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8/18/21
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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
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
[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.)
pically	move	from	a	very	broad	
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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
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
54
• Affinity	estimating,	T-shirt	sizing,	story	maps,	and	roadmaps— are	
sizing	tools	used	for	high-level	planning	
• 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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12
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.)
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	
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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
16
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.
Slicing	the	Stories
• …
78
[T&T]	Iteration	Planning
• …
79
8/18/21
17
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:
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
18
37
3
7
Velocity	- An	Example	with	Velocity	= 14
42
4
2
Velocity - Driven	Iteration Planning
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
19
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
one iteration.
• 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
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
20
Thank	you	for	your	attention!
93

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PMI-ACP: Domain 5 - Adaptive planning-v2.2_lite_4_78_pages

  • 1. 8/18/21 1 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 2 • 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 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 3 Agile Planning Concepts
  • 2. 8/18/21 2 Agile Planning Concepts 5 • 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 6 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 7 Agile versus Non-Agile Planning (cont.) 8
  • 3. 8/18/21 3 Agile versus Non-Agile Planning (cont.) 9 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 11 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 12 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. 13
  • 4. 8/18/21 4 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. 14 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. 15 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 16 [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 17
  • 5. 8/18/21 5 [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 18 [T&T] Progressive Elaboration (cont.) 19 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. 20 [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 21
  • 6. 8/18/21 6 [K&S] Value-Based Decomposition • Value-based decomposition is a continuation of the process of value-based analysis 22 [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 [T&T] Time-boxing (cont.) 24 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. 26
  • 7. 8/18/21 7 Estimate Ranges (cont.) pically move from a very broad 27 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. 28 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 32
  • 8. 8/18/21 8 [K&S] Tools for Sizing and Estimating (cont.) • Decomposing Requirements • Requirements Are Decomposed “Just in Time” 33 [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. 34 [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. 35 [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 36
  • 9. 8/18/21 9 [T&T] User stories (cont.) • The Three C’s 37 [T&T] User stories (cont.) • INVEST (Characteristics of Effective User Stories) Software Stories Should Include All Relevant Architectural Layers 38 [T&T] User Story Backlog (Product Backlog) 39 • 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 40
  • 10. 8/18/21 10 [T&T] Relative Sizing and Story Points 41 • 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 6 6 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 7 7 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
  • 11. 8/18/21 11 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 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.
  • 12. 8/18/21 12 Affinity Estimation - Process The estimates are documented [T&T] T-Shirt Sizing 50 [T&T] T-Shirt Sizing 51 [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 52
  • 13. 8/18/21 13 [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 53 [T&T] Product Roadmap 54 • Affinity estimating, T-shirt sizing, story maps, and roadmaps— are sizing tools used for high-level planning • 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
  • 14. 8/18/21 14 12 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 13 1 3 [T&T] Planning Poker (cont.) 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 70
  • 15. 8/18/21 15 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. 71 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 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.
  • 16. 8/18/21 16 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. Slicing the Stories • … 78 [T&T] Iteration Planning • … 79
  • 17. 8/18/21 17 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: 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
  • 18. 8/18/21 18 37 3 7 Velocity - An Example with Velocity = 14 42 4 2 Velocity - Driven Iteration Planning 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
  • 19. 8/18/21 19 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 one iteration. • 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 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