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Author
Father
Agile & Lean coach
www.crisp.se
Consultant
Henrik Kniberg
henrik.kniberg@crisp.se
@HenrikKniberg
What is Agile?
August 20, 2013

(& more...)
Henrik Kniberg
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Early delivery of business value
Henrik Kniberg
Less bureaucracy
Why?
 How?
(Thanks Alistair Cockburn for this simplified definition of Agile)
Agile is...
All products / features start with a Great Idea!
Henrik Kniberg
Unfortunately..... it is likely to fail
Henrik Kniberg
Plan
Reality
Long projects get Longer
Henrik Kniberg
Longer project
More likely to
get interrupted
More scope
creep
Most IT projects fail. And are late.
Henrik Kniberg
IT project success rate 1994: 
15%

 Average cost & time overrun: ≈170%




IT project success rate 2004: 
34%

 Average cost & time overrun: ≈70%
The Standish Group has studied over 40,000 projects in 10 years. 
Sources:
http://www.softwaremag.com/L.cfm?Doc=newsletter/2004-01-15/Standish
http://www.infoq.com/articles/Interview-Johnson-Standish-CHAOS
Plan: €1,000,000
Actual: €2,700,000
Plan: €1,000,000
Actual: €1,700,000
We tend to build the wrong thing
Henrik Kniberg
Sources:
Standish group study reported at XP2002 by Jim Johnson, Chairman
The right-hand graph is courtesy of Mary Poppendieck
Always
7%
Often
13%
Some-
times
16%
Rarely
19%
Never
45%
Features and functions used in a typical system
Half of the
stuff we build
is never used!
Cost
# of features
01:39
Big Bang
Henrik Kniberg
RISK
Big Bang = Big Risk
Henrik Kniberg
Cumulative
Value
Big Bang = cannon ball
Henrik Kniberg
Assumptions:
•  The customer knows what he wants
•  The developers know how to build it
•  Nothing will change along the way
01:36
Agile
Henrik Kniberg
Agile = homing missile
Henrik Kniberg
Assumptions:
•  The customer discovers what he wants
•  The developers discover how to build it
•  Things change along the way
Henrik Kniberg
14
Agile Manifesto
www.agilemanifesto.org
We are uncovering better ways of developing
software by doing it and helping others do it. 
Feb 11-13, 2001
Snowbird ski resort, Utah

Kent Beck
Mike Beedle
Arie van Bennekum
Alistair Cockburn
Ward Cunningham
Martin Fowler
James Grenning
Jim Highsmith
Andrew Hunt
Ron Jeffries
Jon Kern
Brian Marick
Robert C. Martin
Steve Mellor
Ken Schwaber
Jeff Sutherland
Dave Thomas
Henrik Kniberg
15
Agile Manifesto
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
Individer och interaktioner framför processer och verktyg
Working software over comprehensive documentation
Fungerande programvara framför omfattande dokumentation
Customer collaboration over contract negotiation
Kundsamarbete framför kontraktsförhandling
Responding to change over following a plan
Anpassning till förändring framför att följa en plan
That is, while there is value in the items on
the right, we value the items on the left more.
Principles behind the Agile Manifesto
•  Our highest priority is to satisfy the customer
through early and continuous delivery of valuable
software. 
•  Welcome changing requirements, even late in
development. Agile processes harness change for
the customer's competitive advantage. 
•  Deliver working software frequently, from a
couple of weeks to a couple of months, with a
preference to the shorter timescale. 
•  Business people and developers must work
together daily throughout the project. 
•  Build projects around motivated individuals. Give
them the environment and support they need, and
trust them to get the job done. 
•  The most efficient and effective method of
conveying information to and within a development
team is face-to-face conversation. 
•  Working software is the primary measure of
progress. 
•  Agile processes promote sustainable
development. The sponsors, developers, and
users should be able to maintain a constant
pace indefinitely. 
•  Continuous attention to technical excellence
and good design enhances agility. 
•  Simplicity--the art of maximizing the amount of
work not done--is essential. 
•  The best architectures, requirements, and
designs emerge from self-organizing teams. 
•  At regular intervals, the team reflects on how
to become more effective, then tunes and
adjusts its behavior accordingly.
Agile ”umbrella” –
a family of iterative, incremental methods
Sources:
3rd Annual ”State of Agile Development” Survey June-July 2008
•  3061 respondents
•  80 countries
Scrum
 XP
DSDM
FDD
Crystal
Kanban
01:32
Iterative & Incremental
Henrik Kniberg
Agile = Iterative + Incremental
Henrik Kniberg
Don’t try to get it all right
from the beginning
Don’t build it all at once
cost
value
cost
 value
RISK
Not ”horizontal” increments
Henrik Kniberg
DB
Server
Client
1
2
3
1
 2
 3
4
value
”Vertical” increments!
Henrik Kniberg
DB
Server
Client
 1
5
2
 3
1
 4
3
2
value
Keep iterations short
(2-3 weeks)
Henrik Kniberg
Short iteration
Less likely to
get interrupted
Less scope
creep
Planning is easier with frequent releases
Henrik Kniberg
01:26
Planning
Henrik Kniberg
Face it.
Estimates are almost always Wrong!
Henrik Kniberg
How estimates are affected by specification
length
117 hrs 173 hrs
Spec
 Same spec – more pages
Source: How to avoid impact from irrelevant and misleading info
on your cost estimates, Simula research labs estimation seminar,
Oslo, Norway, 2006Henrik Kniberg
How estimates are affected by
irrelevant information
20 hrs
Spec 1
A
B
C
Same spec
+ irrelevant details
A
B
C
39 hrs
Henrik Kniberg
Source: How to avoid impact from irrelevant and misleading info
on your cost estimates, Simula research labs estimation seminar,
Oslo, Norway, 2006
How estimates are affected by
extra requirements
4 hrs
Spec 1
A
B
C
D
Spec 2
A
B
C
D
E
4 hrs
Spec 3
A
B
C
D
E
8 hrs
Henrik Kniberg
Source: How to avoid impact from irrelevant and misleading info
on your cost estimates, Simula research labs estimation seminar,
Oslo, Norway, 2006
How estimates are affected by anchoring
456 hrs
Spec
500 hrs
Never mind me
Same spec
555 hrs
50 hrs
Never mind me
Same spec
99 hrs
Henrik Kniberg
Source: How to avoid impact from irrelevant and misleading info
on your cost estimates, Simula research labs estimation seminar,
Oslo, Norway, 2006
Velocity
to know the future, you need to know the past
Henrik Kniberg
When will we
get there?
We are
here
Our steps
so far
Velocity-based release planning
Henrik Kniberg
Backlog
Velocity-based release planning
Henrik Kniberg
Done!
Jan
Velocity-based release planning
Henrik Kniberg
Done!
Jan
Done!
Feb
Velocity-based release planning
Henrik Kniberg
Done!
Jan
Done!
Feb
Done!
Mar
Q2 forecast
All of
these
Some of
these
None of
these
Release burnup chart
Henrik Kniberg
Delivered
features
Date
Fixed scope forecast
Henrik Kniberg
Delivered
features
Date
When will all of
this be done?
Around week
27-30
Fixed time forecast
Henrik Kniberg
Date
What will be done
by Christmas?
Some of
these
All of
these
Delivered
features
Fixed time & scope forecast
Henrik Kniberg
Date
Can we get
all of THIS
done...
Delivered
features
....by
Christmas?
No. That is
unrealistic.
Fixed time & scope forecast
Henrik Kniberg
Date
Delivered
features
We can get THIS
much done by
Christmas
...and the rest done
by February.
No. That is
unrealistic.
Henrik Kniberg
40
Done!
Velocity per week
Example: Measuring velocity by counting cards
Henrik Kniberg
41
41
Total
# of 
delivered
features
Week
Example: Release planning using a burnup chart
All of these
will be done
Some of these
will be done,
but not all
None of these
will be done
01:14
Estimating
Henrik Kniberg
Fact: Features have different sizes
Henrik Kniberg
Henrik Kniberg
Option 1: Ignore the size difference.
It evens out over time.
Done!
Velocity per week
Option 2: Estimate relative feature Size.
Henrik Kniberg
Delivered
features
Date
1
 4
2
 1
 1
Delivered 
Story points
Week 1
Velocity:
5 story points
Week 2
Velocity:
4 story points
Week 3
Velocity:
4 story points
Two different questions: Size & Time
Henrik Kniberg
1: What is weight of
each stone?
2 kg
 4 kg
1 kg
 1 kg
200 kg / hour
2: What is our
delivery capacity?
Agile estimating strategy
•  Don’t estimate time.
•  Estimate relative size of features.
•  Measure velocity per sprint.
•  Derive release plan.
•  (Scrum rule) Estimates done by the people who are going to do the work.
•  Not by the people who want the work done.
•  Estimate & reestimate continuously during project
•  Don’t trust early estimates
•  Prefer verbal communication over detailed, written specifications.
•  Avoid false precision
•  Better to be roughly right
than precisely wrong
Henrik Kniberg
http://planningpoker.crisp.se
Cost control without time reports
Henrik Kniberg
1 sprint = 200,000kr

(salary cost of 5 people for 2 weeks)

1story point = 20,000kr 

(200,000kr / 10 story points)

1 story point = 5 mandays

(50 mandays / 10 story points)
Feature
 Size
 Cost
 Cost
Delete user
 3 sp
 15
mandays
60,000kr
PDF export
 2 sp
 10
mandays
40,000kr
Outlook
integration
8 sp
 40
mandays
160,000kr
Average velocity:
10 story points per sprint
Mon
 Tue
 Wed
 Thu
 Fri
 Mon
Tue
 Wed
 Thu
 Fri
Sprint length: 2 weeks
Team size: 5 people
Better to be Roughly Right
than Precisely Wrong
01:05
Value
Henrik Kniberg
Features have different value
(and value is independent of size)
Henrik Kniberg
2 minute standup discussion (pair/trio):

•  Give a real-life example of a feature that is
small and very valuable
•  Give a real-life example of a feature that is
large and not very valuable.


Weight: 1 gram
Value: 100 000 kr
Weight: 2000 grams
Value: 5 kr
2:001:591:581:571:561:551:541:531:521:511:501:491:481:471:461:451:441:431:421:411:401:391:381:371:361:351:341:331:321:311:301:291:281:271:261:251:241:231:221:211:201:191:181:171:161:151:141:131:121:111:101:091:081:071:061:051:041:031:021:011:000:590:580:570:560:550:540:530:520:510:500:490:480:470:460:450:440:430:420:410:400:390:380:370:360:350:340:330:320:310:300:290:280:270:260:250:240:230:220:210:200:190:180:170:160:150:140:130:120:110:100:090:080:070:060:050:040:030:020:01Done
Henrik Kniberg
Maximize Value, not Output
Less is More
Henrik Kniberg
Antoine de Saint-Exupery
Perfection is attained,
not when there is nothing more to add,
but when there is nothing left to take away
Example: Google
Henrik Kniberg
Google vs Yahoo
Henrik Kniberg
0
50
100
150
200
250
Google
 Yahoo
Value (billion $)
Example: Apple
Henrik Kniberg
2007
 2008
-  App Store
-  3G
2009
-  Copy/Paste
-  Search
2010
-  Multitasking 
-  Video calls
Example: Blocket
Henrik Kniberg
Example: Dropbox
Henrik Kniberg
Don’t give the team a Solution to Build
Henrik Kniberg
OK
Build a
Bridge
Give the team a Problem to Solve
Henrik Kniberg
Options:
•  Bridge
•  Ferry
•  Tunnel
•  Move the
villages together
We need to get to the
other village without
getting wet.
OK
?
Always include the Why
Henrik Kniberg
As online buyer
I want to save my shopping cart
so that I can continue shopping later
As X
I want Y
so that Z
Improving the Value Curve
Henrik Kniberg
Big Bang
 Big increments
 Small increments
 Highest value first
$
 $
 $
 $
$
$
 $$$$
To Do
 Done
A
Henrik Kniberg
C D
Timeboxing
A
Plan
Big Bang scenario
Agile scenario
Week 1 Week 2 Week 3 Week 4
B
C D
A
Week 1 Week 2 Week 3 Week 4
B
Week 5 Week 6 Week 7 Week 8
A
Week 1 Week 2 Week 3 Week 4
B
Week 5 Week 6
A B
”We will deliver ABCD in 4 weeks”
”We always deliver something every sprint (2 weeks)”
”We think we can finish ABCD in 4 weeks, but we aren’t sure”
”We always deliver the most important items first”

(doomed to fail, but we don’t know it yet)
Oops, we’re late.
Oops, our velocity is lower than we thought. 
It looks like we’ll only finish AB by week 4.
What should we do now?
Scope
Cost Time
Quality
Scope
Cost Time
Quality
X X
X
E
Focus on Feedback!
Delivery frequency = Speed of learning
Henrik Kniberg
Feedback
and
Requests
Demos
and
Releases
Development team
Stakeholders
 It is not the strongest
species that survive, nor
the most intelligent, but
the ones most responsive
to change.
Charles Darwin
Reduced Risk
Big
Bang
Agile reduces risk
Henrik Kniberg
Agile
Date
Total
delivered
value
Business risk
Social risk
 Cost & schedule risk
Technical risk
Big
Bang
Agile
Faster learning = Higher value
Henrik Kniberg
Date
Total
delivered
value
Higher value
Value = Knowledge Value + Customer Value
00:49
The Development Team
Henrik Kniberg
Resource optimization vs Time-to-market optimzation
Henrik Kniberg
C
Specialists
C
 D
T
S
Cross-functional team
User needs
Specialized tasks
D
T
S
Resource optimization
 Time-to-market optimization
Cross-functional teams
are vertical
Henrik Kniberg
Client team
C
 C
 C
Test team
T
 T
 T
DB team
D
 D
 D
Server team
S
 S
 S
Feature team 1
C
C
S
D
T
T
C
S
D
T
Feature team 2
D
S
DB
Server
Client
User
Communities
of interest
Spotify
Henrik Kniberg
Tribe
 Tribe
 Tribe
Tribe
Tribe
 Tribe
PO
 PO
 PO
Tribe
Tribe lead
PO
 PO
 PO
 PO
Tribe
Chapter
Chapter
Tribe lead
PO
Chapter
Chapter
Guild
Spotify
Cultivating a Great Team
•  Colocated
•  Small (3-7 ppl)
•  Self-organizing
•  Cross-functional
•  Clear mission & product owner
•  Empowered to deliver
•  Direct contact with users & stakeholders
•  Focused. No multitasking.
•  Transparent
Henrik Kniberg
Big team working hard
Small team working smart
Week 1
v1.0
Week 2
v1.1
Week 3
v1.2
Multiple teams working together
Henrik Kniberg
Weekly release train
Team
backlogs
Continuous
integration
Product
backlog
Releasing must be REALLY easy
Henrik Kniberg
Req
 Code
 Test
Release!
Release = Drama!
Release = Routine
Why we get stuck in Big Bang thinking
Releasing is
cheap & safe
Release
often
Releasing is
expensive & risky
Release
seldom
Henrik Kniberg
The team balances long-term and short-term work
Henrik Kniberg
Mon
 Tue
 Wed
 Thu
 Fri
 Mon
Tue
 Wed
 Thu
 Fri
Prototyping
Feature
development
Manual testing
Meetings
Bug fix
 Architecture
Infrastructure
Test automation
Long term focus
Short term focus
sprint 1
sprint 2
sprint 3
The team Limits work to capacity
Henrik Kniberg
Our capacity is
about 5 features
per sprint
We CAN do
more if we
sacrifice
quality 
But we
don’t.
Which 5 shall we
do next?
... and knows how to say No
The team continuously experiments
and gradually improves it’s way of working
•  Driven from the bottom
•  Supported from the top
Henrik Kniberg
Velocity
Quality
Motivation
Effectiveness
Speed
Value
... etc ...
00:33
Example
Henrik Kniberg
Before
Concept
pres.
Resource
planning
Graphics
design
Sound
design
Dev
Integr. &
deploy
1m
4h
6m
8
Game backlog
1w 6m 6m
15
Design-ready games
12
Production-ready games
1m 3w 3m 3w1d
(1m+2m)
3 m value added time
25 m cycle time
= 12%
Process
cycle
efficiency
Before
Concept
pres.
Resource
planning
Graphics
design
Sound
design
Dev
Integr. &
deploy
1m
4h
6m
8
Game backlog
1w 6m 6m
15
Design-ready games
12
Production-ready games
1m 3w 3m
(1m+2m)
3w1d
Cross-functional game team
Game team
(graphics, sound, dev,
integrate)
3-4 months
7 times
faster!
3 m value added time
25 m cycle time
= 12%
Process
cycle
efficiency
After
Cross-functional teams
Henrik Kniberg
81
Dave
Joe
 Lisa
Dave
Joe
Lisa
January
 February
 March
 April
 May
 June
 July
6 months
3 months
Release
Release
We’re alot faster!
I’m a bit
slower
We’re slow!
I’m fast!
Portfolio-level board
Next
 Develop
Bingo
1
FLOW Avg lead time: weeks12
Release
 Done
2Concept
 Playable
 Features
 Polish
3
Zork
Pac
man
Pong
Donkey
Kong
Mine
sweeper
Dugout
Duck
hunt
Game
Team
1
Game
Team
2
Game
Team
3
Solitaire
Game
teams
Burndown
Unplanned	
  items
Not
checked	
  out Done!	
  :o)
Write
failing
test
DAO
DB
design
Integr
test
Migration	
  
tool
Write
failing
test
GUI
spec
Tapestry
spike
Impl.
migration
2d
Code
cleanup
Deposit
2d1d 0.5d
1d
2d
8d
1d
2d
2d
Backoffice
Login
Backoffice
User	
  admin
Write
failing
test
3d
2d
1d
2d
Impl
GUI
1dIntegr.
with
JBoss
2d
Write
failing
test
3d
Impl
GUI
6d
Clarify
require-
ments
2d
GUI
design
(CSS)
1d
Fix memory
leak
(JIRA 125)2d
Sales support
3d Write
whitepaper
4d
SPRINT	
  GOAL:	
  Beta-­‐ready	
  release!
Next
WithdrawPerf	
  test
Withdraw
checked	
  out
Write
failing
test
Game team 1
Current game: Pac Man
Burndown
Unplanned	
  items
Not
checked	
  out Done!	
  :o)
Write
failing
test
DAO
DB
design
Integr
test
Migration	
  
tool
Write
failing
test
GUI
spec
Tapestry
spike
Impl.
migration
2d
Code
cleanup
Deposit
2d1d 0.5d
1d
2d
8d
1d
2d
2d
Backoffice
Login
Backoffice
User	
  admin
Write
failing
test
3d
2d
1d
2d
Impl
GUI
1dIntegr.
with
JBoss
2d
Write
failing
test
3d
Impl
GUI
6d
Clarify
require-
ments
2d
GUI
design
(CSS)
1d
Fix memory
leak
(JIRA 125)2d
Sales support
3d Write
whitepaper
4d
SPRINT	
  GOAL:	
  Beta-­‐ready	
  release!
Next
WithdrawPerf	
  test
Withdraw
checked	
  out
Write
failing
test
Game team 2
Current game: Pong
Burndown
Unplanned	
  items
Not
checked	
  out Done!	
  :o)
Write
failing
test
DAO
DB
design
Integr
test
Migration	
  
tool
Write
failing
test
GUI
spec
Tapestry
spike
Impl.
migration
2d
Code
cleanup
Deposit
2d1d 0.5d
1d
2d
8d
1d
2d
2d
Backoffice
Login
Backoffice
User	
  admin
Write
failing
test
3d
2d
1d
2d
Impl
GUI
1dIntegr.
with
JBoss
2d
Write
failing
test
3d
Impl
GUI
6d
Clarify
require-
ments
2d
GUI
design
(CSS)
1d
Fix memory
leak
(JIRA 125)2d
Sales support
3d Write
whitepaper
4d
SPRINT	
  GOAL:	
  Beta-­‐ready	
  release!
Next
WithdrawPerf	
  test
Withdraw
checked	
  out
Write
failing
test
Game team 2
Current game: Donkey Kong
00:22
Succeeding with
software development
Henrik Kniberg
10,000 person-years of experience
Henrik Kniberg
Communication!
Especially between
Developers and Users
What have we learned?
Henrik Kniberg
86
“Doing projects with iterative processes as opposed to the
waterfall method, which called for all project requirements
to be defined up front, is a major step forward.”
IT project success rate 1994: 
15%

 Average cost & time overrun: 170%
IT project success rate 2004: 
34%

 Average cost & time overrun: 70%
“The primary reason [for the improvement]
is that projects have gotten a lot smaller.”
Jim Johnson
Chairman of
Standish Group
Top 5 reasons for success
1.  User involvement
2.  Executive management support
3.  Clear business objectives
4.  Optimizing scope
5.  Agile process
Sources:
http://www.softwaremag.com/L.cfm?Doc=newsletter/2004-01-15/Standish
http://www.infoq.com/articles/Interview-Johnson-Standish-CHAOS
”My Life is Failure”, Jim Johnson’s book
Scope
Cost
 Time
Minimize distance between Maker and User
Henrik Kniberg
1
2
 3
People
(# of handoffs)
Time
(feedback delay)
Maker
 User
Minimize distance between Maker and User
Henrik Kniberg
2 minute standup discussion (pair/trio):

•  Think of any ongoing project
•  What is the distance between Developer & User?
•  What can YOU do to reduce the distance?


People
(# of
handoffs)
0
1
2
3
4
5
Time (Feedback delay)
minutes
 hours
 days
 weeks
 months
 years
Maker
 User
1
 2
 3
People
(# of handoffs)
Time
(Feedback delay)
2:001:591:581:571:561:551:541:531:521:511:501:491:481:471:461:451:441:431:421:411:401:391:381:371:361:351:341:331:321:311:301:291:281:271:261:251:241:231:221:211:201:191:181:171:161:151:141:131:121:111:101:091:081:071:061:051:041:031:021:011:000:590:580:570:560:550:540:530:520:510:500:490:480:470:460:450:440:430:420:410:400:390:380:370:360:350:340:330:320:310:300:290:280:270:260:250:240:230:220:210:200:190:180:170:160:150:140:130:120:110:100:090:080:070:060:050:040:030:020:01Done
00:17
Final points
Henrik Kniberg
The price of agile
(there is no such thing as a free lunch....)
•  Infrastructure Investments
(release automation, test automation, etc)
•  Reorganization
(new roles, cross-functional teams, etc)
•  New skills
(Vertical story-slicing, retrospectives, agile architecture, etc)
•  New habits
(Frequent customer interaction, frequent release, less specialization)
•  Transparancy
(problems and uncertainty painfully visible rather than hidden)
Henrik Kniberg
Avoid Big-Bang
transformation!
Do it gradually.
Big is Bad!
Break it down!
•  Big project => Several small projects
•  Big feature => Several small features
•  Big team => Several small teams
•  Big transformation => Several small transformations
Henrik Kniberg
Early delivery of business value
Henrik Kniberg
Less bureaucracy
(Thanks Alistair Cockburn for this simplified definition of Agile)
Agile is...
3 concrete changes
1.  Make Real Teams
•  small, cross-functional, self-organizing, colocated
2.  Deliver Often
•  internally every 3 weeks at most
•  externally every quarter at most
3.  Involve Real Users
•  direct and fast feedback between the team and the users
Henrik Kniberg
...gradually...
Agile is a direction, not a place
Henrik Kniberg
The important thing is not your process.
The important thing is
your process for improving your process
1.  Make Real Teams
•  small, cross-functional, self-organizing, colocated
2.  Deliver Often
•  internally every 3 weeks at most
•  externally every quarter at most
3.  Involve Real Users
•  direct and fast feedback between the team and the users

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What is-agile henrik kniberg august 20 2013

  • 1. Author Father Agile & Lean coach www.crisp.se Consultant Henrik Kniberg henrik.kniberg@crisp.se @HenrikKniberg What is Agile? August 20, 2013 (& more...)
  • 2. Henrik Kniberg Boring but important practical info about these slides Usage Feel free to use slides & pictures as you wish, as long as you leave my name somewhere. For licensing details see Creative Commons (http://creativecommons.org/licenses/by/3.0/) Downloading the right font This presentation uses the ”Noteworthy” font. If you’re using Mac OSX 10.7 or later it should be preinstalled. If you’re on a Windows or older Mac OS then you need to download the font from here: http://tinyurl.com/noteworthy-ttc •  On Windows right-click the font file and select ”install”. Then restart Powerpoint. •  On Mac, double-click the font file and press ”install font”. Then restart Powerpoint. The PDF version of these slides has the font embedded, so you don’t need to do anything. On the other hand you don’t get the fancy animations. Font test The quick brown fox jumps over the lazy dog The quick brown fox jumps over the lazy dog How the font shows up on your computer:How the font is supposed to look: (screenshot from my computer) Regardless of font appearance, if that text doesn’t fit nicely into the box then you’re going to need to download the right font, or switch to a new font and fiddle with the slides to make sure things fit.
  • 3. Early delivery of business value Henrik Kniberg Less bureaucracy Why? How? (Thanks Alistair Cockburn for this simplified definition of Agile) Agile is...
  • 4. All products / features start with a Great Idea! Henrik Kniberg
  • 5. Unfortunately..... it is likely to fail Henrik Kniberg Plan Reality
  • 6. Long projects get Longer Henrik Kniberg Longer project More likely to get interrupted More scope creep
  • 7. Most IT projects fail. And are late. Henrik Kniberg IT project success rate 1994: 15% Average cost & time overrun: ≈170% IT project success rate 2004: 34% Average cost & time overrun: ≈70% The Standish Group has studied over 40,000 projects in 10 years. Sources: http://www.softwaremag.com/L.cfm?Doc=newsletter/2004-01-15/Standish http://www.infoq.com/articles/Interview-Johnson-Standish-CHAOS Plan: €1,000,000 Actual: €2,700,000 Plan: €1,000,000 Actual: €1,700,000
  • 8. We tend to build the wrong thing Henrik Kniberg Sources: Standish group study reported at XP2002 by Jim Johnson, Chairman The right-hand graph is courtesy of Mary Poppendieck Always 7% Often 13% Some- times 16% Rarely 19% Never 45% Features and functions used in a typical system Half of the stuff we build is never used! Cost # of features
  • 10. RISK Big Bang = Big Risk Henrik Kniberg Cumulative Value
  • 11. Big Bang = cannon ball Henrik Kniberg Assumptions: •  The customer knows what he wants •  The developers know how to build it •  Nothing will change along the way
  • 13. Agile = homing missile Henrik Kniberg Assumptions: •  The customer discovers what he wants •  The developers discover how to build it •  Things change along the way
  • 14. Henrik Kniberg 14 Agile Manifesto www.agilemanifesto.org We are uncovering better ways of developing software by doing it and helping others do it. Feb 11-13, 2001 Snowbird ski resort, Utah Kent Beck Mike Beedle Arie van Bennekum Alistair Cockburn Ward Cunningham Martin Fowler James Grenning Jim Highsmith Andrew Hunt Ron Jeffries Jon Kern Brian Marick Robert C. Martin Steve Mellor Ken Schwaber Jeff Sutherland Dave Thomas
  • 15. Henrik Kniberg 15 Agile Manifesto 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 Individer och interaktioner framför processer och verktyg Working software over comprehensive documentation Fungerande programvara framför omfattande dokumentation Customer collaboration over contract negotiation Kundsamarbete framför kontraktsförhandling Responding to change over following a plan Anpassning till förändring framför att följa en plan That is, while there is value in the items on the right, we value the items on the left more.
  • 16. Principles behind the Agile Manifesto •  Our highest priority is to satisfy the customer through early and continuous delivery of valuable software. •  Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage. •  Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale. •  Business people and developers must work together daily throughout the project. •  Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. •  The most efficient and effective method of conveying information to and within a development team is face-to-face conversation. •  Working software is the primary measure of progress. •  Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely. •  Continuous attention to technical excellence and good design enhances agility. •  Simplicity--the art of maximizing the amount of work not done--is essential. •  The best architectures, requirements, and designs emerge from self-organizing teams. •  At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.
  • 17. Agile ”umbrella” – a family of iterative, incremental methods Sources: 3rd Annual ”State of Agile Development” Survey June-July 2008 •  3061 respondents •  80 countries Scrum XP DSDM FDD Crystal Kanban
  • 19. Agile = Iterative + Incremental Henrik Kniberg Don’t try to get it all right from the beginning Don’t build it all at once cost value cost value RISK
  • 20. Not ”horizontal” increments Henrik Kniberg DB Server Client 1 2 3 1 2 3 4 value
  • 22. Keep iterations short (2-3 weeks) Henrik Kniberg Short iteration Less likely to get interrupted Less scope creep
  • 23. Planning is easier with frequent releases Henrik Kniberg
  • 25. Face it. Estimates are almost always Wrong! Henrik Kniberg
  • 26. How estimates are affected by specification length 117 hrs 173 hrs Spec Same spec – more pages Source: How to avoid impact from irrelevant and misleading info on your cost estimates, Simula research labs estimation seminar, Oslo, Norway, 2006Henrik Kniberg
  • 27. How estimates are affected by irrelevant information 20 hrs Spec 1 A B C Same spec + irrelevant details A B C 39 hrs Henrik Kniberg Source: How to avoid impact from irrelevant and misleading info on your cost estimates, Simula research labs estimation seminar, Oslo, Norway, 2006
  • 28. How estimates are affected by extra requirements 4 hrs Spec 1 A B C D Spec 2 A B C D E 4 hrs Spec 3 A B C D E 8 hrs Henrik Kniberg Source: How to avoid impact from irrelevant and misleading info on your cost estimates, Simula research labs estimation seminar, Oslo, Norway, 2006
  • 29. How estimates are affected by anchoring 456 hrs Spec 500 hrs Never mind me Same spec 555 hrs 50 hrs Never mind me Same spec 99 hrs Henrik Kniberg Source: How to avoid impact from irrelevant and misleading info on your cost estimates, Simula research labs estimation seminar, Oslo, Norway, 2006
  • 30. Velocity to know the future, you need to know the past Henrik Kniberg When will we get there? We are here Our steps so far
  • 33. Velocity-based release planning Henrik Kniberg Done! Jan Done! Feb
  • 34. Velocity-based release planning Henrik Kniberg Done! Jan Done! Feb Done! Mar Q2 forecast All of these Some of these None of these
  • 35. Release burnup chart Henrik Kniberg Delivered features Date
  • 36. Fixed scope forecast Henrik Kniberg Delivered features Date When will all of this be done? Around week 27-30
  • 37. Fixed time forecast Henrik Kniberg Date What will be done by Christmas? Some of these All of these Delivered features
  • 38. Fixed time & scope forecast Henrik Kniberg Date Can we get all of THIS done... Delivered features ....by Christmas? No. That is unrealistic.
  • 39. Fixed time & scope forecast Henrik Kniberg Date Delivered features We can get THIS much done by Christmas ...and the rest done by February. No. That is unrealistic.
  • 40. Henrik Kniberg 40 Done! Velocity per week Example: Measuring velocity by counting cards
  • 41. Henrik Kniberg 41 41 Total # of delivered features Week Example: Release planning using a burnup chart All of these will be done Some of these will be done, but not all None of these will be done
  • 43. Fact: Features have different sizes Henrik Kniberg
  • 44. Henrik Kniberg Option 1: Ignore the size difference. It evens out over time. Done! Velocity per week
  • 45. Option 2: Estimate relative feature Size. Henrik Kniberg Delivered features Date 1 4 2 1 1 Delivered Story points Week 1 Velocity: 5 story points Week 2 Velocity: 4 story points Week 3 Velocity: 4 story points
  • 46. Two different questions: Size & Time Henrik Kniberg 1: What is weight of each stone? 2 kg 4 kg 1 kg 1 kg 200 kg / hour 2: What is our delivery capacity?
  • 47. Agile estimating strategy •  Don’t estimate time. •  Estimate relative size of features. •  Measure velocity per sprint. •  Derive release plan. •  (Scrum rule) Estimates done by the people who are going to do the work. •  Not by the people who want the work done. •  Estimate & reestimate continuously during project •  Don’t trust early estimates •  Prefer verbal communication over detailed, written specifications. •  Avoid false precision •  Better to be roughly right than precisely wrong Henrik Kniberg http://planningpoker.crisp.se
  • 48. Cost control without time reports Henrik Kniberg 1 sprint = 200,000kr (salary cost of 5 people for 2 weeks) 1story point = 20,000kr (200,000kr / 10 story points) 1 story point = 5 mandays (50 mandays / 10 story points) Feature Size Cost Cost Delete user 3 sp 15 mandays 60,000kr PDF export 2 sp 10 mandays 40,000kr Outlook integration 8 sp 40 mandays 160,000kr Average velocity: 10 story points per sprint Mon Tue Wed Thu Fri Mon Tue Wed Thu Fri Sprint length: 2 weeks Team size: 5 people Better to be Roughly Right than Precisely Wrong
  • 50. Features have different value (and value is independent of size) Henrik Kniberg 2 minute standup discussion (pair/trio): •  Give a real-life example of a feature that is small and very valuable •  Give a real-life example of a feature that is large and not very valuable. Weight: 1 gram Value: 100 000 kr Weight: 2000 grams Value: 5 kr 2:001:591:581:571:561:551:541:531:521:511:501:491:481:471:461:451:441:431:421:411:401:391:381:371:361:351:341:331:321:311:301:291:281:271:261:251:241:231:221:211:201:191:181:171:161:151:141:131:121:111:101:091:081:071:061:051:041:031:021:011:000:590:580:570:560:550:540:530:520:510:500:490:480:470:460:450:440:430:420:410:400:390:380:370:360:350:340:330:320:310:300:290:280:270:260:250:240:230:220:210:200:190:180:170:160:150:140:130:120:110:100:090:080:070:060:050:040:030:020:01Done
  • 52. Less is More Henrik Kniberg Antoine de Saint-Exupery Perfection is attained, not when there is nothing more to add, but when there is nothing left to take away
  • 54. Google vs Yahoo Henrik Kniberg 0 50 100 150 200 250 Google Yahoo Value (billion $)
  • 55. Example: Apple Henrik Kniberg 2007 2008 -  App Store -  3G 2009 -  Copy/Paste -  Search 2010 -  Multitasking -  Video calls
  • 58. Don’t give the team a Solution to Build Henrik Kniberg OK Build a Bridge
  • 59. Give the team a Problem to Solve Henrik Kniberg Options: •  Bridge •  Ferry •  Tunnel •  Move the villages together We need to get to the other village without getting wet. OK ?
  • 60. Always include the Why Henrik Kniberg As online buyer I want to save my shopping cart so that I can continue shopping later As X I want Y so that Z
  • 61. Improving the Value Curve Henrik Kniberg Big Bang Big increments Small increments Highest value first $ $ $ $ $ $ $$$$ To Do Done
  • 62. A Henrik Kniberg C D Timeboxing A Plan Big Bang scenario Agile scenario Week 1 Week 2 Week 3 Week 4 B C D A Week 1 Week 2 Week 3 Week 4 B Week 5 Week 6 Week 7 Week 8 A Week 1 Week 2 Week 3 Week 4 B Week 5 Week 6 A B ”We will deliver ABCD in 4 weeks” ”We always deliver something every sprint (2 weeks)” ”We think we can finish ABCD in 4 weeks, but we aren’t sure” ”We always deliver the most important items first” (doomed to fail, but we don’t know it yet) Oops, we’re late. Oops, our velocity is lower than we thought. It looks like we’ll only finish AB by week 4. What should we do now? Scope Cost Time Quality Scope Cost Time Quality X X X E
  • 63. Focus on Feedback! Delivery frequency = Speed of learning Henrik Kniberg Feedback and Requests Demos and Releases Development team Stakeholders It is not the strongest species that survive, nor the most intelligent, but the ones most responsive to change. Charles Darwin
  • 64. Reduced Risk Big Bang Agile reduces risk Henrik Kniberg Agile Date Total delivered value Business risk Social risk Cost & schedule risk Technical risk
  • 65. Big Bang Agile Faster learning = Higher value Henrik Kniberg Date Total delivered value Higher value Value = Knowledge Value + Customer Value
  • 67. Resource optimization vs Time-to-market optimzation Henrik Kniberg C Specialists C D T S Cross-functional team User needs Specialized tasks D T S Resource optimization Time-to-market optimization
  • 68. Cross-functional teams are vertical Henrik Kniberg Client team C C C Test team T T T DB team D D D Server team S S S Feature team 1 C C S D T T C S D T Feature team 2 D S DB Server Client User Communities of interest
  • 69. Spotify Henrik Kniberg Tribe Tribe Tribe Tribe Tribe Tribe
  • 70. PO PO PO Tribe Tribe lead PO PO PO PO Tribe Chapter Chapter Tribe lead PO Chapter Chapter Guild Spotify
  • 71. Cultivating a Great Team •  Colocated •  Small (3-7 ppl) •  Self-organizing •  Cross-functional •  Clear mission & product owner •  Empowered to deliver •  Direct contact with users & stakeholders •  Focused. No multitasking. •  Transparent Henrik Kniberg Big team working hard Small team working smart
  • 72. Week 1 v1.0 Week 2 v1.1 Week 3 v1.2 Multiple teams working together Henrik Kniberg Weekly release train Team backlogs Continuous integration Product backlog
  • 73. Releasing must be REALLY easy Henrik Kniberg Req Code Test Release! Release = Drama! Release = Routine
  • 74. Why we get stuck in Big Bang thinking Releasing is cheap & safe Release often Releasing is expensive & risky Release seldom Henrik Kniberg
  • 75. The team balances long-term and short-term work Henrik Kniberg Mon Tue Wed Thu Fri Mon Tue Wed Thu Fri Prototyping Feature development Manual testing Meetings Bug fix Architecture Infrastructure Test automation Long term focus Short term focus
  • 76. sprint 1 sprint 2 sprint 3 The team Limits work to capacity Henrik Kniberg Our capacity is about 5 features per sprint We CAN do more if we sacrifice quality But we don’t. Which 5 shall we do next? ... and knows how to say No
  • 77. The team continuously experiments and gradually improves it’s way of working •  Driven from the bottom •  Supported from the top Henrik Kniberg Velocity Quality Motivation Effectiveness Speed Value ... etc ...
  • 79. Before Concept pres. Resource planning Graphics design Sound design Dev Integr. & deploy 1m 4h 6m 8 Game backlog 1w 6m 6m 15 Design-ready games 12 Production-ready games 1m 3w 3m 3w1d (1m+2m) 3 m value added time 25 m cycle time = 12% Process cycle efficiency
  • 80. Before Concept pres. Resource planning Graphics design Sound design Dev Integr. & deploy 1m 4h 6m 8 Game backlog 1w 6m 6m 15 Design-ready games 12 Production-ready games 1m 3w 3m (1m+2m) 3w1d Cross-functional game team Game team (graphics, sound, dev, integrate) 3-4 months 7 times faster! 3 m value added time 25 m cycle time = 12% Process cycle efficiency After
  • 81. Cross-functional teams Henrik Kniberg 81 Dave Joe Lisa Dave Joe Lisa January February March April May June July 6 months 3 months Release Release We’re alot faster! I’m a bit slower We’re slow! I’m fast!
  • 82. Portfolio-level board Next Develop Bingo 1 FLOW Avg lead time: weeks12 Release Done 2Concept Playable Features Polish 3 Zork Pac man Pong Donkey Kong Mine sweeper Dugout Duck hunt Game Team 1 Game Team 2 Game Team 3 Solitaire
  • 83. Game teams Burndown Unplanned  items Not checked  out Done!  :o) Write failing test DAO DB design Integr test Migration   tool Write failing test GUI spec Tapestry spike Impl. migration 2d Code cleanup Deposit 2d1d 0.5d 1d 2d 8d 1d 2d 2d Backoffice Login Backoffice User  admin Write failing test 3d 2d 1d 2d Impl GUI 1dIntegr. with JBoss 2d Write failing test 3d Impl GUI 6d Clarify require- ments 2d GUI design (CSS) 1d Fix memory leak (JIRA 125)2d Sales support 3d Write whitepaper 4d SPRINT  GOAL:  Beta-­‐ready  release! Next WithdrawPerf  test Withdraw checked  out Write failing test Game team 1 Current game: Pac Man Burndown Unplanned  items Not checked  out Done!  :o) Write failing test DAO DB design Integr test Migration   tool Write failing test GUI spec Tapestry spike Impl. migration 2d Code cleanup Deposit 2d1d 0.5d 1d 2d 8d 1d 2d 2d Backoffice Login Backoffice User  admin Write failing test 3d 2d 1d 2d Impl GUI 1dIntegr. with JBoss 2d Write failing test 3d Impl GUI 6d Clarify require- ments 2d GUI design (CSS) 1d Fix memory leak (JIRA 125)2d Sales support 3d Write whitepaper 4d SPRINT  GOAL:  Beta-­‐ready  release! Next WithdrawPerf  test Withdraw checked  out Write failing test Game team 2 Current game: Pong Burndown Unplanned  items Not checked  out Done!  :o) Write failing test DAO DB design Integr test Migration   tool Write failing test GUI spec Tapestry spike Impl. migration 2d Code cleanup Deposit 2d1d 0.5d 1d 2d 8d 1d 2d 2d Backoffice Login Backoffice User  admin Write failing test 3d 2d 1d 2d Impl GUI 1dIntegr. with JBoss 2d Write failing test 3d Impl GUI 6d Clarify require- ments 2d GUI design (CSS) 1d Fix memory leak (JIRA 125)2d Sales support 3d Write whitepaper 4d SPRINT  GOAL:  Beta-­‐ready  release! Next WithdrawPerf  test Withdraw checked  out Write failing test Game team 2 Current game: Donkey Kong
  • 85. 10,000 person-years of experience Henrik Kniberg Communication! Especially between Developers and Users
  • 86. What have we learned? Henrik Kniberg 86 “Doing projects with iterative processes as opposed to the waterfall method, which called for all project requirements to be defined up front, is a major step forward.” IT project success rate 1994: 15% Average cost & time overrun: 170% IT project success rate 2004: 34% Average cost & time overrun: 70% “The primary reason [for the improvement] is that projects have gotten a lot smaller.” Jim Johnson Chairman of Standish Group Top 5 reasons for success 1.  User involvement 2.  Executive management support 3.  Clear business objectives 4.  Optimizing scope 5.  Agile process Sources: http://www.softwaremag.com/L.cfm?Doc=newsletter/2004-01-15/Standish http://www.infoq.com/articles/Interview-Johnson-Standish-CHAOS ”My Life is Failure”, Jim Johnson’s book Scope Cost Time
  • 87. Minimize distance between Maker and User Henrik Kniberg 1 2 3 People (# of handoffs) Time (feedback delay) Maker User
  • 88. Minimize distance between Maker and User Henrik Kniberg 2 minute standup discussion (pair/trio): •  Think of any ongoing project •  What is the distance between Developer & User? •  What can YOU do to reduce the distance? People (# of handoffs) 0 1 2 3 4 5 Time (Feedback delay) minutes hours days weeks months years Maker User 1 2 3 People (# of handoffs) Time (Feedback delay) 2:001:591:581:571:561:551:541:531:521:511:501:491:481:471:461:451:441:431:421:411:401:391:381:371:361:351:341:331:321:311:301:291:281:271:261:251:241:231:221:211:201:191:181:171:161:151:141:131:121:111:101:091:081:071:061:051:041:031:021:011:000:590:580:570:560:550:540:530:520:510:500:490:480:470:460:450:440:430:420:410:400:390:380:370:360:350:340:330:320:310:300:290:280:270:260:250:240:230:220:210:200:190:180:170:160:150:140:130:120:110:100:090:080:070:060:050:040:030:020:01Done
  • 90. The price of agile (there is no such thing as a free lunch....) •  Infrastructure Investments (release automation, test automation, etc) •  Reorganization (new roles, cross-functional teams, etc) •  New skills (Vertical story-slicing, retrospectives, agile architecture, etc) •  New habits (Frequent customer interaction, frequent release, less specialization) •  Transparancy (problems and uncertainty painfully visible rather than hidden) Henrik Kniberg Avoid Big-Bang transformation! Do it gradually.
  • 91. Big is Bad! Break it down! •  Big project => Several small projects •  Big feature => Several small features •  Big team => Several small teams •  Big transformation => Several small transformations Henrik Kniberg
  • 92. Early delivery of business value Henrik Kniberg Less bureaucracy (Thanks Alistair Cockburn for this simplified definition of Agile) Agile is...
  • 93. 3 concrete changes 1.  Make Real Teams •  small, cross-functional, self-organizing, colocated 2.  Deliver Often •  internally every 3 weeks at most •  externally every quarter at most 3.  Involve Real Users •  direct and fast feedback between the team and the users Henrik Kniberg ...gradually...
  • 94. Agile is a direction, not a place Henrik Kniberg The important thing is not your process. The important thing is your process for improving your process 1.  Make Real Teams •  small, cross-functional, self-organizing, colocated 2.  Deliver Often •  internally every 3 weeks at most •  externally every quarter at most 3.  Involve Real Users •  direct and fast feedback between the team and the users