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

  1. Scrum Master Training by Eduardo Ribeiro V 1.0 Universidade do Minho - Departamento de InformáCca
  2. edu.f.ribeiro@gmail.com @edu_f_ribeiro
  3. Not Again!!! Same jokes, ugly draws and slides!
  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. What is Agile “Agile is an “iteraCve” and “incremental” sobware development methodology were its main focus is on client saCsfacCon through conCnuous delivery.”
  6. Agile Manifesto
  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. TradiConal vs. Agile Delivery
  9. TradiConal vs. Agile Feedback
  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. 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. What is Scrum?
  13. Incremental != IteraCve
  14. PRINCIPLES Scrum
  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. Self-OrganizaCon
  17. CollaboraCon
  18. Value Base-PrioriCzaCon
  19. Time-Boxing
  20. IteraCve Development
  21. TEAM & ROLES Scrum
  22. Scrum Team & Roles
  23. Scrum Master
  24. Ball Point Game
  25. Product Owner
  26. CEREMONIES Scrum
  27. Grooming the Product Backlog
  28. Sprint Planning
  29. Daily Stand Up
  30. Sprint Review or Demo & RetrospecCve
  31. Scrum Framework
  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. INVEST Acronym
  34. Why?
  35. User Story Game
  36. Why we EsCmate?
  37. Poker Planning
  38. EsCmaCon Techniques Games
  39. DOD AND DOR Scrum
  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. 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. 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. Examples
  44. Time for the ulCmate game Lego Game
  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. QuesCons?
  47. Thank You!
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