomes
  • 3. Who is here today? • Name • Current role • Who is your favourite artist of all time? • Expectations from this workshop
  • 4. Today… • Learn about Agile & Scrum • Lots of group exercises • Please ask questions • Have fun!
  • 5. What we will cover • Agile • Scrum • User Stories • Agile Estimation • Backlog Management • Continuous Development
  • 6. Learning Outcomes At the end of today you will be able to: • Describe agile, and how it differs from Scrum. • Describe the basic rules of Scrum. • Write and Evaluate User Stories. • Describe Relative and Absolute Estimation • Describe Story Points • Play Planning Poker • Play Fast Estimation • Prioritise a Backlog, while considering Value and Risk. • ...
  • 7. Learning Outcomes (cont’d) At the end of today you will also be able to: • Describe how Sequential and Continuous Development differ. • List some of the practices that are used in Continuous Development. • Describe Technical Debt and list some elements of managing debt.
  • 9. Introduction to Agile • Why Agile? • Agile Manifesto • Domination of Scrum
  • 10. Would you trust this man?
  • 11. You Should! • In the early 90’s • Most software projects were failing • But they were all succeeding • What was different? • ‘agile’
  • 12. Very brief history of agile & Scrum 70 ‘s Waterfall created Scrum createdRate of Business Change Accelerates 2013199390’s Scrum Dominate Light weight Methodologies arise 2001 agile Manifesto created The New New Product Development Game 1986
  • 14. Exercise - Presto Manifesto 1. Define a successful project? 2. Form teams. 3. List of ‘critical elements of successful projects’. 4. Reach team consensus & signs those that they agree with. 5. Review similarities between teams. 6. Review similarities to the agile manifesto.
  • 15. Agile manifesto (just value statement) Process and tools Individuals and interactions over Following a planResponding to change over Comprehensive documentation Working software over Contract negotiationCustomer collaboration over Full Manifesto: http://agilemanifesto.org/
  • 16. Why is Agile Hard? • Values & Principles • New practices • Best learnt by doing • Requires time to master
  • 17. Domination of Scrum 0% 10% 20% 30% 40% 50% 60% DSDM Agile Modeling Agile Unified Process Other Lean FDD XP Don't Know Kanban Scrumban Custom Hybrid Scrum / XP Hybrid Scrum Source: Version One – 7th Annual State of Agile Survey
  • 18. Domination of Scrum Scrum variants Other Source: Version One – 7th Annual State of Agile Survey
  • 19. Scrum
  • 20. Introduction to Scrum • Why use Scrum? • Scrum Frameworks • Variations • Success
  • 21. Why use Scrum? • Adheres to agile manifesto • Find the fun earlier • Faster feedback • Reduce crunch periods
  • 22. Scrum Roles Person Scrum Master Product Owner Team Member A Yes No Yes B No Yes No
  • 23. Responsibilities in Scrum Scrum Master Product Owner Team Member Adherence to rules Return on Investment Deliver Whole team effectiveness What, Why How
  • 24. Scrum Artefacts • Product Backlog • Sprint Backlog • Shippable Software Increment
  • 25. Scrum Ceremonies • Backlog Refinement/Grooming • Sprint Planning • Daily Standup • Sprint Review • Spring Retrospective
  • 26. Values: Focus, Courage, Openness, Commitment, Respect
  • 27. Definition of Done • Defines what gets to ‘Done’ • Used to ensure Quality • Used to reduce debt • Created by whole team • Can be updated • Automated Tests passing • Code Reviewed • Product Owner accepted • Checked into mainline • Tracking tool updated • Deployed to Intg. Env. e.g.
  • 28. Sprint Commitments • Product Owner: Won’t change the Sprint Backlog. • Team: Deliver the Sprint Backlog. • Scrum Master: Protect the team from outside influences. Keep in mind we will learn through the sprint, and we should deliver the most value that we can.
  • 29. Exercise – match activities by role • Divide the large paper into three equal sections: Team, SM, PO. • Match up the activity cards to the section. • NOTE: Some cards are duplicated. • NOTE: Blue cards are for the Primary role, Pink for the Secondary role. E.g. ‘Create Product Backlog Items’ – Blue (Primary) for PO, Pink (Secondary) for Team.
  • 30. “Scrum is free and offered in this guide, Scrum’s roles, artifacts, events, and rules are immutable and although implementing only parts of Scrum is possible, the result is not Scrum.” Scrum Guide Oct 2011 http://www.scrum.org/Scrum-Guides
  • 31. Immutable (Cannot change) Roles Ceremonies Artifacts Rules 1 x Scrum Master Sprint Planning Product Backlog Cross Functional 1 x Product Owner Daily Standup Sprint Backlog Self Organising Developers Sprint Review Potentially Shippable Increment Max Sprint length <= 1 month Sprint Retrospective
  • 32. Mutable – some examples Roles Ceremonies Artifacts Rules Scrum Master also contributes to team Planning involves experts from other teams Not using User Stories T.D.D. mandated for backend code. Product Owner across 2 teams Standup uses speaking token Use a burn up chart Some team capacity put aside for defects Demo done by diff. team member each week No task board Co-location Hold Retro in café. Using Use Cases
  • 33. Co-location • Not mandated in Scrum, however; • Agile manifesto: 2 of 4 Values Statements and 1 Principle relate to it. • Generally accepted that it is a crucial success factor.
  • 34. Co-location Co-location results in: • Significantly increased collaboration. • Enhanced feeling of being in a team. • Impediments being resolved faster. • Reduces delays with the team. • Overall Success!
  • 35. Scrumbut We do Scrum but .... • We have two PO’s for our team. • We need team X to finish each User Story. • Retrospectives are a waste, so we don’t do them. • Management keeps changing the Sprint Goals.
  • 36. Success What does a successful Scrum team look like? • Delivering consistently. • Regularly finishing their top priority stories first. • Team actively managing Technical Debt. • Collaborating extensively with PO. • Try’s from Retrospectives result in change. • Team rarely works overtime.
  • 37. Scrum takeaways Why: Faster Feedback, Find the Fun earlier, Reduce Crunch. Roles: Scrum Master, Product Owner, Team Member. Ceremonies: Planning, Backlog Refinement, Stand up, Review, Retrospective. Artefacts: Product Backlog, Sprint Backlog, Burn-down, Product Increment. Values: Focus, Courage, Commitment, Openness, Respect. Other: Immutable rules, Co-location recommended
  • 40. User Stories • Why User Stories? • Different Formats • INVEST • Vertical Slices • Iterative and Incremental
  • 41. Why use User Stories? • Low overhead • Encourage Collaboration • Supportive of change
  • 42. Format of User Stories As a [USER] I want [GOAL] So that [BUSINESS BENEFIT]
  • 43. Example User Story As a Player who is new to Poker I want to see tips pop up in game, that explain good moves I missed out on making So that I feel like I am learning and hence want to keep playing
  • 44. War Stories • Stories about User Stories that have caused problems? • What characteristics did those stories have?
  • 45. What makes for a good User Story? • Independent • Negotiable • Valuable • Estimatable • Small • Testable
  • 46. What is wrong with these Stories? I want the phoenix animation to be visually spectacular As a regular bingo player I want to be notified when I have played for 30 minutes So that I know when time is up As a seasoned poker player I want the tips on the flop to be tested As a normal roulette player I want the roulette wheel animation to glint at 60 degrees from centre with a silver flash on every second revolution So that it seems more realistic and engaging.
  • 47. Component Approach User Interface Business Logic Adapters Services StoryDStoryCStoryB StoryA
  • 48. Vertical Slice User Interface Business Logic Adapters Services StoryA StoryB
  • 49. Iterative & Incremental approach Combines: • Vertical Slices of Functionality • Deferring non-functional aspects
  • 50. 1 2 3 Building complete bits “incrementing” builds a bit at a time
  • 51. “iterating” builds a rough version, validates it, then slowly builds up quality 1 2 3 Move from vague idea to realization
  • 52. Incremental, Iteration combines the ideas 1 2 53 4
  • 53. User Stories takeaways Why: Low overhead, Support Change, Encourage Collaboration. Format: As a USER, I want GOAL, so that BUSINESS BENEFIT. INVEST: Independent, Negotiable, Valuable, Estimatable, Small, Testable. Splitting: Incremental & Iterative and Vertical Slices.
  • 56. Agile Estimation • What is it? • Story Points • Planning Poker
  • 57. Human Capabilities for estimating Roughly how long is this line? Is this line, twice as long as the previous line?
  • 58. What is Agile Estimation? • Relative Estimation • Uses team knowledge • Focus on speed over accuracy
  • 59. Story Points • Represent Size of a Story • Size = Effort, Complexity and Doubt • Relative to each other. i.e. 2 is twice the size of 1 • Maths holds, i.e. 1 + 2 = 3 Effort Doubt Complexity
  • 60. Story Points vs. Time Relative Sizing (Story Points) is more accurate over a large sample compared to Time Estimation (Hours or Days) Story Points are also quicker Effort Doubt Complexity
  • 61. Story Points do not equate to Time Complexity 1pt 8pts Duration for Grads = 5 days Duration for Seniors = 5 days Duration for Seniors = 1 day Duration for Grads = 30 days
  • 62. Planning Poker • Facilitated by Scrum Master • 1st time the team selects a Reference story. • Reference Story is allocated 2 or 3 story points. • All future stories are compared to this story.
  • 63. Planning Poker Process 1. PO Explains the User Story to be estimated. 2. Team members select card and place face down. 3. Entire team reveals cards at same time. 4. Discuss high and low numbers. 5. Repeat steps 2..4 until consensus is reached.
  • 64. Planning Poker Number Scale 0 1 2 3 5 80.5
  • 65. Exercise - Estimating Eating Fruit • Apple (Reference Story, 2 Story Points) • Banana • Orange • Mango • ½ Watermelon • Pomegranate • Peach
  • 66. Exercise – Estimating Cooking Meals • You are now the Meal Cooking team. • We produce high quality meals from raw ingredients. • There is a bakery next door so all bread products are supplied by them.
  • 67. Agile Estimation takeaways • Relative Estimation • Uses team knowledge • Focus on speed over accuracy • Story Points: Effort + Complexity + Doubt • Story Points != Time • Planning Poker • Fast Estimation
  • 70. Product Backlog Management • Ownership • Prioritize by Value • Prioritize by Risk
  • 71. Ownership • Everyone should feel ownership for the Product. • Product Owner – is responsible for the backlog. • Backlog is not locked down, anyone can add to it. • Not a free for all. • Product Owner considers all stakeholders, including the team.
  • 72. Prioritise by Value • To maximise ROI, should prioritise Value first. • Need effective User Stories. • PO assists the team by explaining the business value.
  • 73. Prioritise by Risk Mitigation • To reduce Product and Project risk, we need to tackle the unknowns. • Team assists the Product Owner by explaining these risks. • Technical Debt should also be considered
  • 74. Combined result 1. Early: Reduce Product and Project Risk 2. Middle: Focus on Value 3. End: Trim the tail
  • 75. Exercise – Prioritising the City Break Backlog
  • 76. Velocity • Post Measure of delivery rate of the Team. • Velocity = Sum of Story Points of User Stories that got to ‘Done’. • Will fluctuate • Average Velocity is useful guide
  • 77. What happens with undone Stories? • Do not count towards velocity. • Carry over to next planning meeting, either included or dropped. • Count towards velocity in the sprint that they are done. • Velocity will fluctuate but will average out.
  • 78. Product Backlog takeaways • PO owns the backlog, but anyone can add to it • Backlog prioritisation balances Value delivery with Risk mitigation
  • 81. Continuous Development • Sequential vs. Continuous • Approaches
  • 82. Sequential development Sprint N Sprint N + 1 Sprint N + 2
  • 83. Continuous Development • Scrum teams do a little of everything at once: Design, FE, BE, QA. • Hence different approaches are needed Sprint N Sprint N + 1 Sprint N + 2
  • 84. Approaches for Continuous Development • Iterative and Incremental User Stories • Evolutionary design and architecture • Management of Technical Debt • Technical Practices • Agile testing
  • 85. Iterative and Incremental User Stories • Covered in a previous section
  • 86. Evolutionary Design & Architecture • While some Design and Architecture will occur upfront • It will also occur continuously throughout development Evolutionary Design & Architecture Continuous Integration Refactoring Simple Design
  • 87. Technical Debt • What is Technical Debt? • Who is responsible for Managing Technical Debt?
  • 88. Technical Debt • Team identify debt, raise User Story • Write User Story in business terms • Work with PO to prioritise the User Story
  • 89. Technical Practices • Version Control • Coding Standards • Code Reviews • Refactoring • Test Driven Development (TDD) • Continuous Integration (CI) • Simple Design • Pair Programming • Acceptance Test Driven Development (ATDD)
  • 90. Traditional Testing vs. Agile testing Conformance to Requirements. Identify issues. Quality meets the Customers needs. Maximise Value.
  • 91. Agile testing • Quality Assurance is a whole team responsibility. • Test Specialists will focus on testing, but everyone should be involved. • Consider Testing from the very beginning. • Focus on Repeatable, Fully Automated, Self Reporting Testing.
  • 92.
  • 93.
  • 94. Continuous Development takeaways • Game Design, UX, Code Design, Architecture all occur continuously. • Rigorous Technical Practices are needed. • We need to manage our Technical Debt. • Quality assurance is everyone's responsibility.
  • 97. Wrap Up • Review • Reference Material • Other Available Workshops
  • 98. Putting it all together Agile Manifesto Set of Values and Principles You can be ‘agile’, you cannot do ‘agile’ Framework based on Scrum Work and technology agnostic extensible framework that adheres to Agile Manifesto You can do Scrum, if done well, you will be agile Technical Practices Code Reviews, TDD, CI, etc. Make it possible to do Scrum Other Practices Co-location, User Stories, Story Points, etc. Very effective extensions for Scrum Organisational Management System Rules, Practices, Portfolio Management, etc. scaling of methodology, specific to your organisation
  • 99. Summary of today Agile manifesto: what is it, where it came from. Scrum: roles, ceremonies, artefacts, rules. User Stories: format, Acceptance, INVEST, Iterative & Incremental. Agile Estimation: Story Points, Planning Poker, Fast Estimation Backlog management: Ownership, Value, Risk. Continuous Development: Design, UX, Practices, Testing, Tech. Debt.
  • 100. One thing you will take away • Please take 2 minutes • Write down one thing you will take away from today • We will share them with the group
  • 102. Other Available Workshops Agile & Scrum Workshop Effective User Stories Scrum Master Product Owner Software Development Workshops Software Testing Workshops Agile Leadership Workshop Becoming a Technical Leader

Notes de l'éditeur

  1. ICE BREAKER
  2. Sequential = Waterfall, V-model
  3. Try to inject some humour… for example the red logo with the hat is his professional logo on his web site, would you trust that? Maybe share an anecdotal story about one of the people. Say who they are. From top left, anti clock wise Jim Highsmith – Adaptive Systems Development Kent Beck – TDD, extreme Programming Ward Cunningham – Wiki, Fitnesse Ken Shwaber – Scrum Martin Fowler – extreme Programming Ron Jefferies – Extreme Programming Alistair Cocoburn - Crystal
  4. In the 90’s and since they were delivering projects that delighted their customers, surrounded by IT projects failing left right and centre.
  5. 1970 – Winston Royce paper of software engineering published, later on people started to call it ‘waterfall’ 80s onwards Rate of change increases significantly in business 1986 - Hirotaka Takeuchi and Ikujiro Nonaka – The new new product development game, published, it has many elements that are in Scrum. 90s rise of the ‘light weight methodologies’ (93 Scrum) http://en.wikipedia.org/wiki/Lightweight_methodology Feb 2001, 17 software developers created the agile manifesto 2013 Domination of Scrum
  6. This is why, managers get excited about ‘agile’, they have been sold on this value proposition. This is what managers are being sold on for agile. You should know this slide inside and out. Reduce risk by providing quick feedback. Feedback on features, team fit, technology, other potential issues Visibility – tracking working software vs artefacts i.e.documents Adaptability – Business Value – validating working software by business people.
  7. 1. Define outcome of a successful project. Games from http://tastycupcakes.org/2009/06/presto-manifesto/ Timing: 10 mins Ingredients: Whiteboards and/or flip-charts Markers Recipe: Begin by defining what success on a software development project means. Is it only about being on time and on budget? What about customer satisfaction? Divide the participants in to groups and ask them to, based on their project experiences, come up with a list of criteria that they have noticed as critical elements on successful projects. Ask them to reach a consensus within their team and have each member sign off on the criteria they agree with. Look for patterns between each team’s list and then discuss. Compare each teams list with the list that the 17 signatories of the agile manifesto came up with. You will be surprised at the results, regardless of the participants experience with agile. You will rarely see any team come up with prescriptive practices and I have yet to come across a list that did not include customer collaboration, communication, and team dynamics. Learning Points: The agile manifesto is a set of factors that are considered common on successful projects. These successful factors are not entirely new to our industry. The agile manifesto does not prescribe specific practices, reaching a wide consensus on these would be very hard.
  8. You should know this slide inside and out. discuss what the problem is (not the right people involved, too many people etc) and try to find a solution that involves people and how they interact vs using a new tool without understanding the problem. Tracking working software vs tracking documentation. Internal vs external customer. Working together and starting early. Respond to all kinds of changes e.g. team, feedback, tooling, +ve/-ev, solutions
  9. Agile is a great idea, but hard to follow. Most people want a simple process / guide to follow.
  10. Here you can see that Scrum is hugely popular compared to other agile methodologies.
  11. Combining all of the Scrum hybrids it is even more dominate. Scrum is the simple framework that allows people to be agile, if they can follow it.
  12. Finding the fun early, is crucial in games development. Scrum done well, reduces crunch periods.
  13. Finding the fun early, is crucial in games development. Scrum done well, reduces crunch periods.
  14. It is possible to be Scrum master and Team Member It is NOT possible to be Product Owner and Scrum Master It is NOT possible to be Product Owner and Team member The conflicts of interest are just too great for the team to be truly successful.
  15. NEED TO PRACTICE DRAWING DIAGRAM. Check video of Lisa Crispin. Draw out the process on the whiteboard, answering questions as you go. Image from: http://www.scrumprimer.org/overview Roles: Scrum Master, Product Owner, Team Member Ceremonies: Planning, Story Workshop, Stand up, Review, Retrospective Artefacts: Backlog, Sprint Backlog, Taskboard, Burndown, Product Increment. Additional: Definition of Done, Co-location
  16. Please note, this is just an example Definition of Done, it is by no means a recommendation for what a DOD should be in GameSys.
  17. Game on tastycupcakes.org: http://tastycupcakes.org/2014/01/scrum-roles-and-responsibilities-game/ Split the attendees into two groups of 3 to 8. Each group gets a sheet of butchers paper with the three sections (Team, SM, PO). It is best to put these on the corners of the table so that more people can gain access. Shuffle each deck of index cards and evenly spread them amongst each team. ROUND 1: Give everyone 1 minute in SILENCE to place their cards without touching anyone elses cards. They will need to be neat as the cards will cover the paper. ROUND 2: Give each team 5 minutes to review the place of cards, update them and agree. ROUND 3: Get teams to switch sides, review each others place and discuss between teams. What additional activities would you add? Cards include (39 so far): Prioritise Backlog Talk to stakeholders Make Product Backlog visible Ensure quality x 3 (PSS) Create Product Backlog items x 2 (PS) Build Design Test Deploy Integrate Attend Daily Stand up x 3 Attend Sprint Planning x 3 Attend Sprint Review x 3 Attend Backlog Grooming x 3 Attend Sprint Retrospective x 3 (PPS) Ensure Scrum is followed Coach team Facilitate Scrum events Resolve technical impediments Resolve organisational impediments Improve process Improve technical practices Track sprint progress Track release progress
  18. Get them all to read this quote.
  19. What are the impacts of each of these Scrum buts?
  20. Finding the fun early, is crucial in games development. Scrum done well, reduces crunch periods.
  21. You can use whatever format you like for User Stories, they are not locked in stone. However this format has several key benefits, that make it worthwhile. 1. We can confirm that the User will receive the benefit (link ‘as a’ line to the ‘so that’ line). 2. We can confirm that the output has a good chance of producing the benefit (link the ‘I want’ line to the ‘so that’ line). Hence we stand a better chance of making an impact.
  22. Who has used User Stories? Do you have any stories about User Stories that were tough or painful to work on? Which INVEST properties did they miss out on?
  23. INVEST came from Bill Wake For the Team to take into a Sprint Aim for as many as possible Compromise
  24. Blue – So that, just repeats the I want to. It is actually a regulation in some countries to inform the user of their play time. Green – this is a phase ‘testing’, so it is highly dependent. Purple – user is missing, business benefit is missing. Orange – non negotiable, how do we know that the most realistic result will come from the colour silver, at that angle, etc.
  25. This is how many people are used to working. The product is split into architecture layers / components, with teams formed around those components. Our product owner wants some functionality for the user. (I point to the top part of Story D). In this situation the work is split into four user stories, 1 per component/team. The first team starts work on Story A, they build and unit test their work, mark it as done, and let the next team know. (I point out a circle inside Story A). The next team starts work on Story B, they build and unit test their work, integration test their work with Story A, find some mistakes in A and get that team to fix them. (I point out an elipse, across story B and Story A) Repeat for C and D. Over all there is a lot of dependencies, a lot of retesting, waiting and uncertainty. Some companies may be set up so that there are only two teams/components, however there is still dependencies, delays etc.
  26. In this situation we have the same architectural layers, however now our teams are cross functional. Again our Product Owner wants some functionality of the User Interface for the user (point to the top) This time, the work is split up into vertical slices by functionality. i.e. We deliver a small piece of functionality, Story A, where the team builds and tests all components at once. Then they move onto building the next slice. This is a vertical slice and it is what we want ALL of our user stories to be.
  27. Non functional aspects include things such as performance, scalability, visual aspects, etc.
  28. I got the drawing from the web, (not sure where from, so Gamesys cannot claim copyright over it).
  29. You can also talk about increasing Fidelity between the three stages.
  30. The team is building some parts at low fidelity, than adding more bits at low fidelity while increasing the fidelity of others. This allows for LOTS of fast feedback.
  31. Finding the fun early, is crucial in games development. Scrum done well, reduces crunch periods.
  32. Everyone put up their hand, when they know roughly how many centimetres the line is? Everyone put up their hand, when they know if the second line? The second question was answered much faster, because humans are naturally good at Relative Estimation, yet we are naturally poor at absolute estimation.
  33. Agile estimation, uses relative estimation techniques. It also leverages the knowledge of the whole team, (devs, testers, business, designers) Lastly we focus on speed over accuracy, we just need the estimate to be accurate enough to prioritise and plan our work.
  34. Effort – Raw effort / grunt work. I.e. Making a simple parameter change to hundreds of similar method calls. Complexity – Difficulty, hard algorithms, complex logic extra, abstract concepts. Doubt – Uncertainty around how will we build it or what it is that we need to build.
  35. http://www.journey-to-better.com/2013/07/story-points-do-not-equate-to-time.html
  36. If consensus is not coming, pick the number selected by the majority of participants. Do not average the numbers.
  37. Hand out Planning Poker cards to everyone and explain to them that they are the Fruit eating team. You are the Scrum master and Product Owner (conflicted I know) Set Apple as the Reference Story with 2 Story points. Ask the team how they would eat the apple, making notes on the board. That is now their reference. Move onto estimating each piece of fruit in order. Each time asking how they will eat it prior to estimating. Definition of Done (this can be revealed bit by bit through the exercise) 80% of flesh eaten All other remains in the bin Kitchen and utensils are clean. Team hands and face are clean.
  38. It took us about 20 minutes to estimate 5 pieces of fruit, we are now going to estimate cooking 26 meals in about 15 minutes. We are going to use Fast Estimation. http://www.journey-to-better.com/2012/05/fast-estimation.html
  39. It took us about 20 minutes to estimate 5 pieces of fruit, we are now going to estimate cooking 26 meals in about 15 minutes. We are going to use Fast Estimation. http://www.journey-to-better.com/2012/05/fast-estimation.html
  40. Finding the fun early, is crucial in games development. Scrum done well, reduces crunch periods.
  41. Draw graph (Value vs. Time) Line 1: consistent delivery of value Line 2: emphasising value first.
  42. Add to graph Line 3: reducing risk / uncertainty first
  43. Credit Alistair Cockburn: http://alistair.cockburn.us/Disciplined+Knowledge+Acquisition+in+Product+Development
  44. Split the attendees into two teams Hand out the index cards with the User Stories written out, to each team. Explain the value, risk and story point scales. In 5 minutes get the teams to order their backlog. Now switch sides and compare ordering.
  45. Finding the fun early, is crucial in games development. Scrum done well, reduces crunch periods.
  46. In sequential development, work is divided up into phase (you can see here as red, green, light blue, dark blue). They are mostly carried out in a sequential order with some overlap between each phase.
  47. FE – Front end development, BE – backend development, QA – quality assurance /testing. As you can see this is more complex than sequential development, yet delivers completed work each sprint. Curves from Mountain Goat Software – redistributable introduction to scrum.
  48. We will discuss each of these approaches on the coming slides
  49. Linked tightly to Iterative & Incremental User Stories, Refactoring, Simple Design, Continuous Integration
  50. Everyone is responsible for some element of managing technical debt.
  51. These Technical practices (most of them comes from eXtreme Programming) are needed for us to have any hope of apply continuous development. Explain each practice. Simple Design – also know as Just in time Design. Only design for what you are working on now. Collective Code Ownership (from XP) was left off, because Gamesys does not have a strong push for it.
  52. Ask the attendees for examples from each quadrant, helping them out as need be. The full set is revealed on the next slide. Credit: http://lisacrispin.com/wp-content/uploads/2011/11/Agile-Testing-Quadrants.png
  53. Credit: http://lisacrispin.com/wp-content/uploads/2011/11/Agile-Testing-Quadrants.png
  54. Finding the fun early, is crucial in games development. Scrum done well, reduces crunch periods.