How do you compare the productivity and quality you achieve with agile practices with that of traditional waterfall projects? Join Michael Mah to learn about both agile and waterfall metrics and how these metrics behave in real projects. Learn how to use your own data to move from sketches on a whiteboard to create agile project trends on productivity, time-to-market, and defect rates. Using recent, real-world case studies, Michael offers a practical, expert view of agile measurement, showing you these metrics in action on retrospectives and release estimation and planning. In hands-on exercises, learn how to replicate these techniques to make your own comparisons for time, cost, and quality. Working in pairs, calculate productivity metrics using the templates Michael employs in his consulting practice. You can leverage these new metrics to make the case for changing to more agile practices and creating realistic project commitments in your organization. Take back new ways for communicating to key decision makers the value of implementing agile development practices.
Agile Release Planning, Metrics, and Retrospectives
1.
MB
Full‐day Tutorial
6/3/2013 8:30 AM
"Agile Release Planning, Metrics, and
Retrospectives"
Presented by:
Michael Mah
QSM Associates, Inc.
Brought to you by:
340 Corporate Way, Suite 300, Orange Park, FL 32073
888‐268‐8770 ∙ 904‐278‐0524 ∙ sqeinfo@sqe.com ∙ www.sqe.com
2. Michael Mah
QSM Associates, Inc.
With twenty-five years of industry experience Michael Mah teaches, writes, and consults for
QSM Associates to tech companies on measuring and estimating software projects for offshore,
waterfall, and agile. Michael and his QSM partners have researched thousands of projects
worldwide. His work examines time-pressure dynamics of teams and their contribution to project
success and failure. Michael’s clients include Boeing, Progressive, Verizon Wireless,
Nationwide, JPMorganChase, Roche, and other Fortune 100 companies. He is the director of
the Benchmarking Practice at the Cutter Consortium in the US. A private pilot, Michael lives in
the mountains of western Massachusetts. qsma.com.
3. Agile Release Planning, Metrics, and
Retrospectives - Workshop Slides
Better Software Conference West
Las Vegas, Nevada
June 2013
Michael Mah
Managing Partner
QSM Associates, Inc.
75 South Church Street
Pittsfield, MA 01201
413-499-0988
Fax 413-447-7322
e-mail: michael.mah@qsma.com
Website: www.qsma.com
Blog: www.optimalfriction.com
3/26/2013
Michael Mah
Michael Mah is the director of the Benchmarking Practice at the Cutter Consortium, a
Boston based think tank,
Boston-based IT think-tank, and served as past editor of the IT Metrics Strategies
publication. He is also managing partner at QSM Associates Inc. based in Massachusetts USA.
Michael teaches, writes, and consults to technology companies on measuring, estimating and
managing software projects, whether in-house, offshore, waterfall, or agile.
With over 25 years of experience, Michael and his partners have derived productivity patterns for
thousands of software projects collected worldwide across engineering and business applications.
His current work examines time-pressure dynamics of teams, and its role in project success and
failure. In addition to his background in physics and electrical engineering, he is a mediator
specializing in dispute resolution for technology projects.
He has a degree in electrics engineering from Tufts University. His training on dispute resolution,
mediation, and participatory processes is from the Program on Negotiation at Harvard Law School
and the Radcliffe Institute for Advanced Study.
He can be reached at michael.mah@qsma.com.
Copyright QSM Associates, Inc.
3/26/2013
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1
5. “Frothy eloquence neither convinces
nor satisfies me. I am from Missouri.
You have got to show me.”
- Missouri Congressman Willard Duncan Vandiver, 1899
Copyright QSM Associates, Inc.
3/26/2013
5
“Metrics” Is Not a Dirty Waterfall Word…
Metrics (or measures) can be as light or as heavy as
you want them to be. Think of them as – “Information”
Familiar examples of measures that inform us:
Stock Market Indexes
Blood Tests (i.e. cholesterol)
Newborn “Apgar Score”
Astronomy – Distance (i.e. Light-Years, Astronomical Units (AUs)…)
Others…
In technology, we often want to know information about
technology
what works and what doesn’t work, whether we’re
“Better, Faster, Cheaper” or if we’re “more productive.”
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3/26/2013
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3
6. Measures that Inform On…
Time (Faster) - Project Duration, perhaps by phase.
Cost (Cheaper) - Effort (including labor rates)
(
p )
(
g
)
Quality (Better) – Bugs/Defects, User Satisfaction
Project Scope – Features, Requirements, Use Cases,
Stories etc.
One way of capturing this information is by
drawing a picture
picture…
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3/26/2013
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An Example of a Waterfall Picture
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3/26/2013
8
4
7. An Example of an Agile Picture
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3/26/2013
9
Entering Metrics from Whiteboard into QSM SLIM Model
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5
8. Project Interviews
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3/26/2013
11
Short Exercise – Observations of the Two
What similarities do you observe? With regard to the
following
Phases?
Time?
Staffing?
Project Scope/Size?
Defects?
What differences do you observe?
Copyright QSM Associates, Inc.
3/26/2013
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6
9. An Example of an Agile Picture
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An Example of a Waterfall Picture
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7
10. An Example of a Waterfall Picture
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3/26/2013
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Exercise #1
Metrics Capture: Agile XP Release
(
(Part 1)
)
Copyright QSM Associates, Inc.
3/26/2013
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8
11. Objectives of this Exercise
You will learn how to: (Part 1)
“Translate” a description of a p j into a
p
project
whiteboard staffing sketch,
illustrating the major phases of the work over time,
and the staffing used for both the story phase and
the build (iterations) phase.
(Project interview)
Extract the key information measures from the
sketch.
sketch (Metrics capture)
Copyright QSM Associates, Inc.
3/26/2013
17
Exercise #1
Metrics Capture: Agile XP Release
(
(Part 2)
)
Copyright QSM Associates, Inc.
3/26/2013
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9
12. Objectives of this Exercise
You will learn how to: (Part 2)
Open a data collection template (SLIM-Datamanager)
p
p
(
g )
and use it to record this information into a file.
Save the file.
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3/26/2013
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Learn to Measure (and Deal Explicitly with)
Project Size
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13. Learn to Measure Size
Many people t d size projects in terms of Person
M
l today i
j t i t
fP
Hours
That’s not size
That’s effort
Some also size a project as being “25 People”
That’s not size
That’s staffing (headcount)
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How Far to the Airport?
If you tell me 40 minutes, you haven’t answered my
t ll
i t
h
’t
d
question
Distance is not measured in minutes
Distance is measured in miles, or feet, or
kilometers, or …
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3/26/2013
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11
14. How Far to the Airport?
40 minutes i assuming a certain
i t is
i
t i
Vehicle
Route
Time of day
Traffic pattern
Speed…
Speed
This is an estimate of time
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How Far to the Airport?
If you t ll me 30 miles, you h
tell
il
have answered my
d
question
I can estimate the time for a future airport trip by
considering my history for any given
Vehicle
Route
Time of day
Traffic pattern
…
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3/26/2013
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12
15. Size Categories
Created from
Scratch
(adds work;
impacts Size)
Adapted
(adds work;
impacts Size)
Modified
New
Unmodified
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Purchased / Reused
(adds complexity;
impacts Productivity)
25
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What Do We Mean By Effective Size?
Adapted
(adds work;
impacts Size)
Modified
50 Units
New
20 Units
Created from
Scratch
(adds work;
impacts Size)
S Effective = S New + S Modified = 70 Units
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13
16. Usefulness of Various Size Units
There are many different
units people use to size
ft
software
They are all related to
what must be created,
but at different levels of
abstraction
Each can be useful
depending on where you
are in the software
development lifecycle
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3/26/2013
What Do We Mean By Size?
Units of Need
U ts o
Units of Work
o
Business Concern: Value, Price
Focus: Bang for the Buck
Size Measures:
Requirements
Function Points
Use Cases
Stories/Story Points
Features
Need
Copyright QSM Associates, Inc.
Business Concern: Cost
Focus: Productivity
Size Measures:
Lines of Code
Statements
Program Actions
Modules, Objects
Development
Process
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Product
28
14
17. Dividing Units of Need
It may be helpful to divide the Units of Need
into:
Simple
Medium
Complex
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Getting “Gearing Factors”
Once you know what the Units of Need and Units of Work
are, you ask:
How large is a simple one?
How large is a medium one?
How large is a large one?
How many small, medium, and large ones will there be?
This gives you Gearing Factors
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15
18. Gearing Factor
It is valuable to know how many Units of Work are typically
associated with a given Unit of Need.
This is the “Gearing Factor“ - It can be calculated from
completed projects.
It can be thought of as a “currency conversion,” informing us
about how much software (Units of Work) it took to implement
a feature, a story, or a requirement. Examples:
200 lines of code (source instructions) in a C++ Object.
3 Objects to implement a simple feature. 6 Objects to
implement a complex feature
feature.
10 Stories in an agile Iteration.
Others…
If desired, we can tally a total Units of Need and Units of Work
in a spreadsheet.
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Sizing Example – A Component “Shopping Cart”
Code, Instructions, or Implementation Units (IUs) per Component
Component Name
#
1
2
3
4
3
4
5
6
9
10
11
13
14
15
16
Number of Components
in the “Cart”
Most
Most
Likely g Likely
Simple Foundation Table
Average Foundation Table
Complex Foundation Table
Gaps Simple (PeopleSoft Customizations)
Gaps Average (PeopleSoft Customizations)
Gaps Complex (PeopleSoft Customizations)
Business Rules
Data Conversion
Interface Simple
p
Interface Average
Interface Complex
PeopleSoft Upgrade Rework
Custom Report Simple
Custom Report Average
Custom Report Complex
5
15
20
34
66
345
5
6
320
620
1520
0
25
50
100
11
25
9
11
25
9
0
2496
276
127
21
0
0
0
47
Expected
55
375
180
374
1650
3105
0
14976
88320
78740
31920
0
0
0
4700
Estimated Total # of Implementation Units = 224,395
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16
19. Agile Teams Explicitly Deal with, and
Measure Size…
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Example: On Sizing, Agile Teams Use… Stories
A story, or a feature, is described by the product owner. You might
also describe it as a “requirement.”
Not all stories are created eq al Some are smaller some are
equal.
smaller,
larger than others.
Story points are a unit of measure for expressing the overall size of
a story. There is no set rule for this. It is an amalgamation of the
effort, the complexity, the risk, etc. associated with a story.
The range of the scale can be 1-10, 1-7 (or whatever), depending on
which book you reference. Agile authors haven’t seemed to set
any standard; they say that what’s important is that the numbers
are relative. i.e. a story with 10 story points is 2x one that is scored
at a 5, and if you’re using a 10 scale, then a 5 is “average.”
Copyright QSM Associates, Inc.
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17
20. It Takes a Certain Amount of Code to Produce a Story
Within a given iteration (say… 2 weeks), an agile team accomplishes
the work to produce a certain number of stories, and the associated
story points. The number of story points accomplished in an iteration
is called “velocity.”
Since we’re talking about creating “software” in a given iteration, these
features/stories are manifested by programmers who create new code,
and/or adapt (modify) existing code to produce the stories/points.
In an iteration (and across an entire release), we can express the total
amount of code that delivers these stories/points, and understand the
p p
proportional relationship between them. i.e. “It took about 14,000 lines
p
,
of code to produce 10 story points in this iteration, which translates to
(on average) 1,400 lines of code per story point.
If you suppose that a release is aiming for a total of 200 story points, it
might involve 280,000 lines of new/modified code (1,400 x 200).
Copyright QSM Associates, Inc.
3/26/2013
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Exercise #2
Creating Schedule and Effort Trendlines
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3/26/2013
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18
21. Objectives of this Exercise
You will learn how to:
Create X Y G h f
C t an X-Y Graph for a group of projects –
f
j t
smaller releases on the left, larger releases on the
right – for two metrics of interest: Schedule and
Effort.
Understand how to visually construct a quick
Regression Fit through the data to determine the
g
,
g
average trend, and the high-low.
Use this baseline as a framework to evaluate
potential scenarios for a future project.
Copyright QSM Associates, Inc.
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Learn to Measure (and Deal Explicitly with)
Productivity
3/26/2013
19
22. Software Development Core Metrics
How long?
Produced
Software
(Size)
How much?
How good?
Copyright QSM Associates, Inc.
Duration
Effort
Discovered
Defects
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How Would You Describe “Productivity Improvement?”
Producing a certain amount of functionality |
or features, faster, with lower cost at the same
or higher level of quality… or
Within a given timeline, producing more functionality
or features, at lower cost, at the same or higher
level of quality… or
… other variations on the theme
Copyright QSM Associates, Inc.
3/26/2013
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20
23. Production Equation
Conceptual Form
Deliverable is
Size
Effort over
Copyright QSM Associates, Inc.
Time
at some Productivity
41
3/26/2013
Production Equation (Rearranged)
Conceptual Form
Deliverable
Size
over
is
and
Productivity
Effort
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Time
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42
21
24. Production Equation (In Actual Practice)
Calibration Form Size = 272,768 SLOC
WFSO 5.1
PI =
SIZE
TIME
EFFORT
*
Copyright QSM Associates, Inc.
= 19.4
Effort = 249 PersonMonths
Time = 13 Months
3/26/2013
43
Productivity contributing elements
Nobody knows how many elements effect a given
environment’s ability to produce a system
There
Th are at least dozens, perhaps thousands
tl td
h
th
d
Nobody knows what the effect of their interaction is
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22
25. Productivity typical factors
Tooling / Methods
g
Personnel Profile
Infrastructure
Tools
Standards
Management
Environment
Team Capabilities
Technical Difficulty
Integration Issues
Hardware Constraints
Algorithm Complexity
Logic Complexity
Management
Complexity
Platform Stability
Amount of reused
software
Integration complexity
Number of interfaces
Existing documentation
Copyright QSM Associates, Inc.
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3/26/2013
Productivity Index (PI)
(industry values by application type)
Information
Business
Scientific
System
Engineering
Process Control
Telecommunications
Command and Control
Real Time
Real Time
Avionics
Microcode
0
2
4
6
8
10
12
14
16
18
20
22
24
Productivity Index (PI) w/ ±1 Standard Deviation
Copyright QSM Associates, Inc.
3/26/2013
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23
27. Objectives of this Exercise
You will learn how to:
Look at productivity patterns for a group of
completed projects.
Examine if productivity is rising or falling over time.
Understand how demonstrated/accomplished
schedules and effort (high – low) relate to derived
productivity values (low-high).
Create your own trendlines for schedule, staffing,
and defects
Assess productivity targets implied by proposed
deadline-scope pairings and evaluate they are
reasonable (or not) when “sanity checked” against
past accomplishments.
Copyright QSM Associates, Inc.
3/26/2013
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Two Case Studies:
Co-located Agile XP and
Distributed SCRUM
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25
28. Co-Located XP Case Study — Follett Software
Team size
24 Developers
7 Testers
3 Customers
3 Project Leaders
Code Base
1,000,000 lines of code
7,000 automated unit test
10,000 automated
acceptance test
51
Copyright QSM Associates, Inc.
Why XP for Follett?
“XP allowed us to start building based on
g
current assumptions”
“XP approach allowed us to change
directions when needed”
“XP iterations gave us a “pilot project”
test bed”
bed
“Focus on building customer value gave
high visibility”
Copyright QSM Associates, Inc.
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26
29. On Co-Location of Smart People
Robert Lucas, Nobel Prize (Economics):
The force of concentration, or “clustering” of human
creativity and talent … the powerful economic gains
when smart and talented people locate in close
proximity to one another.
“Human capital externalities”: the productivity and
innovation gains that occur when human beings cluster
together.
Source: Richard Florida
Flight of the Creative Class
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3/26/2013
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People Management
XP says “XP works in
small- to medium-sized
teams”
t
”
How we evolved or
extended this rule
Subteams
1 large room is mandatory
Trade-offs
Communication between
subteams
1 room noise level
(distractions)
Lack of personal space
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27
31. Copyright QSM Associates, Inc.
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Destiny Release 6.5 – Whiteboard Sketch
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29
32. Input to SLIM-DataManager
Size
Defects
Time
Effort
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SLIM Replica – Destiny 6.5
Staffing & Probability Analysis
R&D
Avg Staff (pe ople)
<Destiny Release 6.5>
C&T
1 3
4
2 5
6
7
8
50
40
30
20
A Staff (people)
vg
Milestones
0 - CSR
1 - SRR
2 - HLDR
3 - LLDR
4 - CUT
5 - IC
6 - STC
7 - UAT
8 - FCR
9 - 99R
10 - 99.9R
10
0
1
Apr
'05
May
Jun
2
Jul
3
Aug
4
Sep
SOLUTION PANEL - <Destiny Release 6.5>
Life Cycle
C&T
Duration
11.0
12.0
Months
Effort
400
446
PM
3400.0
3791.0
$ (K)
Cost
36.5
36.5
people
Peak Staff
0.638
0.638
Days
MTTD
7/2/2005
6/1/2005
Start Date
PI =24.7 MBI=4.8 Eff SLOC=893,298
Copyright QSM Associates, Inc.
5
Oct
6
Nov
7
Dec
8
Jan
'06
9
Feb
10
Mar
11
Apr
12
May
Jun
CONTROL PANEL - <De s tiny Re leas e 6.5>
24.7
19.8
29.6
PI
3/26/2013
36.5
893
29.2
43.8
Peak Staff
715
1072
Eff SLOC (K)
60
30
33. Trendline Assessment – Build Phase Staffing
Main Build Peak Staff vs. Size
1,000
100
Rel 6.0
Rel 7.5
Rel 7.0
Rel 8.0
Peak Staff (FTEs)
Rel 6.5
Rel 5.0
10
1
Normal Staffing
0.1
1,000
100
Effective SLOC (thousands)
Business Sy stems
Av g. Line Sty le
Av ionic Sy stems
1 Sigma Line Sty le
Command & Control
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Microcode Sy stems
Process Control
QSM 2005 Business
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Trendline Assessment – Build Phase Schedule
Main Build Phase Duration vs Size
100
Rel 6.5
Rel 6.0
Tim (M
e onths)
10
Rel 8.0
Rel 5.0
Rel 7.0
Rel 7.5
Schedules are Half Industry
1
1,000
100
Effective SLOC (thousands)
Business Sy stems
Av g. Line Sty le
Av ionic Sy stems
1 Sigma Line Sty le
Copyright QSM Associates, Inc.
Command & Control
Microcode Sy stems
3/26/2013
Process Control
QSM 2005 Business
62
31
34. Trendline Assessment – Defects/Quality
Defects During Test
10,000
1,000
Errors (SysInt-D
el)
Rel 8.0
Rel 6.0
Rel 6.5
Rel 7.0
Rel 7.5
Rel 5.0
100
Far Fewer Defects: 50% - 66% Below Industry
10
1,000
100
Effective SLOC (thousands)
Business Sy stems
Av g. Line Sty le
Av ionic Sy stems
1 Sigma Line Sty le
Command & Control
Copyright QSM Associates, Inc.
Microcode Sy stems
Process Control
QSM 2005 Business
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Follett vs. Industry Average
Industry
Average
Current
Performance
Delta
Project Cost
$3.5 Million
$2.2 Million
-$1.3M
Schedule
12.6 months
7.8 months
-4.8 mos
2,890
2 890
1450
-50%
50%
35
35
n/a
Cumulative
Defects
Staffing
* Using average project size of 500,000 lines of new and modified code
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32
35. Follett and XP: It has worked incredibly well…
Destiny Library Manager:
Award of Excellence 2004, presented by Technology and
Learning magazine (December 2004).
Awards Portfolio 2004, presented by Media and Methods
magazine (May/June 2004).
Technology & Learning Award of Excellence 2006, 2007
Destiny Textbook Manager
Awards Portfolio 2005, presented by Media and Methods
magazine (May/June 2005).
gy
g
Technology & Learning Award of Excellence 2007
Destiny Enriched Services
Technology & Learning Award of Excellence 2007
Follett Software provides Library Automation Solutions to 52% of the K12
market. Destiny Library Manager: Single largest product market share in
K12 with 19% of the total market and continues to outpace the competition
in market growth.
65
Copyright QSM Associates, Inc.
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33
36. Distributed SCRUM Case Study — BMC Software
Team size
90-95 Total
33 Developers
37 QA
20-25 Architects,
PMs, Mgrs
4 Locations
US and India
Very Large Releases
7 SCRUM Teams
67
Copyright QSM Associates, Inc.
Benchmark Interview — Highlights
Method:
Conducted on site interviews on both releases
on-site
releases.
Gathered industry standard core metrics for elapsed
time, effort, size*, and defects.
Benchmarked the results, calculated performance
values, and compared them to the QSM database.
Assessed schedule performance, FTE staffing levels,
effort, defects,
effort defects and productivity values for the Rqmts
(Story) and Main Build development phases.
* Iterations, stories, and the resultant added/changed code
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34
37. Project Interviews
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Project Interviews
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35
38. Whiteboard Sketch – Performance Mgr R2.3
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Defect Type (All)
Count of Severity*
Release 2.3 Defect Rate
160
140
120
100
Product+*
80
60
40
20
0
Create Date
Copyright QSM Associates, Inc.
Status Mode
Status
Severity*
TR-Version
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36
39. Input to SLIM-Data Manager
Defects
Size
Time
Effort
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SLIM Replica — PerfMgr Rel 2.3
Staffing & Probability Analysis
R&D
Avg Staff (people)
<Perf ormance Manager Rel 2.3>
C&T
P_Mnt
1
3 2
4
5
6
7 8
9
10
120
100
80
60
40
Avg Staff (people)
Milestones
0 - CSR
1 - SRR
2 - HLDR
3 - LLDR
4 - CUT
5 - IC
6 - STC
7 - UAT
8 - FCR
9 - 99R
10 - 99.9R
20
0
1
Apr
'06
06
May
Jun
2
Jul
3
Aug
SOLUTI ON PANEL - <Performance Manager Rel 2.3>
Life Cycle
C&T
Duration
5.3
7.0
Months
Effort
488
556
PM
4880.0
5561.2
$ (K)
Cost
92.8
92.8
people
Peak Staff
0.104
0.232
Days
MTTD
7/2/2006
6/1/2006
Start Date
PI=28.3 MBI=8.3 Eff SLOC=844,710
Copyright QSM Associates, Inc.
4
Sep
5
Oct
6
Nov
7
Dec
8
Jan
'07
0
9
Feb
Mar
CONTROL PANEL - <Perform ance Manage r Rel 2.3>
28.3
22.6
33.9
PI
3/26/2013
92.8
845
74.2
111.3
Peak Staff
676
1014
Eff SLOC (K)
74
37
40. Trendline Assessment
The following graphs illustrate the staffing, schedule,
and effort, and defects for the BUILD phase (vertical
axis).
i )
On each graph, projects of smaller, medium, and
progressively larger sizes (e.g., number of stories) are
shown along the horizontal axis. Release 2.4 is shown
on the left at 526 stories (569k LOC), Release 2.3 on the
right at 918 stories (845k LOC).
The center line on the comparison graphs represents
the QSM Industry Average, while the upper and lower
dashed lines are the +/- 1 standard deviation ranges of
the reference database (16th and 84th percentiles).
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Agile Assessment — Schedule
BUILD Phase Schedule
100
Agile projects are faster as a whole.
(BMC (and also Follett) are highlighted)
C T D ra n (M n s)
& u tio
o th
10
BMC Rel 2.3
BMC Rel 2.4
10
1
1,000
100
STORIES (thousands)
Agile Companies
1 Sigma Line Style
Copyright QSM Associates, Inc.
Company B SCRUM
Company A - Agile XP
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QSM 2005 Business
Avg. Line Style
76
38
41. Agile Assessment — Staffing
BUILD Phase Staf f ing
1,000
Agile Projects’ team sizes are fairly typical
BMC elects to run with large teams
teams.
BMC Rel 2.3
BMC Rel 2.4
100
C T P a S ff (P o le
& e k ta
ep )
10
10
1
1,000
100
STORIES (thousands)
Agile Companies
1 Sigma Line Style
Company B SCRUM
Company A - Agile XP
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QSM 2005 Business
Avg. Line Style
77
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Agile Assessment – Quality
Bugs
10,000
Follett and BMC bug rates are
significantly lower
1,000
BMC Rel 2.4
BMC Rel 2.3
E rs (S
rro
ysIn e
t-D l)
100
10
10
1
1,000
100
STORIES (thousands)
Agile Companies
1 Sigma Line Style
Copyright QSM Associates, Inc.
Company B SCRUM
Company A - Agile XP
3/26/2013
QSM 2005 Business
Avg. Line Style
78
39
42. Summary View — Agile Data
Main Build Trends
BUILD Phase Schedule
BUILD Phase Ef f ort
100
10,000
100
10
1
1,000
100
STORIES (thousands)
BUILD Phase Staf f ing
10
1
1,000
100
Agile projects as a whole
achieve faster speed
STORIES (thousands)
Bugs
1,000
1,000
100
E rs (S
rro
ysIn e
t-D l)
10
10,000
C T P a S ff (P o le
& e k ta
ep )
100
C T E rt (P )
& ffo
M
C T D ra n (M n s)
&
u tio
o th
10
10
1,000
10
Low Defects for BMC & Follett
10
1
1,000
100
10
STORIES (thousands)
Agile Companies
Company B SCRUM
1
1,000
100
STORIES (thousands)
Company A - Agile XP
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QSM 2005 Business
Av g. Line Sty le
1 Sigma Line Sty le
79
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Productivity Index Assessment
Productivity Index/Velocity
35
Agile projects as a whole
tend to exhibit higher PIs
(Follett/BMC are circled)
30
25
20
P
I
15
10
5
10
0
1,000
100
STORIES (thousands)
Agile Companies
1 Sigma Line Style
Copyright QSM Associates, Inc.
Company B SCRUM
Company A - Agile XP
3/26/2013
QSM 2005 Business
Avg. Line Style
80
40
43. Productivity Index: Five Companies Using Agile
A vg, Min, Max PI vs Organization
BMC and Follett
lead the pack
Agile #1 - Follett
Agile #2 - BMC
O a iza n
rg n tio
Company B
Company C
Company D
0
5
10
15
20
25
30
35
40
Avg, Min, Max PI
All Systems
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A vg. Line Style
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BMC vs. Industry Average
Industry
Average
Current
Performance
Delta
$5.5 Million
$5.2 Million
-$.3M
15 months
6.3 months
-8.7 mos
Defects
During QA
713
635
-11%
11%
Staffing
40
92
+52
Project Cost
Schedule
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44. BMC “Secret Sauce”
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BMC “Secret Sauce” (con’t)
Buy-In
VP-Level (or higher) Senior Executive Sponsorship
Scrum Master Training
Core Group Energized and Passionate
Staying “Releasable”
Nightly Builds/Test
2-week Iteration Demos
Frequent, Rigorous Peer Code Review
Dusk-to-Dawn
Dusk to Dawn Teamwork
Communication Techniques for Information Flow
Wikis, Video-conferencing, Periodic On-Site Meetings
Co-Located Release Planning
Scrum of Scrum Meetings (US Time)
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45. BMC “Secret Sauce” (con’t)
Backlogs
One Master Backlog AND Multiple Backlog Management
One Setup for User Stories Across Teams
Added “Requirements Architect” to Interface Product Mgt with R&D
“Holding Back the Waterfall”
Test Driven Development
Retrospective Meetings to Not Regress into old Waterfall Habits
Outside Source to Audit the Process
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Tying It All Together:
Release and Iteration Planning
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46. Collect and Use History
Learn from the Past
Observe and discover patterns
Determine cause and effect
Behave accordingly
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Your Software Development Core Metrics History
How long?
Produced
Software
(Size)
How much?
How good?
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Duration
Effort
Discovered
Defects
88
44
47. “Real World Deadline Driven Estimation”
Given a Certain Development Efficiency/Productivity
from Observed Patterns
And Given the Deadline
With a Team of “X” People ...
How Much Functionality Can We Build?
How Much Functionality Should We Promise?
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Rifkin’s Dicta
Stan Rifkin
Master Systems Inc.
Carnegie Mellon SEI
On Software Estimation:
Commitments have to be based on work to be performed
(scope/size); therefore, there must be agreement on this.
Estimates have to be based on the work to be performed
(scope/size) and historical records of performance.
Commitments must not exceed the capability to perform,
or else there is no reason to estimate.
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48. Productivity Relationship
Conceptual Form
Deliverable is
Size
Effort over
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Time
at some Productivity
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Productivity Relationship (Rearranged)
Historical Productivity Measurement
Deliverable
Size
over
is
and
Productivity
Effort
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Time
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49. Step 1 - Derive Productivity Index from History
(preferably more than 1 project)
Size = 272,768 SLOC
WFS 5.1
PI =
SIZE
TIME
EFFORT
*
Copyright QSM Associates, Inc.
Effort = 249 Person-Months
= 19.4
Time = 13 Months
Ti
M th
93
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Direct Reading from SLIM-DataManager
PI
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50. Step 2 - Identify Proposed Time and Effort
Time to June Deadline = 6 Months
Budgeted Effort = 24 Person-Months
Project Staffing Profile
6
5
4
3
2
1
0
5
5
5
4
3
2
Jan
Feb
Mar
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Apr
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May
Jun
95
Step 3 - Derive Size Implied by PI
Deliverable is
Size
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Effort over
Time
3/26/2013
at some Productivity
96
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51. Step 3 – Determine (triaged) Size
What Size?
What PI?
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Step 4 - Map to Functional Size Units
Based on resultant size translate that down to
size,
additional size units, such as number of features,
technical requirements, stories, story points, etc.
For example, if typically, it takes 2 objects per technical
requirement (from observed history), then try to
promise no more than 2X objects – or X technical
requirements - in a 6 month time frame.
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52. Exercise #4
Release and Iteration Planning
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Objectives of this Exercise
You will learn how to:
Look at productivity patterns for a group of completed
projects.
projects
Determine what historical productivity values are relevant to
help estimate a new project.
Given a target deadline, “reverse calculating” the size/scope
that would be possible within the schedule and allocated effort.
You will do this in terms of Units of Work (C++ Objects) and
Units of Need (Technical Requirements).
If the project can not deliver the desired amount of (full)
functionality, y
y you’ll understand how to start negotiating for
g
g
additional time, effort, or how to make the case for reduced
scope (or incremental releases), by making a data-driven
argument.
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53. For Additional Information
Michael Mah
email: michael.mah@qsma.com
website: www.qsma.com
blog: www.optimalfriction.com
twitter: @michaelcmah
Tel: 1 413-499-0988
Andrea Gelli
Email: andrea.gelli@qsma.ch
Website: www.qsm-europe.com
Tel: +41 79 379 9807
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