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Introduction to Agile Practices

  1. scrummaster responding change time-box prioritize acceptance burn-down user stories roles servant leader team inspect collaboration planning adoption high value shippable sprint self-organizing Agile Software product owner story points quality working software Development adapt done incremental xp impediments iterative daily stand-up interactions commitment manifesto scrum backlog estimating retrospective velocity release design review testing
  2. rusty
  3. rusty
  4. rusty
  5. rusty
  6. stressed
  7. WTF? stressed
  8. WTF? stressed
  9. WTF? stressed
  10. Name: Rusty’s Project Date: 2/7/2008 COD: Methodology
  11. Name: Rusty’s Project Date: 2/7/2008 COD: Methodology
  12. Name: Rusty’s Project Date: 2/7/2008 COD: Methodology
  13. Name: Rusty’s Project Date: 2/7/2008 COD: Methodology monster.com
  14. 35% projects completed on-time, within budget, or delivered on specification The Standish Group, 2006 Chaos Report
  15. 31% projects cancelled The Standish Group, 2006 Chaos Report
  16. 59¢ software value on the dollar The Standish Group, 2006 Chaos Report
  17. 64% features rarely or ever used The Standish Group, 2006 Chaos Report
  18. opme acklog manifesto design testing
  19. individuals interactions and processes and tools
  20. working software comprehensive documentation
  21. customer collaboration contract negotiation
  22. responding change to following plan a
  23. Ag uality incremental iterative commitment
  24. iterative development Target
 System
 Project
 Check
the
Fit
 Itera1on
0
 Itera1on
1
 Itera1on
2
 Itera1on
3
 Itera1on
n
 Incep1on
 Establish
Business
 Discovery
 Set
up
Project
 Incremental
delivery
in
/me‐boxed
2
week
itera/ons
 Rela/onship
 Assessment
 Infrastructure

  25. incremental delivery Itera1on
 2
Weeks
 Product
 Itera1on
 Product
 Backlog
 Backlog
 Increment

  26. view lease spective timating backlog des man test
  27. product backlog
  28. current iteration current release future releases
  29. scrumma prioritize user stories servant leader boration
  30. conversation card confirmation
  31. conversation card confirmation
  32. card As a freq Iw uent ant t flyer o re trip book ! so t a pa hat time I sa st! book ve! ing t rips. !
  33. card As a freq Iw uent ant t flyer o re trip book ! so t a pa hat time I sa st! book ve! ing t rips. !
  34. conversation card confirmation
  35. I WANT THE TOAST TO POP UP WHEN IT’S DONE
  36. THAT’S REALLY EXPENSIVE. THE POPPING PART IS EASY —THAT’S JUST A SPRING. BUT KNOWING WHEN THE TOAST IS DONE REQUIRES AN OPTICAL SENSOR—NEW TECHNOLOGY.
  37. BUT WHAT ABOUT ALL THOSE OTHER TOASTERS OUT THERE?
  38. OH, THEY USE A TIMER. THEY DON’T REALLY KNOW WHEN THE TOAST IS DONE. IT’S A KLUDGE.
  39. OUR CUSTOMERS DON’T WANT A SUPER-TOASTER. THEY JUST WANT A REGULAR TOASTER, WITH A TIMER, LIKE EVERYONE ELSE.
  40. OH, WELL THAT WON’T BE EXPENSIVE AT ALL. COOL. YEAH, COOL!
  41. change rioritize acceptance er stories ervant leader team ation plannin high va g
  42. conversation card confirmation
  43. confirmation n s ca lyer ent f ! requ tript flyer! nly f past uen ast! O am all kro p k freq 1.  oo o rebs a ebon f save! io A toler t t I ec ant s stha ips.! past wlow io ! I Al p ts p oking mr tch ta 2.  it r ptr as e rbomust dates! m tiw t ip for e t 3.  N p, excep tri
  44. acceptance chan team er planning n high value
  45. Product A Product B Product C Release 1.0 Release 2.0 Release 3.0 Iteration 1 Iteration 2 Iteration 3 Iteration 4 Iteration 5 Iteration 6 Task
1
 Task
2
 Task
3
 Task
4
 Task
5
 4
hours
 6
hours
 2
hours
 8
hours
 2
hours

  46. Dev and-up ctions release locity review
  47. SIZE CALCULATION DURATION VELOCITY = 10 20 ITERATIONS 200 UNITS
  48. Effort
 Complexity
 Complexity
 Effort
 Doubt
 Story 1 Doubt
 Effort
 Complexity
 Story 3 Doubt
 Story 2
  49. M Effort
 Complexity
 XL Complexity
 Effort
 Doubt
 Story 1 Doubt
 M Effort
 Complexi Story 3 ty
 Dou bt
 Story 2
  50. 5 Effort
 Complexity
 10 Complexity
 Effort
 Doubt
 Story 1 Doubt
 5 Effort
 Complexi Story 3 ty
 Dou bt
 Story 2
  51. Impediments` daily stand- e interactio t velocity
  52. 40
 35
 Mean (Last 8) = 33 30
 Mean (Worst 3) = 28 25
 20
 15
 10
 5
 0
 Itera/on
 Itera/on
 Itera/on
 Itera/on
 Itera/on
 Itera/on
 Itera/on
 Itera/on
 Itera/on
 1
 2
 3
 4
 5
 6
 7
 8
 9

  53. At our slowest velocity we’ll finish here (3X28) At our average velocity we’ll finish here (3X33)
  54. Will Have The line of hope (3X28) Might Have The line of despair (3X33) Won’t Have
  55. Ag uality cremental iterative commitment
  56. teamcapacity team
member
 capacity
this
itera1on
 Rachel
 46
 Ronica
 60
 Ken
 54
 Mark
 62
 Total
 222

  57. storyone Task
 Es1mate
 Owner
 Code
the
UI
 6
 Ronica
 Code
the
middle
/er
 8
 Rachel
 Create
and
automate
 4
 Mark
 tests

  58. “can we commit to this?” 70
 60
 50
 40
 30
 20
 10
 0
 Rachel
 Ken
 Ronica
 Mark

  59. storytwo task
 es1mate
 owner
 Code
the
UI
 12
 Ronica
 Code
the
middle
/er
 5
 Rachel
 Create
and
automate
 6
 Mark
 tests

  60. “can we commit to this?” 70
 60
 50
 40
 30
 20
 10
 0
 Rachel
 Ken
 Ronica
 Mark

  61. …storynine Task
 Es1mate
 Owner
 Code
the
UI
 8
 Ronica
 Code
the
middle
/er
 6
 Rachel
 Create
and
automate
 3
 Mark
 tests

  62. “can we commit to this?” 70
 60
 50
 40
 30
 20
 10
 0
 Rachel
 Ken
 Ronica
 Mark

  63. storyten Task
 Es1mate
 Owner
 Code
the
UI
 8
 Ronica
 Code
the
middle
/er
 6
 Rachel
 Create
and
automate
 3
 Mark
 tests

  64. “can we commit to this?” 70
 60
 50
 40
 30
 20
 10
 0
 Rachel
 Ken
 Ronica
 Mark

  65. go!
  66. analysis
  67. analysis design
  68. design analysis code
  69. design analysis code test
  70. design analysis code test document
  71. ile Soft adapt done daily stand-up ents interactions
  72. What did you work on yesterday? What are you working on today? Do you have any impediments?
  73. Softw apt done D stand-up
  74. done… done.
  75. analysis design coding testing document user acceptance pilot live
  76. analysis design coding testing document user acceptance pilot live
  77. analysis design coding testing document user acceptance pilot live
  78. analysis design coding testing document user acceptance pilot live
  79. c adoption shippable ile So
  80. potentially shippable
  81. potentially shippable = shippable
  82. high quality tested complete done
  83. manifesto estimating backlog retrospective ease design view testing
  84. inspect adapt and
  85. time-b respo roles spect colla ion
  86. scrum master
  87. product owner
  88. team the
  89. Role
 Monday
 Tuesday
 Wednesday
 Thursday
 Friday
 Developer
 Planning/ Coding
 Coding/ Coding/ Coding/ Coding
 Defect
Fixes
 Defect
Fixes
 Defect
Fixes
 QA/Tester
 Planning/ Wri/ng
UAT
 QA/Tes/ng
 QA/Tes/ng
 QA/Tes/ng
 Wri/ng
UAT
 ScrumMaster
 Facilitate
 Impediment
 Impediment
 Impediment
 Impediment
 Planning
 resolu/on
 resolu/on
 resolu/on
 resolu/on
 Product
 Par/cipate
in
 Stakeholder
 Stakeholder
 Stakeholder
 Stakeholder
 Owner
 Planning
 feedback
 feedback
 feedback
 feedback

  90. Role
 Monday
 Tuesday
 Wednesday
 Thursday
 Friday
 Developer
 Coding/ Coding/ Defect
Fixes/ Defect
Fixes/ Defect
Fixes/ Defect
Fixes
 Defect
Fixes
 Design/Story
 Design/Story
 Review/ Development
 Development
 Retrospec/ve
 QA/Tester
 QA/Tes/ng
 QA/Tes/ng
 QA/Tes/ng
 QA/Tes/ng/
 Final
UAT/ Accpetance
 Review/ Criteria
 Retrospec/ve
 ScrumMaster
 Impediment
 Impediment
 Impediment
 Impediment
 Facilitate
 resolu/on/ resolu/on/ resolu/on/ resolu/on/ Review/ Look
ahead
 Refine
stories
 Refine
stories
 Acceptance
 Retrospec/ve
 criteria
 Product
 Look
ahead/ Refine
 Refine
 Acceptance
 Final
UAT/ Owner
 Acceptance
 stories/ stories/ criteria/ Par/cipate
in
 tes/ng
 Acceptance
 Acceptance
 Acceptance
 Review/ tes/ng
 tes/ng
 tes/ng
 Retrospec/ve

  91. product owner building the right code versus building the code right the team
  92. scrummaste responding time-box change prioritize user stories roles servant leader ect collaboration self-organizing
  93. inspe burn- adoption shippable gile Soft
  94. 88% increased productivity Agile Methodologies: Survey Results, by Shine Technologies, 2003

  95. 93% increased quality Agile Methodologies: Survey Results, by Shine Technologies, 2003

  96. 83% increased stakeholder satisfaction Agile Methodologies: Survey Results, by Shine Technologies, 2003

  97. 49% reduction in costs Agile Methodologies: Survey Results, by Shine Technologies, 2003

  98. 100
 80
 50
 9
 60
 10
 40
 4
 6
 50
 50
 20
 25
 0
 CMMI
1
 CMMI
5
 SCRUM
 WORK
 REWORK
 PROCESS
 Sutherland,
J.,
C.
Jacobson,
et
al.
(2007).
Scrum
and
CMMI
Level
5:
A
 Magic
Po/on
for
Code
Warriors!
Agile
2007,
Washington,
D.C.,
IEEE.

  99. time 100 market to Time to Market (Months) .

.
 .
.
 . .
 . .
.
.
.
 
 .
 .
 .
 .
.
 .
.
.
 .
.
.
 .
 10 Home
Away
 ects
 .
 .
 l
Proj ona Tradi/ BMC
 CNET
 Moody’s
 Accuro
Healthcare
 1 1 10 100 1000 User Stories, Code (KSLOC) QSMA Slim Database Study, 2008
  100. welcome to mainstream the the world is here innovators pragmatists conservatives laggards
  101. agile adoption 73% 31% GIS the world Dr. Dobb’s Journal, Scott Ambler Agile Adoption Survey, 2008 GeoScrum Agile Adoption in GIS Survey, 2008
  102. gis the help cross chasm the world is here GIS is here innovators pragmatists conservatives laggards
  103. scrummaster responding change time-box prioritize acceptance user stories burn-down roles servant leader team inspect collaboration planning adoption high value self-organizing shippable sprint product owner chris spagnuolo story points quality working software adapt done incremental rally software xp impediments iterative daily stand-up interactions commitment manifesto scrum backlog release velocity estimating retrospective www.rallydev.com review testing
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