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DOMAIN	V
Adaptive	Planning
(version	2.2)
MSc.	PMP.	Nguyen	Thanh	Phuoc
phuocnt@gmail.com
Key	Topics	about	Adaptive	Planning
• Affinity	estimating
• Agile	discovery
• Agile	sizing	and	estimating	techniques
• Daily	stand-ups
– Ground	rules;	Three	questions
• Defining	and	testing	acceptance	criteria
• Estimating	initial	velocity
• Estimating	tasks
• Fast	failure;	Ideal	time
• Iteration	planning	process
• Planning	poker
• Product	roadmap
• Wideband	Delphi
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• Progressive	elaboration
• Relative	sizing;	T-shirt	sizing
• Release	planning	process
• Rolling	wave	planning
• Slicing	stories
• Spikes
– Architectural	spike
– Risk-based	spike
• Story	maps,	Story	points
• Timeboxing
• User	stories;	User	story	backlog
– Refining	(grooming)	the	backlog
– Requirements	reviews
• Value-based	analysis	and	
decomposition
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Tasks	TO	DO
1. Use	progressive	elaboration	and rolling	wave	planning	to	plan	at	
multiple	levels.
2. Make	planning	transparent and	involve	key	stakeholders
3. Manage	expectations by	refining	plans	as	the	project	progresses
4. Adjust	planning	cadence	based	on	project	factors	and	results
5. Inspect	and	adapt	the	plans	to	changing	events
6. Size	items	first,	independent	of	team	velocity
7. Adjust	capacity for	maintenance	and	operations	demands	to	
update	estimates
8. Start	planning with	high-level	scope,	schedule,	and	cost	range	
estimates
9. Refine	ranges	as	the	project	progresses
10. Use	actuals	to	refine	the	estimate	to	complete
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Agile	Planning	Concepts
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Agile	Planning	Concepts
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• Adaptive	planning	approach	is	an	on	going	process and	provides	
multiple	mechanisms	to	pro-actively update	the	plan	
• Predictive planning	or	static	approach	is	created	up	front	and	re-
planning is	done	primarily	in	response	to	exceptions	to	the	plan	
and	change	requests
• Adaptive planning focuses on value delivery; and minimize any
non-value-adding work
Agile	Planning	Concepts
• Agile	vs	Non-Agile	Planning
– Agile	planning	differs	from	
traditional	planning	in	three	
key	ways
1. Trial	and	demonstration	
uncover	the	true	
requirements,	which	then	
require	re-planning
2. Agile	planning	is	less	of	an	up-
front	effort,	and	is	instead	
done	through	out	the	project
3. Mid	course	adjustments	are	
the	norm
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Agile	Planning	vs	Non-Agile	Planning
• Trial	and	Demonstration	Uncover	the	True	Requirements,	Which	
Then	Require	Re-planning
– So	instead	of	creating	very	detailed	specifications	and	plans,	
agile	projects	build	a	prototype	to	better	understand	the	
domain	and	
– Use	this	prototype	as	the	basis	for	further	planning	and	
elaboration
• Agile	Planning	is	less	of	an	up-front	effort,	and	is	instead	done	
throughout	the	project
– distribute	the	planning	effort	throughout	the	project’s	
lifecycle
– Executing	a	knowledge	work	project	is	a	complex,	creative,	
and	high-risk	endeavor	and	often	intangible
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Agile	versus	Non-Agile	Planning	(cont.)
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Agile	versus	Non-Agile	Planning	(cont.)
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Agile	versus	Non-Agile	Planning	(cont.)
• Time	and	Effort	Invested	in	Plans
– The	dotted	line	on	this	diagram	represents	the	risks	involved	in	
doing	too	much	up-front	planning
– The	risk	of	creating	a	very	detailed,	brittle	plan	increases—as	does	
the	risk	of	delaying	the	delivery	of	value	and	return	on	investment	
because	of	the	amount	of	time	spent	planning
– Boehms	conclusion	is	that	
we	should	aim	for	the	sweet	
spot	where	the	sum	of	these	
two	risks	is	lowest
è We	need	to	do	enough	up-front	
planning	to	minimize	the	risk	of	
duplication	and	rework	
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Agile	versus	Non-Agile	Planning	(cont.)
• Midcourse	Adjustments are	the	Norm	(constant)
– When	aiming	at	a	static	target,	the	best	approach	is	to	aim	very	carefully
and	then	fire	directly	at	the	fixed	target	
– However,	when	aiming	at	a	moving	target	that	isn’t	following	a	predictable	
path,	we	need	more	of	a	guided-missile	approach,	making	a	lot	of	mid-flight	
adjustments	to	ensure	our	efforts	reach	their	goal
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Agile	versus	Non-Agile	Planning	(cont.)
• Agile	methods	don’t	shy	away	from	planning	è suited	to	a	quickly	
changing	environment	
• Planning	occurs	on	agile	projects	first	with	a	high-level	plan,	and	then	
at	regular	points	through	out	the	project	for	subsequent	releases	and	
iterations.	
• Agile	teams	also	factor	a	lot	of	feedback	into	these	ongoing	planning	
processes.	For	example:
– Backlog	reprioritization affects	iteration	and	release	plans.
– Feedback	from	iteration	demonstrations	generates	product	
changes	and	new	requirements
– Retrospectives generate	changes	to	the	team’s	processes	and	
techniques.
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Principles	of	Agile	Planning
1. Plan	at	multiple	levels
– Product	=>	Release	=>	Iteration	=>	Task
2. Engage	the	team	and	the	customer in	planning
– a	leader	or	the manager	will	have	all	the	information	required	to	satisfy	
customer’s	needs
– knowledge	and	technical	insights	and	also	generate	their	plan	and	
commitment	for	the	plan
3. Manage	expectations by	frequently	demonstrating	progress	and	
extrapolating	velocity
4. Tailor	processes	to	the	project’s	characteristics.
– Large	projects	will	need	more	planning	and	small	projects
– If	there	are	a	lot	of	uncertainties,	the	team	will	need	to	plan	for	spikes to	
explore	options and	confirm that	the	proposed	technological	approach will	
work.
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Principles	of	Agile	Planning	(cont.)
5. Update	the	plan	based	on	the	project’s	priorities
– Be	reflected	in	the	backlog	priorities	created	by	the	product	
owner	in	collaboration	with	the	development	team
– need	to	re-examine	our	backlog	and	release	plans	to	see	if	it	
means	that	anything	else	needs	to	be	changed
6. Ensure	encompassing	estimates	that	account	for	risk,	distractions,	
and	team	availability
– Sponsors	want	to	know	when	things	will	be	done;	therefore,	
estimates	that	don’t	take	into	account	known	variables	are	
unrealistic	and	unhelpful
– To	produce	better	estimates,	we	start	with	base	historical	
averages (such	as	velocity	trends),	and	then	factor	in	future	team	
availability	and	the	distractions,	diversions,	and	other	calls	on	the	
team’s	time	that	will	inevitably	occur.
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Principles	of	Agile	Planning	(cont.)
7. Use	appropriate	estimate	ranges	to	reflect	the	level	of	
uncertainty in	the	estimate
– Recording	my	time	should	take	15	to	20	minutes
– I	hope	to	complete	the	portrait	painting	of	your	family	in	5	to	8	days
8. Base	projections	on	completion	rates.
– based	on	actual	completion	data	for	the	project
– show	our	real,	rather	than	ideal,	rate	of	progress
– so	are	more	likely	to	be	replicated in	the	future	than	plans	based	on	
theory	rather	than	reality
9. Factor	in	diversions	and	outside	work.
– to	support	old	projects;	go	on	vacation
– both	planned	and	unplanned	absences
==>	So	our	plans	should	not	assume	year-round	availability	or	100	percent	
dedication	to	a	project;	we	need	to	factor	in	some	nonproductive	time
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[K&S]	Agile	Discovery
• The	concept	of	“agile	discovery”	is	an	umbrella	term	that	
refers	to	the	evolution	and	elaboration	of	agile	project	plans
in	contrast	with	an	up-front	approach	such	as:
– Emergent plans	and	design	vs.	predictive plans	and	design
– Estimating	uncertain work	vs. certain work
– The	characteristics	of	new	product	development	vs.	well-
understood	and	repeatable projects
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[T&T]	Progressive	Elaboration
• Progressive	elaboration	refers	to	the	process	of	adding	
more	detail	as	new	information	emerges.	
• Agile	methods	rely	on	progressive	elaboration	to	first	
create,	and	then	refine,	many	kinds	of	project	assets	to	
make	them	increasingly	accurate	as	the	team	learns	
more	about	the	project.	
• These	“progressively	elaborated”	assets	might	include:
– Plans - Estimates
– Risk	Assessments - Requirements	definitions
– Architectural	designs - Acceptance	criteria
– Test	scenarios
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[T&T]	Progressive	Elaboration	(cont.)
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Progressive	Elaboration	versus	Rolling	Wave	Planning
• The	difference between	“rolling	wave	planning”	and	
“progressive	elaboration”
– Rolling	wave	planning
• Planning	at	multiple	points	in	time	as	more	information	
about	the	project	becomes	available.
• Rolling	wave	planning	is	the	game	plan	that	says	“We	won’t	
try	and	do	all	our	planning	up	front.	We	recognize	that	it	will	
be	better	to	plan	a	bit,	and	then	revisit	and	update	our	plans	
multiple	times	throughout	the	project”
– Progressive	elaboration
• It	Is	how	we	implement	the	rolling	wave	planning	approach.
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[K&S]	Value-Based	Analysis
• Agile	planning	is	based	on	value-based	analysis
1. Assessing	and	prioritizing	the	business	value	of	
work	items
2. Then	planning	accordingly	
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[K&S]	Value-Based	Decomposition
• Value-based	decomposition	is	a	continuation	of	the	
process	of	value-based	analysis
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[T&T]	Time-boxing in	Planning
• Time-boxing	is	setting	a	fixed	time	limit	to	overall
development	efforts	and	letting	other	characteristics	
such	as	scope	vary.
• Time-box	can	be	any	length	of	time	[1	year,	1	month,	1	
day]
• Control	is	achieved	at	the	lowest	level	of	time-boxing
• If	you	are	running	behind	the	schedule,	postpone	it	to	
the	next	time-box
• Fixes	the	length	of	the	iteration	and	the	team	
determines	how	much functionality	can	be	delivered	in	
that	fixed	length	of	time
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[T&T]	Time-boxing	(cont.)
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Estimate	Ranges
• In	traditional	project,	we	estimated	by	expert-knowledge-based;	
parametric	(calculation-based);	analogy
• In	agile	projects	are	typically	more	difficult	to	estimate	than	other	
types	of	projects
– The	organization	might	not	have	undertaken	a	similar	project	before
– The	approach	or	technology	being	used	might	be	new
– There	might	be	other	significant	unknowns
è more	problematic	to	provide	estimates	for	knowledge	work	
projects.	
• To	help	manage	this	uncertainty,	agile	teams	avoid	using	single-
point	estimates;	instead,	we	present	estimates	in	ranges	to	
indicate	our	level	of	confidence	in	the	estimate	and	manage	our	
stakeholders’	expectations.
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Estimate	Ranges	(cont.)
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Key	points	in	Estimation	(cont.)
• Why	do	we	estimate?
– Estimates	are	necessary	for	scheduling	the	project	and	determining	which	pieces	of	
work	can	be	done	within	a	release	or	iteration
• When	do	we	estimate?
– Agile	teams	continuously	refine	their	estimates	until	the	last	responsible	moment	
before	the	work	is	done.	Up-front	estimates	are	certainly	necessary,	but	they	are	
also	the	least	accurate	since	that	is	when	we	know	the	least	about	the	project.
• Who	estimates?
– In	agile	methods,	the	team	members	who	will	be	doing	the	work	are	responsible	for	
estimating	their	own	work
• How	are	estimates	created?
– Estimates	are	created	by	progressing	through	the	stages	of	sizing,	estimating,	and	
planning
• How	should	estimates	be	stated?
– There	is	always	some	degree	of	uncertainty	in	our	estimates.	Therefore,	estimates	
should	be	stated	in	ranges	(e.g.,“$4,000	to	$4,500,”or	“16	to	18	months”)	that	show	
their	degree	of	certainty,	to	manage	stakeholder	expectations.
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Tools	for	Sizing	
and	Estimating
[K&S]	Tools	for	Sizing	and	Estimating
• Sizing,	Estimating,	and	Planning
• We	need	a	way	to	break	down	large	chunks	of	work	into	
smaller	units	that	we	can	size,	estimate,	and	plan	
Decomposing	Requirements
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[K&S]	Tools	for	Sizing	and	Estimating	(cont.)
• Decomposing	Requirements
• Requirements	Are	Decomposed	“Just	in	Time”
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[T&T]	User	stories
• A	user	story	is	defined	as	a	“small	chunk	of	business	functionality	
within	a	feature	that	involves	roughly	1	to	3	days’	worth	of	work”
• Agile	teams	typically	break	the	product	features down	in	to	user	
stories	and	write	them	on	index	cards	or	enter	them	into	a	
requirements	management	tool
• Although	there	is	no	one	“right”	template	for	user	stories,	they	
are	often	written	in	the	following	format:	
– “As	a	<Role>,	I	want	<Functionality>,	so	that	<Business	
benefit>”
Example:	As	a	Movies	Online	customer,	I	want	to	search	movies	
by	actor	,	so	that	I	can	more	easily	find	movies	I	would	like	to	
rent.
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[T&T]	User	stories	(cont.)
• And	another	user	story	format
- “Given,	When,	Then”	can	be	used	to	document	non-
functional	or	system- based	requirements	and	then	
also	used	for	acceptance	tests.
Given the	account	is	valid	and	the	account	has	a	MoviesOnline	
balance	of	greater	than	$0,	
When the	user	redeems	credit	for	a	movie,
Then issue	the	movie	and	reduce	the	user’s	MoviesOnline	
balance.
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[T&T]	User	stories	(cont.)
• The	Three	C’s
– The	card:	
• just	enough	text	to	identify	the	story;	
• doesn’t	provide	all-inclusive	requirements	
è contract	for	a	conversation	
– The	conversation
• The	details	of	the	story	are	communicated	via	a	conversation	
- a	verbal	exchange	of	ideas,	opinions,	and	information
between	the	customer	and	the	development	team
• When	the	story	is	prepared	for	development	then	this	
conversation	might	be	supplemented	with	documents
– The	confirmation
• “Confirmation”	means	that	the	product	increment	passes	
the	customer’s	acceptance	tests
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[T&T]	User	stories	(cont.)
• The	Three	C’s
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[T&T]	User	stories	(cont.)
• INVEST	(Characteristics	of	Effective	User	Stories)
Software	Stories	Should	
Include	All	Relevant	Architectural	Layers
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[T&T]	User	Story	Backlog	(Product	Backlog)
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• This	tool	helps	the	stakeholders	coordinate	the	project	and	
keeps	everyone	working	toward	the	agreed-upon	mission
[T&T]	Refining	(Grooming)	the	backlog
There	are	three	types	of	changes	that	
may	need	to	be	made	to	the	backlog:
1. New	stories	may	be	added
2. Existing	stories	may	be	
reprioritized	or	removed
3. Stories	may	be	sliced	into	smaller	
chunks	or	resized
Any	changes	to	the	backlog	should	be	
discussed	in	the	next	planning	meeting	
to	ensure	that	they	are	understood	by	
everyone.	
• [T&T]	Requirements	Reviews	it	is	
essentially	another	name	for	the	
process	of	refining	or	grooming	the	
backlog
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[T&T]	Relative	Sizing	and	Story	Points
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• People	are	not	very	accurate	at	making	absolute	estimates,	they	
are	better	at	making	comparative	(relative)	estimates	è estimate	
more	efficiently	and	accurately,	agile	teams	rely	on	relative	sizing	
• They	do	most	of	their	estimating	not	in	hours	or	days,	but	in	a	
relative	unit	called	“story	points.”
• Estimating	in	terms	of	relative	size	
rather	than	absolute	size	allows	
us	to	make	useful	estimates
• Story	point	estimating	is	typically	based	on	the	Fibonacci	
sequence	of	numbers
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Story Points
§ The “bigness” of a task is influenced by,
• How hard it is (complexity)
• How much of it there is (effort involved)
• How risky it is?
§ Relative values are what is important:
• A login screen is a 2, A search feature is an 8.
§ Estimate using the relative values
• Select the smallest story and estimate as 1 story point
• Select a medium-sized story and estimate it as 5 story
points
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Estimate	byAnalogy
• Comparing a user story to others
o “This story is like that story, so its estimate is what that story’s
estimate was.”
• Don’t use a single gold standard
o Triangulate instead
• Compare the story being estimated to multiple other stories
Affinity estimating is a technique many teams use to quicklyand
easily estimate (in story points) a large number of user stories.
• Is quick and easy
• Decision making process is visible
• Creates a positive experience rather than confrontational one
[T&T]	Affinity	Estimating
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Affinity	Estimation	- Process
• Product backlog is provided by the product owner
• Team members are expected to size each item
relative to other items on the wall considering the
effort involved in implementation
• Stories are arranged horizontally
Affinity	Estimation	- Process
• Involves editing the relative sizing on the wall
• Involves discussions as all the items in the
product backlog are placed on the wall and
moved in either direction according to the
relative sizing
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Affinity	Estimation	- Process
• Depending upon the nomenclature that the
team(s) decided to use, place the sizes along
the spectrum at the top of the wall between
smaller and larger.
Affinity	Estimation	- Process
• The product owner discusses the size of the stories of
the product backlog
• Following approaches can be taken in case of
changing sizes,
a. When team members decide that an item should
be resized put it onto a separate wall for resizing
after challenge has completed.
b. Have team members decide on the spot with the
product owner what the new size is.
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Affinity	Estimation	- Process
The estimates are documented
[T&T]	T-Shirt	Sizing
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[T&T]	T-Shirt	Sizing
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[T&T]	Story	Maps
• A	story	map	is	a	high-level	planning	tool	that	agile	stakeholders	
can	use	to	map	out	the	project	priorities	early	in	the	planning	
process
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[T&T]	Product	Roadmap
• A	product	roadmap	is	a	visual	depiction	of	the	product	releases	
and	the	main	components	that	will	be	included	in	each	release
• Although	there	are	various	ways	of	depicting	a	product	roadmap,	
story	maps	are	a	commonly	used	approach,	as	popularized	by	Jeff	
Patton
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[T&T]	Product	Roadmap
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• Affinity	estimating,	T-shirt	sizing,	story	maps,	and	roadmaps— are	
sizing	tools	used	for	high-level	planning
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• Experts	submits	estimates	anonymously	so	that	none	of	the	
participants	know	who	has	made	which	estimate.
• This	anonymity	produces	improved	estimates	because	it	minimizes	
the	cognitive	and	psychological	biases	that	can	result	in	flawed	
estimates,	including:
o The	Bandwagon effect	è it	doesn’t	reflect	their	own	opinion	
o HIPPO decision	making	(HIPPO=Highest-Paid	Person’s	People	
Opinion):		gravitate	to	the	ideas	of	experts	or	superiors,	rather	
than	judging	ideas	on	their	own	merit)
o Groupthink:	People	make	decisions	to		maintain	group	
harmony	rather	than	expressing	their	honest	opinions
[T&T]	Wideband	Delphi
Wideband	Delphi	estimation	reflects	agile	values,	because	it	is:
• Iterative:	The	process	is	repeated	several	times,	until	a	consensus	is	
reached.
• Adaptive:	Team	members	have	a	chance	to	update	and	improve	
their	next	round	of	estimates	based	on	discussion	with	other	
participants
• Collaborative:	A	team	based	collaborative	process	improves	
participants’	buy-in	to	theresults
[T&T]	Wideband	Delphi
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1
2
Ø An	iterative	approach	to	estimating
Ø Steps
1. Each	estimator	is	given	a	deck	of	cards,	each	card	has	a	valid		
estimate	written	on	it
2. Customer/product	owner	reads	a	story	and	it’s	discussed	briefly
3. Each	estimator	selects	a	card	that’s	his	or	her	estimate
4. Cards	are	turned	over	so	all	can	see	them
5. Discuss	differences	(especially	outliers)
6. Re-estimate	until	estimates	converge
[T&T]	Planning	Poker
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1
3
[T&T]	Planning	Poker	(cont.)
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Release	and	Iteration	Planning
Release	and	Iteration	Planning
• An	iteration	is	a	short,	timeboxed	development	period,	typically	
one	to	four	weeks in	duration.	
• A	release	is	a	group	of	iterations that	results	in	the	completion	of	a	
valuable	deliverable	on	the	project.	
• An	agile	project	will	have	one	or	more	releases,	each	of	which	will	
contain	one	or	more	iterations,	as	illustrated	below
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Type	of	Iterations
• Iteration	0 typically	doesn’t	involve	building	any	deliverables	
for	the	customer.	Iteration	0	should	be	limited	to	“just	
enough”	for	the	first	development	iterations to	be	successful.	
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Spikes
• Spikes are	a	key	tool	that	agile	teams	use	to	head	off	problems	
and	resolve	them	as	early	as	possible
• A	spike	is	a	short	effort	(usually	timeboxed) that	is	devoted	to	
exploring	an	approach,	investigating	an	issue,	or	reducing	a	
project	risk
• we’ll	define	two	terms	for	specialized	kinds	of	spikes
– Architectural	Spike
• is	a	short,	timeboxed	effort	dedicated	to	“proof	of	concept”
– Risk-Based	Spike
• Is	a	short,	timeboxed	effort	that	the	team	sets	a	side	to	
investigate—and	hopefully	reduce	or	eliminate
• To	test	unfamiliar	or	new	technologies	early	in	the	project	before	
we	proceed	too	far	with	development	
72
8/18/21
30
Spikes
• Fast	Failure
– If	a	proof-of-concept	effort	isn’t	successful,	we	can	try	a	
different	approach.	But	if	none	of	the	approaches	we	try	are	
successful,	we	reach	a	condition	known	as	“fast	failure.”
73
33
3
3
[T&T]	Release Planning
Ø A release plan presents a roadmap of how the team intends to
achieve the product vision within the project objectives and
constraints identified in the project data sheet.
o It helps the product owner and the whole team decide how long it
will take before they have a releasable product.
o A release conveys expectations about what is likely to be
developed and in what timeframe.
o A release plan serves as a guidepost toward which the project team
can progress.
8/18/21
31
Steps	to	Planning	a Release
The team and product owner collaboratively explore the product
owner’s conditions of satisfaction that include scope,schedule,
budget, and quality
Determine		
conditions		
of							
satisfaction
Estimate
the user
stories
Select		
stories	and		
a	release		
date
Do	in	any sequence
Select an
iteration
length
Estimate		
velocity
Prioritize		
user		
stories
Iterate until the release’s
conditions of satisfaction
can best be met
35
3
5
Release Planning
The	purpose	of	release	planning	is	to	define	the	contents	
of	a	release	or	a		specific	shippable	product	increment.
8/18/21
32
Slicing	the	Stories
• …
78
[T&T]	Iteration	Planning
• …
79
8/18/21
33
38
3
8
Iteration Planning
An iteration plan is a low level view of the product where the team
takes a more focused, detailed look at what will be necessary to
implement, i.e., only those user stories, that have been selected for the
iteration.
• An iteration plan is created during the iteration planning meeting
• It can be as simple as a spreadsheet or a set of note cards with
one task handwritten on each card.
40
4
0
Length of Iterations (%respondents)
82% have iterations between 1 and 4 weeks in length:
8/18/21
34
41
4
1
Factors	in	Selecting	an	IterationLength
• The length of the release being worked on
• The amount of uncertainty
• The ease of getting feedback
• How long priorities can remain unchanged
• Willingness to go without feedback
• The overhead of iterating
• A feeling of urgency ismaintained
Velocity	- Driven	Iteration Planning
• Velocity is a measure of a team’s rate of progress per iteration.
• It is calculated by summing the number of story points assigned to
each user story that the team completed during the iteration.
Examples:
o The project team completes four stories in one iteration,
Story A – 5, Story B – 3, Story C – 7, Story D – 5.
Calculate the velocity?
=> Summing up the story points assigned to each user story
gives the velocity. Hence velocity = 5+3+7+5 = 20
8/18/21
35
37
3
7
Velocity	- An	Example	with	Velocity	= 14
42
4
2
Velocity - Driven	Iteration Planning
8/18/21
36
43
4
3
Commitment - Driven	IterationPlanning
In commitment-driven iteration planning, the team is asked to add
stories to the iteration one-by-one until they can commit to
completing no more.
44
4
4
Iterations	Allow	for	Mid-CourseCorrections
8/18/21
37
45
4
5
Release	Plan	vs.	Iteration Plan
• The release plan looks forward through the release of the
product while the iteration plan looks ahead only the length of
oneiteration.
• The user stories of a release plan are estimated in story points
or ideal days, the tasks on the iteration plan are estimated in
ideal hours.
[T&T]	Daily	Stand-Ups
90
8/18/21
38
Key	Topics	about	Adaptive	Planning
• Affinity	estimating
• Agile	discovery
• Agile	sizing	and	estimating	techniques
• Daily	stand-ups
– Ground	rules;	Three	questions
• Defining	and	testing	acceptance	criteria
• Estimating	initial	velocity
• Estimating	tasks
• Fast	failure;	Ideal	time
• Iteration	planning	process
• Planning	poker
• Product	roadmap
• Wideband	Delphi
91
• Progressive	elaboration
• Relative	sizing;	T-shirt	sizing
• Release	planning	process
• Rolling	wave	planning
• Slicing	stories
• Spikes
– Architectural	spike
– Risk-based	spike
• Story	maps,	Story	points
• Timeboxing
• User	stories;	User	story	backlog
– Refining	(grooming)	the	backlog
– Requirements	reviews
• Value-based	analysis	and	
decomposition
References
• PMI-ACP	Exam	Prep	2015	By	Mike	Griffiths,	PMI-ACP,	PMP
• Many	other	resources	from	Internet
92
8/18/21
39
Thank	you	for	your	attention!
93

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