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Agile intro module 3

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One day introduction to Agile and Scrum - Module 3 - Project Management

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Agile intro module 3

  1. 1. Agile Intro Module 3 Estimating & Planning
  2. 2. Sprint Backlog
  3. 3. Sprint Backlog IN WORK
  4. 4. User Story Als een cursist Wil ik weten hoe planning in Agile projecten verloopt Omdat we zonder planning niet weten wat we moeten doen en niet weten hoe ver we zijn
  5. 5. Agile versus Plan—driven it Agile tegengesteld aan plan-driven? Ii Geen BPUF ! Maar heel veel planning.
  6. 6. Zes niveaus van planning strategy portfolio product _ release Iteration day
  7. 7. Cone of Uncertainty I , l grove, onnauwkeurige schatting . --_. ___; preciese . ..--. schatting
  8. 8. Drie niveaus van planning I ‘:1!’ fl! ’ 5; As a user I want to pay Iteration with Visa card
  9. 9. Release planning G Release I5 >> Iteration GI typically 3-6 months *3 date-driven or user story-driven
  10. 10. User story backlog Sprint I Sprint 2 Sprint 3 As a user As a user As a user As a user As a user As a user As a user As a user As a user As a user
  11. 11. pa. In1ea; ,(”n: | User story matrix Full functional As a user As a user As a user As a user As a user As a user As a user As a user As a user As a user
  12. 12. pa. In112a; ,(| |n: | User story matrix Full functional As a user As a user As a user 8 I 8 As a user As a user As a user I 5 3 As a user As a user As a user 5 5 8 As a user 5
  13. 13. pa. In1ea; ,(| |n: | User story matrix Full functional As a user As a user As a user 8 I 8 As a user As a user As a user I 5 3 As a user As a user As a user 5 5 8 As a user 5
  14. 14. Release planning Estimate user stories velocity? prioritise user stories
  15. 15. Story points 0 Waarde voor grootte / complexiteit, zonder dimensie 0 NIET voor inspanning / effort 0 Relatieve manier van schatten (x = 2y) 0 Meestal met (0), |,2, 3, 5,8, I3, 20,40, IOO 0 Start met enkele stories als baseline 0 Bouw een referentie-set op
  16. 16. Planning Poker 0 After story I 7* , ____ explanation, each ‘El team member °’”" """ picks a card HE 0 I-2-3 turn cards ° , ,,° ; ’;‘; ‘;m‘ 0 we :0 ‘ o discuss High/ Low l l i. st, 8102 new oven: on: ., ,v_* 0 re-iterate
  17. 17. Sprint Backlog IN WORK
  18. 18. Sprint Backlog IN WORK DONE
  19. 19. Sprint Backlog IN WORK DONE
  20. 20. User Story Als een cursist Wil ik wel eens pokeren Omdat dat wel ‘fun’ I<| in| <t
  21. 21. Case - iPhone app II Stel een release planning op voor onze App *0 Sorteer de stories (belangrijkste links) 45 Definieer Release Goal GI Schat story points in (voor de eerste | O- I 5) I9 GeefT-shirt maten voor de rest
  22. 22. Sprint Backlog IN WORK DONE
  23. 23. Sprint Backlog IN WORK DONE Iteration Plan
  24. 24. Sprint Backlog IN WORK Iteration Plan
  25. 25. User Story Als een cursist Wil ik wel eens een Sprint Planning uitvoeren Omdat alleen theorie onvoldoende is om dit in onze organisatie toe te passen
  26. 26. Sprint Planning 1! Product Owner +Team + Experts *3» Create Sprint Goal ii For each User Story in this iteration I. PO clarifies story, team asks questions 2. Team (w/ o PO) creates tasks, (re)estimates size (story or tasks)
  27. 27. Let’s practice *9 Voer een Sprint planning meeting uit
  28. 28. Scrum board As a user As a user As a user As a user As a user As a user As a user As a user
  29. 29. Sprint Backlog IN WORK Iteration Plan
  30. 30. Sprint Backlog Iteration Plan
  31. 31. 29 Start doing Stop doing Continue doing
  32. 32. Agile Manifesto We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: Individuals and interactions over processes and tools 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.
  33. 33. I2 principes Working software is the primary measure of progress. Agile processes promote sustainable deveIopment. The sponsors. developers, and users should be able to maintain a constant pace indefinitely. Continuous attention to technical excellence and good design enhances agility. Simplicity--the art of maximizing the amount of work not done--is essential. The best architectures. requirements, and designs emerge from self-organizing teams. At regular intervals. the team reflects on how to become more effective. then tunes and adjusts its behavior accordingly. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software. Welcome changing requirements. even late in deve| opment. AgiIe processes harness change for the customer's competitive advantage. Deliver working software frequently. from a couple of weeks to a couple of months. with a preference to the shorter timescale. Business people and developers must work together daily throughout the project. Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.

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