7. Results: requirements
• Requirements not clear - fear to go to the next
stage; analysis paralysis
• Requirements change - change gets more and
more expensive; customers don’t get what they
want
7
8. Results: Time
• Project takes too long - long
duration defers revenue
• No time for testing - QA gets
crunched; late integration -
late failures
• Time wasted on junk - 52%
or requirements implemented;
64% of functionality rarely
used (Source: Standish group report 1994)
8
10. Lean
• Eliminate waste
• Amplify learning
• Decide as late as possible
• Deliver as fast as possible
• Empower the team
• Build integrity in
• See the whole
Agile
• Optimize the whole
• Eliminate waste
• Create knowledge
• Build quality in
• dDefer commitment
• Deliver fast
• Respect people
10
12. What changed in agile?
• Value driven (plans are adaptive)
• Critically of time to market
• Requirements change in response to business
users understanding and market forces
12
14. Agile principles
• Satisfy the Customer
• Welcome Change
• Deliver Frequently
• Work as a Team
• Motivate People
• Communicate Face-to- Face
• Measure Working Software
• Maintain Constant Pace
• Excel at Quality
• Keep it Simple
• Evolve Designs
• Reflect Regularly
14
15. Myths
• Agile means no plan
• Agile doesn’t allow documentation
• Agile means no discipline
• Agile is a silver bullet solution to solve all
engineering problems
15
17. Goal of scrum
Manage complexity, Unpredictability and Change
through visibility, Inspection and Adaptation
17
18. Scrum is
• Framework
• Iterative process
• A wrapper for existing practices
• A way to improve
communications
• A way to maximize productivity
Scrum is not
• Silver bullet
• About engineering practices
• smth intelligent
• A shortcut
• step-by-step cookbook
• easy
18
19. Roles
Product owner: owner of the product vision,
represents the customer
Scrum Master: Servant Leader, Team Protector,
Scrum guide
Team: Small (5-8 people), co-located, cross-functional,
self-organized, full-time
19
21. Meetings: Sprint planning
• Face to face communication
• Small reversible steps
Strategical part:
• Prioritize/select features
• Discuss acceptance criteria
• Verify understanding
Tactical part:
• Define sprint backlog items
• Estimate sprint backlog items
• Use velocity
• Share commitment
21
22. Meetings: Daily meeting
• What I did yesterday
• What I will do today
• What things are in my way
Only the team talks
Not to the Scrum master or PM
No problems solving
Max 15 min
22
23. Meetings: Demo
• Satisfy PO
• Get feedback
• Whole team participates
• Show only complete features
• Accept or reject results
23
24. Meetings: Retrospective
• Most important meeting
• Reflect on process and
product
• What to start doing
• What to stop doing
24
29. The game
Timing: 120 min;
Groups: 4-6 people
Roles:
• Trainer/Scrum master (Galina)
• Product owner (Dmitry)
• Teams: developers, testers.
3
30. Schedule
Pre-game:
• Organizing teams: 5 min
• Project Chartering: 10 min
• Building the backlog: 15 min
• Estimating: up to 20 min
Coffee-break: 15 min
Game:
• Sprint planning: 3-5 min
• Sprint: 7 min
• Demo: 5 min
• Retrospective: 5 min
Post-game: up to 20 min
5
40. Useful tips
• Do not perform retrospective in the team’s room
• Be prepared to spent not less than 1 hour on
retrospective if you have 2-weeks sprint.
• There should be conformable chair in the room and a
board.
40
41. Who should participate
• Developers and QAs
• Designer
• Scrum master
• Sometimes (and only
sometimes!) – Product
owner. Invite him when you
think it is necessary.
41
42. Plan
1) Introduction (3-5 minutes)
2) Try to remember, what
you did during the sprint
(15-20 min).
3) Discussions (20 min) –
the most interesting part. We
talk about the good and “not
so good” things which we
faced during the sprint.
5) The end (3-5 min).
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43. Scrum master should make it clear to everyone in
the team that we are not discussing the team
members or the client – we are discussing the
process. We do not blame anyone.
43