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[ release planning using Feature 
Points ] 
Madhur Kathuria, CST,CSC,CSP,CSM 
Director, Xebia Agile Consulting and Transformation 
Chair, India Scrum Enthusiasts Community (ISEC)
[ introduction ] 
2
[Accidental Agile Coach, 
Status-quo Disruptor, 
Transformation freak, 
Behavioral mystic, nomad, 
INDIAN] 
11 
years
4 
[ we will discuss] 
The principles and values of Agility 
Traditional vs Agile Release Planning 
The Product Owner’s Dilemma 
Estimation Units 
̶ Story Points 
̶ Feature Points 
 Using Estimations
[ so what is Agile ?? ] 
A Process… 
A Framework… 
A Philosophy… 
All Agile processes are necessarily Iterative, but not all Iterative processes are Agile
What Agile Is 
• Structured and disciplined 
approach to iterative development 
• A set of practices that 
accommodate changing 
requirements 
• A set of practices that will 
significantly improve the quality of 
your software 
• An umbrella term for several 
iterative and incremental software 
development methodologies. 
What Agile is NOT 
• Fly by the seat of your pants 
development 
• Getting the same amount of work 
done in less time 
• A way for the business to change 
direction on the fly 
• A project management 
methodology 
• Process: Just for the heck of it
[the Agile Principles] 
Enablers 
Support & trust, Technical excellence, Simplicity 
Results 
Valuable SW & 
satisfied 
customer 
Harness change 
for competitive 
advantage 
Constant pace 
Methods & tools 
Face-to-face 
Working 
software as 
primary 
measure of 
progress 
Self-organizing 
teams 
Leading principles 
Frequent 
delivery 
Close 
communication 
Reflective 
improvement
Trust 
Agile 
Values 
Accountability 
High 
Performance 
High aims 
[agile Values] 
Sense of 
Urgency 
Self Growth 
and 
Excellence 
Goal Driven 
Approach
[traditional Release Planning]
[agile Release Planning]
[the best way…] 
PBI1 
PBI2 
PBI3 
PBI4 
PBI5 
PBI6 
… 
SBI1 
SBI2 
SBI3 
SBI4 
… 
Design 
Develop 
Test 
Deploy 
Integrate 
1-2 weeks 
Sprint 
Release 
Sprint Planning 
Daily 
Stand-up 
Backlog
[a possible new way for large projects] 
PO Council 4 weeks 4 weeks 4 weeks 4 weeks 4 weeks 
Planning Sprint 1 Planning Sprint 2 Planning Sprint 3 Planning Sprint 4 Planning Sprint 5 
Planning Sprint n 
DD Sprint 1 DD Sprint 2 DD Sprint 3 DD Sprint 4 
Sprint 1 Sprint 2 Sprint 3 
Sprint 1 Sprint 2 Sprint 3 Sprint 4 
SIT and UAT Sprint 
1 
SIT and UAT Sprint 
2 
Sprint 1 Sprint 2 
Sprint 1 Sprint 2 Sprint 3 
DD Sprint 5 DD Sprint n 
Release Hardening 
Ordered Requirements Backlog 
SIT Team + UAT team 
Team 
Backlog 
Scrum Team 
(Developers, 
Testers, Dox, 
Infra) 
Team 
Backlog 
Team| 
Backlog 
Team 
Backlog 
Sprint 4 
SIT and UAT Sprint 
3 
MR 1 RC 1 
Final SIT and 
UAT 
MR 2 FR 
Planning 
Team 
PO 
PO 
PO
[estimations] 
13
[traditional Estimation] 
14 
 Based on Metric Units (Hours, Days, Months etc .) 
 Based on Gut feel of the person providing the estimate 
 Dependent on skill and experience of the estimator 
̶ E.g. a seasoned developer might estimate a work to be completed in 5 
days whereas a new developer might estimate 15 days for the same 
work 
̶ Who is correct in estimation ?? What happens if in middle of work, 
the new developer has to take on the remaining work for some 
reasons?? 
© 2010 PegasystemsInc.
[boehm’s Estimation Accuracy Graph] 
15
16 
Relative Estimation 
 Does not use traditional metrics based approach (Unit 
independent) 
 A Measure of size and complexity of the problem at hand 
 Even a new bee can estimate provided there is enough 
knowledge about the problem available 
But Isn’t complexity 
experience 
dependent???
[agile Estimates] 
[The team estimates the size and complexity of 
the PBIs] 
Estimate 
[Typically, the team would estimate only few top PBIs ( and 
not all)] 
[Story Points and the Planning Poker game are a good way to 
estimate the PBIs]
[the Story Point dilemma for POs] 
[The estimates come in too late] 
[Are not common across the teams] 
[Customers and Sales guys Do not understand Story 
Points] 
[Early Story Point estimation are prone to padding and 
deviations]
19 
[levels of Estimation]
Product/Architecture Backlog Entities Release Vehicle 
Release 
Goal 
Portfolio 
Product 
Milestone 
Release 
Backlog 
Epic 
Scrum Team Story 
Sprint 
Theme 
Feature
[ estimating Release Backlog ] 
21 
 The Product Owner works with the business departments and the 
development organization to develop estimates (to analyze, design, 
develop, document, and test the functionality, i.e. whole lifecycle), usually 
in feature points . 
 Work with people who will be staffing the project teams to make the 
estimates. If they aren’t known yet, have people of equal skills and project 
domain knowledge make the estimates. Do not have experts or outsiders 
make the estimates. Their estimates are irrelevant to those who will 
actually be doing the work.
[estimating Release Backlog] 
22 
 Estimating is iterative. Estimates change as more information emerges. 
 If you can’t get a believable estimate for a top priority backlog item, lower 
its priority (to delay working on that item until you know more about it). 
Alternatively, keep them high priority but reclassify them as an issue. The 
work to turn this issue into required functionality might take ten days; so 
estimate the issue at ten days. 
 Lower priority product backlog is vague, a placeholder for further 
investigation/thinking as its priority increases. The estimates are not very 
reliable.
[introducing Feature Points] 
F e a t u r e P o i n t 
S t o r y P o i n t
[estimating the epics] 
 Identify 2 epics from the last release and two estimates from the current 
release which are simple and small 
 Estimate them relatively based on complexity and size 
 These become the reference epics for this release 
 Relatively estimate all epics in current release based on reference epics 
 Typically you can use higher Fibonacci series numbers at this level e.g. 20, 
40, 60, 100, 160 and so on 
24 
Size of Release = Sum of all committed Epics for the release
[estimating Features] 
25 
 Break down Epics into Features. 
 Estimate the features relatively (like previous step) 
 In case the sum of Feature points for features does not match the Epic 
points, update the Epic estimate with sum of feature estimates. Remember 
this will change the release size too
[planning Poker Aka Adapted Delphi Wideband Approach] 
1. Gather together the customer and the developers. Bring along the story 
26 
cards. Distribute a handful of blank cards to each participant. 
2. The customer selects a story at random and reads it to the developers. The 
developers ask as many questions as they need. 
3. When there are no more questions, each developer writes an estimate on a 
card, not yet showing the estimate to the others. 
4. When everyone has finished, the estimators turn over their cards so 
everyone can see them. 
5. If estimates differ, the high and low estimators explain their estimates. 
6. The group discusses it for up to a few minutes, the customer clarifies 
issues. The developers estimate again write their estimates on cards. In 
many cases, the estimates will already converge by the second round. But, 
if they have not, repeat the process. 
7. If the estimates differ slightly, reach group consensus on one value. Follow 
the rule “Optimism wins” (team members whose optimism burned the 
team once will learn to temper that optimism).
[yesterday’s weather] 
27 
From: Kent Beck/Martin Fowler: Planning Extreme Programming 
 Say you’ll do as much today (in the next sprint) as you actually got done 
yesterday (in the last sprint). 
 Emergent properties of this rule: 
̶ We won’t habitually overestimate our abilities. We have to use actual 
accomplishment. If we overestimate once, we won’t be able to the next 
time. 
 If we are overcommitted, we will tend to try to finish some items in any 
given time period instead of half finishing them all. It is so embarrassing 
to tell the customer they can have zero features next time. 
 On the other hand, if we have a disastrous period, we are guaranteed a 
little breathing space to recover. 
̶ Everyone learns to trust our numbers because they are so easy to 
explain. 
̶ Our estimates automatically track all kinds of changes – changes to 
the team, new technology, dramatic changes in product direction, etc. 
The first estimate (at the beginning of the project, when there is no yesterday) 
is the hardest and least accurate. Fortunately you only have to do it once.
[adjusting Estimates (1/2)] 
• To reflect any factors that reduce team 
effectiveness. Scrum assumes an optimal 
work environment. This activity forces an 
understanding that suboptimal product 
factors have a cost. 
• The guidelines for adjusting estimates to 
reflect complexity are just that: guidelines. 
This is not a precise science. 
• The estimated time for each item can be 
adjusted by a “complexity factor.” reflecting 
the degree of complexity due to 
requirements and technology that will affect 
the estimates. 
• Keep adjustment for complexity separate 
from the base estimate. 
• Apply the complexity factor only to a known 
horizon. If it is possible that the team 
environment will change, don’t apply 
complexity factors past that horizon. 
• Diminish the impact of the complexity 
factors as the team can be expected to 
master the technical and business domain.
[adjusting Estimates (2/2)] 
Drag on team productivity 
– When teams haven’t worked 
together before, when they are not 
familiar with the technology, and 
when they aren’t familiar with the 
business domain. 
• Adequacy of working environment 
– When the team is not together in 
an open environment with 
adequate work and conference 
rooms. Usually a factor of 0.2 
• Multiple teams 
– Due to management and 
communications overhead caused 
by multiple teams. Usually an 
additional factor of 0.1 
• Adjusted Estimate = Raw Effort * (1 + 
complexity factor + drag + working 
environment + multiple teams)
[sprint and Release Velocity] 
30 
 Based on the mechanism provided on earlier slides, identify 
the no of FPs all the teams working on that particular backlog 
were able to complete in their last sprints collectively 
 This becomes the backlog Feature Velocity per sprint 
 Based on the feature velocity now you can predict how many 
epics/ feature can the teams complete in this release or how 
many more sprints might be needed to complete all the 
features the PO Wants
[who Does it ?] 
31 
 Epic Estimations 
̶ By POs, Product Architects and Senior SMEs 
 Feature Estimations 
̶ Tech Leads, Senior Test Architects, Senior Engineers etc. 
 Story Estimations 
̶ Scrum Team
32 
Scope Progress – Bottom Up Approach 
Project 
Epic 
Feature 
Stories 
Project A 
120 
Epic A 
40 
Epic B 
60 
Epic C 
20 
Feature 
A 
40 
Feature 
B 
40 
Feature 
C 
20 
Feature 
Points 
Given 
by 
Product 
Teams/ 
TLs 
Story Points 
Given by 
Scrum 
Teams 
Feature 
D 
20 
Story 
A 
50 
Story 
B 
50 
Story 
C 
60 
Story 
E 
25 
Story 
F 
5 
Story 
D 
45 
Project A 
is 16.7% 
Done 
Epic A is 
50% 
Done 
Feature 
A is 50% 
Done 
Story B 
is 100% 
Done
[scope progress – Add Epic] 
33 
Project 
Epics 
Features 
Stories (WU) 
Project A 
120 
Epic A 
40 
Epic B 
60 
Epic C 
20 
Epic A 
40 
Epic B 
40 
Epic C 
20 
Epic D 
20 
Story 
A 
50 
Story 
B 
50 
Story 
C 
60 
Story 
E 
25 
Story 
F 
5 
Story 
D 
45 
Project A 
is 16.7% 
Done 
Epic A is 
50% 
Done 
Epic D 
20 
Project A 
140 
Project A 
is 14 % 
Done 
Epic A is 
50% 
Done 
Story B 
is 100% 
Done
[principles of Agile Estimation (1/2)] 
34 
 Don’t estimate waste, don‘t look too far into the future. 
̶ Estimate up to 2 sprints into the future (fine grain). Estimate up to 2 
releases into the future (coarse grain). 
 Estimate as a team (development + customer). 
̶ This reduces the “blame game”, you can no longer point accusing 
fingers at the person who made the plan. 
 Estimate your own work. 
̶ You feel committed as an individual for the development of the self-selected 
tasks. 
̶ You feel committed as a group for delivering the iteration goal. 
 Base estimates on facts, rather than on speculation. Use actual data. Use 
what happened in the past. 
̶ Yesterday’s weather, team velocity, triangulation 
 Estimate early. 
̶ Start getting estimates as soon as you write stories. 
̶ You will know what questions to ask if you can’t estimate a story. 
Pa
[principles of agile estimation (2/2)] 
35 
 Estimate often. Learn from experience. 
̶ At the beginning of an sprint/ release. 
 Estimate small features. 
̶ Stories of several days up to 2 weeks 
 Keep it simple. Use simple rules. 
 Communicate the constraints / assumptions of your estimates rather than 
just the numbers. 
 Estimate total effort for implementing a story (development, testing, 
documentation etc.) 
 Don’t bring initial estimates (from release planning) into sessions for 
detailed estimates (iteration planning). Otherwise, the estimators will be 
tempted to force fit the task estimates to sum to the story estimate. 
 rack the effort spent and the effort still open until completion. Don’t ask 
for a percentage. Only count a story as implemented if it has passed the 
acceptance tests.
Questions??
[if I can be of any help] 
38 
My space 
̶ madhur@indiascrumcommunity.org 
̶ www.madhurkathuria.info 
̶ Twitter: madhurkathuria 
̶ Skype: madhur.kathuria
Madhur Kathuria Release planning using feature points

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Madhur Kathuria Release planning using feature points

  • 1. [ release planning using Feature Points ] Madhur Kathuria, CST,CSC,CSP,CSM Director, Xebia Agile Consulting and Transformation Chair, India Scrum Enthusiasts Community (ISEC)
  • 3. [Accidental Agile Coach, Status-quo Disruptor, Transformation freak, Behavioral mystic, nomad, INDIAN] 11 years
  • 4. 4 [ we will discuss] The principles and values of Agility Traditional vs Agile Release Planning The Product Owner’s Dilemma Estimation Units ̶ Story Points ̶ Feature Points  Using Estimations
  • 5. [ so what is Agile ?? ] A Process… A Framework… A Philosophy… All Agile processes are necessarily Iterative, but not all Iterative processes are Agile
  • 6. What Agile Is • Structured and disciplined approach to iterative development • A set of practices that accommodate changing requirements • A set of practices that will significantly improve the quality of your software • An umbrella term for several iterative and incremental software development methodologies. What Agile is NOT • Fly by the seat of your pants development • Getting the same amount of work done in less time • A way for the business to change direction on the fly • A project management methodology • Process: Just for the heck of it
  • 7. [the Agile Principles] Enablers Support & trust, Technical excellence, Simplicity Results Valuable SW & satisfied customer Harness change for competitive advantage Constant pace Methods & tools Face-to-face Working software as primary measure of progress Self-organizing teams Leading principles Frequent delivery Close communication Reflective improvement
  • 8. Trust Agile Values Accountability High Performance High aims [agile Values] Sense of Urgency Self Growth and Excellence Goal Driven Approach
  • 11. [the best way…] PBI1 PBI2 PBI3 PBI4 PBI5 PBI6 … SBI1 SBI2 SBI3 SBI4 … Design Develop Test Deploy Integrate 1-2 weeks Sprint Release Sprint Planning Daily Stand-up Backlog
  • 12. [a possible new way for large projects] PO Council 4 weeks 4 weeks 4 weeks 4 weeks 4 weeks Planning Sprint 1 Planning Sprint 2 Planning Sprint 3 Planning Sprint 4 Planning Sprint 5 Planning Sprint n DD Sprint 1 DD Sprint 2 DD Sprint 3 DD Sprint 4 Sprint 1 Sprint 2 Sprint 3 Sprint 1 Sprint 2 Sprint 3 Sprint 4 SIT and UAT Sprint 1 SIT and UAT Sprint 2 Sprint 1 Sprint 2 Sprint 1 Sprint 2 Sprint 3 DD Sprint 5 DD Sprint n Release Hardening Ordered Requirements Backlog SIT Team + UAT team Team Backlog Scrum Team (Developers, Testers, Dox, Infra) Team Backlog Team| Backlog Team Backlog Sprint 4 SIT and UAT Sprint 3 MR 1 RC 1 Final SIT and UAT MR 2 FR Planning Team PO PO PO
  • 14. [traditional Estimation] 14  Based on Metric Units (Hours, Days, Months etc .)  Based on Gut feel of the person providing the estimate  Dependent on skill and experience of the estimator ̶ E.g. a seasoned developer might estimate a work to be completed in 5 days whereas a new developer might estimate 15 days for the same work ̶ Who is correct in estimation ?? What happens if in middle of work, the new developer has to take on the remaining work for some reasons?? © 2010 PegasystemsInc.
  • 16. 16 Relative Estimation  Does not use traditional metrics based approach (Unit independent)  A Measure of size and complexity of the problem at hand  Even a new bee can estimate provided there is enough knowledge about the problem available But Isn’t complexity experience dependent???
  • 17. [agile Estimates] [The team estimates the size and complexity of the PBIs] Estimate [Typically, the team would estimate only few top PBIs ( and not all)] [Story Points and the Planning Poker game are a good way to estimate the PBIs]
  • 18. [the Story Point dilemma for POs] [The estimates come in too late] [Are not common across the teams] [Customers and Sales guys Do not understand Story Points] [Early Story Point estimation are prone to padding and deviations]
  • 19. 19 [levels of Estimation]
  • 20. Product/Architecture Backlog Entities Release Vehicle Release Goal Portfolio Product Milestone Release Backlog Epic Scrum Team Story Sprint Theme Feature
  • 21. [ estimating Release Backlog ] 21  The Product Owner works with the business departments and the development organization to develop estimates (to analyze, design, develop, document, and test the functionality, i.e. whole lifecycle), usually in feature points .  Work with people who will be staffing the project teams to make the estimates. If they aren’t known yet, have people of equal skills and project domain knowledge make the estimates. Do not have experts or outsiders make the estimates. Their estimates are irrelevant to those who will actually be doing the work.
  • 22. [estimating Release Backlog] 22  Estimating is iterative. Estimates change as more information emerges.  If you can’t get a believable estimate for a top priority backlog item, lower its priority (to delay working on that item until you know more about it). Alternatively, keep them high priority but reclassify them as an issue. The work to turn this issue into required functionality might take ten days; so estimate the issue at ten days.  Lower priority product backlog is vague, a placeholder for further investigation/thinking as its priority increases. The estimates are not very reliable.
  • 23. [introducing Feature Points] F e a t u r e P o i n t S t o r y P o i n t
  • 24. [estimating the epics]  Identify 2 epics from the last release and two estimates from the current release which are simple and small  Estimate them relatively based on complexity and size  These become the reference epics for this release  Relatively estimate all epics in current release based on reference epics  Typically you can use higher Fibonacci series numbers at this level e.g. 20, 40, 60, 100, 160 and so on 24 Size of Release = Sum of all committed Epics for the release
  • 25. [estimating Features] 25  Break down Epics into Features.  Estimate the features relatively (like previous step)  In case the sum of Feature points for features does not match the Epic points, update the Epic estimate with sum of feature estimates. Remember this will change the release size too
  • 26. [planning Poker Aka Adapted Delphi Wideband Approach] 1. Gather together the customer and the developers. Bring along the story 26 cards. Distribute a handful of blank cards to each participant. 2. The customer selects a story at random and reads it to the developers. The developers ask as many questions as they need. 3. When there are no more questions, each developer writes an estimate on a card, not yet showing the estimate to the others. 4. When everyone has finished, the estimators turn over their cards so everyone can see them. 5. If estimates differ, the high and low estimators explain their estimates. 6. The group discusses it for up to a few minutes, the customer clarifies issues. The developers estimate again write their estimates on cards. In many cases, the estimates will already converge by the second round. But, if they have not, repeat the process. 7. If the estimates differ slightly, reach group consensus on one value. Follow the rule “Optimism wins” (team members whose optimism burned the team once will learn to temper that optimism).
  • 27. [yesterday’s weather] 27 From: Kent Beck/Martin Fowler: Planning Extreme Programming  Say you’ll do as much today (in the next sprint) as you actually got done yesterday (in the last sprint).  Emergent properties of this rule: ̶ We won’t habitually overestimate our abilities. We have to use actual accomplishment. If we overestimate once, we won’t be able to the next time.  If we are overcommitted, we will tend to try to finish some items in any given time period instead of half finishing them all. It is so embarrassing to tell the customer they can have zero features next time.  On the other hand, if we have a disastrous period, we are guaranteed a little breathing space to recover. ̶ Everyone learns to trust our numbers because they are so easy to explain. ̶ Our estimates automatically track all kinds of changes – changes to the team, new technology, dramatic changes in product direction, etc. The first estimate (at the beginning of the project, when there is no yesterday) is the hardest and least accurate. Fortunately you only have to do it once.
  • 28. [adjusting Estimates (1/2)] • To reflect any factors that reduce team effectiveness. Scrum assumes an optimal work environment. This activity forces an understanding that suboptimal product factors have a cost. • The guidelines for adjusting estimates to reflect complexity are just that: guidelines. This is not a precise science. • The estimated time for each item can be adjusted by a “complexity factor.” reflecting the degree of complexity due to requirements and technology that will affect the estimates. • Keep adjustment for complexity separate from the base estimate. • Apply the complexity factor only to a known horizon. If it is possible that the team environment will change, don’t apply complexity factors past that horizon. • Diminish the impact of the complexity factors as the team can be expected to master the technical and business domain.
  • 29. [adjusting Estimates (2/2)] Drag on team productivity – When teams haven’t worked together before, when they are not familiar with the technology, and when they aren’t familiar with the business domain. • Adequacy of working environment – When the team is not together in an open environment with adequate work and conference rooms. Usually a factor of 0.2 • Multiple teams – Due to management and communications overhead caused by multiple teams. Usually an additional factor of 0.1 • Adjusted Estimate = Raw Effort * (1 + complexity factor + drag + working environment + multiple teams)
  • 30. [sprint and Release Velocity] 30  Based on the mechanism provided on earlier slides, identify the no of FPs all the teams working on that particular backlog were able to complete in their last sprints collectively  This becomes the backlog Feature Velocity per sprint  Based on the feature velocity now you can predict how many epics/ feature can the teams complete in this release or how many more sprints might be needed to complete all the features the PO Wants
  • 31. [who Does it ?] 31  Epic Estimations ̶ By POs, Product Architects and Senior SMEs  Feature Estimations ̶ Tech Leads, Senior Test Architects, Senior Engineers etc.  Story Estimations ̶ Scrum Team
  • 32. 32 Scope Progress – Bottom Up Approach Project Epic Feature Stories Project A 120 Epic A 40 Epic B 60 Epic C 20 Feature A 40 Feature B 40 Feature C 20 Feature Points Given by Product Teams/ TLs Story Points Given by Scrum Teams Feature D 20 Story A 50 Story B 50 Story C 60 Story E 25 Story F 5 Story D 45 Project A is 16.7% Done Epic A is 50% Done Feature A is 50% Done Story B is 100% Done
  • 33. [scope progress – Add Epic] 33 Project Epics Features Stories (WU) Project A 120 Epic A 40 Epic B 60 Epic C 20 Epic A 40 Epic B 40 Epic C 20 Epic D 20 Story A 50 Story B 50 Story C 60 Story E 25 Story F 5 Story D 45 Project A is 16.7% Done Epic A is 50% Done Epic D 20 Project A 140 Project A is 14 % Done Epic A is 50% Done Story B is 100% Done
  • 34. [principles of Agile Estimation (1/2)] 34  Don’t estimate waste, don‘t look too far into the future. ̶ Estimate up to 2 sprints into the future (fine grain). Estimate up to 2 releases into the future (coarse grain).  Estimate as a team (development + customer). ̶ This reduces the “blame game”, you can no longer point accusing fingers at the person who made the plan.  Estimate your own work. ̶ You feel committed as an individual for the development of the self-selected tasks. ̶ You feel committed as a group for delivering the iteration goal.  Base estimates on facts, rather than on speculation. Use actual data. Use what happened in the past. ̶ Yesterday’s weather, team velocity, triangulation  Estimate early. ̶ Start getting estimates as soon as you write stories. ̶ You will know what questions to ask if you can’t estimate a story. Pa
  • 35. [principles of agile estimation (2/2)] 35  Estimate often. Learn from experience. ̶ At the beginning of an sprint/ release.  Estimate small features. ̶ Stories of several days up to 2 weeks  Keep it simple. Use simple rules.  Communicate the constraints / assumptions of your estimates rather than just the numbers.  Estimate total effort for implementing a story (development, testing, documentation etc.)  Don’t bring initial estimates (from release planning) into sessions for detailed estimates (iteration planning). Otherwise, the estimators will be tempted to force fit the task estimates to sum to the story estimate.  rack the effort spent and the effort still open until completion. Don’t ask for a percentage. Only count a story as implemented if it has passed the acceptance tests.
  • 36.
  • 38. [if I can be of any help] 38 My space ̶ madhur@indiascrumcommunity.org ̶ www.madhurkathuria.info ̶ Twitter: madhurkathuria ̶ Skype: madhur.kathuria