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Delivering value early
                          and often, giving
                         ourselves the best
                      opportunity to beat the
                      competition to market,
                        realize revenue and
                      discover insights that
                      we can use to help us
                              improve




5 levels of Agile Planning
Copyright © 2008 Russell Pannone. All rights reserved.   2
How to Organize a Children's Party
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Copyright © 2008 Russell Pannone. All rights reserved.                                                3
 Chaotic
                                                           Enterprise/Organization
                                                          Ordered
                                                           Enterprise/Organization
                                                          Complex
                                                           Enterprise/Organization




Copyright © 2008 Russell Pannone. All rights reserved.                               4
Roadmap to “being” agile
•   Delivery of commercial or operational value early and
    often, giving ourselves the best opportunity to beat the                           Agile
    competition to market, realize revenue and discover                             Coaching &
    insights that we can use to help us improve                                      Training

•   Cross-functional, collaborative and adaptive teams
    developing and delivering value-added product (system-
    software) increments in a continuous flow from
    requirements to deployment                                                       Agile             Scrum
•   Avoiding the high cost of discovering defects late in the   Cultural            Adoption         Coaching &
                                                                Renewal                               Training
    development cycle by discovering defects early in the
    development cycle which is accomplished by
    eliminating waste, increasing feedback loops and
    developing code from the point of view of provability
    and outside-in design
                                                                                   Organizational
•   Emphasis is placed on the need for teams to nurture                               Change
                                                                                    Management
    group cohesion, and paying attention to norms that
    serve as a guide that strengthens positive practices
•   Minimizing frustration levels and making the art and
    science of system-software development enjoyable and                    Delivering value early and
    not a burden or death march                                            often, giving ourselves the
                                                                           best opportunity to beat the
•   The what, why, and how of agile/lean product (system-
                                                                             competition to market,
    software) development and delivery is not one persons                      realize revenue and
    vision alone; to become reality it needs to be a "shared"               discover insights that we
    vision through negotiation and compromise between                      can use to help us improve
    individuals, the team and the organization
                                                                                                              5
Four Spheres
      of Influence

1. Sphere 1 - Stakeholder Needs and Business Processes: This sphere denotes requirements (including
   quality attributes such as performance, security and reliability), end-user business processes, business
   drivers and operational environment.
2. Sphere 2 - Architecture and Design: This sphere denotes the essential elements of the system, the
   relationships between them, and how they fit with the enterprise system. The elements include
   structure, behavior, usage, functionality, performance, resilience, reuse, comprehensibility, economic
   and technologic constraints and tradeoffs.
3. Sphere 3 - Marketplace: This sphere denotes available and emerging technology and products, non-
   development items and relevant standards.
4. Sphere 4 - Program/Project Management: This sphere denotes the management aspects of the
   project. These aspects consider the cost, schedule and risk of building, fielding and supporting the
   solution. Key to these management aspects are the cost, schedule and risk of changing the necessary
   business processes.

   These four spheres are simultaneously defined and traded through the life of an agile and
  lean project because a decision in one sphere will inform and likely constrain the decisions
                             that can be made in another sphere                              6
5 levels of Agile Planning
                     What, Who, Why, When, Constraints,
 Product Vision      Assumptions
                      Releases – Date, Theme/Feature Set,
Product Roadmap       Objective, Development Approach

                       Iteration, Team Capacity, Stories, Priority,
Release Planning       Size, Estimates, Definition of Done

                         Stories – Tasks, Definition of Done
Iteration Planning       Level-of Effort, Commitment


                         1. What did I do yesterday?
 Daily Planning          2. What will I do today?
                         3. What is blocking me?
Gain
  Lower        Accept      feedback
project risk   change       through
 through       without      iterative
  higher       slowing   incremental
 visibility     down          value
                            delivery

                            Delivering
                           value early
                            and often,
                               giving
                             ourselves
                              the best
                           opportunity
                            to beat the
                           competition
                            to market,
                               realize
                              revenue
                                 and
                             discover
                              insights
                           that we can
                           use to help
                           us improve

                                     8
A Paradigm Shift

              Fixed




            Variable
            Source: www.dsdm.org




How is Agile Planning Different from Traditional Approaches?
Product Vision What, Who, Why, When, Constraints, Assumptions
                           Releases – Date, Theme/Feature Set,
Product Roadmap            Objective, Development Approach
                             Iteration, Team Capacity, Stories, Priority,
Release Planning             Size, Estimates, Definition of Done

                               Stories – Tasks, Definition of Done
Iteration Planning             Level-of Effort, Commitment


                               1. What did I do yesterday?
 Daily Planning                2. What will I do today?
                               3. What is blocking me?
Product Vision
     What
     Who (Stakeholders)
     Why
     When
     Constraints &
      Assumptions          “If you don't know where you are
                           going, that's where you'll end up.”
                                       -Yogi Berra
                                                                 11
Product Vision
 What
   Summary of the major benefits and features the product will provide
   Gives context to the reader
   Defines the business context for the product. In which domain is it going to
    function (for example, telecom or bank) and what market—who are the users?
    State whether the product is being developed to fulfill a contract or if it is a
    commercial product.

 Who (Stakeholders)
   There are a number of stakeholders with an interest in the development and not
    all of them are end users. Think of this as outside-in-design.
       Customer/Consumer
       Other vested interests
   Provides the background and justification for why the requirements are needed


                 Continued on Next Page
                                                                                       12
Continued from Previous Page
Why
   Need and opportunity




When
      Begins the process of project scheduling by illuminating the stakeholders’ time expectations
       regarding the product. Also helps you dig into their expectations by defining the circumstances in
       which the new product would be used.
Constraints & Assumptions
      Express the constraints under which the project is undertaken. These constraints impact risk and
       cost. They could be things like external interfaces that the product must adhere to, standards,
       certifications or a technical approach employed for strategic reasons, such as using a certain
       database technology or distribution mechanisms.
What, Who, Why, When, Constraints,
 Product Vision             Assumptions
                Releases – Date, Theme/Feature Set, Objective,
Product Roadmap Development Approach
                              Iteration, Team Capacity, Stories, Priority,
Release Planning              Size, Estimates, Definition of Done

                                Stories – Tasks, Definition of Done
Iteration Planning              Level-of Effort, Commitment


                                1. What did I do yesterday?
 Daily Planning                 2. What will I do today?
                                3. What is blocking me?
If you don't know where you are going, it's impossible to determine the
best way to get there.

A product roadmap is an essential tool for product planning and
development.

Product roadmaps outline when products are scheduled for release and
include an overview of their primary and secondary features.
                                                                      15
Tooling Life Cycle
                                                                    Reporting
  Life Cycle




                       Planning/                           Receiving/         Inventory           Tool               End of
                                         Procurement
                       Sourcing                           Warehousing        Management        Utilization            Life

                                                           Tool received                                          OEM or tooling
                        Need for a        TB submits                          SC will bin
                                                              at PIT                            Tool utilized      deems tool
                      tool & quantity     PR through                         or check out
                                                            USA dock                             On aircraft      unserviceable
                          defined          Sceptre                              For use

                                                          SC receives and                                          Tool shipped
                                                           bins the tool         Kit                               back to USA
      Process Steps




                       TS sources       TP generates PO                                            Tool then
                      & gets quote/      that transmits                      management        checked in/out,          PIT
                      delivery date         to OEM        Tool Sup checks                    calibrated, shipped,
                                                           for damage &                          Reported on
                                                             calibration         Tool             repeatedly      Tool Sup marks
                                                                                Repair                             tool BER, lost
                                         OEM confirms                                                                 or other
                                          price & LT      Tool Sup gives
                                                              stores
                                                            next steps
                                                                                            Theme                 Tool changed
                                          OEM makes        Stores stocks                                           To inactive
                                             tool         part or ships to
                                                          another location    Note: some of these
     = System Transaction                                                     Process steps may                      Tool held
TS = Technical Sourcer                                                        vary at non-maintenance               In case of
TP = Technical Purchaser                                    Tool arrives                                           Future need
Tool Sup = Tooling Supervisor                              at new station     stations                                 For it
TB = Tooling BA
LT = Lead Time
USA = US Airways                                           Tool received
SC = Stock Clerk                                            in Sceptre                                                      16
BER = Beyond Economical Repair
The Product Backlog is Derived from the
     Product Vision and Roadmap




                                © Scott Ambler, 2004




                                                       17
Copyright © 2005, Mountain Goat Software



1. Agile puts the Product Owner (aka “the business” or customer representative) in the
driver’s seat – In the majority of the waterfall style projects the customer is involved, but in a limited capacity. They get
to define a scope up-front, but then any changes they deem necessary are change ordered back to them. This practice
assumes that the customer knows exactly what they want up front and penalizes them for changing their minds later in the
development process.

2. Agile allows the business to quickly react to changing market conditions and needs – The only
thing constant in today’s economy is change. Businesses need to be able to make quick course corrections in order to
survive.

3. Agile provides visibility into the development process – For many customers software development is a
dark art. They don’t have the background in order to understand the technical details and in most cases the development
team prefers it this way. The customer is left feeling helpless and Agile engages them throughout the development
lifecycle, providing enhanced visibility.

4. Agile also puts the Development Team in the driver’s seat - While the Product Owner is responsible
for “what” is to be developed the Development Team is self-directing and self-organizing as to “how” to develop the system-
software product
                                                                       Copyright © 2008 Russell Pannone. All rights reserved.


                                                                                                                                18
Tooling Project - Product Backlog




                                    19
Where do
                                          Optional
                                                                        Stories
                                                                      come from
                                                                 Optional



                                   Optional
                                                                                     Bus
                                                                                   Strategy


                                                         Use Cases
                                                                                  Business
                                                                                   Model

                                                                            System Requirements
                           Customer                                              Functional

                       Business Partner
                                                                                     &
                                                                               Non-Functional
                        Product Owner
                             Team                                           Solution/IT-Services

Copyright © 2008 Russell Pannone. All rights reserved.                                             20
Characteristics of good stories
          As a <who/user> I want <what/goal> so that <why/reason>

 A good story is negotiable, testable, estimatable, commercially or
  operationally value-adding, cohesive and loosely-coupled
 It is not an explicit contract for features or functionality; rather stories
  are short descriptions of functionality, the details of which are to be
  refined in a conversation between the Product Owner (aka, the business or
  customer) and the development team
 The challenge comes in learning to include just enough detail to be able to
  prioritize and estimate the size of story and minimize ambiguity
   Story1                                     Story4
   As an eligible user, I want to pay the     As an eligible user, I want to access my       Story11
   onetime registration fee of $10, so        record and delete any or all of my             As an eligible user, I want to view a list
   that I can access my driver’s record in    information to keep it current                 of assembled answers to questions
   the future                                                                                asked most frequently of the DMV

                                              Story5
   Story2                                                                                    Story12
                                              As an eligible user, I want to access my
   As an eligible user, I want to create a                                                   As an eligible user, I want to be able
                                              record and change any or all of my
   unique user name and password so                                                          find an address for my local DMV
                                              information to keep it current
   that my access is limited to my record                                                    office and print the results
   and to track activity and payment
                                              Story6                                         Story13
   Story3                                     As an eligible user, I want multiple           As the application, I want to maintain
   As an eligible user, I want to access my   payment options to pay fees so that I          an audit trail of changes for each
   record, so that I can verify that it is    am able to access the features of the          eligible user record indicating all edits
   correct                                    DMV site that require payment
                                                                                         Copyright © 2008 Russell Pannone. All rights reserved.   21
Acceptance
                                                          Criteria

   Acceptance criteria, represents the details for a story and specifies the
    desired behavior and functionality the system-software must implement
   Acceptance criteria answer the question, “How will I know when I’m done
          with the story?”
   Acceptance criterion is high level tests to verify and validate the
    completeness of a story or stories implemented during a Sprint/Iteration,
    expressed in a business domain language
      These tests are created ideally through collaboration between business
       customers, business analysts, testers and developers; however the Product
       Owner (aka, the business or customer) is the primary owner of these
       conditions-of-satisfaction
   Test cases and acceptance criteria are two different things
   Test cases answer the questions, “How do I test and what are the test
    steps?”
Copyright © 2008 Russell Pannone. All rights reserved.                          22
 Depiction of the user
  interface or maybe even a
  report layout, is just as
  much a part of the details
  behind a story as
  acceptance criteria
 Wireframes and screen
  mockups are often
  attached to stories as a
  basic visual guide used in
  interface design by the
  development team
 Low fidelity diagrams
  depicting a candidate
  solution may also be
  attached to stories to
  visually communicate its
  design           Copyright © 2008 Russell Pannone. All rights reserved.   23
What, Who, Why, When, Constraints,
 Product Vision                  Assumptions
                                  Releases – Date, Theme/Feature Set,
Product Roadmap                   Objective, Development Approach
                 Iteration, Team Capacity, Stories, Priority, Size,
Release Planning Estimates, Definition of Done

                                      Stories – Tasks, Definition of Done
Iteration Planning                    Level-of Effort, Commitment


                                      1. What did I do yesterday?
 Daily Planning                       2. What will I do today?
                                      3. What is blocking me?
Product Vision

                                                            Product Roadmap




                                                                                                                                 Iteration Plan




                                                        Product Backlog

                                                                                                              Review and Adapt   Develop

                        Release Plan




Copyright © 2008 Russell Pannone. All rights reserved. Adapted from “Agile Project Management” Jim Highsmith Copyright 2004                       25
The Release Plan
       The Release Plan is determined from
        the team’s velocity; initially this is an
        estimate, a best guess until the team’s
        actual velocity can be determined from
        historical data
       We create the Release plan from
                   The size estimate
                   The velocity (“size per iteration”)
       The Release plan shows what will be
        worked on in each iteration
                   Each iteration contains approximately the same number of
                    story points and is time boxed by iteration length


Copyright © 2008 Russell Pannone. All rights reserved.                         26
Components of the Release Plan

         The Release Plan is comprised of:
           1. The release theme
           2. The release content
           3. Business value statement for the release
           4. The release timeline




Copyright © 2008 Russell Pannone. All rights reserved.   27
Content




          28
Creating the Release Plan
                                                         (continue from previous slide)

           Once we have identified the theme and content for each
           release, we can prepare a brief summary of the Business Value
           to be delivered at each release

           Example:
           Release 1- This release implements ……. and allows users to
           ………………..




Copyright © 2008 Russell Pannone. All rights reserved.                                    29
Release Timeline




                                           Stories at the right level of detail
                                           Prioritized stories
                                           Sized stories

                                           Deriving/estimating duration and
                                                 cost to deliver product
Copyright © 2008 Russell Pannone. All rights reserved.                             30
Velocity is a
        measure of a                                     Deriving estimates
        team’s rate of                                    4 iterations based
         progress per                                      on team velocity
           Iteration                                      Each iteration 3
                                                           weeks long
                                                          12 weeks total
                                                           duration
                                                          Estimated cost of
                                                           $15,000 per
                                                           iteration
                                                          Estimated total
                                                           cost of $60,000



Copyright © 2008 Russell Pannone. All rights reserved.                     31
Copyright © 2008 Russell Pannone. All rights reserved.   32
What, Who, Why, When, Constraints,
 Product Vision                Assumptions
                                Releases – Date, Theme/Feature Set,
Product Roadmap                 Objective, Development Approach
                                  Iteration, Team Capacity, Stories, Priority,
Release Planning                  Size, Estimates, Definition of Done

                   Stories – Tasks, Definition of Done Level-of Effort,
Iteration Planning Commitment


                                    1. What did I do yesterday?
  Daily Planning                    2. What will I do today?
                                    3. What is blocking me?
1. Selecting Stories from the
                                                            Product Backlog based on
                                                            the team’s velocity
                                                         2. Identifying the tasks to
                                                            realize a selected Story
                                                         3. Estimating the level-of-
                                                            effort required to
                                                            complete the task




Copyright © 2008 Russell Pannone. All rights reserved.                              34
Working software & demo
       Unit test
       Code review
       Installer
    Tests
       Functional
       Performance
       Regression
    Documentation
       User docs/Online help
       Internal design docs
       Release notes
       API documents
                                                             Copyright@2009 SolutionsIQ All rights Reserved




                                                        35
Copyright@ 2008 Russell Pannone. All rights reserved.
What, Who, Why, When, Constraints,
 Product Vision       Assumptions
                       Releases – Date, Theme/Feature Set,
Product Roadmap        Objective, Development Approach
                        Iteration, Team Capacity, Stories, Priority,
Release Planning        Size, Estimates, Definition of Done

                          Stories – Tasks, Definition of Done
Iteration Planning        Level-of Effort, Commitment


                     1. What did I do yesterday?
 Daily Planning        2. What will I do today?
                       3. What is blocking me?
1. Performing tasks to
                                                            complete the story
                                                         2. Completing the story
                                                            based on story
                                                            acceptance criteria
                                                            and team's definition
                                                            of done
                                                         3. Developing and
                                                            delivering commercial
                                                            or operational value
                                                            incrementally




Copyright © 2008 Russell Pannone. All rights reserved.                              37
Reduce Waste                Feedback Loops
• Remove what isn’t of        • Sprint Review & Planning
  value to the customer       • Sprint Retrospective
• Quicker delivery of value   • Daily Scrum
  & ROI
                                                           39

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5 Levels of Agile Planning Explained Simply

  • 1. Delivering value early and often, giving ourselves the best opportunity to beat the competition to market, realize revenue and discover insights that we can use to help us improve 5 levels of Agile Planning
  • 2. Copyright © 2008 Russell Pannone. All rights reserved. 2
  • 3. How to Organize a Children's Party If you are having difficulty viewing this video download QuickTime using this link: http://www.apple.com/quicktime/download/ Then install QuickTime and try the link again. Copyright © 2008 Russell Pannone. All rights reserved. 3
  • 4.  Chaotic Enterprise/Organization  Ordered Enterprise/Organization  Complex Enterprise/Organization Copyright © 2008 Russell Pannone. All rights reserved. 4
  • 5. Roadmap to “being” agile • Delivery of commercial or operational value early and often, giving ourselves the best opportunity to beat the Agile competition to market, realize revenue and discover Coaching & insights that we can use to help us improve Training • Cross-functional, collaborative and adaptive teams developing and delivering value-added product (system- software) increments in a continuous flow from requirements to deployment Agile Scrum • Avoiding the high cost of discovering defects late in the Cultural Adoption Coaching & Renewal Training development cycle by discovering defects early in the development cycle which is accomplished by eliminating waste, increasing feedback loops and developing code from the point of view of provability and outside-in design Organizational • Emphasis is placed on the need for teams to nurture Change Management group cohesion, and paying attention to norms that serve as a guide that strengthens positive practices • Minimizing frustration levels and making the art and science of system-software development enjoyable and Delivering value early and not a burden or death march often, giving ourselves the best opportunity to beat the • The what, why, and how of agile/lean product (system- competition to market, software) development and delivery is not one persons realize revenue and vision alone; to become reality it needs to be a "shared" discover insights that we vision through negotiation and compromise between can use to help us improve individuals, the team and the organization 5
  • 6. Four Spheres of Influence 1. Sphere 1 - Stakeholder Needs and Business Processes: This sphere denotes requirements (including quality attributes such as performance, security and reliability), end-user business processes, business drivers and operational environment. 2. Sphere 2 - Architecture and Design: This sphere denotes the essential elements of the system, the relationships between them, and how they fit with the enterprise system. The elements include structure, behavior, usage, functionality, performance, resilience, reuse, comprehensibility, economic and technologic constraints and tradeoffs. 3. Sphere 3 - Marketplace: This sphere denotes available and emerging technology and products, non- development items and relevant standards. 4. Sphere 4 - Program/Project Management: This sphere denotes the management aspects of the project. These aspects consider the cost, schedule and risk of building, fielding and supporting the solution. Key to these management aspects are the cost, schedule and risk of changing the necessary business processes. These four spheres are simultaneously defined and traded through the life of an agile and lean project because a decision in one sphere will inform and likely constrain the decisions that can be made in another sphere 6
  • 7. 5 levels of Agile Planning What, Who, Why, When, Constraints, Product Vision Assumptions Releases – Date, Theme/Feature Set, Product Roadmap Objective, Development Approach Iteration, Team Capacity, Stories, Priority, Release Planning Size, Estimates, Definition of Done Stories – Tasks, Definition of Done Iteration Planning Level-of Effort, Commitment 1. What did I do yesterday? Daily Planning 2. What will I do today? 3. What is blocking me?
  • 8. Gain Lower Accept feedback project risk change through through without iterative higher slowing incremental visibility down value delivery Delivering value early and often, giving ourselves the best opportunity to beat the competition to market, realize revenue and discover insights that we can use to help us improve 8
  • 9. A Paradigm Shift Fixed Variable Source: www.dsdm.org How is Agile Planning Different from Traditional Approaches?
  • 10. Product Vision What, Who, Why, When, Constraints, Assumptions Releases – Date, Theme/Feature Set, Product Roadmap Objective, Development Approach Iteration, Team Capacity, Stories, Priority, Release Planning Size, Estimates, Definition of Done Stories – Tasks, Definition of Done Iteration Planning Level-of Effort, Commitment 1. What did I do yesterday? Daily Planning 2. What will I do today? 3. What is blocking me?
  • 11. Product Vision  What  Who (Stakeholders)  Why  When  Constraints & Assumptions “If you don't know where you are going, that's where you'll end up.” -Yogi Berra 11
  • 12. Product Vision  What  Summary of the major benefits and features the product will provide  Gives context to the reader  Defines the business context for the product. In which domain is it going to function (for example, telecom or bank) and what market—who are the users? State whether the product is being developed to fulfill a contract or if it is a commercial product.  Who (Stakeholders)  There are a number of stakeholders with an interest in the development and not all of them are end users. Think of this as outside-in-design.  Customer/Consumer  Other vested interests  Provides the background and justification for why the requirements are needed Continued on Next Page 12
  • 13. Continued from Previous Page Why Need and opportunity When  Begins the process of project scheduling by illuminating the stakeholders’ time expectations regarding the product. Also helps you dig into their expectations by defining the circumstances in which the new product would be used. Constraints & Assumptions  Express the constraints under which the project is undertaken. These constraints impact risk and cost. They could be things like external interfaces that the product must adhere to, standards, certifications or a technical approach employed for strategic reasons, such as using a certain database technology or distribution mechanisms.
  • 14. What, Who, Why, When, Constraints, Product Vision Assumptions Releases – Date, Theme/Feature Set, Objective, Product Roadmap Development Approach Iteration, Team Capacity, Stories, Priority, Release Planning Size, Estimates, Definition of Done Stories – Tasks, Definition of Done Iteration Planning Level-of Effort, Commitment 1. What did I do yesterday? Daily Planning 2. What will I do today? 3. What is blocking me?
  • 15. If you don't know where you are going, it's impossible to determine the best way to get there. A product roadmap is an essential tool for product planning and development. Product roadmaps outline when products are scheduled for release and include an overview of their primary and secondary features. 15
  • 16. Tooling Life Cycle Reporting Life Cycle Planning/ Receiving/ Inventory Tool End of Procurement Sourcing Warehousing Management Utilization Life Tool received OEM or tooling Need for a TB submits SC will bin at PIT Tool utilized deems tool tool & quantity PR through or check out USA dock On aircraft unserviceable defined Sceptre For use SC receives and Tool shipped bins the tool Kit back to USA Process Steps TS sources TP generates PO Tool then & gets quote/ that transmits management checked in/out, PIT delivery date to OEM Tool Sup checks calibrated, shipped, for damage & Reported on calibration Tool repeatedly Tool Sup marks Repair tool BER, lost OEM confirms or other price & LT Tool Sup gives stores next steps Theme Tool changed OEM makes Stores stocks To inactive tool part or ships to another location Note: some of these = System Transaction Process steps may Tool held TS = Technical Sourcer vary at non-maintenance In case of TP = Technical Purchaser Tool arrives Future need Tool Sup = Tooling Supervisor at new station stations For it TB = Tooling BA LT = Lead Time USA = US Airways Tool received SC = Stock Clerk in Sceptre 16 BER = Beyond Economical Repair
  • 17. The Product Backlog is Derived from the Product Vision and Roadmap © Scott Ambler, 2004 17
  • 18. Copyright © 2005, Mountain Goat Software 1. Agile puts the Product Owner (aka “the business” or customer representative) in the driver’s seat – In the majority of the waterfall style projects the customer is involved, but in a limited capacity. They get to define a scope up-front, but then any changes they deem necessary are change ordered back to them. This practice assumes that the customer knows exactly what they want up front and penalizes them for changing their minds later in the development process. 2. Agile allows the business to quickly react to changing market conditions and needs – The only thing constant in today’s economy is change. Businesses need to be able to make quick course corrections in order to survive. 3. Agile provides visibility into the development process – For many customers software development is a dark art. They don’t have the background in order to understand the technical details and in most cases the development team prefers it this way. The customer is left feeling helpless and Agile engages them throughout the development lifecycle, providing enhanced visibility. 4. Agile also puts the Development Team in the driver’s seat - While the Product Owner is responsible for “what” is to be developed the Development Team is self-directing and self-organizing as to “how” to develop the system- software product Copyright © 2008 Russell Pannone. All rights reserved. 18
  • 19. Tooling Project - Product Backlog 19
  • 20. Where do Optional Stories come from Optional Optional Bus Strategy Use Cases Business Model System Requirements Customer Functional Business Partner & Non-Functional Product Owner Team Solution/IT-Services Copyright © 2008 Russell Pannone. All rights reserved. 20
  • 21. Characteristics of good stories As a <who/user> I want <what/goal> so that <why/reason>  A good story is negotiable, testable, estimatable, commercially or operationally value-adding, cohesive and loosely-coupled  It is not an explicit contract for features or functionality; rather stories are short descriptions of functionality, the details of which are to be refined in a conversation between the Product Owner (aka, the business or customer) and the development team  The challenge comes in learning to include just enough detail to be able to prioritize and estimate the size of story and minimize ambiguity Story1 Story4 As an eligible user, I want to pay the As an eligible user, I want to access my Story11 onetime registration fee of $10, so record and delete any or all of my As an eligible user, I want to view a list that I can access my driver’s record in information to keep it current of assembled answers to questions the future asked most frequently of the DMV Story5 Story2 Story12 As an eligible user, I want to access my As an eligible user, I want to create a As an eligible user, I want to be able record and change any or all of my unique user name and password so find an address for my local DMV information to keep it current that my access is limited to my record office and print the results and to track activity and payment Story6 Story13 Story3 As an eligible user, I want multiple As the application, I want to maintain As an eligible user, I want to access my payment options to pay fees so that I an audit trail of changes for each record, so that I can verify that it is am able to access the features of the eligible user record indicating all edits correct DMV site that require payment Copyright © 2008 Russell Pannone. All rights reserved. 21
  • 22. Acceptance Criteria  Acceptance criteria, represents the details for a story and specifies the desired behavior and functionality the system-software must implement  Acceptance criteria answer the question, “How will I know when I’m done with the story?”  Acceptance criterion is high level tests to verify and validate the completeness of a story or stories implemented during a Sprint/Iteration, expressed in a business domain language  These tests are created ideally through collaboration between business customers, business analysts, testers and developers; however the Product Owner (aka, the business or customer) is the primary owner of these conditions-of-satisfaction  Test cases and acceptance criteria are two different things  Test cases answer the questions, “How do I test and what are the test steps?” Copyright © 2008 Russell Pannone. All rights reserved. 22
  • 23.  Depiction of the user interface or maybe even a report layout, is just as much a part of the details behind a story as acceptance criteria  Wireframes and screen mockups are often attached to stories as a basic visual guide used in interface design by the development team  Low fidelity diagrams depicting a candidate solution may also be attached to stories to visually communicate its design Copyright © 2008 Russell Pannone. All rights reserved. 23
  • 24. What, Who, Why, When, Constraints, Product Vision Assumptions Releases – Date, Theme/Feature Set, Product Roadmap Objective, Development Approach Iteration, Team Capacity, Stories, Priority, Size, Release Planning Estimates, Definition of Done Stories – Tasks, Definition of Done Iteration Planning Level-of Effort, Commitment 1. What did I do yesterday? Daily Planning 2. What will I do today? 3. What is blocking me?
  • 25. Product Vision Product Roadmap Iteration Plan Product Backlog Review and Adapt Develop Release Plan Copyright © 2008 Russell Pannone. All rights reserved. Adapted from “Agile Project Management” Jim Highsmith Copyright 2004 25
  • 26. The Release Plan The Release Plan is determined from the team’s velocity; initially this is an estimate, a best guess until the team’s actual velocity can be determined from historical data We create the Release plan from  The size estimate  The velocity (“size per iteration”) The Release plan shows what will be worked on in each iteration  Each iteration contains approximately the same number of story points and is time boxed by iteration length Copyright © 2008 Russell Pannone. All rights reserved. 26
  • 27. Components of the Release Plan The Release Plan is comprised of: 1. The release theme 2. The release content 3. Business value statement for the release 4. The release timeline Copyright © 2008 Russell Pannone. All rights reserved. 27
  • 28. Content 28
  • 29. Creating the Release Plan (continue from previous slide) Once we have identified the theme and content for each release, we can prepare a brief summary of the Business Value to be delivered at each release Example: Release 1- This release implements ……. and allows users to ……………….. Copyright © 2008 Russell Pannone. All rights reserved. 29
  • 30. Release Timeline  Stories at the right level of detail  Prioritized stories  Sized stories  Deriving/estimating duration and cost to deliver product Copyright © 2008 Russell Pannone. All rights reserved. 30
  • 31. Velocity is a measure of a Deriving estimates team’s rate of  4 iterations based progress per on team velocity Iteration  Each iteration 3 weeks long  12 weeks total duration  Estimated cost of $15,000 per iteration  Estimated total cost of $60,000 Copyright © 2008 Russell Pannone. All rights reserved. 31
  • 32. Copyright © 2008 Russell Pannone. All rights reserved. 32
  • 33. What, Who, Why, When, Constraints, Product Vision Assumptions Releases – Date, Theme/Feature Set, Product Roadmap Objective, Development Approach Iteration, Team Capacity, Stories, Priority, Release Planning Size, Estimates, Definition of Done Stories – Tasks, Definition of Done Level-of Effort, Iteration Planning Commitment 1. What did I do yesterday? Daily Planning 2. What will I do today? 3. What is blocking me?
  • 34. 1. Selecting Stories from the Product Backlog based on the team’s velocity 2. Identifying the tasks to realize a selected Story 3. Estimating the level-of- effort required to complete the task Copyright © 2008 Russell Pannone. All rights reserved. 34
  • 35. Working software & demo Unit test Code review Installer Tests Functional Performance Regression Documentation User docs/Online help Internal design docs Release notes API documents Copyright@2009 SolutionsIQ All rights Reserved 35 Copyright@ 2008 Russell Pannone. All rights reserved.
  • 36. What, Who, Why, When, Constraints, Product Vision Assumptions Releases – Date, Theme/Feature Set, Product Roadmap Objective, Development Approach Iteration, Team Capacity, Stories, Priority, Release Planning Size, Estimates, Definition of Done Stories – Tasks, Definition of Done Iteration Planning Level-of Effort, Commitment 1. What did I do yesterday? Daily Planning 2. What will I do today? 3. What is blocking me?
  • 37. 1. Performing tasks to complete the story 2. Completing the story based on story acceptance criteria and team's definition of done 3. Developing and delivering commercial or operational value incrementally Copyright © 2008 Russell Pannone. All rights reserved. 37
  • 38.
  • 39. Reduce Waste Feedback Loops • Remove what isn’t of • Sprint Review & Planning value to the customer • Sprint Retrospective • Quicker delivery of value • Daily Scrum & ROI 39