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© Agile Ethos. Do Not Reproduce 1
Reducing S/W Development
Cycle Time Through
Lean Six Sigma
Darian Rashid
Lean Six Sigma MBB
darian@agileethos.com
732-213-8522
© Agile Ethos. Do Not Reproduce 2
Agenda
• The Waterfall model for software development
• Introduction to Lean
• Wastes in Waterfall
• Designing a new system
© Agile Ethos. Do Not Reproduce 3
The Coin Game – Round 1
Instructions:
• Form teams of 5 – 7 people
• Choose one person to act as the manager
• The team has to sit next to each-other, in a row, with the manager either first
or last
• Reset all coins (Set each one to heads)
• Game 1:
1. The manager starts the clock and tells the team to start
2. The first player flips all coins, one at a time (with one hand only)
3. Once this is done, all coins are slid over to the next person, who flips all the coins,
one by one. NOTE: A player cannot start until the previous player is finished
flipping ALL coins
4. Repeat down the line until all coins are flipped by each person on the team
(except for the manager)
5. The manager records the total time
© Agile Ethos. Do Not Reproduce 4
Coin Game Debrief
• What did this game represent?
___________________________________________________
• What were some important metrics we needed to track?
___________________________________________________
• In what ways can we reduce the cycle time?
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
© Agile Ethos. Do Not Reproduce 5
Problems With Product Development
• Product development has inherent problems, no matter where a
developer works:
– Requirements are often
• Poorly defined
• Ambiguous
• Incomplete
• Incorrectly interpreted by the architect/developer
– Schedules are too tight
• Deadlines are often missed
• Becomes “normal” for developers often work nights and
weekends
– Never enough adequate testing
– Too many bugs slip into the final release
– Usually too few people in any department (S/W eng., test eng., etc.)
© Agile Ethos. Do Not Reproduce 6
An Example PDP – The Waterfall Model
Other
Sources
Customer
Input
High-Level
Goals
Requirements
Analysis
High & Low-
Level Design
Develop
Code
&
Unit Test
Systems
& Other
Tests
Deployment &
Maintenance
© Agile Ethos. Do Not Reproduce 7
What is Lean?
• An approach to improve value streams in office, service, or
manufacturing processes
• The principles of Lean:
1. Eliminate waste
2. Minimize inventory
3. Maximize flow
4. Pull from customer demand (Just in Time production)
5. Exceed customer requirements
6. Do it right the first time
7. Empower employees
8. Design for rapid changeover
9. Partner with suppliers
10.Continuous improvement
© Agile Ethos. Do Not Reproduce 8
Lean Focuses On…
• Maximizing
– Smooth flow (eliminate bottlenecks / re-balance work)
– Visibility (spot progress and problems, maintain a clear line of
vision to anywhere, from anywhere)
– Communication through structure (create cells, combine
operations, eliminate cubes, …)
– Utilization of people, space, and equipment
– Flexibility (layout and structure)
• Minimizing
– Handling and strain (ergonomics)
– Distances (avoid walking, carrying)
– Clutter
– Storage (continuously minimize storage space)
© Agile Ethos. Do Not Reproduce 9
ransportation: Movement of goods produced
nventory: Any fully or partially manufactured product
otion: of resources
aiting: Any delay that leads to idle time
ver production: Producing more than needed
ver processing: Doing more work than needed
efects: any product or service that doesn’t meet the customer’s
specifications (or requirements)
Types of Wastes in Lean
© Agile Ethos. Do Not Reproduce 10
Manufacturing/Office Software Development
• Moving products between
locations
• Loading, and unloading on trucks
• Moving parts in and out of
inventory or storage
• Retrieving samples and lab results
• Retrieving materials and supplies
• Example: Moving products from
one warehouse to another
• Handoffs
• Switching a module back and forth
between development and testing
• Context/task switching - Multiple
projects per developer at the same
time
• Reducing Transportation:
• Have dev. and test work
together
• Complete tasks serially so
each one may be done as fast
as possible
Transportation
© Agile Ethos. Do Not Reproduce 11
Manufacturing/Office Software Development
• Finished goods
• Work in process (WIP)
• Raw materials
• Storage and supplies
• Emails
• Example: Airplanes on the ground
• Any module that is not deployed
(Software WIP)
• Partially finished modules still being
worked on
• Any abandoned modules
• Any piece of code written that isn’t
being used
• Reducing Inventory: Get software
into production as soon as possible;
WIP cap
Inventory
© Agile Ethos. Do Not Reproduce 12
Batching Requirements
 A study of several thousand
waterfall projects showed that only
about 20% of requested
requirements are used in the
project(Johnson)
 ~65% rarely or never used
 Wasted time, money & resources
 Gathering requirements
 Developing
 Testing
 Deploying
 Maintaining Eliciting all the requirements before a
project begins is proven to
• Produce bottlenecks
• Produce waste
 Optimized approach: Start with the 10-15% of the most vital requirements and
elicit more with each Sprint
7%
13%
16%
19%
45%
Always
Often
Sometimes
Rarely
Never
© Agile Ethos. Do Not Reproduce 13
Manufacturing/Office Software Development
• Any excess/unnecessary motion of
resources
• Searching for parts, supplies,
printouts, bills-of-material ...
• Reaching for equipment and tools
• Sorting, lifting, pushing, pulling, etc.
• Searching and gathering data and
files
• Summarizing data into useful
information
• Extra clicks, key strokes, and code
• Example: Messy workspaces
• Traveling to meetings
• Walking down the hall to get your
question answered
• Walking to colleagues in separate
floors
• Transferring customers through
multiple support staff
• Movement/handoffs of documents
through the development process
(requirements, architecture,
compiled modules, etc.)
• Reducing Motion: Minimize distance
and handoffs
Motion
© Agile Ethos. Do Not Reproduce 14
Mapping Motion
Up
Up
1270 mm. Rise : 7620 mm. Run
up
Up
NORTH
© Agile Ethos. Do Not Reproduce 15
Manufacturing/Office Software Development
• Waiting on materials and supplies
• Waiting on data and information
• Waiting on people
• Waiting on equipment
• Waiting for maintenance, set-up,
inspection
• Waiting on parts or prints
• Waiting on a supplier, auditor,
regulator, or customer
• Waiting because of batches
• Waiting because of queues
• Delays in starting projects
• Delays due to massive architecture
• Delays due to redesign/rework
• Delays due to signoffs (customer
and internal)
• Delays due to late releases
• Delays due to slow staffing
• Reducing Waiting: Smaller and more
rapid releases
Waiting
© Agile Ethos. Do Not Reproduce 16
Manufacturing/Office Software Development
• Inflating batch sizes to avoid set-ups
• “Make to stock/assemble” based on
sales forecast and production
schedules
• “Make to fill time”
• Making copies and “FYI/CYA”
distribution
• “Distribute all” and “reply all” email
distribution
• Creating more information than
customer needs
• Creating reports no one needs or
reads
• Adding extra features that aren’t
needed or requested
• Adding more documentation than
customer needs
• “Over-testing” features
• Reducing Overproduction: Put in only
those features that are absolutely
necessary
Overproduction
© Agile Ethos. Do Not Reproduce 17
Manufacturing/Office Software Development
• Paperwork and duplicate forms
(e.g., doctor’s office)
• Over-tight safety margins and
tolerances
• Bad design
• Use of outdated standard formats
and hardcopy
• Supplemental manual entry of data
• Use of outdated or inappropriate
software
• Customer sign-offs
• Requirements to code traceability
• Change controls
• Development metric tracking
• Documents done for the sake of
following a process (e.g., for ISO
compliance, etc.)
• Reducing Overprocessing: See what
documents people are waiting for
Overprocessing (Unnecessary Activity)
© Agile Ethos. Do Not Reproduce 18
Manufacturing/Office Software Development
• Scrap, rework, and repair
• Field failures
• Containment and correction
• Metric variation
• Missing parts, fixtures, supplies,
hardware, etc.
• Pricing error
• Missing data and information
• Design or engineering errors
• Lost data, records, specifications,
or approvals
• Bugs, bugs, bugs
• Bugs that aren’t immediately
detected (i.e., during poorly run unit
tests)
• Requirements errors/omissions
• Architecture/design errors
• Reducing defects: Assign smaller
pieces of code to develop and test
Defects
© Agile Ethos. Do Not Reproduce 19
The Hidden Process
Rework
Step 1 • • • • • • • • • • • •Step i Step n
Rework
REWORK:
The Hidden Process
© Agile Ethos. Do Not Reproduce 20
• Game 2:
1. The manager starts the clock and tells the team to start
2. The player 1 flips 10% of the coins (with one hand) and slides them to player 2
3. Once player 2 has the coins, player one immediately starts the next batch of coins
4. Player 2 flips all their coins, hands it to player 3 and starts on the next batch
5. The manager records the total time
• Debrief:
– What is different about this process compared to the one in Game 1?
_____________________________________________________________
_____________________________________________________________
– How can we do better?
_____________________________________________________________
_____________________________________________________________
The Coin Game – Round 2
© Agile Ethos. Do Not Reproduce 21
Designing a New System
• The waterfall method aims for a perfect execution the
first time
– Leaves no room for learning
– Leaves no room for clarification of requirements
– Leaves no room to be flexible when the customers “change
their mind” once they see a feature
– Leaves little to no room for feedback from any stage
downstream to any stage above
– Does not work for “unstructured” problems
• There is an evolution toward solving ill-conceived problems
through “learning cycles” – short bursts of exploration,
experimentation, and verification
© Agile Ethos. Do Not Reproduce 22
Designing a New System
• The waterfall method violates fundamental Lean
principles
– Generates enormous waste
– Maximizes batching/bottlenecks
– Maximizes Work In Process
– Minimizes flow
– Push model
– Cannot change requirements rapidly during the development
cycle
© Agile Ethos. Do Not Reproduce 23
• Release working software within short bursts (e.g., 2
weeks)
• Each burst will have:
– Requirements
– Designs/Architecture
– Development
– Testing
– Deployment (even if it is internal)
• Each burst will start with the best version of requirements
gathered from the customer
Designing a New System
© Agile Ethos. Do Not Reproduce 24
• After each burst
– A working piece of software (feature increment) is demoed to the
customer
– The customer can then verify or comment on what is shown
– The product backlog is updated
– Lessons learned during development about features, architecture,
testing, etc. are shared
• We gain knowledge through each burst, even if the
customer says the deliverable is not what is wanted
• The next burst iterates on the knowledge gained in the
current one
Designing a New System
© Agile Ethos. Do Not Reproduce 25
Iterative Development…
• Increases (not avoids) communication with the customer
– Delights the customer
– Encourages the developer
– Enables the “pull” model
• Allows tests to be run as soon as possible instead of all at the end of
the waterfall process
– Increase flow
– Reduces batching
© Agile Ethos. Do Not Reproduce 26
An Iterative Development Framework
Sprint Backlog
Product Backlog as
Prioritized by Product Owner
1 – 4
Weeks
Adapted from Agile Software Development with Scrum
by Ken Schwaber and Mike Beedle
Backlog tasks
expanded by team
Iteration
Initial requirements discussed,
elicited and prioritized
Initial product backlog produced
Initial sprint backlog produced and
prioritized
Requirements elicited and
added to product backlog
Sprint backlog produced
and prioritized
Customer Feedback
&
Key Learnings
Daily
Planning
Meeting
24
hours
High Quality
Product
Increment
Team
Retrospective
© Agile Ethos. Do Not Reproduce 27
Cross-Functional Teams
• Works together as a whole
– No “us and them”
• Run like small businesses
– Up to the team to respond to their customer(s)
– Do more with less…
• Foster product innovation through feedback cycles
• Just ask George Lucas and Intuit…
© Agile Ethos. Do Not Reproduce 28
The Organizational Feedback Loop
Customers/Users
Define Value
Product Managers
Understand Value
Product
Development
Deliver Value
Rapid
Release
© Agile Ethos. Do Not Reproduce 29
Case Study: Joint Strike Fighter
Company
• Lockheed Martin
• Fortune 500
• 140,000 Employees
• Located in 939 facilities in
457 cities across 45 states
• Present in 56 countries and
territories
Product:
• Autonomic Logistics Information System
• F-35 Lightning II (Joint Strike Fighter)
• Product of products
Team:
• Team of interest built software products for the fighter
• More than 200 people
• 7 Locations
• 3 time zones
Special thanks to Michael Zwicker at
Lockheed Martin for this case study
© Agile Ethos. Do Not Reproduce 30
Case Study: Joint Strike Fighter
Problems:
• Release rate: 1/year or less
• Last 2-3 months were fire drills
• Handoffs from phase to phase assumed 100% completion
before handoff
• Siloed groups led to little to no communication
• Between groups
• With the customer
• Quarterly requirements updates often put development
teams at square one
• Business team needed to move with the market
• Bottom line: Could not get the “Right product right”
Moved to
Agile:
• Settled on moving to Agile using Scrum
• Deployment model: Pilot  Department  Enterprise
© Agile Ethos. Do Not Reproduce 31
Case Study: Joint Strike Fighter
Results:
• 83% of groups saw a significant increase in productivity
• 79% of groups had significantly fewer defects delivered
to the customer
• 78% of groups had an accelerated time to market
• 66% of groups had a reduced cost
• Moved from “big bang testing” model to continuous
system integration
• Faster end-customer feedback
• Allows movement with changing requirements
• More stable code base
• Costs much less to fix problems
© Agile Ethos. Do Not Reproduce 32
• Repeat the game applying any and every Lean thinking tool you can
– GOAL: Improve on the cycle time achieved in Game 2 to under 1 minute
– Create a “Lean process” to flipping coins as a team
– Map it out
– Discuss roles
– Execute
• Constraints:
– You can only use one hand to flip
– Stacking coins and flipping the stack is also not allowed
– You cannot add resources from other teams
– You may not “outsource” the work
– The coin must touch the table on EVERY flip
The Coin Game – Round 3
© Agile Ethos. Do Not Reproduce 33
Main Points
• The Waterfall model contains many forms of waste
• Large-batch development leads to an inventory of unused features
• The Iterative development applies immediate learning
• Iteration delivers highest-value items first
• Iteration Allows for change if and when needed

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Reducing S/W Development Cycle Time Through Lean Six Sigma

  • 1. © Agile Ethos. Do Not Reproduce 1 Reducing S/W Development Cycle Time Through Lean Six Sigma Darian Rashid Lean Six Sigma MBB darian@agileethos.com 732-213-8522
  • 2. © Agile Ethos. Do Not Reproduce 2 Agenda • The Waterfall model for software development • Introduction to Lean • Wastes in Waterfall • Designing a new system
  • 3. © Agile Ethos. Do Not Reproduce 3 The Coin Game – Round 1 Instructions: • Form teams of 5 – 7 people • Choose one person to act as the manager • The team has to sit next to each-other, in a row, with the manager either first or last • Reset all coins (Set each one to heads) • Game 1: 1. The manager starts the clock and tells the team to start 2. The first player flips all coins, one at a time (with one hand only) 3. Once this is done, all coins are slid over to the next person, who flips all the coins, one by one. NOTE: A player cannot start until the previous player is finished flipping ALL coins 4. Repeat down the line until all coins are flipped by each person on the team (except for the manager) 5. The manager records the total time
  • 4. © Agile Ethos. Do Not Reproduce 4 Coin Game Debrief • What did this game represent? ___________________________________________________ • What were some important metrics we needed to track? ___________________________________________________ • In what ways can we reduce the cycle time? ___________________________________________________ ___________________________________________________ ___________________________________________________ ___________________________________________________
  • 5. © Agile Ethos. Do Not Reproduce 5 Problems With Product Development • Product development has inherent problems, no matter where a developer works: – Requirements are often • Poorly defined • Ambiguous • Incomplete • Incorrectly interpreted by the architect/developer – Schedules are too tight • Deadlines are often missed • Becomes “normal” for developers often work nights and weekends – Never enough adequate testing – Too many bugs slip into the final release – Usually too few people in any department (S/W eng., test eng., etc.)
  • 6. © Agile Ethos. Do Not Reproduce 6 An Example PDP – The Waterfall Model Other Sources Customer Input High-Level Goals Requirements Analysis High & Low- Level Design Develop Code & Unit Test Systems & Other Tests Deployment & Maintenance
  • 7. © Agile Ethos. Do Not Reproduce 7 What is Lean? • An approach to improve value streams in office, service, or manufacturing processes • The principles of Lean: 1. Eliminate waste 2. Minimize inventory 3. Maximize flow 4. Pull from customer demand (Just in Time production) 5. Exceed customer requirements 6. Do it right the first time 7. Empower employees 8. Design for rapid changeover 9. Partner with suppliers 10.Continuous improvement
  • 8. © Agile Ethos. Do Not Reproduce 8 Lean Focuses On… • Maximizing – Smooth flow (eliminate bottlenecks / re-balance work) – Visibility (spot progress and problems, maintain a clear line of vision to anywhere, from anywhere) – Communication through structure (create cells, combine operations, eliminate cubes, …) – Utilization of people, space, and equipment – Flexibility (layout and structure) • Minimizing – Handling and strain (ergonomics) – Distances (avoid walking, carrying) – Clutter – Storage (continuously minimize storage space)
  • 9. © Agile Ethos. Do Not Reproduce 9 ransportation: Movement of goods produced nventory: Any fully or partially manufactured product otion: of resources aiting: Any delay that leads to idle time ver production: Producing more than needed ver processing: Doing more work than needed efects: any product or service that doesn’t meet the customer’s specifications (or requirements) Types of Wastes in Lean
  • 10. © Agile Ethos. Do Not Reproduce 10 Manufacturing/Office Software Development • Moving products between locations • Loading, and unloading on trucks • Moving parts in and out of inventory or storage • Retrieving samples and lab results • Retrieving materials and supplies • Example: Moving products from one warehouse to another • Handoffs • Switching a module back and forth between development and testing • Context/task switching - Multiple projects per developer at the same time • Reducing Transportation: • Have dev. and test work together • Complete tasks serially so each one may be done as fast as possible Transportation
  • 11. © Agile Ethos. Do Not Reproduce 11 Manufacturing/Office Software Development • Finished goods • Work in process (WIP) • Raw materials • Storage and supplies • Emails • Example: Airplanes on the ground • Any module that is not deployed (Software WIP) • Partially finished modules still being worked on • Any abandoned modules • Any piece of code written that isn’t being used • Reducing Inventory: Get software into production as soon as possible; WIP cap Inventory
  • 12. © Agile Ethos. Do Not Reproduce 12 Batching Requirements  A study of several thousand waterfall projects showed that only about 20% of requested requirements are used in the project(Johnson)  ~65% rarely or never used  Wasted time, money & resources  Gathering requirements  Developing  Testing  Deploying  Maintaining Eliciting all the requirements before a project begins is proven to • Produce bottlenecks • Produce waste  Optimized approach: Start with the 10-15% of the most vital requirements and elicit more with each Sprint 7% 13% 16% 19% 45% Always Often Sometimes Rarely Never
  • 13. © Agile Ethos. Do Not Reproduce 13 Manufacturing/Office Software Development • Any excess/unnecessary motion of resources • Searching for parts, supplies, printouts, bills-of-material ... • Reaching for equipment and tools • Sorting, lifting, pushing, pulling, etc. • Searching and gathering data and files • Summarizing data into useful information • Extra clicks, key strokes, and code • Example: Messy workspaces • Traveling to meetings • Walking down the hall to get your question answered • Walking to colleagues in separate floors • Transferring customers through multiple support staff • Movement/handoffs of documents through the development process (requirements, architecture, compiled modules, etc.) • Reducing Motion: Minimize distance and handoffs Motion
  • 14. © Agile Ethos. Do Not Reproduce 14 Mapping Motion Up Up 1270 mm. Rise : 7620 mm. Run up Up NORTH
  • 15. © Agile Ethos. Do Not Reproduce 15 Manufacturing/Office Software Development • Waiting on materials and supplies • Waiting on data and information • Waiting on people • Waiting on equipment • Waiting for maintenance, set-up, inspection • Waiting on parts or prints • Waiting on a supplier, auditor, regulator, or customer • Waiting because of batches • Waiting because of queues • Delays in starting projects • Delays due to massive architecture • Delays due to redesign/rework • Delays due to signoffs (customer and internal) • Delays due to late releases • Delays due to slow staffing • Reducing Waiting: Smaller and more rapid releases Waiting
  • 16. © Agile Ethos. Do Not Reproduce 16 Manufacturing/Office Software Development • Inflating batch sizes to avoid set-ups • “Make to stock/assemble” based on sales forecast and production schedules • “Make to fill time” • Making copies and “FYI/CYA” distribution • “Distribute all” and “reply all” email distribution • Creating more information than customer needs • Creating reports no one needs or reads • Adding extra features that aren’t needed or requested • Adding more documentation than customer needs • “Over-testing” features • Reducing Overproduction: Put in only those features that are absolutely necessary Overproduction
  • 17. © Agile Ethos. Do Not Reproduce 17 Manufacturing/Office Software Development • Paperwork and duplicate forms (e.g., doctor’s office) • Over-tight safety margins and tolerances • Bad design • Use of outdated standard formats and hardcopy • Supplemental manual entry of data • Use of outdated or inappropriate software • Customer sign-offs • Requirements to code traceability • Change controls • Development metric tracking • Documents done for the sake of following a process (e.g., for ISO compliance, etc.) • Reducing Overprocessing: See what documents people are waiting for Overprocessing (Unnecessary Activity)
  • 18. © Agile Ethos. Do Not Reproduce 18 Manufacturing/Office Software Development • Scrap, rework, and repair • Field failures • Containment and correction • Metric variation • Missing parts, fixtures, supplies, hardware, etc. • Pricing error • Missing data and information • Design or engineering errors • Lost data, records, specifications, or approvals • Bugs, bugs, bugs • Bugs that aren’t immediately detected (i.e., during poorly run unit tests) • Requirements errors/omissions • Architecture/design errors • Reducing defects: Assign smaller pieces of code to develop and test Defects
  • 19. © Agile Ethos. Do Not Reproduce 19 The Hidden Process Rework Step 1 • • • • • • • • • • • •Step i Step n Rework REWORK: The Hidden Process
  • 20. © Agile Ethos. Do Not Reproduce 20 • Game 2: 1. The manager starts the clock and tells the team to start 2. The player 1 flips 10% of the coins (with one hand) and slides them to player 2 3. Once player 2 has the coins, player one immediately starts the next batch of coins 4. Player 2 flips all their coins, hands it to player 3 and starts on the next batch 5. The manager records the total time • Debrief: – What is different about this process compared to the one in Game 1? _____________________________________________________________ _____________________________________________________________ – How can we do better? _____________________________________________________________ _____________________________________________________________ The Coin Game – Round 2
  • 21. © Agile Ethos. Do Not Reproduce 21 Designing a New System • The waterfall method aims for a perfect execution the first time – Leaves no room for learning – Leaves no room for clarification of requirements – Leaves no room to be flexible when the customers “change their mind” once they see a feature – Leaves little to no room for feedback from any stage downstream to any stage above – Does not work for “unstructured” problems • There is an evolution toward solving ill-conceived problems through “learning cycles” – short bursts of exploration, experimentation, and verification
  • 22. © Agile Ethos. Do Not Reproduce 22 Designing a New System • The waterfall method violates fundamental Lean principles – Generates enormous waste – Maximizes batching/bottlenecks – Maximizes Work In Process – Minimizes flow – Push model – Cannot change requirements rapidly during the development cycle
  • 23. © Agile Ethos. Do Not Reproduce 23 • Release working software within short bursts (e.g., 2 weeks) • Each burst will have: – Requirements – Designs/Architecture – Development – Testing – Deployment (even if it is internal) • Each burst will start with the best version of requirements gathered from the customer Designing a New System
  • 24. © Agile Ethos. Do Not Reproduce 24 • After each burst – A working piece of software (feature increment) is demoed to the customer – The customer can then verify or comment on what is shown – The product backlog is updated – Lessons learned during development about features, architecture, testing, etc. are shared • We gain knowledge through each burst, even if the customer says the deliverable is not what is wanted • The next burst iterates on the knowledge gained in the current one Designing a New System
  • 25. © Agile Ethos. Do Not Reproduce 25 Iterative Development… • Increases (not avoids) communication with the customer – Delights the customer – Encourages the developer – Enables the “pull” model • Allows tests to be run as soon as possible instead of all at the end of the waterfall process – Increase flow – Reduces batching
  • 26. © Agile Ethos. Do Not Reproduce 26 An Iterative Development Framework Sprint Backlog Product Backlog as Prioritized by Product Owner 1 – 4 Weeks Adapted from Agile Software Development with Scrum by Ken Schwaber and Mike Beedle Backlog tasks expanded by team Iteration Initial requirements discussed, elicited and prioritized Initial product backlog produced Initial sprint backlog produced and prioritized Requirements elicited and added to product backlog Sprint backlog produced and prioritized Customer Feedback & Key Learnings Daily Planning Meeting 24 hours High Quality Product Increment Team Retrospective
  • 27. © Agile Ethos. Do Not Reproduce 27 Cross-Functional Teams • Works together as a whole – No “us and them” • Run like small businesses – Up to the team to respond to their customer(s) – Do more with less… • Foster product innovation through feedback cycles • Just ask George Lucas and Intuit…
  • 28. © Agile Ethos. Do Not Reproduce 28 The Organizational Feedback Loop Customers/Users Define Value Product Managers Understand Value Product Development Deliver Value Rapid Release
  • 29. © Agile Ethos. Do Not Reproduce 29 Case Study: Joint Strike Fighter Company • Lockheed Martin • Fortune 500 • 140,000 Employees • Located in 939 facilities in 457 cities across 45 states • Present in 56 countries and territories Product: • Autonomic Logistics Information System • F-35 Lightning II (Joint Strike Fighter) • Product of products Team: • Team of interest built software products for the fighter • More than 200 people • 7 Locations • 3 time zones Special thanks to Michael Zwicker at Lockheed Martin for this case study
  • 30. © Agile Ethos. Do Not Reproduce 30 Case Study: Joint Strike Fighter Problems: • Release rate: 1/year or less • Last 2-3 months were fire drills • Handoffs from phase to phase assumed 100% completion before handoff • Siloed groups led to little to no communication • Between groups • With the customer • Quarterly requirements updates often put development teams at square one • Business team needed to move with the market • Bottom line: Could not get the “Right product right” Moved to Agile: • Settled on moving to Agile using Scrum • Deployment model: Pilot  Department  Enterprise
  • 31. © Agile Ethos. Do Not Reproduce 31 Case Study: Joint Strike Fighter Results: • 83% of groups saw a significant increase in productivity • 79% of groups had significantly fewer defects delivered to the customer • 78% of groups had an accelerated time to market • 66% of groups had a reduced cost • Moved from “big bang testing” model to continuous system integration • Faster end-customer feedback • Allows movement with changing requirements • More stable code base • Costs much less to fix problems
  • 32. © Agile Ethos. Do Not Reproduce 32 • Repeat the game applying any and every Lean thinking tool you can – GOAL: Improve on the cycle time achieved in Game 2 to under 1 minute – Create a “Lean process” to flipping coins as a team – Map it out – Discuss roles – Execute • Constraints: – You can only use one hand to flip – Stacking coins and flipping the stack is also not allowed – You cannot add resources from other teams – You may not “outsource” the work – The coin must touch the table on EVERY flip The Coin Game – Round 3
  • 33. © Agile Ethos. Do Not Reproduce 33 Main Points • The Waterfall model contains many forms of waste • Large-batch development leads to an inventory of unused features • The Iterative development applies immediate learning • Iteration delivers highest-value items first • Iteration Allows for change if and when needed