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Scrum Master Training at ISEP DEI | 18th and 19th of Feb 2016

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Scrum Master Training at ISEP DEI | 18th and 19th of Feb 2016.

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Scrum Master Training at ISEP DEI | 18th and 19th of Feb 2016

  1. 1. Scrum Master Training by Eduardo Ribeiro V 1.0
  2. 2. edu.f.ribeiro@gmail.com @edu_f_ribeiro
  3. 3. Not Again!!! Same jokes, ugly draws and slides!
  4. 4. Overview •  What is Agile? •  Agile Manifesto •  12 Principles behind the Agile Manifesto •  TradiMonal vs. Agile Delivery •  TradiMonal vs. Agile Feedback •  Agile Umbrella •  Why we use (or should use) it? •  What is Scrum? –  Incremental != IteraMve –  Scrum Principles –  Scrum Team & Roles •  Ball Point Game –  Scrum Ceremonies –  Scrum Framework –  User Stories Context –  INVEST Acronym –  Why? •  User Story Game –  Why we esMmate? –  Poker Planning •  EsMmaMon Techniques Games –  DoD and DoR –  Visibility of Progress –  Time for the ulMmate game – Lego Game –  Scrum Smells aka AnM-Pa^erns
  5. 5. What is Agile “Agile is an “iteraMve” and “incremental” soaware development methodology were its main focus is on client saMsfacMon through conMnuous delivery.”
  6. 6. Agile Manifesto
  7. 7. 12 Principles behind the Agile Manifesto •  Our highest priority is to sa#sfy the customer through early and con#nuous delivery of valuable soaware. •  Welcome changing requirements, even late in development. Agile processes harness change for the customer's compeMMve advantage. •  Deliver working soaware frequently, from a couple of weeks to a couple of months, with a preference to the shorter #mescale. •  Business people and developers must work together daily throughout the project. •  Build projects around mo#vated individuals. Give them the environment and support they need, and trust them to get the job done. •  The most efficient and effecMve method of conveying informaMon to and within a development team is face-to-face conversa#on. •  Working so:ware is the primary measure of progress. •  Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely. •  ConMnuous a^enMon to technical excellence and good design enhances agility. •  Simplicity the art of maximizing the amount of work not done is essenMal. •  The best architectures, requirements, and designs emerge from self-organizing teams. •  At regular intervals, the team reflects on how to become more effec#ve, then tunes and adjusts its behavior accordingly.
  8. 8. TradiMonal vs. Agile Delivery
  9. 9. TradiMonal vs. Agile Feedback
  10. 10. Agile Umbrella Crystal Clear Feature Driven Development (FDD) Dynamic System Development Method (DSDM) Lean So:ware Development Kanban Scrum Extreme Programming (XP) Adap#ve So:ware Development (ASD) Behavior Driven Development (BDD)
  11. 11. Why we use (or should use) it? •  Reduced risk •  Earlier ROI/ value •  Increased visibility of progress •  Increased predictability •  Increased producMvity •  Reduced waste •  More producMve & happy teams
  12. 12. What is Scrum?
  13. 13. Incremental != IteraMve
  14. 14. PRINCIPLES Scrum
  15. 15. Empirical Process Control Transparency: •  Transparency allows all facets of any Scrum process to be observed by anyone. Inspec#on: •  Use of a common Scrum Board and other informaMon radiators. Adapta#on: •  AdaptaMon happens as the Scrum Core Team and Stakeholders learn through transparency and inspecMon and then adapt by making improvements in the work they are doing.
  16. 16. Self-OrganizaMon
  17. 17. CollaboraMon
  18. 18. Value Base-PrioriMzaMon
  19. 19. Time-Boxing
  20. 20. IteraMve Development
  21. 21. TEAM & ROLES Scrum
  22. 22. Scrum Team & Roles
  23. 23. Scrum Master
  24. 24. Ball Point Game
  25. 25. Product Owner
  26. 26. CEREMONIES Scrum
  27. 27. Grooming the Product Backlog
  28. 28. Sprint Planning
  29. 29. Daily Stand Up
  30. 30. Sprint Review or Demo & RetrospecMve
  31. 31. Scrum Framework
  32. 32. User Stories Context As a … (user of the system) I want … (feature or problem to be solved) So that … (benefit of story being completed) The “so that” part is incredibly valuable as it focuses people on the real reason behind this story.
  33. 33. INVEST Acronym
  34. 34. Why?
  35. 35. User Story Game
  36. 36. Why we EsMmate?
  37. 37. Poker Planning
  38. 38. EsMmaMon Techniques Games
  39. 39. DOD AND DOR Scrum
  40. 40. DefiniMon of Done aka DoD •  The team agrees on, and displays prominently somewhere in the team room, a list of criteria which must be met before a product increment "oaen a user story" is considered "done". •  On a feature level, the acceptance criteria should be agreed up front BEFORE the User Story is submi^ed to acceptance.
  41. 41. DefiniMon of Ready aka DoR •  By analogy with the "DefiniMon of Done", the team makes explicit and visible the criteria (generally based on the INVEST matrix) that a user story must meet prior to being accepted into the upcoming iteraMon. •  On a feature level, the acceptance criteria should be agreed up front BEFORE code is wri^en.
  42. 42. Visibility of Progress •  Team has a duty to radiate informaMon outwards! •  It also helps reduce interrupMons! –  Scrum and Kanban Physical Boards –  Big visible charts (Ex: CFS’s, Burn Down, Etc) –  On-line Tools (Ex: Rally Dev) –  Daily reporMng
  43. 43. Examples
  44. 44. Time for the ulMmate game Lego Game
  45. 45. Scrum Smells aka AnM-Pa^erns •  Scrum Master or any other team member assigning work. •  Daily Scrum is for the Scrum Master or any other specify person. •  Sprint work being carried over. •  Test sprints. •  Everything “In-progress”. •  SM/ DM/ PO or anyone else providing esMmates for the team.
  46. 46. QuesMons?
  47. 47. Thank You!

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