KEMBAR78
Agile workflow in software engineering - SDLC | PPTX
Agile Principles
and Mindset
What is
Agile  Developed for Software projects, but it is a
methodology that can be used on all Projects types
 Agile is an umbrella term that is used to refer to
different types of iterative development
 Scrum is the most common method of agile, there
are others such as extreme programming (XP), lean
development, and Kanban.
Agile vs. Traditional Project Management
Agile builds in increments vs. as a whole
Agile does planning throughout vs. done all at
once
Agile delivers products over time vs. all at
once
Customers sees value faster vs. at the end
Agile wants changes vs. discouraging changes
Agile Benefits
Customer involved throughout the life cycle
Greater Customer Interaction with all stakeholders
 Constant Feedback is required to stay current and
successful
Greater Value up front
Change is welcomed by all stakeholders
Agile Concurrent Development
• Fund incrementally – opt to extend, redirect
or cancel at a very granular level
• Deliver & realize value steadily
• Validate designs with users & customers
• Continuously adapt to risk and change
• Integrate early & often
Agile Declaration of Interdependence
(DOI) Agile and adaptive approaches for linking people, projects and value
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 shared
responsibility for team effectiveness.
We improve effectiveness and reliability through situationally specific
strategies, processes and practices.
©2005 David Anderson, Sanjiv Augustine, Christopher Avery, Alistair Cockburn, Mike Cohn,
Doug DeCarlo, Donna Fitzgerald, Jim Highsmith, Ole Jepsen, Lowell Lindstrom, Todd Little,
Kent McDonald, Pollyanna Pixton, Preston Smith and Robert Wysocki.
Agile
Mindset Welcoming change
Working in small value increments
Using build and feedback loops
Learning through discovery
Value -driven development
Failing fast with learning
Continuous delivery
Continuous improvement
Inverting the Triangle
Fixed
Variable
Scope
Scope
Time Cost
Traditional
Time Cost
Agile
Agile Manifesto
Create in 2001
Contains:
◦4 values
◦12 guiding
principles
https://
agilem
anifest
o.org/
The Agile Manifesto
Values
Individuals & interactions Processes & tools
over
Working software
Comprehensive
documentation
over
Customer collaboration Contract negotiation
over
Responding to change Following a plan
over
That is, while there is value in the items on the right,
we value the items on the left more.
www.agilemanifesto.org
We are uncovering better ways of developing software by doing it and
helping others do it. Through this work we have come to value:
Individuals and interactions over processes and tools
While processes and tools will likely be necessary on
our projects, we should focus the team's attention on
the individuals and interactions involved.
Projects are undertaken by people, not tools
Problems get solved by people, not processes
Projects are ultimately about people
Working software over comprehensive documentation
Focus on the delivering value vs. paperwork.
Agile documents should be barely sufficient
Done just in time
Done just because
Delivering software that does what it should
comes first, before creating documentation.
Agile dramatically simplify the administrative
paperwork relating to time, cost, and scope control
Customer collaboration over contract negotiation
Be flexible and accommodating, instead of fixed
and uncooperative
Manage change, don’t suppress change
Shared definition of “done”
Requires trusting relationship
Responding to change over following a plan
Spend effort and energy responding to changes
Software projects tend to have high rates of
change
Agile Guiding Principles 1-3
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.
Agile Guiding Principles 4-6
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 Guiding Principles 7-9
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.
Agile Guiding Principles 10-12
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.
Agile Methods
Over 12 agile methodologies
Scrum
Extreme Programming (XP)
Kanban Development
Lean Software Development
Agile Terms
Product Owner - Designated person that represents the customer on the project
Agile Project Manager/Scrum Master – Manages the agile project
Product Backlog - Project requirements from the stakeholders
Sprint Planning Meeting- Meeting done by the agile team to determine what features will be done in the next sprint
Sprint Backlog – Work the team selects to get done in the next sprint
Sprint - A short iteration where the project teams work to complete the work in the sprint backlog, (1-4 weeks typical)
Daily Stand Up Meeting - A quick meeting each day to discuss project statuses, led by the Scrum Master. Usually 15 minutes
Sprint Review – An inspection done at the end of the sprint by the customers
Retrospective – Meeting done to determine what went wrong during the sprint and what when right. Lesson learned for the sprint.
Partial Completed Product - Customers Demo the product and provides feedback. This feedback adjust the next Sprint priorities
Release - Several Sprints worth of work directed to operations for possible rollout and testing
Sprint = Iteration
Agile Process
Sprint
Backlog
Product
Backlog
Customers/Product
Ownwer
Sprint
Planning
Meeting
Sprint Review
Meeting
Sprint
REtrospective
Potentially
Shippable Product
Increment
Sprint/Iteration
Scrum
Set of team guidance practices, roles, events, artifacts,
and rules
Based on three pillars of Transparency, Inspection, and
Adaptation:
◦Transparency
◦ Visibility to those responsible for the outcome
◦Inspection
◦ Timely checks on how well a project is progressing toward goals
◦ Looks for problematic deviations or differences from goals
◦Adaptation
◦ Adjusting a process to minimize further issues if an inspection shows a
problem or undesirable trend
Scrum Roles & Responsibilities
Product Owner
◦Owns Product vision
◦Defines features, decides on release date and content
◦Responsible for market success
◦Prioritizes features according to market value
◦Can change features and priorities every Sprint
ScrumMaster
◦ Responsible for facilitating process
◦ Focuses Team and protects them from external
interruption
◦ Looks for ways to enhance productivity
◦ Assists Product Owner in leveraging Scrum
Scrum Roles & Responsibilities
Development Team
◦Small group containing all necessary project
skills
◦Focuses on steady delivery of high quality
features
◦Generates options for delivery
◦Manages own work within Sprints
Scrum Activities
The Scrum methodology refers to several different
types of activities:
1. sprint planning meeting
2. sprints
◦ Daily stand-up meeting
3. sprint review meeting
4. sprint retrospectives.
Sprint Planning
Meeting Used to determine what work will be done in that
sprint and how the work will be achieved.
The development team predicts what can be
delivered based on estimates, projected capacity, and
past performance to define the sprint goal.
The development team then determines how this
functionality will be built and how the team will
organize to deliver the sprint goal.
Output of this will be the sprint backlog. The work to
get done in the next sprint.
Sprints
A sprint is a timeboxed (time-limited) iteration of
1-4 weeks to build a potentially releasable product
Each sprint includes a sprint planning meeting,
daily Scrum, the actual work, a sprint review
meeting, and the sprint retrospective
During the sprint, no changes are made that
would affect the sprint
The development team members are kept the
same throughout the sprint
Daily Scrum (or Standup)
A 15-minute time-boxed activity for the
Development Team to synchronize activities
and create a plan for the next 24 hours
Should be held at the same time and place
each day
Each team member should answer 3
questions:
1. What did you do yesterday?
2. What will you do today?
3. Are there any impediments in your
way?
Sprint Review
Takes place at the end of the Sprint
Designed to gather feedback from
stakeholders on what the Team has completed
in the sprint
Team demonstrates work that was completed
during the sprint
To create a conversation between
the Team and the stakeholders about how to
make the product better
should be time boxed to no more than an
hour per week of Sprint
Sprint Retrospective
Opportunity for the Team to inspect and
create a plan for improvements to be done
during the next Sprint.
Team discusses:
What went well
What went
wrong
What to do
more of
What to do less
of
Scrum Artifacts
Product increment
Part of the product that is complete after each
sprint
Product Backlog
Prioritized list of valuable items to deliver
Sprint Backlog
List of committed items to be addressed within
Sprint
Product Backlog
Prioritized list of all work that needs to be done
to complete the product
List is dynamics, it evolves as the more work is
added and prioritized
Items in it is prioritized by the product owner
and is sorted by value
Most valuable items are listed first
Constantly being refined as more work is added
to it.
Team and product owner will “groom the
backlog”.
Product Increment
 Part of the product that is done
after each sprint
 Done to get feedback after
each sprint
 The product owner and team needs
to agree upon the “definition of done”
before the team starts working on the
product
Sprint
Backlog  The sprint backlog is the set of
items from the product backlog that
were selected for a specific sprint.
 The sprint backlog is accompanied
by a plan of how to achieve the sprint
goal, so it serves as the development
team's forecast for the functionality
that will be part of the sprint.
 It is a highly visible view of the
work being undertaken and may only
be updated by the development
team.
Definition of Done (DoD)
Definition of Done (DoD) is a shared
understanding of what it means when work is
considered done, it should be defined at the
beginning of the project, and it applies
globally to the project.
Definition of Done (DoD) is a crucial element
of a successful scrum software development
Might include things such as:
◦DoD for Unit & functional tests.
◦DoD Documentation.
◦DoD for a Writing code.
Extreme Programming (XP)
Software development centric agile method
Focus software development good practices
Scrum at the project management level focuses on
prioritizing work and getting feedback
XP Core Values
Simplicity
◦Reduce complexity, extra features, and waste
◦“ Find the simplest thing that could possibly work"
Communication
◦Team members know what is expected of them
and what other people are working on
◦Daily stand-up meeting is key communication
component
Feedback
◦Get impressions of correctness early
◦Failing fast allows for faster improvement
XP Core Values
Courage
◦Allow our work to be entirely visible to others
Respect
◦People work together as a team and everyone is
accountable for the success or failure of the project
◦Recognize people work differently and respect those
differences
XP Roles
Coach
◦Acts as a mentor, guiding the process and helping the
team stay on track. Is a facilitator helping the team
become effective.
Customer:
◦Business representative who provides the requirements,
priorities, and drives the business direction for the
project.
Programmers
◦Developers who build the product. Writes the codes.
Testers
◦Helps the customer define and write the acceptance tests
for the user stories.
Product Owner and Customer are equivalent
ScrumMaster and Coach are equivalent
XP Practices
Planning Activities (Games):
◦Release Planning:
◦Push of new functionality all the way to the production user
◦Customer outlines the functionality required
◦Developers estimate difficult build
◦Iteration Planning:
◦Short development cycles within a release (Scrum calls
"sprints”)
◦Conducted at start of every iteration, or every two
weeks
◦Customer explains functionality they would like in
iteration
◦Developers break functionality into tasks and estimate
work
◦Based on estimates and amount of work accomplished in
previous iteration,
XP Practices
Small Releases:
◦Frequent, small releases to test environments
◦Demonstrate progress and increase visibility for the customer
◦Quality is maintained: Rigorous testing or Continuous integration
Customer Tests:
◦Customer describes one or more tests to show software is working
◦Team builds automated tests to prove software is working.
Collective Code Ownership:
◦Any pair of developers can improve or amend any code
◦Multiple people work on all code, which results in increased visibility
and knowledge of code base
◦Leads to a higher level of quality; with more people looking at the
code, there is a greater chance defects will be discovered.
◦Less risk if programmer leaves, since knowledge is shared
XP Practices
Code Standards:
◦Follow consistent coding standard
◦Code looks as if it has been written by a single,
knowledgeable programmer
Sustainable Pace:
◦While periods of overtime might be necessary, repeated
long hours of work are unsustainable and
counterproductive
◦The practice of maintaining a sustainable pace of
development optimizes the delivery of long-term
value
XP Practices
Metaphor:
◦XP uses metaphors and similes to explain designs and
create a shared technical vision.
◦These descriptions establish comparisons that all the
stakeholders can understand to help explain how
the system should work.
◦For example, “The invoicing module is like an Accounts
receivable personnel who makes sure money
collected from our customers”.
Continuous Integration:
◦Integration involves bringing the code together and
making sure it all compiles and works together.
◦This practice is critical, because it brings problems to
the surface before more code is built on top of
faulty or incompatible designs.
XP Practices
Test -Driven Development (TDD):
◦The team writes tests prior to developing the new
code.
◦If the tests are working correctly, the initial code that
is entered will fail the tests
◦The code will pass the test once it is written correctly.
Pair Programming:
◦In XP, production code is written by two developers
working as a pair to write and provide real-time
reviews of the software as it emerges.
◦Working in pairs also helps spread knowledge about
the system through the team.
XP Practices
Simple Design:
◦Code is always testable, browsable, understandable, and
explainable
◦Do the simplest thing that could possibly work next. Complex
design is replaced with simpler design
◦The best architectures, requirements, and designs emerge
from self-organizing teams
Refactoring:
◦Remove redundancy, eliminate unused functionality, and
rejuvenate obsolete designs
◦Refactoring throughout the entire project life cycle saves
time and increases quality
◦Code is kept clean and concise so it is easier to understand,
modify, and extend
Some Basic Terminology Review
Scrum
Extreme
Programming (XP) Definition
Sprint Iteration Fixed-length period of time
(timebox)
Release Small Release Release to production
Sprint/Release
Planning
Planning Game Agile planning meetings
Product Owner Customer Business representative to
project
Retrospective Reflection “Lessons learned”-style meeting
ScrumMaster Coach Agile project manager
Development
Team
Team Empowered Cross-Functional
team
Daily Scrum Daily Standup Brief daily status meeting
Lean Software Development
Lean was started by Toyota as manufacturing method that
was applied to software development.
Principles:
◦ Using visual management tools
◦ Identifying customer-defined value
◦ Building in learning and continuous improvement
Lean Software Development
Lean
Eliminate
Waste
Empower
the team
Deliver
Fast
Optimize
the
Whole
Build
Quality In
Defer
Decisions
Amplify
Learning
Lean Software Development
Eliminate waste:
◦ To maximize value, we must minimize waste. For software systems, waste can take the form of
partially done work, delays, handoffs, unnecessary features.
Empower the team:
◦ Rather than taking a micro-management approach, we should respect team member’s superior
knowledge of the technical steps required on the project and let them
Deliver fast:
◦ Quickly delivering valuable software and iterating through designs.
Optimize the whole:
◦ We aim to see the system as more than the sum of its parts.
Lean Software Development
Build quality in:
◦ Build quality into the product and continually assure quality throughout the
development process
Defer decisions:
◦ Balance early planning with making decisions and committing to things as late as
possible.
Amplify learning:
◦ This concept involves facilitating communication early and often, getting feedback as
soon as possible, and building on what we learn.
Seven Wastes of Lean
1. Partially done work
2. Extra Processes
3. Extra features
4. Task switching
5. Waiting
6. Motion
7. Defects
Kanban Development
Kanban development is derived from the lean production system used at
Toyota.
"Kanban" is a Japanese word meaning "signboard."
Items In Progress Testing Done
6 cards 4 cards
Kanban five core principles:
Visualize the workflow:
◦ Software projects, by definition, manipulate knowledge, which is intangible and invisible.
Limit WIP:
◦ Keeping the amount of work in progress low increases the visibility of issues and
bottlenecks
Manage flow:
◦ By tracking the flow of work through a system, issues can be identified and changes can
be measured for effectiveness
Make process policies explicit:
◦ It is important to clearly explain how things work so the team can have open discussions
about improvements
Improve collaboration:
◦ Through scientific measurement and experimentation, the team should collectively own
and improve the processes it uses.
Kanban Limit Work in Progress
https://herdingcats.typepad.com/my_weblog/2014/08/the-
use-and-misuse-of-littles-law.html
Other agile
methods
Feature-Driven Development
◦Team will first develop an overall model for
the product then build a list, and plan
the work.
Dynamic Systems Development
◦One of the first agile methods and follows
eight principles.
Crystal
◦It’s a customized methodologies that are
coded by color names.
Leading Effectively
Tap into people’s intrinsic motivations
◦Discover why team members want to do something and
what motivates and then align that to the project
goals
Management vs Leadership
◦Management  Mechanical Focus
◦Leadership  Humanistic Focus (on people and
purpose)
Management Focus Leadership Focus
Task/things People
Control Empowerment
Command Communication
Leading Effectively
Servant Leadership
◦Leader provides what the team needs
1.
2.
3.
4.
Shield team from interruptions
Remove impediments to progress
(Re)Communicate project vision
Carry food and water
Twelve Principles for Leading Agile Projects
1. Learn the team members needs
2. Learn the project requirements
3. Act for the simultaneous welfare of the
team and the project
4. Create an environment of functional
accountability
5. Have a vision of the completed
project
6. Use the project vision to drive your own
behavior
©2002 Jeffery Pinto, Project Leadership from Theory to Practice
Twelve Principles for Leading Agile Projects
7. Serve as the central figure in successful
project team development
8. Recognize team conflict as a positive
step
9. Manage with an eye toward ethics
10. Remember that ethics is not an
afterthought, but an integral part of our
thinking
11. Take time to reflect on the project
12. Develop the trick of thinking backwards
Leadership Tools and Techniques
Using these tools still need soft-skills
approach
Modeling Desired Behavior
◦Honesty
◦Forward-Looking
◦Competent
◦Inspiring
Communicating project vision
Enabling others to act
◦Switch from exclusive tools to
inclusive tools
Being willing to change the
status quo
Leadership Task
Practice Transparency through Visualization
Crate a safe environment for
experimentation
Experiment with new techniques and
processes
Share knowledge through
collaboration
Encourage emergent leadership vis a safe
environment
Value-Driven Delivery
Value-Driven Delivery
Projects undertaken to generate business value
◦Produce Benefit
◦Improve Service
◦Market Demand
◦Safety Compliance
◦Regulatory Compliance
Early Value Delivery
Agile promote early and often delivery
Aim to deliver highest value early in project
◦Deliver as many high-value components as soon
as possible
◦ Reduces risk
◦Stakeholder satisfaction  Project success
◦ Shows understanding of stakeholders’ needs
◦ Stakeholders are engaged
◦ Builds confidence of stakeholders in team
Reduce Waste
Minimize Waste, E.g:
◦Partially done work
◦Extra processes
◦Extra features
◦Waiting
◦Defects
Assessing Value - Financial Metrics
Return on investment (ROI)
◦The ratio of the benefits received from an
investment to the money invested.
Usually a percentage
Internal rate of return (IRR)
◦Interest rate you will need to get in today’s
money to receive a certain amount of
money in the future
Present Value/Net Present value (NPV)
◦Value of future money in today’s terms
Assessing Value - Financial Metrics
Earned Value Management
◦Formulas that monitor the value of the
project as its progressing.
Accounting on Agile Projects
Refers to how the different economic
models of agile works
Agile accounting is different than
traditional accounting
Agile looks to deliver value as quickly as
possible
Uses minimal viable product (MVP)
This leads to more opportunity for
incremental funding
Key Performance Indicators (KPI’s)
Uses as a way to measure the project progress
◦Rate of progress: How much points has been
completed
◦Remaining work: How much work is yet to be
done from the backlog
◦Likely completion date
◦Likely Cost remaining
Regulatory Compliance
Mandated requirements usually by
government agencies
Must be implement into the project work as
regular development work
Doing it after the project work is done
Risk Management
Risk is closely related to value Considered as anti-value
Usually has the potential to remove, erode or reduce value with threats
Managing Risks
Process
Plan Risk
Management
Identify Risks
Quantitative
Risk Analysis
Qualitative
Risk Analysis
Plan Risk
Responses
Implement
Risk
Responses
Monitor and
Control Risks
Traditional Risk Management Approach
Tools to Manage
Risk
Risk-adjusted backlog
Risk burndown chart
2
How Customers Conduct Value Prioritization
Valued based prioritization is the one of core practices in agile
planning
Features are prioritized on the basis of business value, risk and
dependencies
Some of prioritization techniques used:
◦Simple Scheme
◦MoSCoW prioritization
◦Monopoly Money
◦100-point method
◦Dot Voting or Multi-voting
◦Kano Analysis
◦Requirements Prioritization Model
Prioritization Techniques
Simple Scheme
◦Priority 1, Priority 2, Priority 3, etc.
◦Could be problematic as many items might become the first
priority.
MoSCoW prioritization
◦Must have
◦Should have
◦Could have
◦Would like to have, but not this time
Prioritization Techniques
Dot Voting or Multi-voting
◦Each person gets a certain number of dots to distribute to the requirements
Monopoly Money
◦Give everyone equal monopoly money
◦They then distribute the funds to what they value the most
100-point method
◦Each person is given 100 points
◦They then use that to distribute to individual requirements
Prioritization Techniques
Kano Analysis
◦Helps to understand the customers satisfaction
◦Delighters/Exciters
◦Satisfiers
◦Dissatisfiers
◦Indifferent
https://foldingburritos.com/kano-model/
Prioritization / Ranking is
Relative
Doesn’t matter what techniques the customers uses priority, the end
results should be a list of prioritized features.
Delivering Value Incrementally
Incremental delivery is about deploying working parts of a product over the life of the
project
In software development, its first delivered to a testing environment then to
production
This will reduce the amount of rework by discovering issues early and fixing them
Delivering Value Incrementally
http://www.agilemodeling.com/essays/costOfChange.htm
Minimal Viable Product (MVP)
Refers to a set of functionality that is
complete to be useful, but small
enough not to be an entire project
Usually a module in a software
Tools for Agile Projects
Low-tech, high-touch over computer models
When using computer models problems
could arise such as:
◦Data accuracy perception increases
◦No stakeholder interaction. Only a few people
would update them
Low-Tech, High-Touch Tools
Use card, charts, whiteboards, and
walls
Promotes communication and
collaboration
Skip using a computer Gantt chart to a
Kanban board
Kanban/Task Board
An "information radiator" - ensures efficient
diffusion of information
Can be drawn on a whiteboard or even a section of
wall
Makes iteration backlog visible
Serves as a focal point for the daily meeting
Items In Progress Testing Done
6 cards 4 cards
Limit WIP (Work in Progress)
Includes work that has been started but
not completed yet
Represents money spent with no return
Hides process bottlenecks that slow the
processes
Represents risk in form of potential risk
Agile processes aim to Limit and
optimize WIP
Optimal WIP makes processes
efficient
Cumulative Flow Diagrams (CFD’s)
Stack graphs that show how work is
progressing
100
0
200
300
400
700
600
500
Ready
Dev
Test
Deplo
yed
Cumulative Flow Diagrams (CFD’s)
Bottlenecks and Theory of Constraints
Cumulative Flow Diagrams (CFD’s)
Bottlenecks and Theory of Constraints
Bottleneck
Activity
Widening area
activity
Frequent Verification and Validation
Resolve problems as soon as possible
Don’t let little problems grow over time
Agile Chartering
High-level (uses the W5H)
Agreement
Authority to proceed
Focuses on how project
will be conducted
◦Allows for flexibility and
ability to deal with
change
Project specific processes
outlined
May use project Tweet – Describes project goal
in 140 Characters or less.
Definition of
“Done”
Creating a shared vision of what done looks
like
Should be done for:
◦User stories
◦Releases
◦Final project deliverables
Agile Modeling
Different modeling techniques that are
used to help establish the shared vision
Should be lightweight or “barely
sufficient”
Agile Modeling
◦Use case diagrams
◦ Visually shows how users would use an application
https://en.wikipedia.org/wiki/Use_case_diagram
Agile Modeling
◦Data models
◦ How the data are structured in tables and their
relationships
http://www.agiledata.org/essays/dataModeling101.html
Agile Modeling
◦Screen designs
◦ Simple screen shots
http://agilemodeling.com/artifacts/uiPrototype.htm
Wireframes
Wireframes
◦Quick mock-up of product
◦“low-fidelity prototyping”
◦Clarify what “done” looks like
◦Validate approach prior to execution
Personas
Personas
◦Quick guides or reminders of key stakeholders and interests
◦ Provide description of users
◦ Be grounded in reality
◦ Be goal-oriented, specific, and relevant
◦ Be tangible and actionable
◦ Generate focus
◦Help team focus on valuable features to users
Personas
Name: Andrew Jones– Certified Accountant
Value:
Andrew would like to ensure all
company bills are paid on time
while using online auto payments.
He would like to ensure customers
are reminded automatically of
outstanding balances.
He is looking to print the
receivables and payable reports
on a weekly basics to check on
bills and invoices.
Description:
Andrew has been an Accountant
for over 10 years and has worked
at many large accounting firms.
He likes to be organized and get
his work done on time.
Communicating with Stakeholders
Face to face communication
Two-way communication
Knowledge sharing
Information Radiators
Social Media
Face-to-face Communication
Face to face communication
http://www.agilemodeling.com/essays/communication.htm
Communicating with Stakeholders
Two-way communication
◦Just don’t ask for confirmation or concerns, but
actually listen to what they have to say
Knowledge sharing
◦Agile teams work closely with each other such
as with pair-programming.
◦Using Kanban boards or wireframes are ways to
share information
◦Use of low-tech tools like a whiteboard will
allow all to see the work and
understand it
◦We must encourage it
Communicating with Stakeholders
Information Radiators
◦Things that are highly visible
◦Used to display information
◦Usually includes chats, graphs and boards
Social Media
◦Use to communicate
◦Can include twitter or Instagram
Green Zone/Red Zone
Red Zone:
◦Blames others for everything
◦Responds defensively
◦Feels threatened
◦Triggers defensiveness
◦Doesn’t let go or forgive
◦Uses shame and blame
◦Focus on short-term advantage
◦Doesn’t seek or value feedback
◦Sees conflict as a battle and only seeks to win
◦Communicates high level of disapproval
◦Sees others as the problem or enemy
◦Does not listen effectively
Green Zone/Red Zone
Green Zone:
◦Take responsibility
◦Seeks to respond nondefensively
◦Is not easily threatened psychologically
◦Attempts to build success
◦Uses persuasion rather than force
◦Thinks both short and long term
◦Welcomes feedback
◦Sees conflict as a natural part of life
◦Seeks excellence rather than victory
◦Listens well
People Over
Processes
Projects are done by people, not tools
◦Agile manifesto: “Individuals and Interactions
over processes and tools”
Focus on the people side of the project
Projects are more about people management
than tools management
People Over
Processes
COCOMO
◦Constructive Cost Model
◦To determine correlation between project input
variables and final cost to use to estimate future
projects
◦People factors has a score of 33…11 times more
significant than tools and processes
COCOMO II
33
10
4
3
1
1
1
0 5 10 15 20 25 30 35
People
Product
Computer
Tools and Process
Design reuse
Project Precedence
Schedule Constraints
Development/Delivery Team
Group that build and test the increments of
the product
◦Build product in increments
◦Update information radiators
◦Self organize and directing
◦Share progress by doing daily stand-up
meetings
◦Write acceptance tests
◦Demo the completed product
increments
◦Holds retrospectives at the end of
sprints
◦Does release and sprint planning and
estimations
Product Owner/Customer
Prioritizing the product features
Manage the product backlog ensuing its
accurate and up to date
Ensures the team has a shared
understanding of the backlog items
Defines the acceptance criteria
Provides the due dates for the releases
Attends planning meeting, reviews, and the
retrospective.
Agile Project Manager (ScrumMaster/Coach)
Act as a servant leader
Help the team self-organize and direct
themselves
Be a facilitator
Ensure the team plan is visible and the
progress is known to the stakeholders
Act as a mentor and coach
Work with the product owner to manage
the product backlog
Facilitates meeting
Ensure issues are solved
Building Teams
Self-Organizing
Self-Directing
Small teams
with fewer
than 12
members
Generalizing Specialists
Have members that can do different
tasks
Members skilled in more than one area
Share work reduce bottleneck
High-Performance Agile Teams
Have a shared vision
Realist goals
Fewer than 12 members
Have a sense of team identity
Provide strong leadership
Tuckman’s Five Stages of Team Development
1. Forming: team comes together and starts to
get to know each other. There is not much
conflict or communication.
2. Storming: team members start to have
conflicts with each other. They start to learn of
each other’s ideas and may not agree with
them. Most conflicts takes place in this stage.
3. Norming: the team members begin to agree
with each other on the best methods to build
the deliverables. Generally, everyone is coming
to a consensus.
4. Performing: the team is performing well and is
working without conflict.
5. Adjourning: In this stage, the project is
completed and the team is reassigned.
Adaptive Leadership
Forming
Storming
Norming
Performing
Adjourning
Directing
Coaching
Supporting
Delegating
Concept of adapting how we lead team based on
specific circumstances and how mature team is in
formation
Training, Coaching, and Mentoring
Training
◦Teaching of skills or knowledge
Coaching
◦Process that helps a person develop and improve their skills
Mentoring
◦More of a professional relationship that can fix issues on an as-needed basis
Help team stay on track, overcome issues, and continually improve skills
Individual level Whole-team level
Team Spaces
Co-located Teams
Team Spaces
Osmotic Communication
Global and Cultural Diversity
Distributed teams
Co-Located Teams
All team member work together in the same
location
Allows for face-to-face time and interaction
Should be within 33 feet of each other
No physical barriers
Sometimes a virtual co-location
Team Space
Lots of low-tech, high touch
◦Whiteboards and task boards
◦Sticky notes, flip charts
◦Round table
◦No barriers to face-to-face communication
Caves and Common
◦ Caves  space team members can retreat to individually
◦ Common  space team members can work as group
Osmotic Communication
◦ Information flows that occur as part of everyday conversations and
questions
◦ 33 feet or 10 meters
Tacit Knowledge
◦ Information that is not written down; supported through collective
group knowledge
Global and Cultural Diversity
Time Zones
Cultures
Native
Languages
Styles of
communica
tions
Distributed Teams
At least one team member working off-site
Need to find ways to replicate co -location
team benefits
Agile Tools
◦Low-Tech, High-Touch Tools
◦Digital Tools for distribute teams
◦ Video conferencing
◦ Interactive whiteboards
◦ IM / VoIP
◦ Virtual card walls
◦ Web cams
◦ Digital cams
Tracking Team Performance
Burn Charts
◦Burnup
◦Burndown
Velocity Charts
Burnup
Chart
Work that has been done
Burndown
Chart
Burndown Chart
Work that remains to be done
Velocity Charts
25
20
15
10
5
0
1 2 3 4 5 6 7
8
9 10 11 12
Iterations
Show how the team is performing
Velocity Charts
If a team has complete 3 iterations with the
average velocity of 18 points per iteration, how
many iterations would it take to complete 250
points of work?
=250/18 = About 14 more iterations.
Agile
Plans Agile planning varies from traditional
planning
1. Trial and demonstration uncover true
requirements, which then require
replanning
2. Agile planning is less of an upfront
effort, and instead is done more
throughout the project
3. Midcourse adjustments are the
norm
Principles of Agile Planning
1. Plan at multiple levels
2. Engage the team and the customer in planning
3. Manage expectations by frequently demonstrating progress
4. Tailor processes to the project’s characteristics
5. Update the plan based on the project priorities
6. Ensure encompassing estimates that account for risk,
distractions, and team availability
7. Use appropriate estimate ranges to reflect the level of
uncertainty in the estimate
8. Base projections on completion rates
9. Factor in diversion and outside work
Decomposing Requirements
User
Stories User Stories / Backlogs
• Business functionality within a feature that involves
1-3 days of work.
• Acts as agreement between customers and
development team
• Every requirement is user story
• Every story, including technical stories, has
value
• Common structure of a user story
As a <user type>
I <want to/need, etc.> goal
So that <value>
User Story Example
“As an payroll clerk, I want to be able to view a report
of all payroll taxes, so that I can pay them on time”
“As a sales person, I want to be able to see a current
list of leads, so that I can call them back quickly”
“As student of this course, I want to be able to
understand the requirements of the exam, so that I
know if I qualify for it or not”
Three C’s of Stories
Have users write the stories on index
cards
No details, it’s used to help conversate
3 Cs:
◦Card
◦Conversation
◦Confirmation
User Stories - INVEST
Effective user stories should be “INVEST”
Independent
◦ Should be independent so it can reprioritize
Negotiable
◦ Should allow for trade-off’s based on cost and function
Valuable
◦ Should clearly state the value of it
Estimatable
◦ Should be able to estimate how long to complete
Small
◦ Stories should be between 4-40 hours of work
Testable
◦ Should be testable to ensure it will be accepted once
competed
User Story Backlog (Product Backlog)
Prioritize Requirements
Refining (Grooming) Backlog
◦Keeping the backlog updated
and accurately prioritized
Relative Sizing and Story
Points
Absolute estimates are difficult for humans to
make
Estimates should be relative
Assign points to each story using a relative
numbers
Fibonacci Sequence
https://en.wikipedia.org/wiki/Fibonacci_number
Fibonacci Sequence: 1, 2, 3, 5, 8, 13, 21
Guidelines for Using Story Points
Team should own the definition of their story
points
Story point estimates should be all-inclusive
Point sizes should be relative
Complexity, work effort, and risk should all be
included in the estimate
Product Roadmap
Shows when features will be delivered
and what is included in each release
Can convert the story map into a
product roadmap
Types of Iterations
Iteration 0
◦ Set the stage for development efforts
◦ Doesn’t build anything
Development Iteration
◦ Build the product increment
Iteration H (hardening sprint or release)
◦ Done at the end to clean up codes or producing
documentation
Iteration
0
Dev
Iteration
Dev
Iteration
Dev
Iteration
Dev
Iteration
Iteration
H
Spikes
◦Architectural spike
◦ Period of time dedicated to proof of concept
◦Risk-Based Spike
◦ Team investigate to reduce or eliminate risk
Iteration Planning
Meeting run by the delivery team.
Discuss the user stories in the backlog
Select the user stories for the iteration
Define the acceptance criteria
Break down the user stories into task
Estimate the task
Release Planning
Meeting with all stakeholders to determined
which stories will be done in which iterations
for the upcoming release.
Selecting the user stories for the release
◦Using Velocity – points per iteration
Slicing the stories
◦Breaking down stories that are too large to be
completed in 1 iteration
Understand How Problems Happen
All projects will have problems
As a project is progressing the agile PM
should expect issues to happen
Over time issues can delay or change a
project objectives
Cost of Change
Over time the cost of change will increase
Cost of Change
Technical Debt
Backlog of work caused by not doing
regular cleanup
If not done will lead the increase cost of
development and make it harder to
implement changes
Refactoring is the solution
Failure Modes
Why do people Fail:
1. Making mistakes
2. Preferring to fail conservatively
3. Inventing rather than researching
4. Being creatures of habit
5. Being inconsistent
Success
Modes Why do we succeed:
1. Being good at looking around
2. Being able to learn
3. Being malleable
4. Taking pride in work
Success Strategies
Balance discipline with tolerance
Start with something concrete and tangible
Copy and alter
Watch and listen
Support both concentration and communication
Match work assignment with the person
Retain the best talent
Use rewards that preserve joy and combine
rewards
Get feedback
Lead Time and Cycle Time
Lead/Cycle time
◦Lead time: how long something takes to go through
the entire process
◦Cycle time: how long something takes to go through a
part of the process. Part of lead time.
Cycle Time
◦Measure of how long it takes to get things done
◦Closely related to work in progress (WIP)
◦ Excessive WIP is associated with several problems
◦ Represents money invested with no return on investment yet
◦ Hides bottlenecks in processes & masks efficiency issues
◦ Represents risk in form of potential rework
Cycle
Time Long cycle times lead to increased amounts of WIP
𝐶𝑦𝑐𝑙𝑒
𝑇𝑖𝑚𝑒 =
W𝐼
𝑃
𝑇ℎ𝑟𝑜𝑢𝑔ℎ𝑝
𝑢𝑡
Throughput: Amount of work that can done in a time period
Cycle Time Question
What would be the cycle time of feature A, if
it requires 60 points of work and the team
can complete 5 points per day?
=60/5 points per day = 12 days.
Defects
Longer defects are left, more
expensive to fix
More work may have been built on top
of bad design, resulting in more work
to be undone
Later in development cycle, more
stakeholders impacted by defect and
more expensive to fix
Escaped Defects
◦Defects that make it to the customer
Variance and Trend Analysis
Variance measure of how far apart things
are (or vary)
Trend Analysis measure that provides insight
into future issues
◦ Lagging Metrics provides information on
something that has already happened
◦ Leading Metrics provides information on is or
is about to occur
Control Limits
Help diagnose issues before issue occurs
Provide guidelines to operate within
Risk
Risk Adjusted Backlog
◦Adjusting the backlog for risk
◦Done after risk response
Expected Monetary Value = Impact($) x
Probability(%)
Risk Severity
◦Risk Probability x Risk Impact
◦Uses a scale of numbers (E.g 1-5)
Risk
Risk Burndown Graphs
Continuous
Improvement
Kaizen
Kaizen is a process for continuous improvement
name after the Japanese word
Focus on the team to implement small incremental
improvement
Usually follows the Plan-Do-Check-Act (PDCA) cycle
by Edwards Deming
PDCA
Plan
Do
Check
Act
Agile
Cycle
Plan
Develop
Evaluate
Learn
Process Analysis
Review and diagnose issues
Look for tailoring possibilities
Process Tailoring
Amend methodology to better fit project
environment
Change things for good reason, not just for
sake of change
Develop a hybrid
Value Stream Map
Optimize the flow of information or
materials to complete a process
Reduce waste (waiting times) or
unnecessary work
Steps to creating:
◦Identify the product or service
◦Create a value stream map
◦Review to find waste
◦Create a new map with the desire
improvement
◦Develop a roadmap to implement
the fixes
◦Plan to revisit it again
Value Stream Map Example
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Pre-Mortems
Team meeting that looks at possible
things that can cause failure during a
project before they take place
Steps include:
◦Think what the failures might be
◦Create a list of reasons that can cause the
failures
◦Review the project plan to determine
what can be done to reduce or
remove the reasons for failure
Retrospectives
Special meeting that takes place after
each iteration
Inspect and improve methods and team
work
Offers immediate value
Should have a 2 hour time limit
Retrospectives Stages
About 2 Hours for a typical retrospective
1. Set Stage – 6 Minutes
2. Gather Data – 40 Minutes
3. Generate Insights – 25 Minutes
4. Decide What to Do – 20 Minutes
5. Close Retrospective – 20 Minutes
1. Set the
Stage Start of the retrospective
Help people to get focus
Encourage participation to ensure everyone start
talking early
Outlining the approach and topics for discussion
Get people in mood for contributing information
Activities include:
◦Check-In
◦Focus On/Focus Off
◦ESVP
◦ People identify if they are an explorer, shopper, vacationer, or
Prisoner
2. Gather
Data Create a picture of what happened during the
sprint
Start to collect information to be used for
improvement
Activities:
◦Timeline
◦Triple Nickels: break the team into 5 groups to spend
5 minutes collecting 5 ideas, 5 time
◦Mad, Sad, Glad: what where the team emotion as
the sprint was taking place
3. Generate
Insights
Analyze the data
Helps to understand what was found
Activities Include:
◦Brainstorming
◦Five Whys: asking why five times
◦Fishbone analysis
◦Prioritize with dots: use a dot voting
technique
Fishbone
Analysis
Fail PMP Exam
Work/Famaily Exam
Lack of
Wrong material
Lack of
Anxiety
Cold/Hot exam room
Distraction from studying
Too much work
Run out of time
4. Decide what to do
Decide what to do about the problems that was
found
How can we improve for the next iteration
Activates include:
◦Short Subjects
◦Smart Goals
Short Subjects
Team decides what actions to take in
the next iteration:
◦Start doing
◦Stop doing
◦Do more of
◦Do less of
SMART
Goals
Team sets goals that are SMART:
◦ Specific
◦ Measurable
◦ Attainable
◦ Relevant
◦ Timely
5. Close the Retrospective
Opportunity to reflect on what
happened during the retrospective
Activities include:
◦Plus/Delta: make two column of what
the team will do more of and what
to do less of
Team Self-Assessments
Uses to evaluate the team as a hold
Things to evaluate can include:
◦Self-organization
◦Empowered to make decisions
◦Belief in vision and success
◦Committed team
◦Trust each other
◦Constructive disagreement

Agile workflow in software engineering - SDLC

  • 1.
  • 2.
    What is Agile Developed for Software projects, but it is a methodology that can be used on all Projects types  Agile is an umbrella term that is used to refer to different types of iterative development  Scrum is the most common method of agile, there are others such as extreme programming (XP), lean development, and Kanban.
  • 3.
    Agile vs. TraditionalProject Management Agile builds in increments vs. as a whole Agile does planning throughout vs. done all at once Agile delivers products over time vs. all at once Customers sees value faster vs. at the end Agile wants changes vs. discouraging changes
  • 4.
    Agile Benefits Customer involvedthroughout the life cycle Greater Customer Interaction with all stakeholders  Constant Feedback is required to stay current and successful Greater Value up front Change is welcomed by all stakeholders
  • 5.
    Agile Concurrent Development •Fund incrementally – opt to extend, redirect or cancel at a very granular level • Deliver & realize value steadily • Validate designs with users & customers • Continuously adapt to risk and change • Integrate early & often
  • 6.
    Agile Declaration ofInterdependence (DOI) Agile and adaptive approaches for linking people, projects and value 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 shared responsibility for team effectiveness. We improve effectiveness and reliability through situationally specific strategies, processes and practices. ©2005 David Anderson, Sanjiv Augustine, Christopher Avery, Alistair Cockburn, Mike Cohn, Doug DeCarlo, Donna Fitzgerald, Jim Highsmith, Ole Jepsen, Lowell Lindstrom, Todd Little, Kent McDonald, Pollyanna Pixton, Preston Smith and Robert Wysocki.
  • 7.
    Agile Mindset Welcoming change Workingin small value increments Using build and feedback loops Learning through discovery Value -driven development Failing fast with learning Continuous delivery Continuous improvement
  • 8.
  • 9.
    Agile Manifesto Create in2001 Contains: ◦4 values ◦12 guiding principles https:// agilem anifest o.org/
  • 10.
    The Agile Manifesto Values Individuals& interactions Processes & tools over Working software Comprehensive documentation over Customer collaboration Contract negotiation over Responding to change Following a plan over That is, while there is value in the items on the right, we value the items on the left more. www.agilemanifesto.org We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value:
  • 11.
    Individuals and interactionsover processes and tools While processes and tools will likely be necessary on our projects, we should focus the team's attention on the individuals and interactions involved. Projects are undertaken by people, not tools Problems get solved by people, not processes Projects are ultimately about people
  • 12.
    Working software overcomprehensive documentation Focus on the delivering value vs. paperwork. Agile documents should be barely sufficient Done just in time Done just because Delivering software that does what it should comes first, before creating documentation. Agile dramatically simplify the administrative paperwork relating to time, cost, and scope control
  • 13.
    Customer collaboration overcontract negotiation Be flexible and accommodating, instead of fixed and uncooperative Manage change, don’t suppress change Shared definition of “done” Requires trusting relationship
  • 14.
    Responding to changeover following a plan Spend effort and energy responding to changes Software projects tend to have high rates of change
  • 15.
    Agile Guiding Principles1-3 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.
  • 16.
    Agile Guiding Principles4-6 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.
  • 17.
    Agile Guiding Principles7-9 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.
  • 18.
    Agile Guiding Principles10-12 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.
  • 19.
    Agile Methods Over 12agile methodologies Scrum Extreme Programming (XP) Kanban Development Lean Software Development
  • 20.
    Agile Terms Product Owner- Designated person that represents the customer on the project Agile Project Manager/Scrum Master – Manages the agile project Product Backlog - Project requirements from the stakeholders Sprint Planning Meeting- Meeting done by the agile team to determine what features will be done in the next sprint Sprint Backlog – Work the team selects to get done in the next sprint Sprint - A short iteration where the project teams work to complete the work in the sprint backlog, (1-4 weeks typical) Daily Stand Up Meeting - A quick meeting each day to discuss project statuses, led by the Scrum Master. Usually 15 minutes Sprint Review – An inspection done at the end of the sprint by the customers Retrospective – Meeting done to determine what went wrong during the sprint and what when right. Lesson learned for the sprint. Partial Completed Product - Customers Demo the product and provides feedback. This feedback adjust the next Sprint priorities Release - Several Sprints worth of work directed to operations for possible rollout and testing Sprint = Iteration
  • 21.
  • 22.
    Scrum Set of teamguidance practices, roles, events, artifacts, and rules Based on three pillars of Transparency, Inspection, and Adaptation: ◦Transparency ◦ Visibility to those responsible for the outcome ◦Inspection ◦ Timely checks on how well a project is progressing toward goals ◦ Looks for problematic deviations or differences from goals ◦Adaptation ◦ Adjusting a process to minimize further issues if an inspection shows a problem or undesirable trend
  • 23.
    Scrum Roles &Responsibilities Product Owner ◦Owns Product vision ◦Defines features, decides on release date and content ◦Responsible for market success ◦Prioritizes features according to market value ◦Can change features and priorities every Sprint ScrumMaster ◦ Responsible for facilitating process ◦ Focuses Team and protects them from external interruption ◦ Looks for ways to enhance productivity ◦ Assists Product Owner in leveraging Scrum
  • 24.
    Scrum Roles &Responsibilities Development Team ◦Small group containing all necessary project skills ◦Focuses on steady delivery of high quality features ◦Generates options for delivery ◦Manages own work within Sprints
  • 25.
    Scrum Activities The Scrummethodology refers to several different types of activities: 1. sprint planning meeting 2. sprints ◦ Daily stand-up meeting 3. sprint review meeting 4. sprint retrospectives.
  • 26.
    Sprint Planning Meeting Usedto determine what work will be done in that sprint and how the work will be achieved. The development team predicts what can be delivered based on estimates, projected capacity, and past performance to define the sprint goal. The development team then determines how this functionality will be built and how the team will organize to deliver the sprint goal. Output of this will be the sprint backlog. The work to get done in the next sprint.
  • 27.
    Sprints A sprint isa timeboxed (time-limited) iteration of 1-4 weeks to build a potentially releasable product Each sprint includes a sprint planning meeting, daily Scrum, the actual work, a sprint review meeting, and the sprint retrospective During the sprint, no changes are made that would affect the sprint The development team members are kept the same throughout the sprint
  • 28.
    Daily Scrum (orStandup) A 15-minute time-boxed activity for the Development Team to synchronize activities and create a plan for the next 24 hours Should be held at the same time and place each day Each team member should answer 3 questions: 1. What did you do yesterday? 2. What will you do today? 3. Are there any impediments in your way?
  • 29.
    Sprint Review Takes placeat the end of the Sprint Designed to gather feedback from stakeholders on what the Team has completed in the sprint Team demonstrates work that was completed during the sprint To create a conversation between the Team and the stakeholders about how to make the product better should be time boxed to no more than an hour per week of Sprint
  • 30.
    Sprint Retrospective Opportunity forthe Team to inspect and create a plan for improvements to be done during the next Sprint. Team discusses: What went well What went wrong What to do more of What to do less of
  • 31.
    Scrum Artifacts Product increment Partof the product that is complete after each sprint Product Backlog Prioritized list of valuable items to deliver Sprint Backlog List of committed items to be addressed within Sprint
  • 32.
    Product Backlog Prioritized listof all work that needs to be done to complete the product List is dynamics, it evolves as the more work is added and prioritized Items in it is prioritized by the product owner and is sorted by value Most valuable items are listed first Constantly being refined as more work is added to it. Team and product owner will “groom the backlog”.
  • 33.
    Product Increment  Partof the product that is done after each sprint  Done to get feedback after each sprint  The product owner and team needs to agree upon the “definition of done” before the team starts working on the product
  • 34.
    Sprint Backlog  Thesprint backlog is the set of items from the product backlog that were selected for a specific sprint.  The sprint backlog is accompanied by a plan of how to achieve the sprint goal, so it serves as the development team's forecast for the functionality that will be part of the sprint.  It is a highly visible view of the work being undertaken and may only be updated by the development team.
  • 35.
    Definition of Done(DoD) Definition of Done (DoD) is a shared understanding of what it means when work is considered done, it should be defined at the beginning of the project, and it applies globally to the project. Definition of Done (DoD) is a crucial element of a successful scrum software development Might include things such as: ◦DoD for Unit & functional tests. ◦DoD Documentation. ◦DoD for a Writing code.
  • 36.
    Extreme Programming (XP) Softwaredevelopment centric agile method Focus software development good practices Scrum at the project management level focuses on prioritizing work and getting feedback
  • 37.
    XP Core Values Simplicity ◦Reducecomplexity, extra features, and waste ◦“ Find the simplest thing that could possibly work" Communication ◦Team members know what is expected of them and what other people are working on ◦Daily stand-up meeting is key communication component Feedback ◦Get impressions of correctness early ◦Failing fast allows for faster improvement
  • 38.
    XP Core Values Courage ◦Allowour work to be entirely visible to others Respect ◦People work together as a team and everyone is accountable for the success or failure of the project ◦Recognize people work differently and respect those differences
  • 39.
    XP Roles Coach ◦Acts asa mentor, guiding the process and helping the team stay on track. Is a facilitator helping the team become effective. Customer: ◦Business representative who provides the requirements, priorities, and drives the business direction for the project. Programmers ◦Developers who build the product. Writes the codes. Testers ◦Helps the customer define and write the acceptance tests for the user stories. Product Owner and Customer are equivalent ScrumMaster and Coach are equivalent
  • 40.
    XP Practices Planning Activities(Games): ◦Release Planning: ◦Push of new functionality all the way to the production user ◦Customer outlines the functionality required ◦Developers estimate difficult build ◦Iteration Planning: ◦Short development cycles within a release (Scrum calls "sprints”) ◦Conducted at start of every iteration, or every two weeks ◦Customer explains functionality they would like in iteration ◦Developers break functionality into tasks and estimate work ◦Based on estimates and amount of work accomplished in previous iteration,
  • 41.
    XP Practices Small Releases: ◦Frequent,small releases to test environments ◦Demonstrate progress and increase visibility for the customer ◦Quality is maintained: Rigorous testing or Continuous integration Customer Tests: ◦Customer describes one or more tests to show software is working ◦Team builds automated tests to prove software is working. Collective Code Ownership: ◦Any pair of developers can improve or amend any code ◦Multiple people work on all code, which results in increased visibility and knowledge of code base ◦Leads to a higher level of quality; with more people looking at the code, there is a greater chance defects will be discovered. ◦Less risk if programmer leaves, since knowledge is shared
  • 42.
    XP Practices Code Standards: ◦Followconsistent coding standard ◦Code looks as if it has been written by a single, knowledgeable programmer Sustainable Pace: ◦While periods of overtime might be necessary, repeated long hours of work are unsustainable and counterproductive ◦The practice of maintaining a sustainable pace of development optimizes the delivery of long-term value
  • 43.
    XP Practices Metaphor: ◦XP usesmetaphors and similes to explain designs and create a shared technical vision. ◦These descriptions establish comparisons that all the stakeholders can understand to help explain how the system should work. ◦For example, “The invoicing module is like an Accounts receivable personnel who makes sure money collected from our customers”. Continuous Integration: ◦Integration involves bringing the code together and making sure it all compiles and works together. ◦This practice is critical, because it brings problems to the surface before more code is built on top of faulty or incompatible designs.
  • 44.
    XP Practices Test -DrivenDevelopment (TDD): ◦The team writes tests prior to developing the new code. ◦If the tests are working correctly, the initial code that is entered will fail the tests ◦The code will pass the test once it is written correctly. Pair Programming: ◦In XP, production code is written by two developers working as a pair to write and provide real-time reviews of the software as it emerges. ◦Working in pairs also helps spread knowledge about the system through the team.
  • 45.
    XP Practices Simple Design: ◦Codeis always testable, browsable, understandable, and explainable ◦Do the simplest thing that could possibly work next. Complex design is replaced with simpler design ◦The best architectures, requirements, and designs emerge from self-organizing teams Refactoring: ◦Remove redundancy, eliminate unused functionality, and rejuvenate obsolete designs ◦Refactoring throughout the entire project life cycle saves time and increases quality ◦Code is kept clean and concise so it is easier to understand, modify, and extend
  • 46.
    Some Basic TerminologyReview Scrum Extreme Programming (XP) Definition Sprint Iteration Fixed-length period of time (timebox) Release Small Release Release to production Sprint/Release Planning Planning Game Agile planning meetings Product Owner Customer Business representative to project Retrospective Reflection “Lessons learned”-style meeting ScrumMaster Coach Agile project manager Development Team Team Empowered Cross-Functional team Daily Scrum Daily Standup Brief daily status meeting
  • 47.
    Lean Software Development Leanwas started by Toyota as manufacturing method that was applied to software development. Principles: ◦ Using visual management tools ◦ Identifying customer-defined value ◦ Building in learning and continuous improvement
  • 48.
    Lean Software Development Lean Eliminate Waste Empower theteam Deliver Fast Optimize the Whole Build Quality In Defer Decisions Amplify Learning
  • 49.
    Lean Software Development Eliminatewaste: ◦ To maximize value, we must minimize waste. For software systems, waste can take the form of partially done work, delays, handoffs, unnecessary features. Empower the team: ◦ Rather than taking a micro-management approach, we should respect team member’s superior knowledge of the technical steps required on the project and let them Deliver fast: ◦ Quickly delivering valuable software and iterating through designs. Optimize the whole: ◦ We aim to see the system as more than the sum of its parts.
  • 50.
    Lean Software Development Buildquality in: ◦ Build quality into the product and continually assure quality throughout the development process Defer decisions: ◦ Balance early planning with making decisions and committing to things as late as possible. Amplify learning: ◦ This concept involves facilitating communication early and often, getting feedback as soon as possible, and building on what we learn.
  • 51.
    Seven Wastes ofLean 1. Partially done work 2. Extra Processes 3. Extra features 4. Task switching 5. Waiting 6. Motion 7. Defects
  • 52.
    Kanban Development Kanban developmentis derived from the lean production system used at Toyota. "Kanban" is a Japanese word meaning "signboard." Items In Progress Testing Done 6 cards 4 cards
  • 53.
    Kanban five coreprinciples: Visualize the workflow: ◦ Software projects, by definition, manipulate knowledge, which is intangible and invisible. Limit WIP: ◦ Keeping the amount of work in progress low increases the visibility of issues and bottlenecks Manage flow: ◦ By tracking the flow of work through a system, issues can be identified and changes can be measured for effectiveness Make process policies explicit: ◦ It is important to clearly explain how things work so the team can have open discussions about improvements Improve collaboration: ◦ Through scientific measurement and experimentation, the team should collectively own and improve the processes it uses.
  • 54.
    Kanban Limit Workin Progress https://herdingcats.typepad.com/my_weblog/2014/08/the- use-and-misuse-of-littles-law.html
  • 55.
    Other agile methods Feature-Driven Development ◦Teamwill first develop an overall model for the product then build a list, and plan the work. Dynamic Systems Development ◦One of the first agile methods and follows eight principles. Crystal ◦It’s a customized methodologies that are coded by color names.
  • 56.
    Leading Effectively Tap intopeople’s intrinsic motivations ◦Discover why team members want to do something and what motivates and then align that to the project goals Management vs Leadership ◦Management  Mechanical Focus ◦Leadership  Humanistic Focus (on people and purpose) Management Focus Leadership Focus Task/things People Control Empowerment Command Communication
  • 57.
    Leading Effectively Servant Leadership ◦Leaderprovides what the team needs 1. 2. 3. 4. Shield team from interruptions Remove impediments to progress (Re)Communicate project vision Carry food and water
  • 58.
    Twelve Principles forLeading Agile Projects 1. Learn the team members needs 2. Learn the project requirements 3. Act for the simultaneous welfare of the team and the project 4. Create an environment of functional accountability 5. Have a vision of the completed project 6. Use the project vision to drive your own behavior ©2002 Jeffery Pinto, Project Leadership from Theory to Practice
  • 59.
    Twelve Principles forLeading Agile Projects 7. Serve as the central figure in successful project team development 8. Recognize team conflict as a positive step 9. Manage with an eye toward ethics 10. Remember that ethics is not an afterthought, but an integral part of our thinking 11. Take time to reflect on the project 12. Develop the trick of thinking backwards
  • 60.
    Leadership Tools andTechniques Using these tools still need soft-skills approach Modeling Desired Behavior ◦Honesty ◦Forward-Looking ◦Competent ◦Inspiring Communicating project vision Enabling others to act ◦Switch from exclusive tools to inclusive tools Being willing to change the status quo
  • 61.
    Leadership Task Practice Transparencythrough Visualization Crate a safe environment for experimentation Experiment with new techniques and processes Share knowledge through collaboration Encourage emergent leadership vis a safe environment
  • 62.
  • 63.
    Value-Driven Delivery Projects undertakento generate business value ◦Produce Benefit ◦Improve Service ◦Market Demand ◦Safety Compliance ◦Regulatory Compliance
  • 64.
    Early Value Delivery Agilepromote early and often delivery Aim to deliver highest value early in project ◦Deliver as many high-value components as soon as possible ◦ Reduces risk ◦Stakeholder satisfaction  Project success ◦ Shows understanding of stakeholders’ needs ◦ Stakeholders are engaged ◦ Builds confidence of stakeholders in team
  • 65.
    Reduce Waste Minimize Waste,E.g: ◦Partially done work ◦Extra processes ◦Extra features ◦Waiting ◦Defects
  • 66.
    Assessing Value -Financial Metrics Return on investment (ROI) ◦The ratio of the benefits received from an investment to the money invested. Usually a percentage Internal rate of return (IRR) ◦Interest rate you will need to get in today’s money to receive a certain amount of money in the future Present Value/Net Present value (NPV) ◦Value of future money in today’s terms
  • 67.
    Assessing Value -Financial Metrics Earned Value Management ◦Formulas that monitor the value of the project as its progressing.
  • 68.
    Accounting on AgileProjects Refers to how the different economic models of agile works Agile accounting is different than traditional accounting Agile looks to deliver value as quickly as possible Uses minimal viable product (MVP) This leads to more opportunity for incremental funding
  • 69.
    Key Performance Indicators(KPI’s) Uses as a way to measure the project progress ◦Rate of progress: How much points has been completed ◦Remaining work: How much work is yet to be done from the backlog ◦Likely completion date ◦Likely Cost remaining
  • 70.
    Regulatory Compliance Mandated requirementsusually by government agencies Must be implement into the project work as regular development work Doing it after the project work is done
  • 71.
    Risk Management Risk isclosely related to value Considered as anti-value Usually has the potential to remove, erode or reduce value with threats
  • 72.
    Managing Risks Process Plan Risk Management IdentifyRisks Quantitative Risk Analysis Qualitative Risk Analysis Plan Risk Responses Implement Risk Responses Monitor and Control Risks Traditional Risk Management Approach
  • 73.
    Tools to Manage Risk Risk-adjustedbacklog Risk burndown chart
  • 74.
    2 How Customers ConductValue Prioritization Valued based prioritization is the one of core practices in agile planning Features are prioritized on the basis of business value, risk and dependencies Some of prioritization techniques used: ◦Simple Scheme ◦MoSCoW prioritization ◦Monopoly Money ◦100-point method ◦Dot Voting or Multi-voting ◦Kano Analysis ◦Requirements Prioritization Model
  • 75.
    Prioritization Techniques Simple Scheme ◦Priority1, Priority 2, Priority 3, etc. ◦Could be problematic as many items might become the first priority. MoSCoW prioritization ◦Must have ◦Should have ◦Could have ◦Would like to have, but not this time
  • 76.
    Prioritization Techniques Dot Votingor Multi-voting ◦Each person gets a certain number of dots to distribute to the requirements Monopoly Money ◦Give everyone equal monopoly money ◦They then distribute the funds to what they value the most 100-point method ◦Each person is given 100 points ◦They then use that to distribute to individual requirements
  • 77.
    Prioritization Techniques Kano Analysis ◦Helpsto understand the customers satisfaction ◦Delighters/Exciters ◦Satisfiers ◦Dissatisfiers ◦Indifferent https://foldingburritos.com/kano-model/
  • 78.
    Prioritization / Rankingis Relative Doesn’t matter what techniques the customers uses priority, the end results should be a list of prioritized features.
  • 79.
    Delivering Value Incrementally Incrementaldelivery is about deploying working parts of a product over the life of the project In software development, its first delivered to a testing environment then to production This will reduce the amount of rework by discovering issues early and fixing them
  • 80.
  • 81.
    Minimal Viable Product(MVP) Refers to a set of functionality that is complete to be useful, but small enough not to be an entire project Usually a module in a software
  • 82.
    Tools for AgileProjects Low-tech, high-touch over computer models When using computer models problems could arise such as: ◦Data accuracy perception increases ◦No stakeholder interaction. Only a few people would update them
  • 83.
    Low-Tech, High-Touch Tools Usecard, charts, whiteboards, and walls Promotes communication and collaboration Skip using a computer Gantt chart to a Kanban board
  • 84.
    Kanban/Task Board An "informationradiator" - ensures efficient diffusion of information Can be drawn on a whiteboard or even a section of wall Makes iteration backlog visible Serves as a focal point for the daily meeting Items In Progress Testing Done 6 cards 4 cards
  • 85.
    Limit WIP (Workin Progress) Includes work that has been started but not completed yet Represents money spent with no return Hides process bottlenecks that slow the processes Represents risk in form of potential risk Agile processes aim to Limit and optimize WIP Optimal WIP makes processes efficient
  • 86.
    Cumulative Flow Diagrams(CFD’s) Stack graphs that show how work is progressing 100 0 200 300 400 700 600 500 Ready Dev Test Deplo yed
  • 87.
    Cumulative Flow Diagrams(CFD’s) Bottlenecks and Theory of Constraints
  • 88.
    Cumulative Flow Diagrams(CFD’s) Bottlenecks and Theory of Constraints Bottleneck Activity Widening area activity
  • 89.
    Frequent Verification andValidation Resolve problems as soon as possible Don’t let little problems grow over time
  • 90.
    Agile Chartering High-level (usesthe W5H) Agreement Authority to proceed Focuses on how project will be conducted ◦Allows for flexibility and ability to deal with change Project specific processes outlined May use project Tweet – Describes project goal in 140 Characters or less.
  • 91.
    Definition of “Done” Creating ashared vision of what done looks like Should be done for: ◦User stories ◦Releases ◦Final project deliverables
  • 92.
    Agile Modeling Different modelingtechniques that are used to help establish the shared vision Should be lightweight or “barely sufficient”
  • 93.
    Agile Modeling ◦Use casediagrams ◦ Visually shows how users would use an application https://en.wikipedia.org/wiki/Use_case_diagram
  • 94.
    Agile Modeling ◦Data models ◦How the data are structured in tables and their relationships http://www.agiledata.org/essays/dataModeling101.html
  • 95.
    Agile Modeling ◦Screen designs ◦Simple screen shots http://agilemodeling.com/artifacts/uiPrototype.htm
  • 96.
    Wireframes Wireframes ◦Quick mock-up ofproduct ◦“low-fidelity prototyping” ◦Clarify what “done” looks like ◦Validate approach prior to execution
  • 97.
    Personas Personas ◦Quick guides orreminders of key stakeholders and interests ◦ Provide description of users ◦ Be grounded in reality ◦ Be goal-oriented, specific, and relevant ◦ Be tangible and actionable ◦ Generate focus ◦Help team focus on valuable features to users
  • 98.
    Personas Name: Andrew Jones–Certified Accountant Value: Andrew would like to ensure all company bills are paid on time while using online auto payments. He would like to ensure customers are reminded automatically of outstanding balances. He is looking to print the receivables and payable reports on a weekly basics to check on bills and invoices. Description: Andrew has been an Accountant for over 10 years and has worked at many large accounting firms. He likes to be organized and get his work done on time.
  • 99.
    Communicating with Stakeholders Faceto face communication Two-way communication Knowledge sharing Information Radiators Social Media
  • 100.
    Face-to-face Communication Face toface communication http://www.agilemodeling.com/essays/communication.htm
  • 101.
    Communicating with Stakeholders Two-waycommunication ◦Just don’t ask for confirmation or concerns, but actually listen to what they have to say Knowledge sharing ◦Agile teams work closely with each other such as with pair-programming. ◦Using Kanban boards or wireframes are ways to share information ◦Use of low-tech tools like a whiteboard will allow all to see the work and understand it ◦We must encourage it
  • 102.
    Communicating with Stakeholders InformationRadiators ◦Things that are highly visible ◦Used to display information ◦Usually includes chats, graphs and boards Social Media ◦Use to communicate ◦Can include twitter or Instagram
  • 103.
    Green Zone/Red Zone RedZone: ◦Blames others for everything ◦Responds defensively ◦Feels threatened ◦Triggers defensiveness ◦Doesn’t let go or forgive ◦Uses shame and blame ◦Focus on short-term advantage ◦Doesn’t seek or value feedback ◦Sees conflict as a battle and only seeks to win ◦Communicates high level of disapproval ◦Sees others as the problem or enemy ◦Does not listen effectively
  • 104.
    Green Zone/Red Zone GreenZone: ◦Take responsibility ◦Seeks to respond nondefensively ◦Is not easily threatened psychologically ◦Attempts to build success ◦Uses persuasion rather than force ◦Thinks both short and long term ◦Welcomes feedback ◦Sees conflict as a natural part of life ◦Seeks excellence rather than victory ◦Listens well
  • 105.
    People Over Processes Projects aredone by people, not tools ◦Agile manifesto: “Individuals and Interactions over processes and tools” Focus on the people side of the project Projects are more about people management than tools management
  • 106.
    People Over Processes COCOMO ◦Constructive CostModel ◦To determine correlation between project input variables and final cost to use to estimate future projects ◦People factors has a score of 33…11 times more significant than tools and processes
  • 107.
    COCOMO II 33 10 4 3 1 1 1 0 510 15 20 25 30 35 People Product Computer Tools and Process Design reuse Project Precedence Schedule Constraints
  • 108.
    Development/Delivery Team Group thatbuild and test the increments of the product ◦Build product in increments ◦Update information radiators ◦Self organize and directing ◦Share progress by doing daily stand-up meetings ◦Write acceptance tests ◦Demo the completed product increments ◦Holds retrospectives at the end of sprints ◦Does release and sprint planning and estimations
  • 109.
    Product Owner/Customer Prioritizing theproduct features Manage the product backlog ensuing its accurate and up to date Ensures the team has a shared understanding of the backlog items Defines the acceptance criteria Provides the due dates for the releases Attends planning meeting, reviews, and the retrospective.
  • 110.
    Agile Project Manager(ScrumMaster/Coach) Act as a servant leader Help the team self-organize and direct themselves Be a facilitator Ensure the team plan is visible and the progress is known to the stakeholders Act as a mentor and coach Work with the product owner to manage the product backlog Facilitates meeting Ensure issues are solved
  • 111.
  • 112.
    Generalizing Specialists Have membersthat can do different tasks Members skilled in more than one area Share work reduce bottleneck
  • 113.
    High-Performance Agile Teams Havea shared vision Realist goals Fewer than 12 members Have a sense of team identity Provide strong leadership
  • 114.
    Tuckman’s Five Stagesof Team Development 1. Forming: team comes together and starts to get to know each other. There is not much conflict or communication. 2. Storming: team members start to have conflicts with each other. They start to learn of each other’s ideas and may not agree with them. Most conflicts takes place in this stage. 3. Norming: the team members begin to agree with each other on the best methods to build the deliverables. Generally, everyone is coming to a consensus. 4. Performing: the team is performing well and is working without conflict. 5. Adjourning: In this stage, the project is completed and the team is reassigned.
  • 115.
    Adaptive Leadership Forming Storming Norming Performing Adjourning Directing Coaching Supporting Delegating Concept ofadapting how we lead team based on specific circumstances and how mature team is in formation
  • 116.
    Training, Coaching, andMentoring Training ◦Teaching of skills or knowledge Coaching ◦Process that helps a person develop and improve their skills Mentoring ◦More of a professional relationship that can fix issues on an as-needed basis Help team stay on track, overcome issues, and continually improve skills Individual level Whole-team level
  • 117.
    Team Spaces Co-located Teams TeamSpaces Osmotic Communication Global and Cultural Diversity Distributed teams
  • 118.
    Co-Located Teams All teammember work together in the same location Allows for face-to-face time and interaction Should be within 33 feet of each other No physical barriers Sometimes a virtual co-location
  • 119.
    Team Space Lots oflow-tech, high touch ◦Whiteboards and task boards ◦Sticky notes, flip charts ◦Round table ◦No barriers to face-to-face communication Caves and Common ◦ Caves  space team members can retreat to individually ◦ Common  space team members can work as group Osmotic Communication ◦ Information flows that occur as part of everyday conversations and questions ◦ 33 feet or 10 meters Tacit Knowledge ◦ Information that is not written down; supported through collective group knowledge
  • 120.
    Global and CulturalDiversity Time Zones Cultures Native Languages Styles of communica tions
  • 121.
    Distributed Teams At leastone team member working off-site Need to find ways to replicate co -location team benefits Agile Tools ◦Low-Tech, High-Touch Tools ◦Digital Tools for distribute teams ◦ Video conferencing ◦ Interactive whiteboards ◦ IM / VoIP ◦ Virtual card walls ◦ Web cams ◦ Digital cams
  • 122.
    Tracking Team Performance BurnCharts ◦Burnup ◦Burndown Velocity Charts
  • 123.
  • 124.
  • 125.
    Velocity Charts 25 20 15 10 5 0 1 23 4 5 6 7 8 9 10 11 12 Iterations Show how the team is performing
  • 126.
    Velocity Charts If ateam has complete 3 iterations with the average velocity of 18 points per iteration, how many iterations would it take to complete 250 points of work? =250/18 = About 14 more iterations.
  • 127.
    Agile Plans Agile planningvaries from traditional planning 1. Trial and demonstration uncover true requirements, which then require replanning 2. Agile planning is less of an upfront effort, and instead is done more throughout the project 3. Midcourse adjustments are the norm
  • 128.
    Principles of AgilePlanning 1. Plan at multiple levels 2. Engage the team and the customer in planning 3. Manage expectations by frequently demonstrating progress 4. Tailor processes to the project’s characteristics 5. Update the plan based on the project priorities 6. Ensure encompassing estimates that account for risk, distractions, and team availability 7. Use appropriate estimate ranges to reflect the level of uncertainty in the estimate 8. Base projections on completion rates 9. Factor in diversion and outside work
  • 129.
  • 130.
    User Stories User Stories/ Backlogs • Business functionality within a feature that involves 1-3 days of work. • Acts as agreement between customers and development team • Every requirement is user story • Every story, including technical stories, has value • Common structure of a user story As a <user type> I <want to/need, etc.> goal So that <value>
  • 131.
    User Story Example “Asan payroll clerk, I want to be able to view a report of all payroll taxes, so that I can pay them on time” “As a sales person, I want to be able to see a current list of leads, so that I can call them back quickly” “As student of this course, I want to be able to understand the requirements of the exam, so that I know if I qualify for it or not”
  • 132.
    Three C’s ofStories Have users write the stories on index cards No details, it’s used to help conversate 3 Cs: ◦Card ◦Conversation ◦Confirmation
  • 133.
    User Stories -INVEST Effective user stories should be “INVEST” Independent ◦ Should be independent so it can reprioritize Negotiable ◦ Should allow for trade-off’s based on cost and function Valuable ◦ Should clearly state the value of it Estimatable ◦ Should be able to estimate how long to complete Small ◦ Stories should be between 4-40 hours of work Testable ◦ Should be testable to ensure it will be accepted once competed
  • 134.
    User Story Backlog(Product Backlog) Prioritize Requirements Refining (Grooming) Backlog ◦Keeping the backlog updated and accurately prioritized
  • 135.
    Relative Sizing andStory Points Absolute estimates are difficult for humans to make Estimates should be relative Assign points to each story using a relative numbers
  • 136.
  • 137.
    Guidelines for UsingStory Points Team should own the definition of their story points Story point estimates should be all-inclusive Point sizes should be relative Complexity, work effort, and risk should all be included in the estimate
  • 138.
    Product Roadmap Shows whenfeatures will be delivered and what is included in each release Can convert the story map into a product roadmap
  • 139.
    Types of Iterations Iteration0 ◦ Set the stage for development efforts ◦ Doesn’t build anything Development Iteration ◦ Build the product increment Iteration H (hardening sprint or release) ◦ Done at the end to clean up codes or producing documentation Iteration 0 Dev Iteration Dev Iteration Dev Iteration Dev Iteration Iteration H
  • 140.
    Spikes ◦Architectural spike ◦ Periodof time dedicated to proof of concept ◦Risk-Based Spike ◦ Team investigate to reduce or eliminate risk
  • 141.
    Iteration Planning Meeting runby the delivery team. Discuss the user stories in the backlog Select the user stories for the iteration Define the acceptance criteria Break down the user stories into task Estimate the task
  • 142.
    Release Planning Meeting withall stakeholders to determined which stories will be done in which iterations for the upcoming release. Selecting the user stories for the release ◦Using Velocity – points per iteration Slicing the stories ◦Breaking down stories that are too large to be completed in 1 iteration
  • 143.
    Understand How ProblemsHappen All projects will have problems As a project is progressing the agile PM should expect issues to happen Over time issues can delay or change a project objectives
  • 144.
    Cost of Change Overtime the cost of change will increase
  • 145.
  • 146.
    Technical Debt Backlog ofwork caused by not doing regular cleanup If not done will lead the increase cost of development and make it harder to implement changes Refactoring is the solution
  • 147.
    Failure Modes Why dopeople Fail: 1. Making mistakes 2. Preferring to fail conservatively 3. Inventing rather than researching 4. Being creatures of habit 5. Being inconsistent
  • 148.
    Success Modes Why dowe succeed: 1. Being good at looking around 2. Being able to learn 3. Being malleable 4. Taking pride in work
  • 149.
    Success Strategies Balance disciplinewith tolerance Start with something concrete and tangible Copy and alter Watch and listen Support both concentration and communication Match work assignment with the person Retain the best talent Use rewards that preserve joy and combine rewards Get feedback
  • 150.
    Lead Time andCycle Time Lead/Cycle time ◦Lead time: how long something takes to go through the entire process ◦Cycle time: how long something takes to go through a part of the process. Part of lead time. Cycle Time ◦Measure of how long it takes to get things done ◦Closely related to work in progress (WIP) ◦ Excessive WIP is associated with several problems ◦ Represents money invested with no return on investment yet ◦ Hides bottlenecks in processes & masks efficiency issues ◦ Represents risk in form of potential rework
  • 151.
    Cycle Time Long cycletimes lead to increased amounts of WIP 𝐶𝑦𝑐𝑙𝑒 𝑇𝑖𝑚𝑒 = W𝐼 𝑃 𝑇ℎ𝑟𝑜𝑢𝑔ℎ𝑝 𝑢𝑡 Throughput: Amount of work that can done in a time period
  • 152.
    Cycle Time Question Whatwould be the cycle time of feature A, if it requires 60 points of work and the team can complete 5 points per day? =60/5 points per day = 12 days.
  • 153.
    Defects Longer defects areleft, more expensive to fix More work may have been built on top of bad design, resulting in more work to be undone Later in development cycle, more stakeholders impacted by defect and more expensive to fix Escaped Defects ◦Defects that make it to the customer
  • 154.
    Variance and TrendAnalysis Variance measure of how far apart things are (or vary) Trend Analysis measure that provides insight into future issues ◦ Lagging Metrics provides information on something that has already happened ◦ Leading Metrics provides information on is or is about to occur
  • 155.
    Control Limits Help diagnoseissues before issue occurs Provide guidelines to operate within
  • 156.
    Risk Risk Adjusted Backlog ◦Adjustingthe backlog for risk ◦Done after risk response Expected Monetary Value = Impact($) x Probability(%) Risk Severity ◦Risk Probability x Risk Impact ◦Uses a scale of numbers (E.g 1-5)
  • 157.
  • 158.
  • 159.
    Kaizen Kaizen is aprocess for continuous improvement name after the Japanese word Focus on the team to implement small incremental improvement Usually follows the Plan-Do-Check-Act (PDCA) cycle by Edwards Deming
  • 160.
  • 161.
  • 162.
    Process Analysis Review anddiagnose issues Look for tailoring possibilities
  • 163.
    Process Tailoring Amend methodologyto better fit project environment Change things for good reason, not just for sake of change Develop a hybrid
  • 164.
    Value Stream Map Optimizethe flow of information or materials to complete a process Reduce waste (waiting times) or unnecessary work Steps to creating: ◦Identify the product or service ◦Create a value stream map ◦Review to find waste ◦Create a new map with the desire improvement ◦Develop a roadmap to implement the fixes ◦Plan to revisit it again
  • 165.
    Value Stream MapExample Call US Get Course info Register Attend Get Certificate 2 Minutes 10 Minutes 12 Minutes 20 Minutes Call US Get Course info Register Attend Get Certificate 2 Minutes 5 Minutes 5 Minutes 3 Minutes 15 Minutes 44 Minutes
  • 166.
    Pre-Mortems Team meeting thatlooks at possible things that can cause failure during a project before they take place Steps include: ◦Think what the failures might be ◦Create a list of reasons that can cause the failures ◦Review the project plan to determine what can be done to reduce or remove the reasons for failure
  • 167.
    Retrospectives Special meeting thattakes place after each iteration Inspect and improve methods and team work Offers immediate value Should have a 2 hour time limit
  • 168.
    Retrospectives Stages About 2Hours for a typical retrospective 1. Set Stage – 6 Minutes 2. Gather Data – 40 Minutes 3. Generate Insights – 25 Minutes 4. Decide What to Do – 20 Minutes 5. Close Retrospective – 20 Minutes
  • 169.
    1. Set the StageStart of the retrospective Help people to get focus Encourage participation to ensure everyone start talking early Outlining the approach and topics for discussion Get people in mood for contributing information Activities include: ◦Check-In ◦Focus On/Focus Off ◦ESVP ◦ People identify if they are an explorer, shopper, vacationer, or Prisoner
  • 170.
    2. Gather Data Createa picture of what happened during the sprint Start to collect information to be used for improvement Activities: ◦Timeline ◦Triple Nickels: break the team into 5 groups to spend 5 minutes collecting 5 ideas, 5 time ◦Mad, Sad, Glad: what where the team emotion as the sprint was taking place
  • 171.
    3. Generate Insights Analyze thedata Helps to understand what was found Activities Include: ◦Brainstorming ◦Five Whys: asking why five times ◦Fishbone analysis ◦Prioritize with dots: use a dot voting technique
  • 172.
    Fishbone Analysis Fail PMP Exam Work/FamailyExam Lack of Wrong material Lack of Anxiety Cold/Hot exam room Distraction from studying Too much work Run out of time
  • 173.
    4. Decide whatto do Decide what to do about the problems that was found How can we improve for the next iteration Activates include: ◦Short Subjects ◦Smart Goals
  • 174.
    Short Subjects Team decideswhat actions to take in the next iteration: ◦Start doing ◦Stop doing ◦Do more of ◦Do less of
  • 175.
    SMART Goals Team sets goalsthat are SMART: ◦ Specific ◦ Measurable ◦ Attainable ◦ Relevant ◦ Timely
  • 176.
    5. Close theRetrospective Opportunity to reflect on what happened during the retrospective Activities include: ◦Plus/Delta: make two column of what the team will do more of and what to do less of
  • 177.
    Team Self-Assessments Uses toevaluate the team as a hold Things to evaluate can include: ◦Self-organization ◦Empowered to make decisions ◦Belief in vision and success ◦Committed team ◦Trust each other ◦Constructive disagreement