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Fundamentals of Agile
1 Day Course
1	
  
Please do not copy or reproduce this course
materials without expressed written
consent from SparkAgility. Anyone who
engage in unauthorized duplication of the
course materials will be held duly
accountable by the PMI Ethics Committee.
Notice
2	
  
Warm Up & Introductions
Constella,on	
  
Fast	
  intro	
  
What’s	
  in	
  it	
  for	
  me?	
  
3	
  
!  Founder, Managing Consultant and Trainer
!  Over 15 years of experience; business analysis, project
management, team facilitation & development, process improvement
and agile coaching
!  Driven by helping individuals and teams reach their full potential
!  Passionate about spreading agility to the community (PMI Agile
Community of Practice, PMI local chapter and Meetups)
!  Bachelors in Business / Accounting and Masters in Information
Systems & Financial Management
!  Project Management Professional (PMP), Agile Certified
Practitioner (ACP), Certified Scrum Master (CSM), ICAgile Certified
Professional in Agile Coaching & Facilitation (ICP-TC), Certified
Trainer in Training from the Back of the Room
Salah Elleithy
@selleithy	
  salah@sparkagility.com
4	
  
410.262.5550
Our Backlog
5	
  
Origins of
Agile!
Agile
Manifesto!
Agile beyond
SW
Development!
Understand the
Agile Mindset!
Establishing
the Agile
Mindset!
Developing
Soft Skills!
Understanding
Communication
Barriers!
Sharing
Knowledge!
Collaboration
Techniques!
Shift in
roles!
Value based
work!
Work in
progress!
Our Backlog
6	
  
Involving the
customer!
Continuous
Delivery!
Continuous
Integration!
User
involvement!
Involving the
customer!
User
feedback!
Planning!
Estimation!
Status
(Tracking)!
Process
adaptation!
Logistics
7	
  
•  As a participant:
–  I will do my best to be on time so that I don’t miss any
portion of the course
–  I will be present physically and mentally so that I can
retain more of what is covered
–  I will do my best to maintain my focus on learning and
participate so that I can get the most out of the course
–  I will respect all participants thoughts and opinions so
that I can benefit from others’ experience
Pledge of Learning
8	
  
Roadmap
9	
  
High Level Outcomes
Explore Agile
history and
mindset
Identify the difference between
‘being’ agile & ‘doing’ agile
Discover the
importance of
individuals and
interactions
Apply different
techniques for
planning,
estimation and
tracking progress
Demonstrate the
ability to adapt
based on regular
inspection and
introspection
10	
  
ICAgile Certified professional
www.sparkagility.com
What is the Problem
11	
  
12	
  
Gulf of Evaluation
13	
  
IKIWISI (I’ll know it when I see it)
Biggest	
  
14	
  
Arewesolving
Right
the	
  
Problem?
15	
  
Arewebuilding
Solution?
"  What problems are
you trying to solve
with Agile?
"  Discuss with your
table
Why Agile?
16	
  
Timebox: 3 minutes
Better success rates
Credit: Mike Cohn
17	
  
2004 2006 2008 2010 2012
Successful 29% 35% 32% 37% 39%
Failed 18% 19% 24% 21% 18%
Challenged 53% 46% 44% 42% 43%
Source:	
  Standish	
  Group	
  CHAOS	
  Manifesto	
  2013	
  
Project resolution results
18	
  
Source: Standish Group CHAOS Manifesto 2013
Success factors
1994 2011 2012 - 2013
1 User Involvement Executive
management support
2 Executive Management Support Executive
management support
User Involvement
3 Clear Statement of Requirements Clear business
objectives
Optimization
4 Proper Planning Emotional maturity Skilled resources
5 Realistic Expectations Optimization Project management
expertise
6 Smaller Project Milestones Agile process Agile Process
7 Competent Staff Project management
expertise
Clear Business
Objectives
8 Ownership Skilled resources Emotional Maturity
9 Clear Vision & Objectives Execution Execution
10 Hard-working, Focused staff Tools & Infrastructure Tools & Infrastructure
19	
  
Source: VersionOne 7th Annual State of Agile Development Survey
Benefits of being Agile
20	
  
Source: VersionOne 7th Annual State of Agile Development Survey
Reasons for failed Agile projects
21	
  
Misconceptions about Agile
22	
  
23	
  
Origins of Agile
Crystal
Methods
(Alistair
Cockburn)
2001	
  and	
  beyond	
  Dynamic Systems
Development
Methods
(Arie van
Bennekum)
SCRUM (Ken
Schwaber &
Jeff Sutherland
Feature Driven
Development
(FDD)
(Jon Kern)
Adaptive
Planning (Jim
Highsmith)
An Evolution in the making
24	
  
Waterfall
(Winston
Royce
40	
  years	
  ago	
  
Declaration of
Interdependence
Agile
Manifesto
Agility as a way
of thinking
I promise not to exclude from consideration any idea based on its
source, but to consider ideas across schools and heritages in order
to find the ones that best suit the current situation.
- Alistair Cockburn
Lean/Kanban
Source: Dr. Winston W. Royce
“I believe in this concept,
but the implementation
described above is risky and
invites failure.”
25	
  
Source:	
  Managing	
  the	
  development	
  of	
  large	
  SoKware	
  System,	
  Dr.	
  Winston	
  W.	
  Royce	
  	
  	
  
hRp://www.cs.umd.edu/class/spring2003/cmsc838p/Process/waterfall.pdf	
  
“Hopefully, the iterative
interaction between the
various phases is confined
to successive steps.”
26	
  
27	
  
Agile Manifesto
Responding to change
Customer collaboration
Working software
Individuals and interactions
That is, while there is value in the items on the right, we value the
items on the left more.
We are uncovering better ways of developing software by doing it and
helping others do it. Through this work we have come to value:
Following a plan
Contract negotiation
Comprehensive documentation
Process and tools
Agile manifesto
28	
  
"  Find the Agile value
that is most important to
you
"  Stand by your value
and share what made
you choose this value
"  Report back to the
group
Stand by your value
Agile
Values
29	
  
Timebox: 5 minutes
1 Our highest priority is to satisfy the customer through early and continuous
delivery of valuable software.
2 Welcome changing requirements, even late in development. Agile processes harness
change for the customer's competitive advantage.
3 Deliver working software frequently, from a couple of weeks to a couple of months,
with a preference to the shorter timescale.
4 Business people and developers must work together daily throughout the project.
5 Build projects around motivated individuals. Give them the environment and
support they need, and trust them to get the job done.
6 The most efficient and effective method of conveying information to and within a
development team is face-to-face conversation.
Agile Principles
30	
  
Agile Principles (cont.)
7 Working software is the primary measure of progress.
8 Agile processes promote sustainable development. The sponsors, developers, and
users should be able to maintain a constant pace indefinitely.
9 Continuous attention to technical excellence and good design enhances agility.
10 Simplicity--the art of maximizing the amount of work not done--is essential.
11 The best architectures, requirements, and designs emerge from self-organizing
teams.
12 At regular intervals, the team reflects on how to become more effective, then
tunes and adjusts its behavior accordingly.
31	
  
We are a community of project leaders that are highly
successful at delivering results. To achieve these
results:
#  We increase return on investment by making
continuous flow of value our focus.
#  We deliver reliable results by engaging customers in
frequent interactions and shared ownership.
#  We expect uncertainty and manage for it through
iterations, anticipation, and adaptation.
#  We unleash creativity and innovation by
recognizing that individuals are the ultimate source of
value, and creating an environment where they can
make a difference.
#  We boost performance through group accountability
for results and share responsibility for team
effectiveness.
#  We improve effectiveness and reliability through
situationally specific strategies, processes and
practices.
Declaration of Interdependence (DOI)
Source:	
  pmdoi.org	
  
Declaration Of
Interdependence
Project leaders!
Signed by:
32	
  32	
  
33	
  
Agile beyond Software
Development
$  Jim Highsmith: Agility is the
ability to both create and
respond to change in order
to profit in a turbulent
business environment.
$  Ahmed Sidky: Agility is the
flexibility to navigate the
constraints of your project
to get the most value as
quickly as possible.
Agility defined
34	
  
Roadmap
35	
  
Framework
Discover
(build the right product)
Develop & Deliver
(build the product right)
Build	
  
Measure	
  Learn	
  
The Leanstartup Machine
Plan
Construct
IDEA CONSTRUCT SHIP
Agile Framework/Practices
Ship
Learn
Charter,
Backlog,
Release plan
Code, test and
deploy
36	
  
Experience
product or
service
How can we
work better?
And deliver
more value?
Build a game that facilitate information
sharing and encourage learning for
college students
Exercise
VISION
•  High level design
•  Key Features (Minimally marketable features - MMF)
Outcomes
37	
  
Timebox: 10 minutes
As you were working
together to identify
high level design
and key features:
"  What went well?
"  What needs
improvement?
Inspect & Adapt
Timebox: 5 minutes 38	
  
39	
  
Understanding the
Agile mindset
Characteris:c	
   Fixed	
   Growth	
  
Avoid	
  Failure	
   ☐	
   ☐	
  
Con,nuous	
  Learning	
   ☐	
   ☐	
  
Exert	
  effort	
  to	
  learn	
   ☐	
   ☐	
  
Embrace	
  challenges	
   ☐	
   ☐	
  
Ask	
  for	
  feedback	
   ☐	
   ☐	
  
Cri,cism	
  is	
  personal	
   ☐	
   ☐	
  
Look	
  smart	
   ☐	
   ☐	
  
S,ck	
  to	
  what	
  I	
  know	
   ☐	
   ☐	
  
Not	
  afraid	
  to	
  fail	
   ☐	
   ☐	
  
Cri,cism	
  is	
  about	
  capabili,es	
   ☐	
   ☐	
  
Failure	
  means	
  lack	
  of	
  talent	
   ☐	
   ☐	
  
Ability	
  
Growth vs. Fixed Mindset
40	
  
Characteris:c	
   Fixed	
   Growth	
  
Avoid	
  Failure	
   "	
   ☐	
  
Con,nuous	
  Learning	
   ☐	
   "	
  
Exert	
  effort	
  to	
  learn	
   ☐	
   "	
  
Embrace	
  challenges	
   ☐	
   "	
  
Ask	
  for	
  feedback	
   ☐	
   "	
  
Cri,cism	
  is	
  personal	
   "	
   ☐	
  
Look	
  smart	
   "	
   ☐	
  
S,ck	
  to	
  what	
  I	
  know	
   "	
   ☐	
  
Not	
  afraid	
  to	
  fail	
   ☐	
   "	
  
Cri,cism	
  is	
  about	
  capabili,es	
   ☐	
   "	
  
Failure	
  means	
  lack	
  of	
  talent	
   "	
   ☐	
  
Ability	
  
Inherent	
  and	
  sta:c	
   Can	
  grow	
  
Growth vs. Fixed Mindset
41	
  
“Are you sure you can do this,
maybe I don’t have the
talent.”
“What if I fail – I’ll be a failure.”
“If I don’t try, I can protect
myself and keep my dignity.”
“This would have been a snap if
I really had talent.”
“It’s not my fault. It was
something or someone else’s
fault.”
“I’m not sure I can do it now but I think I
can learn to with time and effort.”
“Most successful people had failures
along the way.”
“If I don’t try, I automatically fail.
Where’s the dignity in that?”
“That is so wrong. Basketball wasn’t
easy for Michael Jordan and science
wasn’t easy for Thomas Edison. They
had a passion and put in tons of
effort.”
“If you don’t take responsibility, you
can’t fix it. My advise is to listen –
however painful it is – and learn
whatever you can.”
What's driving this kind of behavior?
How can we promote?
Exercise
42	
  
Timebox: 5 minutes
How can we change?
43	
  
Establishing the
Agile Mindset
What is Agile?
44	
  
Agile is a MINDSET
Agile is a
MINDSET
Established through
4 VALUES
Guided by
12 PRINCIPLES
Manifested through many different
PRACTICES
Credit: Dr. Ahmed Sidky
45	
  
Source:	
  Guide	
  to	
  Agile	
  Prac,ces.	
  Agile	
  Alliance,hRp://guide.agilealliance.org/subway.html	
  
Frameworks/Practices
46	
  
The Agile Mindset
Mindset
Values (4)
Principles (12)
Frameworks
Practices
Credit: Dr. Ahmed Sidky
(how we work?)
Scrum
XP
FDD DSDM
Daily meetings
Kanban Board
Definition of Done Three Questions
Iterations
Story Mapping
Retrospectives
User Stories
Burndown chart
Backlog
Unit tests
Acceptance tests
Definition of Ready
47	
  
With your table group, discuss who will the
key stakeholders and target audience to
use the learning game
Exercise
WHO
•  Key Stakeholders
•  Personas (Name / Goals)
OUTCOMES
48	
  
Timebox: 10 minutes
As you were working
together to identify
the key
stakeholders and
personas:
"  What went well?
"  What needs
improvement?
Inspect & Adapt
Timebox: 5 minutes 49	
  
50	
  
Developing Soft
Skills
Processes and tools
Comprehensive documentation
Contract Negotiation
Following a plan
Individuals and interactions
Customer collaboration
Working software
Responding to change
over
over
over
over
Agile Values
51	
  
Source: Daniel Goleman
Self
Awareness
Self
Management
Social
Awareness
Relationship
Management
EmotionalIntelligence
SocialIntelligence
Emotional
awareness
Accurate self-assessment
Self-confidence
Self-Control
Trustworthiness
Ownership
Adaptability
Innovation
Understanding others
Developing othersService
Orientation
Leveraging
diversity
Political awareness
Influence
Communication
Leadership
Conflict management
Change catalyst Building bonds
Collaboration Team abilities
Emotional Intelligence (EQ)
52	
  
"  Identify 5-10 soft
skills that are most
important to you
"  Prioritize them from
high to low
"  Identify 2 action
items to improve the
identified skills
Exercise
53	
  
Timebox: 3 minutes
Source: Peter Bregman. https://www.youtube.com/watch?v=CuPfbTAVBP4#t=15
Ownership Commitment
Trust
Morale
Responsibility
Community
Attitude
Courage
Soft Skills
Servant Leadership
Collaboration
54	
  
Tony is one of your most talented
developers. Most team
members go to him for advise
on technical issues. You are the
leading the project and noticed
that when it comes to meetings,
he’s usually late. You brought it
up to his attention a several
times but this behavior continue
to persist. It is hurting the team
progress and affecting morale.
Exercise
55	
  
• What are the different
approaches we need to
consider to rectify this
issue?
• Discuss with your table
group.
Timebox: 3 minutes
56	
  
Understanding
communication barriers
Seek first to understand, then to be understood.
– Stephen Covey
Communication barriers
"  Identify the most
common
communication
barriers in your
organization
"  What could you do
to minimize them
57	
  
Timebox: 3 minutes
58	
  
Listening
Level 1:
Ignoring
(Not really
listening at
all)
Level 2:
Pretending
(Yeah, uh-
huh, right)
Level 3:
Selective
Listening
(Hearing only
parts)
Level 4:
Attentive
Listening
(Focusing
and paying
attention to
the words)
Source: The 7 habits of highly effective people by Stephen Covey
Level 5:
Empathic
Listening
(Understand
the other
person’s
paradigm and
how they
feel)
We evaluate:
we agree or
disagree
We probe:
ask questions
from our own
frame of
reference
We advise:
give counsel
based on our
experience
We interpret:
try to figure people
out, explain their
motives, based on
our own paradigm
Barriers to Listening
Source: The 7 habits of highly effective people by Stephen Covey
59	
  
"  Pair up with someone and
talk to them for 30 seconds
about anything that comes
to mind. (The person who is
doing the listening should
keep listening without
interrupting)
"  After 30 seconds, Switch
roles
"  Be prepared to report your
observations to the whole
group
Exercise
60	
  
Timebox: 2 minutes
Effective Communication
Credit: Dr. Alistair Cockburn
61	
  
62	
  
Sharing Knowledge
•  Knowl.edge
:  information,
understanding, or skill
that you get from
experience or
education
:  awareness of
something : the state
of being aware of
something
Definition
Merriam-webster dictionary
63	
  
Types of Knowledge
Explicit
Tacit
(Example: learning how to speak a language)
(Example: learning the rules of grammar)
Difficult	
  to	
  transfer	
  to	
  another	
  person	
  by	
  
means	
  of	
  wri,ng	
  it	
  down	
  or	
  verbalizing	
  it	
  	
  
Knowledge	
  that	
  has	
  been	
  ar,culated,	
  
codified,	
  and	
  stored	
  and	
  can	
  be	
  readily	
  
transmiRed	
  to	
  others	
  
90-95%
5-10%
Percentages are hypothetical
64	
  
Explicit vs. Tacit
Explicit Tacit
Documents Experience
Data Thinking
Information Competence
Records Commitment
"  What are the different characteristics of explicit vs. tacit knowledge?
"  Is Tacit knowledge transferrable? Why or why not?
65	
  
Timebox: 3 minutes
Osmotic communication
means that information
flows into the
background hearing of
the team, so that they
pick up relevant
information as though
by osmosis.
Osmotic Communication
Credit: Dr. Alistair Cockburn
66	
  
"  Pairing team
members to
enhance
knowledge sharing
"  Reduce errors and
maintain
consistency
"  Promote learning
Pairing
67	
  
68	
  
Physical work
environment
We shape our places and then our places shape us.
-Winston Churchill
Physical setup
Image source: Motley fool
Environment can encourages or discourages certain team behaviors	
  
69	
  
70	
  
Collaboration
techniques
Alone we can do so little; together we can do so much.
– Helen Keller
Collaborate: to work
together especially in
some literacy, artistic or
scientific undertaking [1]; to
work jointly with others or
together especially in an
intellectual endeavor. [2]
[1] Webster’s New World Dictionary of the American Language
[2] Merriam Webster Online Dictionary
Collaboration
Source:	
  Jean	
  Tabaka.	
  Collabora,on	
  Explained	
  
71	
  
Collaboration Culture
72	
  
Source:	
  Christopher	
  Avery.	
  The	
  Responsibility	
  Process	
  
Owning	
  your	
  ability	
  
and	
  power	
  to	
  create,	
  
choose	
  and	
  aRract	
  
Doing	
  what	
  you	
  have	
  
to	
  instead	
  of	
  what	
  
you	
  want	
  to	
  
Laying	
  blame	
  onto	
  
oneself	
  (oKen	
  felt	
  as	
  
guilt)	
  
Using	
  excuses	
  for	
  
things	
  being	
  the	
  way	
  
they	
  are	
  
Holding	
  others	
  at	
  
fault	
  for	
  causing	
  
something	
  
Giving	
  up	
  to	
  
avoid	
  the	
  pain	
  of	
  
Shame	
  and	
  
Obliga,on	
  
Giving	
  up	
  to	
  
avoid	
  the	
  pain	
  of	
  
Shame	
  and	
  
Obliga,on	
  
73	
  
"  Think of a high
performing team you
worked with or you
would like to work with.
"  What were the qualities
that made it a high
performing team?
"  How did they
collaborate?
Exercise
74	
  
Timebox: 3 minutes
"  What are the most
important values to us
as individuals and as a
team?
"  What do we need to
do to succeed as a
team?
"  How do we want to
resolve conflicts?
"  How do we create a
safe space for
everyone?
Working Agreement
75	
  
"  If you were on a
team, what would
the working
agreement look
like?
"  Write it down
Exercise
76	
  
Timebox: 3 minutes
77	
  
Techniques for
shared
understanding
The single biggest problem in communication is the illusion that it has taken place.
- George Bernard Shaw
"  Vision
"  SMART Goals
"  Information
Radiators
"  Regular touch
points
Shared Understanding
78	
  
"  Define a clear
vision for the team.
"  Reiterate vision
often and
communicate
change in direction.
"  Make it visible for
everyone to see.
Vision
79	
  
"  Establish SMART
goals (Specific,
Measurable, Attainable,
Realistic and Time bound)
"  Review goals on a
regular basis
"  Make it visible for
everyone to see
SMART Goals
80	
  
"  An Information Radiator
is a display posted in a
place where people can
see it as they work or
walk by.
"  Radiators show
information the team
cares about without
asking anyone a question.
"  This means more
communication with fewer
interruptions.
Information Radiators
Source: Alistair Cockburn
81	
  
"  Is large and
easily visible
"  Is understood
at a glance
"  Is kept up to
date
A good Information Radiator
82	
  
Regular Touchpoints
Identify our goal for the
day and agree on what
will be done (serves as a
daily planning meeting)
Raise any impediments
and ensure someone
will follow through to
resolve them for the
team
Image credit: Jason Yip
83	
  
84	
  
Shifts in Roles
Self-organizing teams aren’t characterized by a lack of leadership, but by a style of leadership.
-Jim Highsmith
Agile Principles
"  Agile Principle #5: Build
projects around motivated
individuals. Give them the
environment and support
they need, and trust them to
get the job done.
"  Agile Principle #11: The
best architecture,
requirements, and designs
emerge from self-
organizing teams.
Source: agilemanifesto.org/principles.html
85	
  
Daniel Pink in his book ‘Drive:
the surprising truth about
what motivates us’ explains
that we are motivated by 3
simple things:
–  Autonomy (wanting to direct our
own lives)
–  Mastery (wanting to be good at
something)
–  Purpose (wanting to make a
difference)
What motivates us?
Source:	
  youtube.com/watch?v=u6XAPnuFjJc	
  
86	
  
Self-organizing teams
Creating a self-organizing
team entails:
"  Getting the right people
"  Articulating the product
vision, boundaries and
team roles
"  Encouraging collaboration
"  Insisting on
accountability
"  Fostering self-discipline
"  Steering rather than
control
Source: Jim Highsmith
87	
  
Roles
Generalist Specialist Generalizing Specialist
Pro: Has one or more
technical specialties
(Java, Project
Management, Business
analysis)
Con: Lack of
knowledge in a
specific area may
create an impediment
Pro: Has a deep
knowledge in one
domain area
Con: True specialists
may create
bottlenecks by
focusing too much on
their area and missing
the bigger picture
Pro: has a dispersed
knowledge over a
wide array of areas
Con: May not be able
to help the team in a
specific area
Where does Agile teams fall?
88	
  
"  Think of how you
would use agile in
your current role
"  Pair up with
someone and
discuss
Exercise
89	
  
Timebox: 3 minutes
90	
  
Value based work
Plan Driven Delivery
Requirements
Shall do this
Will do that
Shall do this
Will do that
Shall do this
Will do that
Shall do this
Will do that
Idea	
   Resources	
   Requirements	
  
Everything is
a PRIORITY
Schedule	
  
How can we meet our “Initial Plan”?
Deliver	
  
Scope
Budget Schedule
91	
  
Value Driven Delivery
1
2
3
4
5
6
7
8
PRIORITIZED
Idea	
   Resources	
   Requirements	
   Schedule	
   Deliver	
  
How can we deliver the highest value in the time we have?
Scope
Budget Schedule
1
3
4
2
5
6
7
8
92	
  
Plan vs. Value driven delivery
Value
Time
Plan driven delivery
Value driven delivery
Time is up
There is value that
can be delivered to
the customer.
There is no value to
be delivered to the
customer.
93	
  
M
Prioritization
S
C
W
BusinessValue
High
Low
To Do Doing Done
94	
  
M
Prioritization
S
C
W
BusinessValue
High
Low
To Do Doing Done
MUST HAVE
SHOULD HAVE
COULD HAVE
WON’T HAVE
95	
  
When can
we deliver
the
product?
Building a bit at a time “Incrementing”
We build to finish
Build a rough version, validates it, bit at a time “Iterating”
We build to learn
Throughout
Where do
we deliver
value
faster?
Where
does the
maximum
value
happen?
Source: Jeff Patton
Here
96	
  
Incremental vs. Iterative
Slicing value
Vision
Desired
Outcomes
Product Backlog
Feature 1
Feature 1
Feature 1
Feature 1
Feature 1
Feature 1
Feature 1
has to satisfy
who has
pay
Goals and Needs
User Story 1
Iteration Backlog
User Story 4 User Story 5 User Story 6
User Story 3User Story 2
to buyrealized by
broken into
97	
  
Slices of Value
98	
  
Each slice of the
product provides
that can be
delivered to the
customer	
  
value	
  
All we doing is looking at
the time line, from the
moment the
customer gives us an
order to the point
when we collect the
cash. And we are
reducing the time line
by reducing the non-
value adding wastes. –
Taiichi Ohno. Father of TPS
99	
  
Receiving Value
Idea
Usage
Waste
In Manufacturing In Software
In-­‐Process	
  Inventory Par,ally	
  Done	
  Work
Extra	
  Processing Extra	
  Processes
Overproduc,on Extra	
  Features
Transporta,on Handoffs
Wai,ng Delays
Mo,on Task	
  Switching
Defects Defects
Source:	
  7	
  wastes	
  in	
  soKware.	
  Mary	
  and	
  Tom	
  Poppendieck	
  
100	
  
101	
  
Work in Progress (WIP)
Work in Progress (WIP)
Inventory
Manufacturing
Software
Ideas/Inputs Value
Is WIP good, Bad or Necessary?
102	
  
‘Waste’ in Software Development
Waste Description Example
Partially done work Work started but not complete %  Code waiting for quality
assurance (QA)
%  Specs waiting for dev.
Extra processes Extra work that does not add value %  Unused documentation
%  Unnecessary approvals
Extra features Features that are not required, or
thought of as nice-to-haves
%  Gold plating
%  Technology features
Task switching Multi-tasking between several
different projects when there are
context-switching penalties
%  People on multiple projects
Waiting Delays waiting for reviews and
approvals
%  Waiting for document
approvals
Motion The effort required to communicate
or move information or deliverables
from one group to another
%  Distributed teams
%  Handoffs
Defects Defective documents or Software
needs correction
%  Requirements defects
%  Software bugs
Source:	
  7	
  wastes	
  in	
  soKware.	
  Mary	
  and	
  Tom	
  Poppendieck	
  
103	
  
Backlog Ready	
  
for	
  Dev.
Development	
  
(5)
Tes:ng	
  
(3)
Accepted	
  
(2)
To	
  be	
  
Deployed
In Done In Done In Done
Cycle time
Throughput
How	
  long	
  it	
  takes	
  a	
  
work	
  item	
  to	
  go	
  
through	
  the	
  cycle?	
  
How	
  many	
  work	
  items	
  
are	
  going	
  through	
  the	
  
cycle	
  at	
  a	
  given	
  ,me?	
  
Limit WIP
Limiting WIP helps the team see the bottlenecks and “swarm” (collaborate) to alleviate it.
104	
  
Why limit WIP?
105	
  
The aim of WIP limits is
NOT to optimize
resource utilization
But to optimize
THROUHGPUT
106	
  
Continuous Integration (CI)
"  CI is a software
development practice
where members of a team
integrate their work
frequently (at least daily).
"  Each integration is
verified by an automated
build (including test) to
detect integration errors
as quickly as possible.
What is CI?
107	
  
Source: Martin Fowler
"  Discuss how this
apply to your
environment.
"  Identify 3 ways to
reduce integration
issues on your
projects.
"  Write them down.
Why is CI important?
108	
  
Timebox: 3 minutes
Scenario 1: Wait until the end
Team	
  A	
  
Team	
  B	
  
Team	
  C	
  
Code Integrate
109	
  
Scenario 2: Integrate daily
Team	
  A	
  
Team	
  B	
  
Team	
  C	
  
Code Integrate
110	
  
111	
  
Continuous Delivery (CD)
"  Release at
anytime (on
demand)
"  Team can deploy
to production
throughout the
cycle
"  Automated tests
are essential
112	
  
Continuous Delivery
Deploy	
  
Test	
  
Build	
  
"  Interdependence
between software
development and
IT Ops
"  Close
collaboration for
everyone involved
in the delivery
process
DevOps (Development + Operations)
113	
  
114	
  
Defining the
Customer
"  Who are our
stakeholders?
"  What is their level
of interest and
influence?
"  What are their
personas?
(Demographics
and
Psychographics)
Stakeholders
115	
  
"  Who is our target
audience?
(Demographics)
"  Why would they buy
our product?
(Psychographics)
"  What are their goals?
Personas
Name: Joe
Role: Student
Profile: Joe is a freshman in
college who is curious about
learning. He likes to spend time
reading and share new articles
with friends on social media.
Goals:
-  Learn online and share
interesting information with his
friends
-  Rate classes
116	
  
117	
  
User Involvement
1994 2011 2012 - 2013
User Involvement Executive management
support
Executive Management
Support
Executive management
support
User Involvement
Clear Statement of
Requirements
Clear business objectives Optimization
Proper Planning Emotional maturity Skilled resources
Realistic Expectations Optimization Project management expertise
Smaller Project Milestones Agile process Agile Process
Competent Staff Project management
expertise
Clear Business Objectives
Ownership Skilled resources Emotional Maturity
Clear Vision & Objectives Execution Execution
Hard-working, Focused staff Tools & Infrastructure Tools & Infrastructure
Source:	
  Standish	
  Group	
  CHAOS	
  Manifesto	
  2013	
  
Success factors
118	
  
Agile Principle #4
Business people
and developers
must work
together
daily 	
  
throughout the project.	
  
119	
  
" Identify the right users
(High interest/high
influence)
" Establish a user group
with a point of contact
" Build a team culture with
a defined purpose
"  Ask for their input/
feedback
Increasing User Involvement
120	
  
121	
  
User Feedback
Feedback Loop Defined
A process has a
feedback loop when
the results of running
the process are
allowed to influence
how the process itself
works in the future.
122	
  
123	
  
When do we get feedback here?
"  Where do you
see the feedback
loops in Agile
practices?
"  What are the
benefits of
shorter feedback
loops vs. longer
feedback loops?
Exercise
Timebox: 3 minutes 124	
  
Feedback Loops
125	
  
Customer
Are we there yet?
Need more work
Agile Principle #4: Business people and developers must work
together daily throughout the project.
Team
Iteration Planning and
throughout the iteration
Daily Standups
Iteration Reviews (The
most feedback)
Evolving Product
When do we stop?
126	
  
Credit:	
  Jeff	
  PaRon	
  
Is the
Product
good
enough?
Do we
have
budget?
No
Yes
STOP STOP
No
Yes
Continue
When do we stop?
127	
  
128	
  
Planning
Planning is essential. Plans are useless.
- Eisenhower
Misconceptions about Agile
129	
  
"  How much it will cost?
"  When will we be done?
"  What resources do we
need?
"  When can we release
our product?
Why do we plan?
130	
  
Levels of Planning
Credit: Mike Cohn
What do we plan to do as a team to fulfill
our iteration commitments? What is
preventing us from getting there?
What slice of value will we deliver over the
next 2-4 weeks?
Strategy
Product Vision
Product
Roadmap
Release
Plan
Iteration
Plan
Daily
Plan
What features will we deliver over the next
6-12 weeks?
What are we trying to accomplish by
building this product?
How does this align with the overall
organization goals?
What will be build when over the next 6-12
months?
131	
  
During the product
vision session, we
address the following
question:
"  What are we trying to
accomplish by
building this product?
"  What problem are we
trying to solve?
Product Vision
132	
  
"  Understand ‘what we are
trying to accomplish?’
"  Define who the team
members are and how
they will work together
"  Establish roles and
responsibilities and level
set the expectations
"  Decide if the project is a
‘go’ or ‘no-go’
Project Charter
133	
  
During the product
roadmap session, we
address the following
questions:
"  What gets build
first? (Priorities)
"  What are the
desired outcomes?
Product Roadmap
134	
  
During the release planning,
we address the following
questions:
" What features will be
delivered in this release?
(Priorities)
" What is our success
criteria? (Outcomes)
" When can we release?
(Timeline)
" What can prevent us from
delivering? (Risk)
Release Plan
135	
  
Iteration Plan
During the Iteration plan,
we address the
following questions:
" What stories will be
delivered this iteration?
(Priorities)
" What is our iteration
goal? (Outcomes)
" What’s preventing us
from reaching our
goal?
" Is this getting us closer
to our release? (Risk)
136	
  
During the daily standup,
we address the
following questions:
"  What is our goal for
today? (Priority)
"  What will we work on to
reach the goal?
(Outcomes)
"  What’s in our way of
achieving our goal or
making making
progress? (Risk)
Daily Plan
Timebox: 15 minutes
137	
  
Traceability
Vision	
  
Goal	
   Goal	
  
Feature	
   Feature	
   Feature	
  
EPIC	
  
Story	
  
Story	
  
EPIC	
  
138	
  
User Stories
As a <role>, I want to
<goal> so that I can
<benefit>
" User Stories has 3 main
elements:
&  Card: written on an
index card as a
placeholder for
future…
&  Conversation:
exchange of thoughts,
opinions and feelings
&  Confirmation: what are
the acceptance tests
139	
  
Attributes of a User Story
Source:	
  Bill	
  Wake	
  
INVEST	
  
Independent	
  
(can	
  be	
  
scheduled	
  and	
  
implemented	
  in	
  
any	
  order)	
  
Nego,able	
  
(capture	
  the	
  
essence	
  not	
  the	
  
details)	
  
Valuable	
  (needs	
  
to	
  add	
  value	
  to	
  
the	
  customer)	
  
Independent	
  (can	
  
be	
  scheduled	
  and	
  
implemented	
  in	
  
any	
  order)	
  
	
  Es,matable	
  (just	
  
enough	
  es,mate	
  
to	
  help	
  the	
  
customer	
  rank	
  
and	
  schedule)	
  
Small	
  (can	
  be	
  
planned	
  and	
  fit	
  
into	
  an	
  
itera,on)	
  
Testable	
  (The	
  
story	
  can	
  be	
  
verified	
  and	
  
tested)	
  
140	
  
Write user stories in the format of ‘As a
<role>, I want to <goal> so that I can get
<benefit>’ for the learning game
Exercise
WHAT
•  User stories
•  Check the stories against the INVEST model
OUTCOMES
141	
  
Timebox: 15 minutes
"  Also called ‘Conditions of
Satisfaction’ by Mike Cohn
"  Are specific to a given product
backlog item and define what
must be true for that product
backlog item to be
considered done
"  Example of Acceptance
criteria:
&  User is logged in only when
proper credentials are
provided
&  User can request a password
reminder
&  User is locked out after three
failed attempts
Acceptance Criteria
142	
  
" Is an agreed upon set of
things that must be true
before any product backlog
item is considered
complete
" Example of Definition of
Done:
& The code is well written
& The code is checked in
& The code has been
inspected
& The feature the code
implements has been
documented as needed
Definition of Done
Source: Mike Cohn
143	
  
144	
  
Estimation
It’s better to be roughly right than precisely wrong
John Maynard Keynes
"  How much effort
do we put into
estimation to
increase accuracy
"  An estimate is just
an estimate
Law of Diminishing Returns
145	
  
Absolute vs. Relative Estimating
How tall is this building in feet?
How did you come up with the estimate?
Assume this building is 350 ft, what’s your
estimate of the tall building?
146	
  
"  Estimate items
(tasks or user
stories) relative
to other items
rather than
separately.
"  Estimate size,
derive duration.
Relative Estimating
Fibonacci sequence
147	
  
Ideal time vs. elapsed time
Ideal time Elapsed time
How long does
an activity take
without any
interruptions?
How long does
an activity take
from start to
finish?
Football game: 1
hour (4x 15
minutes quarters)
Football game: 4
hours (including
commercials)
Source:	
  Mike	
  Cohn	
  
148	
  
"  Velocity is a
measure of a team’s
rate of progress
"  Velocity is a
predictability
measure NOT a
productivity
measure
Velocity
149	
  
Estimate the stories you came up with
during the story writing exercise
Exercise
WHAT
•  Estimated stories in points using 0,1,2,3,5,8
OUTCOMES
150	
  
Timebox: 10 minutes
151	
  
Tracking and
Reporting
What’s measured improves. – Peter Drucker
"  How are we doing?
(Project, team and
process health)
"  What’s preventing us
from making progress?
"  What’s our planned vs.
estimated pace?
(velocity)
Agile Metrics
152	
  
Burn Up charts
Burn Up charts give an indicator whether the team will deliver the functionality
or need to add more iterations.
Storypoints
Iteration
Expected velocity: 10 points/iteration
Iteration Expected Actual
0 0 0
1 10 10
2 20 19
3 30 20
4 40 35
5 50 50
6 60 58
7 70 63
8 80 63
9 90 78
10 100 90
11 110 100
12 120 105
Velocity	
  
Forecasted	
  
Addi:onal	
  itera:ons:	
  2	
  
153	
  
Burn down charts shows the points remaining at the beginning of each iteration
Burn down charts
Expected velocity: 10 points / Iteration
Iteration Expected Actual
0 120 120
1 110 120
2 100 110
3 90 100
4 80 97
5 70 95
6 60 80
7 50 70
8 40 62
9 30 45
10 20 37
11 10 25
12 0 20
Velocity	
  
Addi:onal	
  itera:ons:	
  2	
  
Forecasted	
  
154	
  
" A cumulative flow
diagram (CFD)
shows the status of
work in different
queues (Analysis,
Development,
Testing,
Deployment)
" It also shows if there
is a bottleneck that
needs to be
addressed
Cumulative Flow Diagram
The widening area may
be an indication of
bottlenecks (work items
are not being moved to
the next queue
This area hasn’t
changed and it
may indicate a
bottleneck with
Dev tasks
155	
  
Bug Tracking
Source: Scrumage.com
Bug tracking give team
indicators such as:
1.  Escaped defects (Bugs
that were not caught in
testing)
2.  How long does it take
to fix bugs?
Most importantly, investigate why bugs are getting through and what
can we do to catch them early in the process
156	
  
Team Assessment Radar Chart
"  A good tool for the
team to assess their
practices.
"  It is a participatory
indicator on how the
team are following
their own practices.
"  This may be
subjective
Itera:on	
  
157	
  
158	
  
Process Adaptation
The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn,
unlearn and relearn.
–Alvin Toffler
"  A series of actions or
steps taken in order to
achieve a particular
end.
"  In our context, the
Process is the way the
project is delivered to
build a product or
service.
Process
What’s the problem with our processes today?
159	
  
"  Identify 3 ways on
how we change our
process today.
"  Are these ways
participatory or
mandatory?
"  Identify 2 approaches
to make it
participatory
Exercise
160	
  
Inspect & Adapt
Agile Principle # 12:
At regular intervals, the
team reflects on how
to become more
effective, then tunes
and adjusts its
behavior accordingly.
Image	
  credit:	
  growingagile.co.za	
  
161	
  
Adapting over Conforming
Jim Highsmith explains that:
"  Delivering great products
requires exploration, not
tracking against a plan.
"  Have the courage to
explore into the unknown
and the humility to
recognize mistakes and
adapt to the situation.
162	
  
When:
At regular
intervals
(Usually at the
end of each
sprint)
Retrospectives
Who:
The team
Why:
Reflect on how to
become more
effective, then tune
and adjusts its
behavior accordingly
Regardless of what we discover, we understand and truly believe that
everyone did the best job they could, given what they knew at the time,
their skills and abilities, the resources available, and the situation at hand.
- Retrospective Prime Directive. Norm Kerth
163	
  
Conducting a Retro
•  Establish purpose/focus of the retrospective.
•  Share the plan for the meeting.Set the stage
•  Create a shared pool of data (based on the focus/purpose).
•  Ground the retrospective in facts, not opinions.Gather data
•  Observe patterns.
•  Build shared awareness.Generate insights
•  Move from discussion to ACTION.
•  Focus on what the team can accomplish not what’s important
(1-2 actions)
Decide what to
do
•  Reiterate actions and follow up.
•  Appreciate contributions.
Close the
retrospective
Source: Esther Derby
164	
  
A Good Retrospective
"  Discuss any personal, team or
process issues openly.
"  Discuss what worked and what
needs to change.
"  Agree on top action items to be
addressed and fixed.
"  Review these action items at the
beginning of the next retrospective.
"  Change it up (Innovation games).
"  Add the “Appreciation” game every
now and then.
165	
  
How	
  big	
  is	
  the	
  system	
  to	
  
develop?	
  
How	
  many	
  lives	
  lost	
  if	
  the	
  
system	
  fails	
  or	
  how	
  many	
  
billions	
  of	
  dollars	
  lost?	
  	
  
How	
  is	
  the	
  project	
  
remunerated	
  for	
  its	
  effort?	
  
How	
  much	
  of	
  a	
  stable	
  
architecture	
  exist	
  at	
  the	
  
start	
  of	
  the	
  project?	
  
How	
  is	
  the	
  team	
  
distributed?	
  (Collocated,	
  
virtual,	
  outsourced,	
  etc.)	
  
How	
  long	
  has	
  the	
  system	
  
been	
  around?	
  (evolu,on	
  of	
  
legacy,	
  maintenance)	
  
How	
  stable	
  are	
  the	
  
requirements	
  and	
  
surrounding	
  business	
  
environment?	
  	
  
What	
  are	
  the	
  external	
  rules	
  
imposed	
  to	
  the	
  project	
  to	
  
control	
  	
  its	
  trajectory	
  and	
  
how	
  formal	
  they	
  are?	
  
Source(s): SoftEd; Agility in context. Kruchten 2011.
Context Matters
166	
  
167	
  
Agile in context
"  Think about a
time where you
had to learn a new
skill (Pick one)
"  Write down what
it took to master it
(The steps)
168	
  
Exercise
Timebox: 3 minutes
Stages of Learning
SHU	
  
Follow	
  the	
  
Rule	
  
“Obey”	
  
HA	
  
Break	
  the	
  
Rule	
  
“Detach”	
  
RI	
  
Be	
  the	
  
Rule	
  
“Separate”	
  
169	
  
Stages of Learning
SHU (Follow the Rule “Obey”)
170	
  
Stages of Learning
HA (Break the Rule “Detach”)
171	
  
Stages of Learning
RI (Be the Rule “Separate”)
172	
  
173	
  
Wrap-up/Questions
“The important
thing is not to
stop questioning.
Curiosity has its
own reason for
existing.” Albert	
  Einstein	
  
174	
  
175	
  

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Fundamentals of Agile

  • 1. Fundamentals of Agile 1 Day Course 1  
  • 2. Please do not copy or reproduce this course materials without expressed written consent from SparkAgility. Anyone who engage in unauthorized duplication of the course materials will be held duly accountable by the PMI Ethics Committee. Notice 2  
  • 3. Warm Up & Introductions Constella,on   Fast  intro   What’s  in  it  for  me?   3  
  • 4. !  Founder, Managing Consultant and Trainer !  Over 15 years of experience; business analysis, project management, team facilitation & development, process improvement and agile coaching !  Driven by helping individuals and teams reach their full potential !  Passionate about spreading agility to the community (PMI Agile Community of Practice, PMI local chapter and Meetups) !  Bachelors in Business / Accounting and Masters in Information Systems & Financial Management !  Project Management Professional (PMP), Agile Certified Practitioner (ACP), Certified Scrum Master (CSM), ICAgile Certified Professional in Agile Coaching & Facilitation (ICP-TC), Certified Trainer in Training from the Back of the Room Salah Elleithy @selleithy  salah@sparkagility.com 4   410.262.5550
  • 5. Our Backlog 5   Origins of Agile! Agile Manifesto! Agile beyond SW Development! Understand the Agile Mindset! Establishing the Agile Mindset! Developing Soft Skills! Understanding Communication Barriers! Sharing Knowledge! Collaboration Techniques! Shift in roles! Value based work! Work in progress!
  • 6. Our Backlog 6   Involving the customer! Continuous Delivery! Continuous Integration! User involvement! Involving the customer! User feedback! Planning! Estimation! Status (Tracking)! Process adaptation!
  • 8. •  As a participant: –  I will do my best to be on time so that I don’t miss any portion of the course –  I will be present physically and mentally so that I can retain more of what is covered –  I will do my best to maintain my focus on learning and participate so that I can get the most out of the course –  I will respect all participants thoughts and opinions so that I can benefit from others’ experience Pledge of Learning 8  
  • 10. High Level Outcomes Explore Agile history and mindset Identify the difference between ‘being’ agile & ‘doing’ agile Discover the importance of individuals and interactions Apply different techniques for planning, estimation and tracking progress Demonstrate the ability to adapt based on regular inspection and introspection 10   ICAgile Certified professional www.sparkagility.com
  • 11. What is the Problem 11  
  • 12. 12  
  • 13. Gulf of Evaluation 13   IKIWISI (I’ll know it when I see it)
  • 16. "  What problems are you trying to solve with Agile? "  Discuss with your table Why Agile? 16   Timebox: 3 minutes
  • 17. Better success rates Credit: Mike Cohn 17  
  • 18. 2004 2006 2008 2010 2012 Successful 29% 35% 32% 37% 39% Failed 18% 19% 24% 21% 18% Challenged 53% 46% 44% 42% 43% Source:  Standish  Group  CHAOS  Manifesto  2013   Project resolution results 18  
  • 19. Source: Standish Group CHAOS Manifesto 2013 Success factors 1994 2011 2012 - 2013 1 User Involvement Executive management support 2 Executive Management Support Executive management support User Involvement 3 Clear Statement of Requirements Clear business objectives Optimization 4 Proper Planning Emotional maturity Skilled resources 5 Realistic Expectations Optimization Project management expertise 6 Smaller Project Milestones Agile process Agile Process 7 Competent Staff Project management expertise Clear Business Objectives 8 Ownership Skilled resources Emotional Maturity 9 Clear Vision & Objectives Execution Execution 10 Hard-working, Focused staff Tools & Infrastructure Tools & Infrastructure 19  
  • 20. Source: VersionOne 7th Annual State of Agile Development Survey Benefits of being Agile 20  
  • 21. Source: VersionOne 7th Annual State of Agile Development Survey Reasons for failed Agile projects 21  
  • 24. Crystal Methods (Alistair Cockburn) 2001  and  beyond  Dynamic Systems Development Methods (Arie van Bennekum) SCRUM (Ken Schwaber & Jeff Sutherland Feature Driven Development (FDD) (Jon Kern) Adaptive Planning (Jim Highsmith) An Evolution in the making 24   Waterfall (Winston Royce 40  years  ago   Declaration of Interdependence Agile Manifesto Agility as a way of thinking I promise not to exclude from consideration any idea based on its source, but to consider ideas across schools and heritages in order to find the ones that best suit the current situation. - Alistair Cockburn Lean/Kanban
  • 25. Source: Dr. Winston W. Royce “I believe in this concept, but the implementation described above is risky and invites failure.” 25  
  • 26. Source:  Managing  the  development  of  large  SoKware  System,  Dr.  Winston  W.  Royce       hRp://www.cs.umd.edu/class/spring2003/cmsc838p/Process/waterfall.pdf   “Hopefully, the iterative interaction between the various phases is confined to successive steps.” 26  
  • 28. Responding to change Customer collaboration Working software Individuals and interactions That is, while there is value in the items on the right, we value the items on the left more. We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: Following a plan Contract negotiation Comprehensive documentation Process and tools Agile manifesto 28  
  • 29. "  Find the Agile value that is most important to you "  Stand by your value and share what made you choose this value "  Report back to the group Stand by your value Agile Values 29   Timebox: 5 minutes
  • 30. 1 Our highest priority is to satisfy the customer through early and continuous delivery of valuable software. 2 Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage. 3 Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale. 4 Business people and developers must work together daily throughout the project. 5 Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. 6 The most efficient and effective method of conveying information to and within a development team is face-to-face conversation. Agile Principles 30  
  • 31. Agile Principles (cont.) 7 Working software is the primary measure of progress. 8 Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely. 9 Continuous attention to technical excellence and good design enhances agility. 10 Simplicity--the art of maximizing the amount of work not done--is essential. 11 The best architectures, requirements, and designs emerge from self-organizing teams. 12 At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly. 31  
  • 32. We are a community of project leaders that are highly successful at delivering results. To achieve these results: #  We increase return on investment by making continuous flow of value our focus. #  We deliver reliable results by engaging customers in frequent interactions and shared ownership. #  We expect uncertainty and manage for it through iterations, anticipation, and adaptation. #  We unleash creativity and innovation by recognizing that individuals are the ultimate source of value, and creating an environment where they can make a difference. #  We boost performance through group accountability for results and share responsibility for team effectiveness. #  We improve effectiveness and reliability through situationally specific strategies, processes and practices. Declaration of Interdependence (DOI) Source:  pmdoi.org   Declaration Of Interdependence Project leaders! Signed by: 32  32  
  • 33. 33   Agile beyond Software Development
  • 34. $  Jim Highsmith: Agility is the ability to both create and respond to change in order to profit in a turbulent business environment. $  Ahmed Sidky: Agility is the flexibility to navigate the constraints of your project to get the most value as quickly as possible. Agility defined 34  
  • 36. Framework Discover (build the right product) Develop & Deliver (build the product right) Build   Measure  Learn   The Leanstartup Machine Plan Construct IDEA CONSTRUCT SHIP Agile Framework/Practices Ship Learn Charter, Backlog, Release plan Code, test and deploy 36   Experience product or service How can we work better? And deliver more value?
  • 37. Build a game that facilitate information sharing and encourage learning for college students Exercise VISION •  High level design •  Key Features (Minimally marketable features - MMF) Outcomes 37   Timebox: 10 minutes
  • 38. As you were working together to identify high level design and key features: "  What went well? "  What needs improvement? Inspect & Adapt Timebox: 5 minutes 38  
  • 40. Characteris:c   Fixed   Growth   Avoid  Failure   ☐   ☐   Con,nuous  Learning   ☐   ☐   Exert  effort  to  learn   ☐   ☐   Embrace  challenges   ☐   ☐   Ask  for  feedback   ☐   ☐   Cri,cism  is  personal   ☐   ☐   Look  smart   ☐   ☐   S,ck  to  what  I  know   ☐   ☐   Not  afraid  to  fail   ☐   ☐   Cri,cism  is  about  capabili,es   ☐   ☐   Failure  means  lack  of  talent   ☐   ☐   Ability   Growth vs. Fixed Mindset 40  
  • 41. Characteris:c   Fixed   Growth   Avoid  Failure   "   ☐   Con,nuous  Learning   ☐   "   Exert  effort  to  learn   ☐   "   Embrace  challenges   ☐   "   Ask  for  feedback   ☐   "   Cri,cism  is  personal   "   ☐   Look  smart   "   ☐   S,ck  to  what  I  know   "   ☐   Not  afraid  to  fail   ☐   "   Cri,cism  is  about  capabili,es   ☐   "   Failure  means  lack  of  talent   "   ☐   Ability   Inherent  and  sta:c   Can  grow   Growth vs. Fixed Mindset 41  
  • 42. “Are you sure you can do this, maybe I don’t have the talent.” “What if I fail – I’ll be a failure.” “If I don’t try, I can protect myself and keep my dignity.” “This would have been a snap if I really had talent.” “It’s not my fault. It was something or someone else’s fault.” “I’m not sure I can do it now but I think I can learn to with time and effort.” “Most successful people had failures along the way.” “If I don’t try, I automatically fail. Where’s the dignity in that?” “That is so wrong. Basketball wasn’t easy for Michael Jordan and science wasn’t easy for Thomas Edison. They had a passion and put in tons of effort.” “If you don’t take responsibility, you can’t fix it. My advise is to listen – however painful it is – and learn whatever you can.” What's driving this kind of behavior? How can we promote? Exercise 42   Timebox: 5 minutes How can we change?
  • 45. Agile is a MINDSET Agile is a MINDSET Established through 4 VALUES Guided by 12 PRINCIPLES Manifested through many different PRACTICES Credit: Dr. Ahmed Sidky 45  
  • 46. Source:  Guide  to  Agile  Prac,ces.  Agile  Alliance,hRp://guide.agilealliance.org/subway.html   Frameworks/Practices 46  
  • 47. The Agile Mindset Mindset Values (4) Principles (12) Frameworks Practices Credit: Dr. Ahmed Sidky (how we work?) Scrum XP FDD DSDM Daily meetings Kanban Board Definition of Done Three Questions Iterations Story Mapping Retrospectives User Stories Burndown chart Backlog Unit tests Acceptance tests Definition of Ready 47  
  • 48. With your table group, discuss who will the key stakeholders and target audience to use the learning game Exercise WHO •  Key Stakeholders •  Personas (Name / Goals) OUTCOMES 48   Timebox: 10 minutes
  • 49. As you were working together to identify the key stakeholders and personas: "  What went well? "  What needs improvement? Inspect & Adapt Timebox: 5 minutes 49  
  • 51. Processes and tools Comprehensive documentation Contract Negotiation Following a plan Individuals and interactions Customer collaboration Working software Responding to change over over over over Agile Values 51  
  • 52. Source: Daniel Goleman Self Awareness Self Management Social Awareness Relationship Management EmotionalIntelligence SocialIntelligence Emotional awareness Accurate self-assessment Self-confidence Self-Control Trustworthiness Ownership Adaptability Innovation Understanding others Developing othersService Orientation Leveraging diversity Political awareness Influence Communication Leadership Conflict management Change catalyst Building bonds Collaboration Team abilities Emotional Intelligence (EQ) 52  
  • 53. "  Identify 5-10 soft skills that are most important to you "  Prioritize them from high to low "  Identify 2 action items to improve the identified skills Exercise 53   Timebox: 3 minutes
  • 54. Source: Peter Bregman. https://www.youtube.com/watch?v=CuPfbTAVBP4#t=15 Ownership Commitment Trust Morale Responsibility Community Attitude Courage Soft Skills Servant Leadership Collaboration 54  
  • 55. Tony is one of your most talented developers. Most team members go to him for advise on technical issues. You are the leading the project and noticed that when it comes to meetings, he’s usually late. You brought it up to his attention a several times but this behavior continue to persist. It is hurting the team progress and affecting morale. Exercise 55   • What are the different approaches we need to consider to rectify this issue? • Discuss with your table group. Timebox: 3 minutes
  • 56. 56   Understanding communication barriers Seek first to understand, then to be understood. – Stephen Covey
  • 57. Communication barriers "  Identify the most common communication barriers in your organization "  What could you do to minimize them 57   Timebox: 3 minutes
  • 58. 58   Listening Level 1: Ignoring (Not really listening at all) Level 2: Pretending (Yeah, uh- huh, right) Level 3: Selective Listening (Hearing only parts) Level 4: Attentive Listening (Focusing and paying attention to the words) Source: The 7 habits of highly effective people by Stephen Covey Level 5: Empathic Listening (Understand the other person’s paradigm and how they feel)
  • 59. We evaluate: we agree or disagree We probe: ask questions from our own frame of reference We advise: give counsel based on our experience We interpret: try to figure people out, explain their motives, based on our own paradigm Barriers to Listening Source: The 7 habits of highly effective people by Stephen Covey 59  
  • 60. "  Pair up with someone and talk to them for 30 seconds about anything that comes to mind. (The person who is doing the listening should keep listening without interrupting) "  After 30 seconds, Switch roles "  Be prepared to report your observations to the whole group Exercise 60   Timebox: 2 minutes
  • 61. Effective Communication Credit: Dr. Alistair Cockburn 61  
  • 63. •  Knowl.edge :  information, understanding, or skill that you get from experience or education :  awareness of something : the state of being aware of something Definition Merriam-webster dictionary 63  
  • 64. Types of Knowledge Explicit Tacit (Example: learning how to speak a language) (Example: learning the rules of grammar) Difficult  to  transfer  to  another  person  by   means  of  wri,ng  it  down  or  verbalizing  it     Knowledge  that  has  been  ar,culated,   codified,  and  stored  and  can  be  readily   transmiRed  to  others   90-95% 5-10% Percentages are hypothetical 64  
  • 65. Explicit vs. Tacit Explicit Tacit Documents Experience Data Thinking Information Competence Records Commitment "  What are the different characteristics of explicit vs. tacit knowledge? "  Is Tacit knowledge transferrable? Why or why not? 65   Timebox: 3 minutes
  • 66. Osmotic communication means that information flows into the background hearing of the team, so that they pick up relevant information as though by osmosis. Osmotic Communication Credit: Dr. Alistair Cockburn 66  
  • 67. "  Pairing team members to enhance knowledge sharing "  Reduce errors and maintain consistency "  Promote learning Pairing 67  
  • 68. 68   Physical work environment We shape our places and then our places shape us. -Winston Churchill
  • 69. Physical setup Image source: Motley fool Environment can encourages or discourages certain team behaviors   69  
  • 70. 70   Collaboration techniques Alone we can do so little; together we can do so much. – Helen Keller
  • 71. Collaborate: to work together especially in some literacy, artistic or scientific undertaking [1]; to work jointly with others or together especially in an intellectual endeavor. [2] [1] Webster’s New World Dictionary of the American Language [2] Merriam Webster Online Dictionary Collaboration Source:  Jean  Tabaka.  Collabora,on  Explained   71  
  • 73. Source:  Christopher  Avery.  The  Responsibility  Process   Owning  your  ability   and  power  to  create,   choose  and  aRract   Doing  what  you  have   to  instead  of  what   you  want  to   Laying  blame  onto   oneself  (oKen  felt  as   guilt)   Using  excuses  for   things  being  the  way   they  are   Holding  others  at   fault  for  causing   something   Giving  up  to   avoid  the  pain  of   Shame  and   Obliga,on   Giving  up  to   avoid  the  pain  of   Shame  and   Obliga,on   73  
  • 74. "  Think of a high performing team you worked with or you would like to work with. "  What were the qualities that made it a high performing team? "  How did they collaborate? Exercise 74   Timebox: 3 minutes
  • 75. "  What are the most important values to us as individuals and as a team? "  What do we need to do to succeed as a team? "  How do we want to resolve conflicts? "  How do we create a safe space for everyone? Working Agreement 75  
  • 76. "  If you were on a team, what would the working agreement look like? "  Write it down Exercise 76   Timebox: 3 minutes
  • 77. 77   Techniques for shared understanding The single biggest problem in communication is the illusion that it has taken place. - George Bernard Shaw
  • 78. "  Vision "  SMART Goals "  Information Radiators "  Regular touch points Shared Understanding 78  
  • 79. "  Define a clear vision for the team. "  Reiterate vision often and communicate change in direction. "  Make it visible for everyone to see. Vision 79  
  • 80. "  Establish SMART goals (Specific, Measurable, Attainable, Realistic and Time bound) "  Review goals on a regular basis "  Make it visible for everyone to see SMART Goals 80  
  • 81. "  An Information Radiator is a display posted in a place where people can see it as they work or walk by. "  Radiators show information the team cares about without asking anyone a question. "  This means more communication with fewer interruptions. Information Radiators Source: Alistair Cockburn 81  
  • 82. "  Is large and easily visible "  Is understood at a glance "  Is kept up to date A good Information Radiator 82  
  • 83. Regular Touchpoints Identify our goal for the day and agree on what will be done (serves as a daily planning meeting) Raise any impediments and ensure someone will follow through to resolve them for the team Image credit: Jason Yip 83  
  • 84. 84   Shifts in Roles Self-organizing teams aren’t characterized by a lack of leadership, but by a style of leadership. -Jim Highsmith
  • 85. Agile Principles "  Agile Principle #5: Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. "  Agile Principle #11: The best architecture, requirements, and designs emerge from self- organizing teams. Source: agilemanifesto.org/principles.html 85  
  • 86. Daniel Pink in his book ‘Drive: the surprising truth about what motivates us’ explains that we are motivated by 3 simple things: –  Autonomy (wanting to direct our own lives) –  Mastery (wanting to be good at something) –  Purpose (wanting to make a difference) What motivates us? Source:  youtube.com/watch?v=u6XAPnuFjJc   86  
  • 87. Self-organizing teams Creating a self-organizing team entails: "  Getting the right people "  Articulating the product vision, boundaries and team roles "  Encouraging collaboration "  Insisting on accountability "  Fostering self-discipline "  Steering rather than control Source: Jim Highsmith 87  
  • 88. Roles Generalist Specialist Generalizing Specialist Pro: Has one or more technical specialties (Java, Project Management, Business analysis) Con: Lack of knowledge in a specific area may create an impediment Pro: Has a deep knowledge in one domain area Con: True specialists may create bottlenecks by focusing too much on their area and missing the bigger picture Pro: has a dispersed knowledge over a wide array of areas Con: May not be able to help the team in a specific area Where does Agile teams fall? 88  
  • 89. "  Think of how you would use agile in your current role "  Pair up with someone and discuss Exercise 89   Timebox: 3 minutes
  • 91. Plan Driven Delivery Requirements Shall do this Will do that Shall do this Will do that Shall do this Will do that Shall do this Will do that Idea   Resources   Requirements   Everything is a PRIORITY Schedule   How can we meet our “Initial Plan”? Deliver   Scope Budget Schedule 91  
  • 92. Value Driven Delivery 1 2 3 4 5 6 7 8 PRIORITIZED Idea   Resources   Requirements   Schedule   Deliver   How can we deliver the highest value in the time we have? Scope Budget Schedule 1 3 4 2 5 6 7 8 92  
  • 93. Plan vs. Value driven delivery Value Time Plan driven delivery Value driven delivery Time is up There is value that can be delivered to the customer. There is no value to be delivered to the customer. 93  
  • 95. M Prioritization S C W BusinessValue High Low To Do Doing Done MUST HAVE SHOULD HAVE COULD HAVE WON’T HAVE 95  
  • 96. When can we deliver the product? Building a bit at a time “Incrementing” We build to finish Build a rough version, validates it, bit at a time “Iterating” We build to learn Throughout Where do we deliver value faster? Where does the maximum value happen? Source: Jeff Patton Here 96   Incremental vs. Iterative
  • 97. Slicing value Vision Desired Outcomes Product Backlog Feature 1 Feature 1 Feature 1 Feature 1 Feature 1 Feature 1 Feature 1 has to satisfy who has pay Goals and Needs User Story 1 Iteration Backlog User Story 4 User Story 5 User Story 6 User Story 3User Story 2 to buyrealized by broken into 97  
  • 98. Slices of Value 98   Each slice of the product provides that can be delivered to the customer   value  
  • 99. All we doing is looking at the time line, from the moment the customer gives us an order to the point when we collect the cash. And we are reducing the time line by reducing the non- value adding wastes. – Taiichi Ohno. Father of TPS 99   Receiving Value Idea Usage
  • 100. Waste In Manufacturing In Software In-­‐Process  Inventory Par,ally  Done  Work Extra  Processing Extra  Processes Overproduc,on Extra  Features Transporta,on Handoffs Wai,ng Delays Mo,on Task  Switching Defects Defects Source:  7  wastes  in  soKware.  Mary  and  Tom  Poppendieck   100  
  • 101. 101   Work in Progress (WIP)
  • 102. Work in Progress (WIP) Inventory Manufacturing Software Ideas/Inputs Value Is WIP good, Bad or Necessary? 102  
  • 103. ‘Waste’ in Software Development Waste Description Example Partially done work Work started but not complete %  Code waiting for quality assurance (QA) %  Specs waiting for dev. Extra processes Extra work that does not add value %  Unused documentation %  Unnecessary approvals Extra features Features that are not required, or thought of as nice-to-haves %  Gold plating %  Technology features Task switching Multi-tasking between several different projects when there are context-switching penalties %  People on multiple projects Waiting Delays waiting for reviews and approvals %  Waiting for document approvals Motion The effort required to communicate or move information or deliverables from one group to another %  Distributed teams %  Handoffs Defects Defective documents or Software needs correction %  Requirements defects %  Software bugs Source:  7  wastes  in  soKware.  Mary  and  Tom  Poppendieck   103  
  • 104. Backlog Ready   for  Dev. Development   (5) Tes:ng   (3) Accepted   (2) To  be   Deployed In Done In Done In Done Cycle time Throughput How  long  it  takes  a   work  item  to  go   through  the  cycle?   How  many  work  items   are  going  through  the   cycle  at  a  given  ,me?   Limit WIP Limiting WIP helps the team see the bottlenecks and “swarm” (collaborate) to alleviate it. 104  
  • 105. Why limit WIP? 105   The aim of WIP limits is NOT to optimize resource utilization But to optimize THROUHGPUT
  • 107. "  CI is a software development practice where members of a team integrate their work frequently (at least daily). "  Each integration is verified by an automated build (including test) to detect integration errors as quickly as possible. What is CI? 107   Source: Martin Fowler
  • 108. "  Discuss how this apply to your environment. "  Identify 3 ways to reduce integration issues on your projects. "  Write them down. Why is CI important? 108   Timebox: 3 minutes
  • 109. Scenario 1: Wait until the end Team  A   Team  B   Team  C   Code Integrate 109  
  • 110. Scenario 2: Integrate daily Team  A   Team  B   Team  C   Code Integrate 110  
  • 112. "  Release at anytime (on demand) "  Team can deploy to production throughout the cycle "  Automated tests are essential 112   Continuous Delivery Deploy   Test   Build  
  • 113. "  Interdependence between software development and IT Ops "  Close collaboration for everyone involved in the delivery process DevOps (Development + Operations) 113  
  • 115. "  Who are our stakeholders? "  What is their level of interest and influence? "  What are their personas? (Demographics and Psychographics) Stakeholders 115  
  • 116. "  Who is our target audience? (Demographics) "  Why would they buy our product? (Psychographics) "  What are their goals? Personas Name: Joe Role: Student Profile: Joe is a freshman in college who is curious about learning. He likes to spend time reading and share new articles with friends on social media. Goals: -  Learn online and share interesting information with his friends -  Rate classes 116  
  • 118. 1994 2011 2012 - 2013 User Involvement Executive management support Executive Management Support Executive management support User Involvement Clear Statement of Requirements Clear business objectives Optimization Proper Planning Emotional maturity Skilled resources Realistic Expectations Optimization Project management expertise Smaller Project Milestones Agile process Agile Process Competent Staff Project management expertise Clear Business Objectives Ownership Skilled resources Emotional Maturity Clear Vision & Objectives Execution Execution Hard-working, Focused staff Tools & Infrastructure Tools & Infrastructure Source:  Standish  Group  CHAOS  Manifesto  2013   Success factors 118  
  • 119. Agile Principle #4 Business people and developers must work together daily   throughout the project.   119  
  • 120. " Identify the right users (High interest/high influence) " Establish a user group with a point of contact " Build a team culture with a defined purpose "  Ask for their input/ feedback Increasing User Involvement 120  
  • 122. Feedback Loop Defined A process has a feedback loop when the results of running the process are allowed to influence how the process itself works in the future. 122  
  • 123. 123   When do we get feedback here?
  • 124. "  Where do you see the feedback loops in Agile practices? "  What are the benefits of shorter feedback loops vs. longer feedback loops? Exercise Timebox: 3 minutes 124  
  • 125. Feedback Loops 125   Customer Are we there yet? Need more work Agile Principle #4: Business people and developers must work together daily throughout the project. Team Iteration Planning and throughout the iteration Daily Standups Iteration Reviews (The most feedback)
  • 126. Evolving Product When do we stop? 126   Credit:  Jeff  PaRon  
  • 127. Is the Product good enough? Do we have budget? No Yes STOP STOP No Yes Continue When do we stop? 127  
  • 128. 128   Planning Planning is essential. Plans are useless. - Eisenhower
  • 130. "  How much it will cost? "  When will we be done? "  What resources do we need? "  When can we release our product? Why do we plan? 130  
  • 131. Levels of Planning Credit: Mike Cohn What do we plan to do as a team to fulfill our iteration commitments? What is preventing us from getting there? What slice of value will we deliver over the next 2-4 weeks? Strategy Product Vision Product Roadmap Release Plan Iteration Plan Daily Plan What features will we deliver over the next 6-12 weeks? What are we trying to accomplish by building this product? How does this align with the overall organization goals? What will be build when over the next 6-12 months? 131  
  • 132. During the product vision session, we address the following question: "  What are we trying to accomplish by building this product? "  What problem are we trying to solve? Product Vision 132  
  • 133. "  Understand ‘what we are trying to accomplish?’ "  Define who the team members are and how they will work together "  Establish roles and responsibilities and level set the expectations "  Decide if the project is a ‘go’ or ‘no-go’ Project Charter 133  
  • 134. During the product roadmap session, we address the following questions: "  What gets build first? (Priorities) "  What are the desired outcomes? Product Roadmap 134  
  • 135. During the release planning, we address the following questions: " What features will be delivered in this release? (Priorities) " What is our success criteria? (Outcomes) " When can we release? (Timeline) " What can prevent us from delivering? (Risk) Release Plan 135  
  • 136. Iteration Plan During the Iteration plan, we address the following questions: " What stories will be delivered this iteration? (Priorities) " What is our iteration goal? (Outcomes) " What’s preventing us from reaching our goal? " Is this getting us closer to our release? (Risk) 136  
  • 137. During the daily standup, we address the following questions: "  What is our goal for today? (Priority) "  What will we work on to reach the goal? (Outcomes) "  What’s in our way of achieving our goal or making making progress? (Risk) Daily Plan Timebox: 15 minutes 137  
  • 138. Traceability Vision   Goal   Goal   Feature   Feature   Feature   EPIC   Story   Story   EPIC   138  
  • 139. User Stories As a <role>, I want to <goal> so that I can <benefit> " User Stories has 3 main elements: &  Card: written on an index card as a placeholder for future… &  Conversation: exchange of thoughts, opinions and feelings &  Confirmation: what are the acceptance tests 139  
  • 140. Attributes of a User Story Source:  Bill  Wake   INVEST   Independent   (can  be   scheduled  and   implemented  in   any  order)   Nego,able   (capture  the   essence  not  the   details)   Valuable  (needs   to  add  value  to   the  customer)   Independent  (can   be  scheduled  and   implemented  in   any  order)    Es,matable  (just   enough  es,mate   to  help  the   customer  rank   and  schedule)   Small  (can  be   planned  and  fit   into  an   itera,on)   Testable  (The   story  can  be   verified  and   tested)   140  
  • 141. Write user stories in the format of ‘As a <role>, I want to <goal> so that I can get <benefit>’ for the learning game Exercise WHAT •  User stories •  Check the stories against the INVEST model OUTCOMES 141   Timebox: 15 minutes
  • 142. "  Also called ‘Conditions of Satisfaction’ by Mike Cohn "  Are specific to a given product backlog item and define what must be true for that product backlog item to be considered done "  Example of Acceptance criteria: &  User is logged in only when proper credentials are provided &  User can request a password reminder &  User is locked out after three failed attempts Acceptance Criteria 142  
  • 143. " Is an agreed upon set of things that must be true before any product backlog item is considered complete " Example of Definition of Done: & The code is well written & The code is checked in & The code has been inspected & The feature the code implements has been documented as needed Definition of Done Source: Mike Cohn 143  
  • 144. 144   Estimation It’s better to be roughly right than precisely wrong John Maynard Keynes
  • 145. "  How much effort do we put into estimation to increase accuracy "  An estimate is just an estimate Law of Diminishing Returns 145  
  • 146. Absolute vs. Relative Estimating How tall is this building in feet? How did you come up with the estimate? Assume this building is 350 ft, what’s your estimate of the tall building? 146  
  • 147. "  Estimate items (tasks or user stories) relative to other items rather than separately. "  Estimate size, derive duration. Relative Estimating Fibonacci sequence 147  
  • 148. Ideal time vs. elapsed time Ideal time Elapsed time How long does an activity take without any interruptions? How long does an activity take from start to finish? Football game: 1 hour (4x 15 minutes quarters) Football game: 4 hours (including commercials) Source:  Mike  Cohn   148  
  • 149. "  Velocity is a measure of a team’s rate of progress "  Velocity is a predictability measure NOT a productivity measure Velocity 149  
  • 150. Estimate the stories you came up with during the story writing exercise Exercise WHAT •  Estimated stories in points using 0,1,2,3,5,8 OUTCOMES 150   Timebox: 10 minutes
  • 151. 151   Tracking and Reporting What’s measured improves. – Peter Drucker
  • 152. "  How are we doing? (Project, team and process health) "  What’s preventing us from making progress? "  What’s our planned vs. estimated pace? (velocity) Agile Metrics 152  
  • 153. Burn Up charts Burn Up charts give an indicator whether the team will deliver the functionality or need to add more iterations. Storypoints Iteration Expected velocity: 10 points/iteration Iteration Expected Actual 0 0 0 1 10 10 2 20 19 3 30 20 4 40 35 5 50 50 6 60 58 7 70 63 8 80 63 9 90 78 10 100 90 11 110 100 12 120 105 Velocity   Forecasted   Addi:onal  itera:ons:  2   153  
  • 154. Burn down charts shows the points remaining at the beginning of each iteration Burn down charts Expected velocity: 10 points / Iteration Iteration Expected Actual 0 120 120 1 110 120 2 100 110 3 90 100 4 80 97 5 70 95 6 60 80 7 50 70 8 40 62 9 30 45 10 20 37 11 10 25 12 0 20 Velocity   Addi:onal  itera:ons:  2   Forecasted   154  
  • 155. " A cumulative flow diagram (CFD) shows the status of work in different queues (Analysis, Development, Testing, Deployment) " It also shows if there is a bottleneck that needs to be addressed Cumulative Flow Diagram The widening area may be an indication of bottlenecks (work items are not being moved to the next queue This area hasn’t changed and it may indicate a bottleneck with Dev tasks 155  
  • 156. Bug Tracking Source: Scrumage.com Bug tracking give team indicators such as: 1.  Escaped defects (Bugs that were not caught in testing) 2.  How long does it take to fix bugs? Most importantly, investigate why bugs are getting through and what can we do to catch them early in the process 156  
  • 157. Team Assessment Radar Chart "  A good tool for the team to assess their practices. "  It is a participatory indicator on how the team are following their own practices. "  This may be subjective Itera:on   157  
  • 158. 158   Process Adaptation The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn and relearn. –Alvin Toffler
  • 159. "  A series of actions or steps taken in order to achieve a particular end. "  In our context, the Process is the way the project is delivered to build a product or service. Process What’s the problem with our processes today? 159  
  • 160. "  Identify 3 ways on how we change our process today. "  Are these ways participatory or mandatory? "  Identify 2 approaches to make it participatory Exercise 160  
  • 161. Inspect & Adapt Agile Principle # 12: At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly. Image  credit:  growingagile.co.za   161  
  • 162. Adapting over Conforming Jim Highsmith explains that: "  Delivering great products requires exploration, not tracking against a plan. "  Have the courage to explore into the unknown and the humility to recognize mistakes and adapt to the situation. 162  
  • 163. When: At regular intervals (Usually at the end of each sprint) Retrospectives Who: The team Why: Reflect on how to become more effective, then tune and adjusts its behavior accordingly Regardless of what we discover, we understand and truly believe that everyone did the best job they could, given what they knew at the time, their skills and abilities, the resources available, and the situation at hand. - Retrospective Prime Directive. Norm Kerth 163  
  • 164. Conducting a Retro •  Establish purpose/focus of the retrospective. •  Share the plan for the meeting.Set the stage •  Create a shared pool of data (based on the focus/purpose). •  Ground the retrospective in facts, not opinions.Gather data •  Observe patterns. •  Build shared awareness.Generate insights •  Move from discussion to ACTION. •  Focus on what the team can accomplish not what’s important (1-2 actions) Decide what to do •  Reiterate actions and follow up. •  Appreciate contributions. Close the retrospective Source: Esther Derby 164  
  • 165. A Good Retrospective "  Discuss any personal, team or process issues openly. "  Discuss what worked and what needs to change. "  Agree on top action items to be addressed and fixed. "  Review these action items at the beginning of the next retrospective. "  Change it up (Innovation games). "  Add the “Appreciation” game every now and then. 165  
  • 166. How  big  is  the  system  to   develop?   How  many  lives  lost  if  the   system  fails  or  how  many   billions  of  dollars  lost?     How  is  the  project   remunerated  for  its  effort?   How  much  of  a  stable   architecture  exist  at  the   start  of  the  project?   How  is  the  team   distributed?  (Collocated,   virtual,  outsourced,  etc.)   How  long  has  the  system   been  around?  (evolu,on  of   legacy,  maintenance)   How  stable  are  the   requirements  and   surrounding  business   environment?     What  are  the  external  rules   imposed  to  the  project  to   control    its  trajectory  and   how  formal  they  are?   Source(s): SoftEd; Agility in context. Kruchten 2011. Context Matters 166  
  • 167. 167   Agile in context
  • 168. "  Think about a time where you had to learn a new skill (Pick one) "  Write down what it took to master it (The steps) 168   Exercise Timebox: 3 minutes
  • 169. Stages of Learning SHU   Follow  the   Rule   “Obey”   HA   Break  the   Rule   “Detach”   RI   Be  the   Rule   “Separate”   169  
  • 170. Stages of Learning SHU (Follow the Rule “Obey”) 170  
  • 171. Stages of Learning HA (Break the Rule “Detach”) 171  
  • 172. Stages of Learning RI (Be the Rule “Separate”) 172  
  • 174. “The important thing is not to stop questioning. Curiosity has its own reason for existing.” Albert  Einstein   174  
  • 175. 175