Agile Insights for Scrum Masters
Agile Insights for Scrum Masters
WHY AGILE?
• Accelerated Speed to Market
• Flexibility (Design and Build to Potentiality)
• Risk Management Enhancement (expedited reaction time)
• Cost Control (Cost Association Affiliation)
• Quality (Request/ Requestor Satisfaction)
• Right Product (Requirement fulfillment)
• Transparency (Time barrier element is eliminated)
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MISCONCEPTIONS
• Its new, its different (and it’s been around since over 20 years)
• Fixed Budget potential is possible as long as scope/ schedule/
budget remain the same
• It’s too unpredictable (despite change potential Agile can
bring the product to market sooner)
• Features are controlled by the developers (Features are controlled
by the requirements)
• Strategic goals aren’t considered (developers can only do what you
ask them to do)
• Teams are required to work more closely together… and with business
(as they should)
SPRINT PLANING
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ESTIMATIONS
THE SPRINT
KEYS TO SUCCESS
EVOLUTIONS
• Scrum Alliance
• The Software Craftsmanship Manifesto
• Guide to Agile Practices
• Agile principle include in PMI and prince 2, IIBA bodies of knowledge
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Why do Projects Fail?
• Inadequate planning
• Lack of control
• Non-existent support
• Unmitigated risks
• Unrealistic Expectations
• Poor communications
• Missed Deadlines
Keys to Success
• Stakeholders
• Scope (Mission Statement may change by Stakeholder)
• Time/ Schedule
• Cost/ Budget
• Quality
• Resources
• Communications
• Risk
• Change
• Procurement
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Role of the Project Manager
• Leadership
• Communications
• Facilitation
• Method Guidance (Scrum Master)
• Guidance
• Agreement
• Approval
• Lightweight
• Simple to understand
• Difficult to master
Concept originates from Rugby where a group of opposing teams come to-
gether, where the ball is kind of in the middle and they’re trying to procure
the ball and move forward against the other team. In Agile Project Manag-
ment it’s the framework within which people can address complex adaptive
problems, while productively and creatively delivering products of the highest
possible value. Scrum is founded on empirical process control theory, or em-
piricism. Empiricism asserts that knowledge comes from experience and mak-
ing decisions based on what is known. Scrum employs an iterative, incremen-
tal approach to optimize predictability and control risk.
3 Components
Rules of Scrum: The rules of Scrum bind together the roles, events, and
artifacts, governing the relationships and interaction between them.
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5 Major Activities
• Product Owner
• Development Team
• Scrum Master
Scrum Teams are self-organizing and cross-functional. Rather than being di-
rected by others outside the team, self-organizing teams choose how best to
accomplish their work. Cross-functional teams have all competencies needed
to accomplish the work without depending on others not part of the team.
The team model in Scrum is designed to optimize flexibility, creativity, and pro-
ductivity.
The Product Owner is the sole person responsible for managing the Product
Backlog. Product Backlog management includes:
The Product Owner may do the above work, or have the Development Team
do it. However, the Product Owner remains accountable.
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The Product Owner is one person, not a committee. The Product Owner
may represent the desires of a committee, any changes must be addressed
through the Product Owner.
For the Product Owner to succeed, the entire organization must respect his
or her decisions. The Product Owner’s decisions are visible in the content and
ordering of the Product Backlog. The Development Team is not to be forced to
work from a different set of requirements.
Seeding method
• Split and Seed model, (1st Split and then add team members)
• Grow and Split: First grow, (Maximum 9 Members) thereafter Split into
Distributed Scrum Teams
• Virtual sessions: make best use of modern technology to facilitate
interactions. E.g. Team Viewer, Skype Cloud computing
• Place emphasis on Involvement Encouragement: get to know the
people who you are networking with better
• Establish and communicate regular core hour schedules
• Lower productivity levels due to international differences are to
be expected
Types of contracts
• Fixed Price: Because it’s based on an initial definition of scope it’s not
really Agile (ScrumBut)
• Time and Means/ Fixed Unit: Customer is charged based on Man
Hours or per Sprint
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Challenges
• Becoming self-organized (e.g. Daily Scrum)
• Going from a Hierarchical Structure to a Matrix organization
• Adhearing to and appliying the Scrum Methodlogy
• Trust in Team Management
• Teamwork between Product Owner and Development Team
• Scrum Master has little to no executable authority
• They are self-organizing. No one (not even the Scrum Master) tells the
Development Team how to turn Product Backlog into Increments of
potentially releasable functionality.
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• Development Teams are cross-functional, with all the skills as a team
necessary to create a product Increment.
Fewer than three Development Team members decrease interaction and re-
sults in smaller productivity gains. Smaller Development Teams may encounter
skill constraints during the Sprint, causing the Development Team to be unable
to deliver a potentially releasable Increment.
The Scrum Master is a servant-leader for the Scrum Team. The Scrum Master
helps those outside the Scrum Team understand which of their interactions with
the Scrum Team are helpful and which aren’t. The Scrum Master helps every-
one change these interactions to maximize the value created by the Scrum
Team.
The Scrum Master serves the Product Owner in several ways, including:
Scrum Values
When the values of commitment, courage, focus, openness and respect are
embodied and lived by the Scrum Team, the Scrum pillars of transparency,
inspection, and adaptation come to life.
Scrum Events
Prescribed events are used in Scrum to create regularity and to minimize the
need for meetings not defined in Scrum. All events are time-boxed events,
such that every event has a maximum duration.
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Once a Sprint begins, its duration is fixed and cannot be shortened or
lengthened. The remaining events may end whenever the purpose of the
event is achieved, ensuring an appropriate amount of time is spent without
allowing waste in the process.
Other than the Sprint itself, which is a container for all other events, each
event in Scrum is a formal opportunity to inspect and adapt something.
These events are specifically designed to enable critical transparency and
inspection. Failure to include any of these events results in reduced trans-
parency and is a lost opportunity to inspect and adapt.
The Sprint
The heart of Scrum is a Sprint, a time-box of one month or less during which
a “Done”, useable, and potentially releasable product Increment is cre-
ated. Sprints have consistent durations throughout a development effort. A
new Sprint starts immediately after the conclusion of the previous Sprint.
Sprints contain and consist of the Sprint Planning, Daily Scrums, the devel-
opment work, the Sprint Review, and the Sprint Retrospective.
Sprints are limited to one calendar month. When a Sprint’s horizon is too
long the definition of what is being built may change, complexity may rise,
and risk may increase. Sprints enable predictability by ensuring inspection
and adaptation of progress toward a Sprint Goal at least every calendar
month. Sprints also limit risk to one calendar month of cost.
Cancelling a Sprint
A Sprint can be cancelled before the Sprint time-box is over. Only the Prod-
uct Owner has the authority to cancel the Sprint, although he or she may
do so under influence from the stakeholders, the Development Team, or the
Scrum Master.
A Sprint would be cancelled if the Sprint Goal becomes obsolete. This might
occur if the company changes direction or if market or technology condi-
tions change. In general, a Sprint should be cancelled if it no longer makes
sense given the circumstances. But, due to the short duration of Sprints,
cancellation rarely makes sense.
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When a Sprint is cancelled, any completed and “Done” Product Backlog
items are reviewed. If part of the work is potentially releasable, the Product
Owner typically accepts it. All incomplete Product Backlog Items are re-
estimated and put back on the Product Backlog. The work done on them
depreciates quickly and must be frequently re-estimated.
Sprint Planning
The work to be performed in the Sprint is planned at the Sprint Planning. This
plan is created by the collaborative work of the entire Scrum Team.
Sprint Planning is time-boxed to a maximum of eight hours for a one-month
Sprint. For shorter Sprints, the event is usually shorter. The Scrum Master en-
sures that the event takes place and that attendants understand its pur-
pose.
The Scrum Master teaches the Scrum Team to keep it within the time-box.
Sprint Planning answers the following:
Artifacts
Scrum Limitations
• Spiral Methodology
• Lean Kanban: Method for managing knowledge work which
balances the demand for work to be done with the capacity to
start new work. Intangible work items are visualized to present all
participants with a view of progress from task definition to
customer delivery. Team members “pull” work as they have
capacity, rather
than work being “pushed into the process when requested.
“Pulling as opposed to pushing the work in”
• Extreme Programming (XP) Factors
- XP Values
- Communication, Feedback, Simplicity, Courage
• Crystal Methods
• Dynamic Systems Development Methods (DSMD): An iterative and
incremental approach that embraces principles of Agile develop
ment, including continuous user/ customer involvement.
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• Feature Driven Development (FDD)
• Test Driven Development (TDD)
• Adaptive Software Development (ASD): Embodies the principle
that continuous adaptation of the process to the work at hand is
the normal state of affairs.
• Agile Unified Process (AUP)
• Domain-Driven Design (DDD)
• Lean Software Development (LSD): Translation of lean manufactur
ing and lean IT principles and practices to the software develop
ment domain. Adapted from the Toyota Production System, a
prolean subculture is emerging from the Agile community.
Encode Decode
Message
Sender Receiver
Message
Decode Encode
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• Think before you speak
• Think before you react
• Observe and learn from how people react to you
• Know your Audience as well know the role of who it is that you are
communicating with
• Know your Content: be clear and concise, understand what it is
that you are trying to convey
• Be Specific: don’t generalize
• C3’s: Be Clear, Concise, and Complete: focus on the subject
at hand
• Practice Dynamic Listening: Listen so that the other person knows
your listening
• Think Proactively: know that making things happen evolves others
• Be Genuine/ Be Honest: Answer questions consistently and honesty
• Control Communications: Don’t let communications control you
• Listen and Control Non-Verbal (Body Language): Be aware of the
message you are conveying
• Ask Good Questions: Ask questions that enhance understanding,
don’t accept verbatim
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• Confirm agreement with all parties: don’t create situations
where parties are choosing sides
• Form: Bring the parties together (put the puzzle pieces on the
table)
• Storming: Get to know the pieces of the puzzle
• Norming: Start putting the pieces together
• Performing: Things are moving forward, the puzzle is taking form
• Adjourning: Maturity of acceptance has been achieved,
team moves on to other things
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• Short term thinking over long term plans: Due to sprint methodology,
thought process is short term. Development team has their “eye on
the ball”, who is it that has their eye on the long term perspective?
• The Agile professional in the corporate plan: The “corporate
role definition” is for many firms is “work in progress”.
• The Transparency myth: implies you can identify low performers:
that sprint intervals may not include all parameters, old school
mentality may be evident. Unknown blockers may be in place.
• Short term value over long term value: Sprint focus is on deliver
immediate gratification (short term value being the nature of
the sprint). The short term ramifications on the long term plan
need to be understood.
• Agile is commonly used to create an emergency situation:
Urgent methodic may be a motivation factor for some but as
well stress for others.
Release Planning
• Release planning is conducted by Product Owner in
cooperation with customer and other stakeholders
• Release is defined at system/ program level
• Average duration is 3 months
• Features must be Prioritized
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Sprint Planning
The Sprint Backlog consist of the following:
Estimations
• No time-based units
• Utillize relative effort based units
Estimation Roles
Estimation Handling
180
120
80
40
0
0 12 3
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• Sprint Goal Success Rate (High)
• (Escaped) Defects (Low)
• Velocity (High and Sustainable)
• Satisfaction (High)
• Team Member Turnover (Low)
• Burn Down Rate (High)
Inforamtion Radiator
500
400
300
STORY POINTS
200
100
0
0 1 2 3 4 5 6 7 8 9 10 11 12
-100
-200
-300
Burn-Up-Chart
800
700
600
500
400
300
200
Done
100
0
1 2 3 4 5 6 7 8 9 10 11 12
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Sprint Progress Monitoring
product assembly
in a form that all t 2, t 2,1
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affilated parties can Item #2
t2
,7
Item #4
Workspace
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