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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: 
 

 
 
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888‐268‐8770 ∙ 904‐278‐0524 ∙ sqeinfo@sqe.com ∙ www.sqe.com
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.
 
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
Manifesto for Agile Software Development
We are uncovering better ways of developing software by
doing it and helping others do it. Through this work we
have come t value:
h
to l
Individuals and interactions over processes and tools
working software over comprehensive documentation
Customer collaboration over contract negotiation
responding to change over following a plan
That is, while there is value in the items on the right, we
value the items on the left more.
© 2001 Kent Beck, Mike Beedle, Arie van Bennekum, Alistair Cockburn, Ward
Cunningham, James Grenning, Jim Highsmith, Andrew Hunt, Ron Jeffries, Jon Kern,
Brian Marick,
Robert C. Martin, Steve Mellor, Ken Schwaber, Jeff Sutherland, Dave Thomas,
Martin Fowler
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3

“Without metrics,
you’re just another person
with a different opinion.”

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2
“Frothy eloquence neither convinces
nor satisfies me. I am from Missouri.
You have got to show me.”
- Missouri Congressman Willard Duncan Vandiver, 1899

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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
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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An Example of a Waterfall Picture

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4
An Example of an Agile Picture

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Entering Metrics from Whiteboard into QSM SLIM Model

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5
Project Interviews

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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?

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6
An Example of an Agile Picture

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An Example of a Waterfall Picture

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7
An Example of a Waterfall Picture

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Exercise #1
Metrics Capture: Agile XP Release
(
(Part 1)
)

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8
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)

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17

Exercise #1
Metrics Capture: Agile XP Release
(
(Part 2)
)

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9
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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Learn to Measure (and Deal Explicitly with)
Project Size

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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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11
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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12
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
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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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

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Business Concern: Cost
Focus: Productivity
Size Measures:
Lines of Code
Statements
Program Actions
Modules, Objects

Development
Process

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Product

28

14
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
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
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.”

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17
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).

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Exercise #2
Creating Schedule and Effort Trendlines

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18
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.

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Learn to Measure (and Deal Explicitly with)
Productivity

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Software Development Core Metrics

How long?

Produced
Software
(Size)

How much?

How good?

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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

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20
Production Equation
Conceptual Form

Deliverable is
Size

Effort over

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Time

at some Productivity

41

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Production Equation (Rearranged)
Conceptual Form
Deliverable
Size
over
is

and

Productivity
Effort
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Time
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21
Production Equation (In Actual Practice)
Calibration Form Size = 272,768 SLOC
WFSO 5.1
PI =

SIZE
TIME
EFFORT

*

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= 19.4

Effort = 249 PersonMonths
Time = 13 Months

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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
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

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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
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23
What’s a PI Worth?
Size = 350 Java Classes/Objects
j
Burdened Labor Rate = $120,000/PY

Productivity
Index

Effort
(PM)

Schedule
(Mos)

Cost
($)

MTTD
(Days)

18

42

9.4

420,000

4.1

17

56

10.5

560,000

3.5

16

78

11.6

780,000

2.8

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Exercise #3
Assessing 6 Agile XP Releases

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24
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.
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Two Case Studies:
Co-located Agile XP and
Distributed SCRUM

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25
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

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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”
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26
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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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
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28
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Destiny Release 6.5 – Whiteboard Sketch

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29
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

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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

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36.5

893

29.2
43.8
Peak Staff

715
1072
Eff SLOC (K)

60

30
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

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Command & Control

Microcode Sy stems

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Process Control

QSM 2005 Business

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31
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

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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
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

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33
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

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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
Project Interviews

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Project Interviews

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35
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
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Status Mode

Status

Severity*

TR-Version

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36
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
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).

Copyright QSM Associates, Inc.

75

3/26/2013

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

3/26/2013

QSM 2005 Business

Avg. Line Style

76

38
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

Copyright QSM Associates, Inc.

QSM 2005 Business

Avg. Line Style

77

3/26/2013

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
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

Copyright QSM Associates, Inc.

QSM 2005 Business

Av g. Line Sty le

1 Sigma Line Sty le

79

3/26/2013

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
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

Copyright QSM Associates, Inc.

A vg. Line Style

81

3/26/2013

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

Copyright QSM Associates, Inc.

3/26/2013

82

41
BMC “Secret Sauce”

Copyright QSM Associates, Inc.

3/26/2013

83

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)
Copyright QSM Associates, Inc.

3/26/2013

84

42
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

Copyright QSM Associates, Inc.

3/26/2013

85

Tying It All Together:
Release and Iteration Planning

3/26/2013

43
Collect and Use History
Learn from the Past
Observe and discover patterns
Determine cause and effect
Behave accordingly

Copyright QSM Associates, Inc.

87

3/26/2013

Your Software Development Core Metrics History

How long?

Produced
Software
(Size)

How much?

How good?

Copyright QSM Associates, Inc.

3/26/2013

Duration
Effort
Discovered
Defects

88

44
“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?

Copyright QSM Associates, Inc.

89

3/26/2013

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.

Copyright QSM Associates, Inc.

3/26/2013

90

45
Productivity Relationship
Conceptual Form

Deliverable is
Size

Effort over

Copyright QSM Associates, Inc.

Time

at some Productivity

91

3/26/2013

Productivity Relationship (Rearranged)
Historical Productivity Measurement
Deliverable
Size
over
is

and

Productivity
Effort
Copyright QSM Associates, Inc.

Time
3/26/2013

92

46
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

3/26/2013

Direct Reading from SLIM-DataManager

PI
Copyright QSM Associates, Inc.

3/26/2013

94

47
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

Copyright QSM Associates, Inc.

Apr
3/26/2013

May

Jun
95

Step 3 - Derive Size Implied by PI

Deliverable is
Size
Copyright QSM Associates, Inc.

Effort over

Time

3/26/2013

at some Productivity

96

48
Step 3 – Determine (triaged) Size

What Size?

What PI?
Copyright QSM Associates, Inc.

3/26/2013

97

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.

Copyright QSM Associates, Inc.

3/26/2013

98

49
Exercise #4
Release and Iteration Planning

Copyright QSM Associates, Inc.

3/26/2013

99

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.

Copyright QSM Associates, Inc.

3/26/2013

100

50
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
Copyright QSM Associates, Inc.

3/26/2013

101

51

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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 2 1
  • 4. Manifesto for Agile Software Development We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come t value: h to l Individuals and interactions over processes and tools working software over comprehensive documentation Customer collaboration over contract negotiation responding to change over following a plan That is, while there is value in the items on the right, we value the items on the left more. © 2001 Kent Beck, Mike Beedle, Arie van Bennekum, Alistair Cockburn, Ward Cunningham, James Grenning, Jim Highsmith, Andrew Hunt, Ron Jeffries, Jon Kern, Brian Marick, Robert C. Martin, Steve Mellor, Ken Schwaber, Jeff Sutherland, Dave Thomas, Martin Fowler Copyright QSM Associates, Inc. 3/26/2013 3 “Without metrics, you’re just another person with a different opinion.” Copyright QSM Associates, Inc. 3/26/2013 4 2
  • 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.” Copyright QSM Associates, Inc. 3/26/2013 6 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… Copyright QSM Associates, Inc. 3/26/2013 7 An Example of a Waterfall Picture Copyright QSM Associates, Inc. 3/26/2013 8 4
  • 7. An Example of an Agile Picture Copyright QSM Associates, Inc. 3/26/2013 9 Entering Metrics from Whiteboard into QSM SLIM Model Copyright QSM Associates, Inc. 3/26/2013 10 5
  • 8. Project Interviews Copyright QSM Associates, Inc. 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 12 6
  • 9. An Example of an Agile Picture Copyright QSM Associates, Inc. 3/26/2013 13 An Example of a Waterfall Picture Copyright QSM Associates, Inc. 3/26/2013 14 7
  • 10. An Example of a Waterfall Picture Copyright QSM Associates, Inc. 3/26/2013 15 Exercise #1 Metrics Capture: Agile XP Release ( (Part 1) ) Copyright QSM Associates, Inc. 3/26/2013 16 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 18 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. Copyright QSM Associates, Inc. 3/26/2013 19 Learn to Measure (and Deal Explicitly with) Project Size 3/26/2013 10
  • 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) Copyright QSM Associates, Inc. 3/26/2013 21 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 … Copyright QSM Associates, Inc. 3/26/2013 22 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 Copyright QSM Associates, Inc. 3/26/2013 23 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 … Copyright QSM Associates, Inc. 3/26/2013 24 12
  • 15. Size Categories Created from Scratch (adds work; impacts Size) Adapted (adds work; impacts Size) Modified New Unmodified Copyright QSM Associates, Inc. Purchased / Reused (adds complexity; impacts Productivity) 25 3/26/2013 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 Copyright QSM Associates, Inc. 3/26/2013 26 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 Copyright QSM Associates, Inc. 27 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 3/26/2013 Product 28 14
  • 17. Dividing Units of Need It may be helpful to divide the Units of Need into: Simple Medium Complex Copyright QSM Associates, Inc. 3/26/2013 29 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 Copyright QSM Associates, Inc. 3/26/2013 30 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. Copyright QSM Associates, Inc. 31 3/26/2013 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 Copyright QSM Associates, Inc. 3/26/2013 32 16
  • 19. Agile Teams Explicitly Deal with, and Measure Size… Copyright QSM Associates, Inc. 3/26/2013 33 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. 3/26/2013 34 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 35 Exercise #2 Creating Schedule and Effort Trendlines Copyright QSM Associates, Inc. 3/26/2013 36 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. 3/26/2013 37 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 3/26/2013 39 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 40 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 Copyright QSM Associates, Inc. Time 3/26/2013 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 Copyright QSM Associates, Inc. 3/26/2013 44 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. 45 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 46 23
  • 26. What’s a PI Worth? Size = 350 Java Classes/Objects j Burdened Labor Rate = $120,000/PY Productivity Index Effort (PM) Schedule (Mos) Cost ($) MTTD (Days) 18 42 9.4 420,000 4.1 17 56 10.5 560,000 3.5 16 78 11.6 780,000 2.8 Copyright QSM Associates, Inc. 3/26/2013 47 Exercise #3 Assessing 6 Agile XP Releases Copyright QSM Associates, Inc. 3/26/2013 48 24
  • 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 49 Two Case Studies: Co-located Agile XP and Distributed SCRUM Copyright QSM Associates, Inc. 3/26/2013 50 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. 52 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 Copyright QSM Associates, Inc. 3/26/2013 53 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 Copyright QSM Associates, Inc. 54 27
  • 30. Copyright QSM Associates, Inc. 3/26/2013 55 Copyright QSM Associates, Inc. 3/26/2013 56 28
  • 31. Copyright QSM Associates, Inc. 3/26/2013 57 Destiny Release 6.5 – Whiteboard Sketch Copyright QSM Associates, Inc. 3/26/2013 58 29
  • 32. Input to SLIM-DataManager Size Defects Time Effort Copyright QSM Associates, Inc. 59 3/26/2013 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 Copyright QSM Associates, Inc. Microcode Sy stems Process Control QSM 2005 Business 61 3/26/2013 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 63 3/26/2013 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 Copyright QSM Associates, Inc. 3/26/2013 64 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. Copyright QSM Associates, Inc. 3/26/2013 66 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 Copyright QSM Associates, Inc. 3/26/2013 68 34
  • 37. Project Interviews Copyright QSM Associates, Inc. 3/26/2013 69 Project Interviews Copyright QSM Associates, Inc. 3/26/2013 70 35
  • 38. Whiteboard Sketch – Performance Mgr R2.3 Copyright QSM Associates, Inc. 71 3/26/2013 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 3/26/2013 72 36
  • 39. Input to SLIM-Data Manager Defects Size Time Effort Copyright QSM Associates, Inc. 73 3/26/2013 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). Copyright QSM Associates, Inc. 75 3/26/2013 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 3/26/2013 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 Copyright QSM Associates, Inc. QSM 2005 Business Avg. Line Style 77 3/26/2013 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 Copyright QSM Associates, Inc. QSM 2005 Business Av g. Line Sty le 1 Sigma Line Sty le 79 3/26/2013 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 Copyright QSM Associates, Inc. A vg. Line Style 81 3/26/2013 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 Copyright QSM Associates, Inc. 3/26/2013 82 41
  • 44. BMC “Secret Sauce” Copyright QSM Associates, Inc. 3/26/2013 83 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) Copyright QSM Associates, Inc. 3/26/2013 84 42
  • 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 Copyright QSM Associates, Inc. 3/26/2013 85 Tying It All Together: Release and Iteration Planning 3/26/2013 43
  • 46. Collect and Use History Learn from the Past Observe and discover patterns Determine cause and effect Behave accordingly Copyright QSM Associates, Inc. 87 3/26/2013 Your Software Development Core Metrics History How long? Produced Software (Size) How much? How good? Copyright QSM Associates, Inc. 3/26/2013 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? Copyright QSM Associates, Inc. 89 3/26/2013 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. Copyright QSM Associates, Inc. 3/26/2013 90 45
  • 48. Productivity Relationship Conceptual Form Deliverable is Size Effort over Copyright QSM Associates, Inc. Time at some Productivity 91 3/26/2013 Productivity Relationship (Rearranged) Historical Productivity Measurement Deliverable Size over is and Productivity Effort Copyright QSM Associates, Inc. Time 3/26/2013 92 46
  • 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 3/26/2013 Direct Reading from SLIM-DataManager PI Copyright QSM Associates, Inc. 3/26/2013 94 47
  • 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 Copyright QSM Associates, Inc. Apr 3/26/2013 May Jun 95 Step 3 - Derive Size Implied by PI Deliverable is Size Copyright QSM Associates, Inc. Effort over Time 3/26/2013 at some Productivity 96 48
  • 51. Step 3 – Determine (triaged) Size What Size? What PI? Copyright QSM Associates, Inc. 3/26/2013 97 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. Copyright QSM Associates, Inc. 3/26/2013 98 49
  • 52. Exercise #4 Release and Iteration Planning Copyright QSM Associates, Inc. 3/26/2013 99 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. Copyright QSM Associates, Inc. 3/26/2013 100 50
  • 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 Copyright QSM Associates, Inc. 3/26/2013 101 51