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Scrum	Master	Training	
by	Eduardo	Ribeiro	
V	1.0	
Universidade	do	Minho	-	Departamento	de	InformáCca
edu.f.ribeiro@gmail.com	
@edu_f_ribeiro
Not	
Again!!!	
Same	
jokes,	ugly	
draws	and	
slides!
Overview	
•  What	is	Agile?	
•  Agile	Manifesto	
•  12	Principles	behind	the	Agile	
Manifesto	
•  TradiConal	vs.	Agile	Del...
What	is	Agile	
“Agile	is	an	“iteraCve”	and	“incremental”	
sobware	development	methodology	were	its	
main	focus	is	on	clien...
Agile	Manifesto
12	Principles	behind	the	Agile	
Manifesto	
•  Our	highest	priority	is	to	sa#sfy	the	customer	
through	early	and	con#nuous	...
TradiConal	vs.	Agile	
Delivery
TradiConal	vs.	Agile	
Feedback
Agile	Umbrella	
Crystal	Clear	
Feature	Driven	Development	(FDD)	
Dynamic	System	Development	Method	(DSDM)	
Lean	So:ware	De...
Why	we	use	(or	should	use)	it?	
•  Reduced	risk	
•  Earlier	ROI/	value	
•  Increased	visibility	of	progress	
•  Increased	...
What	is	Scrum?
Incremental	!=	IteraCve
PRINCIPLES	
Scrum
Empirical	Process	Control	
Transparency:	
•  Transparency	allows	all	facets	of	any	Scrum	process	to	be	observed	by	
anyone...
Self-OrganizaCon
CollaboraCon
Value	Base-PrioriCzaCon
Time-Boxing
IteraCve	Development
TEAM	&	ROLES	
Scrum
Scrum	Team	&	Roles
Scrum	Master
Ball	Point	Game
Product	Owner
CEREMONIES	
Scrum
Grooming	the	Product	Backlog
Sprint	Planning
Daily	Stand	Up
Sprint	Review	or	Demo	&	
RetrospecCve
Scrum	Framework
User	Stories	Context	
As	a	…	(user	of	the	system)	
I	want	…	(feature	or	problem	to	
be	solved)	
So	that	…	(benefit	of	story...
INVEST	Acronym
Why?
User	Story	Game
Why	we	EsCmate?
Poker	Planning
EsCmaCon	Techniques	Games
DOD	AND	DOR	
Scrum
DefiniCon	of	Done	aka	DoD	
•  The	team	agrees	on,	and	displays	
prominently	 somewhere	 in	 the	
team	room,	a	list	of	crite...
DefiniCon	of	Ready	aka	DoR	
•  By	analogy	with	the	"DefiniCon	of	
Done",	 the	 team	 makes	 explicit	
and	 visible	 the	 cri...
Visibility	of	Progress	
•  Team	has	a	duty	to	radiate	
informaCon	outwards!	
•  It	also	helps	reduce	interrupCons!	
–  Scr...
Examples
Time	for	the	ulCmate	game	
Lego	Game
Scrum	Smells	aka	AnC-Pa_erns	
•  Scrum	Master	or	any	other	team	member	assigning	work.	
•  Daily	Scrum	is	for	the	Scrum	Ma...
QuesCons?
Thank	
You!
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Scrum Master Training at UM DI | 2nd and 3rd of Mar 2016

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Scrum Master Training at UM DI | 2nd and 3rd of Mar 2016.

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Scrum Master Training at UM DI | 2nd and 3rd of Mar 2016

  1. 1. Scrum Master Training by Eduardo Ribeiro V 1.0 Universidade do Minho - Departamento de InformáCca
  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 •  TradiConal vs. Agile Delivery •  TradiConal vs. Agile Feedback •  Agile Umbrella •  Why we use (or should use) it? •  What is Scrum? –  Incremental != IteraCve –  Scrum Principles –  Scrum Team & Roles •  Ball Point Game –  Scrum Ceremonies –  Scrum Framework –  User Stories Context –  INVEST Acronym –  Why? •  User Story Game –  Why we esCmate? –  Poker Planning •  EsCmaCon Techniques Games –  DoD and DoR –  Visibility of Progress –  Time for the ulCmate game – Lego Game –  Scrum Smells aka AnC-Pa_erns
  5. 5. What is Agile “Agile is an “iteraCve” and “incremental” sobware development methodology were its main focus is on client saCsfacCon through conCnuous 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 sobware. •  Welcome changing requirements, even late in development. Agile processes harness change for the customer's compeCCve advantage. •  Deliver working sobware 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 effecCve method of conveying informaCon 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. •  ConCnuous a_enCon to technical excellence and good design enhances agility. •  Simplicity the art of maximizing the amount of work not done is essenCal. •  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. TradiConal vs. Agile Delivery
  9. 9. TradiConal 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 producCvity •  Reduced waste •  More producCve & happy teams
  12. 12. What is Scrum?
  13. 13. Incremental != IteraCve
  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 informaCon radiators. Adapta#on: •  AdaptaCon happens as the Scrum Core Team and Stakeholders learn through transparency and inspecCon and then adapt by making improvements in the work they are doing.
  16. 16. Self-OrganizaCon
  17. 17. CollaboraCon
  18. 18. Value Base-PrioriCzaCon
  19. 19. Time-Boxing
  20. 20. IteraCve 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 & RetrospecCve
  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 EsCmate?
  37. 37. Poker Planning
  38. 38. EsCmaCon Techniques Games
  39. 39. DOD AND DOR Scrum
  40. 40. DefiniCon 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 "oben 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. DefiniCon of Ready aka DoR •  By analogy with the "DefiniCon 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 iteraCon. •  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 informaCon outwards! •  It also helps reduce interrupCons! –  Scrum and Kanban Physical Boards –  Big visible charts (Ex: CFS’s, Burn Down, Etc) –  On-line Tools (Ex: Rally Dev) –  Daily reporCng
  43. 43. Examples
  44. 44. Time for the ulCmate game Lego Game
  45. 45. Scrum Smells aka AnC-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 esCmates for the team.
  46. 46. QuesCons?
  47. 47. Thank You!

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