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Simple steps to makes great products


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You probably know what is iteration Zero.

Everybody uses this term but a few can define it clearly. Some use it to designate a special time for building infractructure, others as an iteration for assembling a team and sharing a product vision or elaborating initial requirements. Still, you can hardly get a clear explanation how to do your iteration Zero.

We in ScrumTrek have been helping organizations to adopt Agile for more that 5 years. Our understanding of iteration Zero has evolved over time and now we understand it as a time for a team, bussiness and other stakeholders to investigate collaboratively a product that they are going to build.

Join our session to learn about our experience and practices for iteration Zero. You will see how we do product/project analysis and create product vision and backlog. We will be talking about practices for helping a team to start their first iterations and discuss how to involve stakeholders into collaborative work.

And, what is more important, how to box it into just one iteration.

Simple steps to makes great products

  1. 1. Inside Iteration Zero: simple steps to make great products<br />Nikita Filippov, AskhatUrazbaev<br />ScrumTrek<br />
  2. 2. Nikita Filippov<br />Askhat Urazbaev<br />
  3. 3. It is more important to know where you are going than to get there quickly. Do not mistake activity for achievement.Mabel Newcomber<br />
  4. 4. Need a way to…<br />Make sure all stakeholders share vision<br />Boost the team at the start of the project<br />Create and estimate backlog<br />In just one Iteration 0<br />
  5. 5. Iteration 0:Approach for helping team to start<br />
  6. 6.
  7. 7. Canvas * N<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  8. 8. Business Model Generation<br /><br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />Alex Osterwalder<br />GO!<br />
  9. 9. Lean StartUp CanvasAsh Maurya ©<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  10. 10. Release Canvas © Scrumtrek<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  11. 11. Validating canvas<br />Go check with real end users early<br />Invite stakeholders and SME early<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  12. 12. Pivot – optimistic definition of early product team failure <br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Hello from Lean StartUp!<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  13. 13. Iterative process of analysis and synthesis <br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  14. 14. Pragmatic Personas<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  15. 15. Noreal <br />names!<br />Canvas<br />Pragmatic<br />Personas<br />Environ-mentis important<br />Feature <br />Generation<br />Problems, not solutions<br />Don't use obvious points (thanks, cap)<br />Story <br />Mapping<br />Architectural<br />Workshop<br />Describe fears also<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />Questions for problems (How can I...)<br />GO!<br />
  16. 16. Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />Innovation games for user research<br />
  17. 17. Asking people about features might be painful<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  18. 18. Clear problem statements focuses brainstorming<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  19. 19. Innovation games for feature generation<br />Invite users to the show<br />Product Tree<br />Buy a Feature<br />20 to 20<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  20. 20. Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  21. 21. Story Mapping<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  22. 22. Product Discoverywith storymap<br />Canvas<br />Pragmatic<br />Personas<br />Goals<br />Feature <br />Generation<br />User Task<br />Story <br />Mapping<br />Details<br />Architectural<br />Workshop<br />Sub Stories<br />UI Workshop<br />Func. Decomp<br />Estimating & <br />Release<br />Planning<br />Stories without Persona input<br />GO!<br />- Technical/Architecture risk or story <br />
  23. 23. Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  24. 24. Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />Validating requires discipline<br />
  25. 25. Invent your own story map<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  26. 26. Story map for this session<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  27. 27. Architectural Workshop<br />Canvas<br />Pragmatic<br />Personas<br />Story Map<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />Architecture Vision<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  28. 28. Use architecture workshop for identifying <br />Infrastructure stories<br />Technical stories<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  29. 29. UI Workshop<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />Andrey Shapiro ©<br />GO!<br />
  30. 30. Estimating & Release Planning<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />L<br />M<br />S<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />S = 2, M=4, L=8<br />XL=16 for epics<br />XS=1 for legacy bugs<br />GO!<br />
  31. 31. 1) Estimate stories<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  32. 32. 2) Review stories<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  33. 33. 3) Build release plan<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  34. 34. 3) Build release plan<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  35. 35. War room<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  36. 36. Place everything in team’s room<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  37. 37. Track the progress on story map<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  38. 38. Validate story map with customers often<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Customers<br />Happy Product Owner<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  39. 39. Story map for epic story<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />GO!<br />
  40. 40. There’s always time for story mapping ;)<br />Canvas<br />Pragmatic<br />Personas<br />Feature <br />Generation<br />Story <br />Mapping<br />Architectural<br />Workshop<br />UI Workshop<br />Estimating & <br />Release<br />Planning<br />Andrey Shapiro on his way to customer<br />GO!<br />
  41. 41. Questions?<br />@Nfilippov<br />@zibsun<br /><br /><br /><br />
  42. 42. (continue phrase)<br />It is more important to know where you are going than to get there quickly. Do not mistake activity for achievement. <br />Mabel Newcomber<br />