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Scrum basics1
tisqurrel 
linkedIn 
tisquirrel.me 
About us 
2 
Dmitry Galina 
linkedIn
Plan 
1. Introduction (5 min) 
2. The basics (60 min) 
Short brake (10 min) 
3. Lego Scrum 
3.1 Backlog Presentation (20 min) 
3.2 Backlog Estimation (15 min) 
3.3 Sprint Planning (10 min) 
3.4 Sprint 1 (15 min) 
3.5 Sprint 1 Demo and Retro (15 min) 
Short brake (10 min) 
3.6 Sprint 2 Planning (5 min) 
3.7 Sprint 2 Demo and Retro (15 min) 
3.8 Sprint 3 Planning (5 min) 
3.9 Sprint 3 Demo and Retro (15 min) 
Short Brake (10 min) 
4. Q&A (1 hour) 
3 2
2 
Plan 
4
2 Real life5
Traditional waterfall 
6
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
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
Results: Clients satisfaction 
• Poor progress visibility - % task completed not 
sufficient 
• Average overrun > 40% 
9
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
Agile 
11
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
13 2
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
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
Scrum 
16
Goal of scrum 
Manage complexity, Unpredictability and Change 
through visibility, Inspection and Adaptation 
17
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
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
2 
Process 
20
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
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
Meetings: Demo 
• Satisfy PO 
• Get feedback 
• Whole team participates 
• Show only complete features 
• Accept or reject results 
23
Meetings: Retrospective 
• Most important meeting 
• Reflect on process and 
product 
• What to start doing 
• What to stop doing 
24
Visualize 
25
Backlog 
• Owned by PO 
• High-level requirements 
• Expresses the business value 
• Not complete, nor perfect 
• Expected to change 
26
Velocity 
27
Practice time 
28
The game 
Timing: 120 min; 
Groups: 4-6 people 
Roles: 
• Trainer/Scrum master (Galina) 
• Product owner (Dmitry) 
• Teams: developers, testers. 
3
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
4
Estimations 
32
Uncertainty 
33
Real life 
34
Story point 
effort required to implement a story 
35
Estimation points 
36
Process 
-> 
2h 
37
Planning poker 
38
2 
Retrospectives
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
Who should participate 
• Developers and QAs 
• Designer 
• Scrum master 
• Sometimes (and only 
sometimes!) – Product 
owner. Invite him when you 
think it is necessary. 
41
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). 
42
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
Warming up 
44
45
More crazy approaches 
46
Retrospective board 
47
To Read
Scrum basics

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Scrum basics

  • 2. tisqurrel linkedIn tisquirrel.me About us 2 Dmitry Galina linkedIn
  • 3. Plan 1. Introduction (5 min) 2. The basics (60 min) Short brake (10 min) 3. Lego Scrum 3.1 Backlog Presentation (20 min) 3.2 Backlog Estimation (15 min) 3.3 Sprint Planning (10 min) 3.4 Sprint 1 (15 min) 3.5 Sprint 1 Demo and Retro (15 min) Short brake (10 min) 3.6 Sprint 2 Planning (5 min) 3.7 Sprint 2 Demo and Retro (15 min) 3.8 Sprint 3 Planning (5 min) 3.9 Sprint 3 Demo and Retro (15 min) Short Brake (10 min) 4. Q&A (1 hour) 3 2
  • 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
  • 9. Results: Clients satisfaction • Poor progress visibility - % task completed not sufficient • Average overrun > 40% 9
  • 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
  • 13. 13 2
  • 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
  • 26. Backlog • Owned by PO • High-level requirements • Expresses the business value • Not complete, nor perfect • Expected to change 26
  • 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
  • 31. 4
  • 35. Story point effort required to implement a story 35
  • 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). 42
  • 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
  • 45. 45