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INITIAL SPRINT
VELOCITY PROBLEM
Dejan Radic
1
Introduction
• Story points in Scrum
• Velocity – mean value of story points per sprint
• Relative measure
• How to determine the number of story points or velocity
for the first sprint?
2
Using past data
• Using velocity measurements from previous sprints
• Possible if team is well established
• What about new teams? Which work possibly on:
• new project (with different complexity)
• using new technology (learning curve)
• using Scrum for the first time
• Using data from other teams doesn’t make sense
• Misleading claims like: “50 story points per team member
per sprint”
3
Convince management to wait
• Estimates won’t be known upfront
• Realistic data would give better results in the long run
• It takes more than one sprint to get adequate velocity
• Management doesn’t like it
4
Guesstimate
• Give management a guessed number
• “Planning is a team activity!”, they say 
• Give too high number => burn out
• Give too low number => management not satisfied (but
causes overall team sense of accomplishment)
• “Add more people to increase velocity!” (not in collision
with Brook’s Law)
5
Risk mitigation
• Following steps lead to better guesstimates*:
• Estimate product backlog using story points
• Choose a 2 points reference story (more for better approx.)
• Break it down into tasks
• Time-estimate tasks using Planning poker (hours instead of points)
• Calculate “hours per point” approximation
• Calculate team capacity (in hours) per sprint
• Extrapolate team velocity (in points) per sprint
• Tell management a range, for example:
• Team capacity is between 100 and 130 hours per sprint
• Hours per point is 5
• Velocity approximate is between 20 and 26 points
* Not general recommendation, only when absolutely necessary
6
Additional problem
• Deliver “Potentially Shippable Product” or “Minimum
Viable Product” at the end of the sprint
• Product Owner’s priorities sometimes don’t match
architectural needs
• That can lead to drastic architectural changes between
sprints
• Result is a delay (more story points for architecture
changer items)
7
Further reading & references
• Quora question: How do you estimate in Scrum when
velocity is unknown?
• James Grenning paper: Planning Poker or How to avoid
analysis paralysis while release planning
• Mitch Lacey’s book: The Scrum Field Guide
• Nick Lee’s Medium article: Solving the Problem of How
Many Story Points to Commit to in your First Sprint
• Ritesh Tamrakar, Magne Jørgensen paper: Does the Use
of Fibonacci Numbers in Planning Poker Affect Effort
Estimates?
8

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Initial sprint velocity problem

  • 2. Introduction • Story points in Scrum • Velocity – mean value of story points per sprint • Relative measure • How to determine the number of story points or velocity for the first sprint? 2
  • 3. Using past data • Using velocity measurements from previous sprints • Possible if team is well established • What about new teams? Which work possibly on: • new project (with different complexity) • using new technology (learning curve) • using Scrum for the first time • Using data from other teams doesn’t make sense • Misleading claims like: “50 story points per team member per sprint” 3
  • 4. Convince management to wait • Estimates won’t be known upfront • Realistic data would give better results in the long run • It takes more than one sprint to get adequate velocity • Management doesn’t like it 4
  • 5. Guesstimate • Give management a guessed number • “Planning is a team activity!”, they say  • Give too high number => burn out • Give too low number => management not satisfied (but causes overall team sense of accomplishment) • “Add more people to increase velocity!” (not in collision with Brook’s Law) 5
  • 6. Risk mitigation • Following steps lead to better guesstimates*: • Estimate product backlog using story points • Choose a 2 points reference story (more for better approx.) • Break it down into tasks • Time-estimate tasks using Planning poker (hours instead of points) • Calculate “hours per point” approximation • Calculate team capacity (in hours) per sprint • Extrapolate team velocity (in points) per sprint • Tell management a range, for example: • Team capacity is between 100 and 130 hours per sprint • Hours per point is 5 • Velocity approximate is between 20 and 26 points * Not general recommendation, only when absolutely necessary 6
  • 7. Additional problem • Deliver “Potentially Shippable Product” or “Minimum Viable Product” at the end of the sprint • Product Owner’s priorities sometimes don’t match architectural needs • That can lead to drastic architectural changes between sprints • Result is a delay (more story points for architecture changer items) 7
  • 8. Further reading & references • Quora question: How do you estimate in Scrum when velocity is unknown? • James Grenning paper: Planning Poker or How to avoid analysis paralysis while release planning • Mitch Lacey’s book: The Scrum Field Guide • Nick Lee’s Medium article: Solving the Problem of How Many Story Points to Commit to in your First Sprint • Ritesh Tamrakar, Magne Jørgensen paper: Does the Use of Fibonacci Numbers in Planning Poker Affect Effort Estimates? 8