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OFFICE OF DISTANCE AND ELEARNING
PgMO
Scrum Foundations
A Lightweight Agile Framework
OFFICE OF DISTANCE AND ELEARNING
PgMO
WHY AGILE FOR IT?
PROBLEM
High Failures Rate
Late Delivery
Low Quality
SOLUTION
Visibility
Intensive Collaboration
Simplicity
OFFICE OF DISTANCE AND ELEARNING
PgMO
DECISION-MAKING IN AN UNCERTAIN WORLD
Simple
Everything is known.
Complicated
More is known than not known.
Complex
More is unknown than known.
Chaotic
Very little is known.
REQUIREMENTS
TECHNOLOGY
CHAOS
COMPLICATED
COMPLICATED
SIMPLE
Close to
Certainty
Far from
Certainty
Far from
Certainty
COMPLEX
OFFICE OF DISTANCE AND ELEARNING
PgMO
Iteration 1 Iteration 2 Iteration 3 Iteration 4
THINK DIFFERENTLY
Which method delivers more value sooner to users?
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE AGILE MANIFESTO
Individuals & Interactions
Working Software [Product]
Customer Collaboration
Responding to Change
Following a Plan
Comprehensive Documentation
Contract Negotiation
Processes & Tools
OFFICE OF DISTANCE AND ELEARNING
PgMO
1. Our highest priority is to
satisfy the customer
through early and
continuous delivery of
valuable software, products,
and services.
2. Welcome changing
requirements, even late
in the process. Agile
processes harness change
for the customer's advantage.
3. Deliver working software,
products, and services.
frequently, from a couple of
weeks to a couple of months,
with a preference to the
shorter timescale.
4. Business people and
technical people must work
together daily throughout
the project.
5. Build software, products,
and services around
motivated individuals.
Give them the environment
and support they need, and
trust them to get the job
done.
6. The most efficient and
effective method of
conveying information to and
within a team is face-to-face
conversation.
7. Working software/
product/service is the
primary measure of
progress.
8. Agile processes promote
sustainable paces and
processes. The sponsors,
technical people, and users
should be able to maintain a
constant pace indefinitely.
9. Continuous attention to
technical excellence and
good design enhances
agility.
10. Continuous attention to
technical excellence and
good design enhances agility.
11. The best architectures,
requirements, and designs
emerge from self-organizing
teams.
12. At regular intervals, the
team reflects on how to
become more effective, then
tunes and adjusts its
behavior accordingly.
12 Agile Principles
OFFICE OF DISTANCE AND ELEARNING
PgMO
TRAINING OUTLINE
Definition of Scrum
Scrum Theory
Scrum Values
The Scrum Team
1. The Product Owner
2. The Product Team
3. The Scrum Master
Scrum Events
4. The Sprint
5. Sprint Planning
5. Daily Scrum
6. Sprint Review
7. Sprint Retrospective
Scrum Artifacts
9. Product Backlog
10.Sprint Backlog
11.Increment
Transparency
Sprint Goal
Definition of "Done"
Monitoring Progress
OFFICE OF DISTANCE AND ELEARNING
PgMO
BACKLOG
Scrum Theory
Scrum Values
The Scrum Team
Scrum Events
Scrum Artifacts
Artifact Transparency
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Commitment
Courage
Focus
Openness
Respect
Product
Backlog
Sprint
Backlog
Product
Increment
Scrum
Theory
Artifact
Transparency
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
BACKLOG REFINEMENT
Scrum Theory
What is Scrum?
Why use Scrum?
Empiricism
Scrum Principles
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT PLANNING
Scrum Theory
(2) What is Scrum?
(2) Why Scrum?
(1) Empiricism
(5) Scrum Principles
10
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Commitment
Courage
Focus
Openness
Respect
Product
Backlog
Sprint
Backlog
Product
Increment
Scrum
Theory
Artifact
Transparency
What is
Scrum?
Why Scrum
Empiricism
Scrum
Principles
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
PRODUCT BACKLOG
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Commitment
Courage
Focus
Openness
Respect
Product
Backlog
Sprint
Backlog
Product
Increment
Scrum
Theory
Artifact
Transparency
What is
Scrum?
Why Scrum
Empiricism
Scrum
Principles
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SCRUM FRAMEWORK
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Commitment
Courage
Focus
Openness
Respect
Product
Backlog
Sprint
Backlog
Product
Increment
Scrum
Theory
Artifact
Transparency
What is
Scrum?
Why Scrum
Empiricism
Scrum
Principles
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE GOLDILOCKS PRINCIPLE
Application of
a lightweight
process is the
fastest way to
success.
OFFICE OF DISTANCE AND ELEARNING
PgMO
WHY SCRUM?
1. Focus on delivery.
2. Urgency of time-bound constraints.
3. Team members own their work.
4. Continuous learning.
5. Clear roadmap to success.
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Commitment
Courage
Focus
Openness
Respect
Product
Backlog
Sprint
Backlog
Product
Increment
Scrum
Theory
Artifact
Transparency
What is
Scrum?
Why Scrum
Empiricism
Scrum
Principles
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
EMPIRICISM
Transparency
Inspection
Adaptation
Repeat
Until…
Identify
Opportunity
Understand
Desired
Outcome
Evaluate
Possible
Solutions
Build
Increment
Deploy &
Measure
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Commitment
Courage
Focus
Openness
Respect
Product
Backlog
Sprint
Backlog
Product
Increment
Scrum
Theory
Artifact
Transparency
What is
Scrum?
Why Scrum
Empiricism
Scrum
Principles
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SCRUM PRINCIPLES
Empirical Process
Control - This principle
emphasizes the core
philosophy of Scrum based
on the three main ideas of
transparency, inspection,
and adaptation.
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SCRUM PRINCIPLES
Self-organization - This
principle focuses on
knowledge workers who
deliver significantly greater
value when self-organized,
resulting in better buy-in
and shared ownership as
well as an innovative and
creative environment more
conducive to growth.
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SCRUM PRINCIPLES
Collaboration - This
principle focuses on the
three core dimensions
related to collaborative
work: awareness,
articulation, and
appropriation. It also
advocates project
management as a shared
value-creation process.
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SCRUM PRINCIPLES
Value Based
Prioritization - This
principle highlights the focus
of Scrum to deliver
maximum business value,
from beginning early in the
project and continuing
throughout.
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SCRUM PRINCIPLES
Timeboxing - This principle
describes how time is
considered a limiting
constraint in Scrum, and
used to help effectively
manage project planning
and execution. Time-boxed
elements in Scrum include
Sprints, Daily Standup and
all meetings.
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SCRUM PRINCIPLES
Iterative Development -
This principle defines
iterative Product and
emphasizes how to manage
change and build products
that satisfy customer needs.
It also delineates the PO's
and organization's
responsibilities related to
iterative Product.
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Commitment
Courage
Focus
Openness
Respect
Product
Backlog
Sprint
Backlog
Product
Increment
Scrum
Theory
Artifact
Transparency
What is
Scrum?
Why Scrum
Empiricism
Scrum
Principles
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
BACKLOG REFINEMENT
Scrum Theory
Scrum Values
The Scrum Team
Scrum Events
Scrum Artifacts
Artifact Transparency
10
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT PLANNING
Scrum Theory
Scrum Values
(1) Openness
(1) Courage
(1) Respect
(1) Focus
(1) Commitment
(5) Discussion
10
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Commitment
Courage
Focus
Openness
Respect
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE FIVE SCRUM VALUES
The Scrum Team
and its
stakeholders agree
to be open about
all the work and the
challenges with
performing the
work.
OPENNESS
OFFICE OF DISTANCE AND ELEARNING
PgMO
OPENNESS
For Scrum to work as intended, it involves—nay,
it demands transparency and openness.
OFFICE OF DISTANCE AND ELEARNING
PgMO
MOOSE ON THE TABLE
What are your team’s impediments to
openness?
What keeps you from being more
open with stakeholders?
What organizational norms need to
be broken to increase openness?
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE FIVE SCRUM VALUES
The Scrum team
and its
stakeholders agree
to be open about
all of the work and
the challenges with
performing the
work.
OPENNESS
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
Commitment
Courage
Focus
Openness
Respect
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE FIVE SCRUM VALUES
Scrum Team
members have the
courage to do the
right things and
work on tough
problems.
COURAGE
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
Commitment
Courage
Focus
Openness
Respect
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE FIVE SCRUM VALUES
Scrum Team members respect
each other to be capable,
independent people.
RESPECT
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
Commitment
Courage
Focus
Openness
Respect
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE FIVE SCRUM VALUES
Everyone focuses
on the work of the
Sprint and the
goals of the Scrum
Team.
FOCUS
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
Commitment
Courage
Focus
Openness
Respect
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE FIVE SCRUM VALUES
People personally
commit to
achieving the goals
of the Scrum Team.
COMMITMENT
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
Commitment
Courage
Focus
Openness
Respect
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE FIVE SCRUM VALUES
Successful use of
Scrum depends
on people
becoming more
proficient in living
these five values.
OPENNESS
COURAGE
RESPECT
FOCUS
COMMITMENT
OFFICE OF DISTANCE AND ELEARNING
PgMO
BACKLOG REFINEMENT
Scrum Theory
Scrum Values
The Scrum Team
Scrum Events
Scrum Artifacts
Artifact Transparency
10
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT PLANNING
The Scrum Team
(5) Dev Team Member
(15) Scrum Master
(15) Product Owner
(5) Non-Team Members
10
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
BACKLOG REFINEMENT
The Scrum Team
(7) Scrum Master
(13) Product Owner
• (3) Video
• (1) Quote
• (2) Chart
• (3) You Might Be
• (3) Responsibilities
• (1) Quote
(5) Product Team Member
(5) Non-Team Members
10
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
PO Video
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM ROLES
• The holder of
product value.
• Determines what
needs to be
done.
• Sets priorities to
deliver high
value.
Product
Owner
• The servant
leader.
• Protects the
scrum process.
• Prevents
distractions by
removing
impediments.
Scrum
Master
• The self-
organizing
group.
• Takes on work
and decides how
to do deliver
chunks of work
in frequently
increments.
Product
Team
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SCRUM MASTER
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SCRUM MASTER
The Scrum Master is a servant leader responsible for the
implementation of scrum. Service includes:
PRODUCT OWNER
• Refinement
Techniques
• Educating Team on
Backlog Management
• Ensure PO maximizes
Value
• Facilitate Events as
Needed
TEAM
• Coach in Cross-
Functionality and Self-
Organization
• Help Understand
Value
• Remove Impediments
• Arrange Events as
Needed
ORGANIZATION
• Coach Scrum Adoption
• Help Management
Understand Empirical
Product Product
• Suggest
Organizational
Changes
• Improve Scrum
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SCRUM MASTER
Responsibilities & Characteristics
• Responsible for helping the team deliver work to the Product Owner
• Makes sure the team can meet its commitments by removing any impediments they face, including
Managing dependencies, escalating blockers that they cannot remove themselves
• Facilitates process & meetings (i.e. Reviews, Stand Ups, Planning, Estimation, Scheduling,
Prioritization)
• Makes sure the team is fully functional, productive and improving quality
• Shields the team from distractions and interferences (including the Product Owner)
• Enables close co-operation across all roles and functions, removes barriers
• Responsible for reporting progress, including producing standard outward-facing artifacts
• Manages Product Owners expectations of the team
• Responsible for keeping time and quality requirements
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
PO Video
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE PRODUCT OWNER
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Scrum
Master
Product
Owner
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
PO Video
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
BACKLOG REFINEMENT
The Scrum Team
(7) Scrum Master
(13) Product Owner
• (3) Video
• (1) Quote
• (2) Chart
• (3) You Might Be
• (3) Responsibilities
• (1) Quote
(5) Product Team Member
(5) Non-Team Members
10
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Product
Owner
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE PRODUCT OWNER
The Product Owner is responsible for maximizing the value
of the product and the work of the team by ensuring there is
a steady stream of well-defined, valuable, and prioritized
work available for the scrum team to work on.
BACKLOG
• Clearly expressing
Product Backlog items;
• Ordering the items in
the Product Backlog to
best achieve goals and
missions.
VALUE
• Optimizing the
value of the
work the
Product Team
performs;
TRANSPARENCY
• Ensuring that the Product Backlog is visible,
transparent, and clear to all, and shows what
the Scrum Team will work on next; and,
• Ensuring the Product Team understands items
in the Product Backlog to the level needed.
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE PRODUCT OWNER
You might already be a product owner if…
• The “buck stops with you” in regards to the product or
service success.
• You know the product or service intimately; you know
what it is “all about” to the customers.
• You are empowered to make decisions regarding the
product or service features and releases.
• You are in charge of changes to the product or service, or
in charge of getting them approved, including EoL.
OFFICE OF DISTANCE AND ELEARNING
PgMO
DETERMINING VALUE
MUST
If it doesn’t do
that, it’s
worthless to me.
We really need
something to
help us do this.
SHOULD
I think it should
be able to do
that.
It should also do
these things.
It should be easy.
COULD
I would like it to
be able to do
that.
It would be great
if the product
also did this.
Users have a lot to say…
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE PRODUCT OWNER
Responsibilities & Characteristics
• Voice of the Stakeholders, represents the business
• Manages stakeholder relationships, communications & expectations
• Accountable for the vision, scope, scale, and success of the product
• Defines key features of the product & success criteria
• Continuously refines requirements, Decides on release date, content and budget
• Sets delivery schedule by managing the backlog – creates and updates the
release plan, including prioritization
• Accepts and rejects work in the sprint reviews
• Takes advice from the team on Backlog Dependencies
• Single point of contact for the product (including New requirements
Prioritizing backlog items)
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Product
Owner
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
Non Team
Members
OFFICE OF DISTANCE AND ELEARNING
PgMO
BACKLOG REFINEMENT
The Scrum Team
(7) Scrum Master
(13) Product Owner
(5) Product Team Member
(5) Non-Team Members
10
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
Non Team
Members
Dev Team
Member
OFFICE OF DISTANCE AND ELEARNING
PgMO
TEAM MEMBERS & NON-MEMBERS
Product TEAM MEMBERS
Everyone who is working
daily to design, develop,
and test the product or
service.
Team should encompass
everyone needed to do the
work, not inform the work.
NON-TEAM MEMBERS
Stakeholders
Managers
Subject Matter Expert (SME)
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE Product TEAM MEMBER
Are you doing the work of developing a product or service?
• Self Organizing
• Cross Functional
• May Have Specialized Skills
or Areas of Focus
• Accountable for the Work
Optimal Product Team size is small enough to remain
nimble and large enough to complete significant work
within a Sprint.
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
Non Team
Members
Dev Team
Member
OFFICE OF DISTANCE AND ELEARNING
PgMO
NON-TEAM MEMBERS
There are other people who may be involved in projects, but
are not Scrum team members. They include:
• Stakeholders
• Subject Matter Experts (SMEs)
• Members of Other Teams
• Leadership
• Project Manager
OFFICE OF DISTANCE AND ELEARNING
PgMO
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM BOARD
PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE
Sprint
Retrospective
Sprint
Review
Daily
Scrum
Sprint
Planning
The Sprint
Dev Team
Member
Product
Backlog
Sprint
Backlog
Product
Increment
Artifact
Transparency
Non Team
Members
Dev Team
Member
OFFICE OF DISTANCE AND ELEARNING
PgMO
BACKLOG REFINEMENT
Scrum Events
The Sprint
Sprint Planning
Daily Scrum
Sprint Review
Sprint Retrospective
10
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
BACKLOG REFINEMENT
Scrum Events
(5) The Sprint
(5) Sprint Planning
(5) Daily Scrum
(5) Sprint Review
(10) Sprint Retrospective
10
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SPRINT
Who: The Product Owner, Scrum Master, & Dev Team
What: Container (timebox) for all other sprint events.
Why: Scrum events are used to create regularity and to
minimize the need for non-scrum meetings.
When: Scrum processes are cyclical, repeating in regular
cycles.
Timebox: One to four weeks with the preference to the
shorter time. The less detail known about the work, the
shorter the sprints should be.
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SPRINT “RULES”
• No changes are made that would endanger the Sprint
Goal.
• Quality goals do not decrease.
• Scope may be clarified and re-negotiated between the
Product Owner and Product Team as more is learned.
Each Sprint may be considered a project with no more than a one-month
horizon. Like projects, Sprints are used to accomplish something. Each Sprint
has a definition of what is to be built, a design and flexible plan that will guide
building it, the work, and the resultant product.
OFFICE OF DISTANCE AND ELEARNING
PgMO
WHOWHAT
WHYWHEN
TIMEBOX
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT PLANNING
Who: The Product Owner, Scrum Master, & Dev Team
What: The sprint goal is created and work to be performed
in the Sprint is planned at the Sprint Planning.
Why: To answer: (1) What can be delivered in the
Increment resulting from the upcoming Sprint? (2) How will
the work needed to deliver the Increment be achieved?
When: At the beginning of each new sprint.
Timebox: Maximum of eight hours for a one-month Sprint,
down to ½ hour for a weekly sprint.
OFFICE OF DISTANCE AND ELEARNING
PgMO
WHOWHAT
WHYWHEN
TIMEBOX
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT PLANNING “RULES”
• Work planned for the first days of the Sprint by the
Product Team is decomposed by the end of this meeting
(The What).
• The Product Team self-organizes to undertake the work
in the Sprint Backlog, both during Sprint Planning and as
needed throughout the Sprint (The How).
Having set the Sprint Goal and selected the Product Backlog items for the
Sprint, the Product Team decides how it will build this functionality into a “Done”
product Increment during the Sprint. The Product Backlog items selected for this
Sprint plus the plan for delivering them is called the Sprint Backlog.
OFFICE OF DISTANCE AND ELEARNING
PgMO
DAILY SCRUM
Who: Product Team, Scrum Master (optional)
What: Inspect progress toward the Sprint Goal and inspect
how progress is trending toward completing the work in the
Sprint Backlog, as well as identify impediments to Product
for removal.
Why: Synchronize activities and create a plan for the next
24 hours.
When: Daily
Timebox: 15 Minutes
OFFICE OF DISTANCE AND ELEARNING
PgMO
WHOWHAT
WHYWHEN
TIMEBOX
OFFICE OF DISTANCE AND ELEARNING
PgMO
DAILY SCRUM “RULES”
During the meeting the Product Team members explain:
• What did I do yesterday that helped the Product Team
meet the Sprint Goal?
• What will I do today to help the Product Team meet the
Sprint Goal?
• Do I see any impediment that prevents me or the
Product Team from meeting the Sprint Goal?
This is a key inspect and adapt meeting. The Daily Scrum is held at the same
time and place each day to reduce complexity.
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT REVIEW
Who: Entire Scrum Team and Customer(s) if possible.
What: The presentation of the finished Increment.
Why: Intended to elicit feedback and foster collaboration.
When: A Sprint Review is held at the end of the Sprint.
Timebox: This is a four-hour time-boxed meeting for one-
month Sprints. For shorter Sprints, the event is usually
shorter. The Scrum Master ensures that the event takes
place and that attendants understand its purpose. The
Scrum Master teaches all to keep it within the time-box.
OFFICE OF DISTANCE AND ELEARNING
PgMO
WHOWHAT
WHYWHEN
TIMEBOX
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT REVIEW “RULES”
• The Product Owner explains what Product Backlog items have been “Done” and what has
not been “Done”;
• The Product Team discusses what went well during the Sprint, what problems it ran into, and
how those problems were solved;
• The Product Team demonstrates the work that it has “Done” and answers questions about
the Increment;
• The Product Owner discusses the Product Backlog as it stands. He or she projects likely
completion dates based on progress to date (if needed);
• The entire group collaborates on what to do next, so that the Sprint Review provides
valuable input to subsequent Sprint Planning;
• Review of how the marketplace or potential use of the product might have changed what is
the most valuable thing to do next; and,
• Review of the timeline, budget, potential capabilities, and marketplace for the next
anticipated release of the product.
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT RETROSPECTIVE
Who: The Product Owner, Scrum Master, & Dev Team
What: Opportunity for the Scrum Team to inspect itself and
create a plan for improvements to be enacted during the
next Sprint.
Why: This is the adaptation to the inspection of the Scrum
Team itself. The Sprint Retrospective provides a formal
opportunity to focus on inspection and adaptation.
When: After the Sprint Review & before the next planning.
Timebox: About 30-45 minutes per week of sprint length.
OFFICE OF DISTANCE AND ELEARNING
PgMO
WHOWHAT
WHYWHEN
TIMEBOX
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT RETROSPECT “RULES”
The Scrum Master ensures that the event takes place and that attendants
understand its purpose. The Scrum Master teaches all to keep it within the time-
box. The Scrum Master participates as a peer team member in the meeting from
the accountability over the Scrum process. The purpose of the Sprint
Retrospective is to:
• Inspect how the last Sprint went with regards to people,
relationships, process, and tools;
• Identify and order the major items that went well and
potential improvements; and,
• Create a plan for implementing improvements to the way
the Scrum Team does its work.
OFFICE OF DISTANCE AND ELEARNING
PgMO
REVIEW VS. RETROSPECTIVE
Attendees:
Review
• Stakeholders
• Customers
• Scrum Team
• Leadership
Retrospective
• Scrum Team
OFFICE OF DISTANCE AND ELEARNING
PgMO
WHAT’S ON YOUR CALENDAR?
Weeks Sprint Events in Hours Work Allocations
Sprint Sprint Planning Daily Stand-Up Sprint Review Sprint Retrospective Total Work Hours Time in "Meetings" Time to Work
1 2 0.25 1 0.75 4 40 10% 90%
2 4 0.25 2 1.5 7.75 80 10% 90%
3 6 0.25 3 2.25 11.5 120 10% 90%
4 8 0.25 4 3 15.25 160 10% 90%
10%
90%
SCRUM TIME ALLOCATIONS
Scrum Events "Real" Work
1. Get our your phones.
2. Open your calendar app.
3. Add up the number of hours you have
scheduled for planning, problem solving,
updating, and reporting on the work you and
your team does (non “real” work time).
4. Divide by 40 to get percent.
OFFICE OF DISTANCE AND ELEARNING
PgMO
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
18
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
17
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
16
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
15
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
14
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
13
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
12
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
11
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
10
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
9
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
8
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
7
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
6
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
5
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
4
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
3
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
2
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPAGHETTI TOWER PROJECT
Materials per Team
• 20 Pieces of Spaghetti
• 1 Marshmallow
• 1 Yard Tape
• 1 Yard String
Requirements
Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top).
Rules
• You must follow the project management methodology assigned or chosen by your group to the end.
• You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet.
• Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all
hands must be removed from the tower, ready or not.
• You will have exactly 18 minutes to do all the planning and work.
Chaos Scrum Traditional
On your mark, get set, go! 2 Plan
7 Sprint
2 Plan
7 Sprint
6 Initiation and Planning
13 Execute, Monitor, & Control
Project Methodologies
1
OFFICE OF DISTANCE AND ELEARNING
PgMO
TIME HAS RUN OUT!
FREEZE!
OFFICE OF DISTANCE AND ELEARNING
PgMO
STAND-UP DEBRIEF
PRODUCT (Sprint Review)
1. Did you achieve the
goal?
2. Was the scope
satisfactory?
3. Is the quality high?
PROCESS (Retrospective)
1. Did you spend enough time
planning?
2. Were you able to make
appropriate changes to your
plan to achieve your goal in
the allotted time? (Agility)
3. How was the teamwork?
OFFICE OF DISTANCE AND ELEARNING
PgMO
SCRUM ARTIFACTS
• Product Backlog
• Sprint Backlog
• Increment
• Transparency
• Definition of Done
OFFICE OF DISTANCE AND ELEARNING
PgMO
PRODUCT BACKLOG
The Product Backlog is:
• An ordered list of everything that might be needed in the
product.
• The single source of requirements for any changes to be
made to the product.
• The Product Owner is responsible for the Product
Backlog, including its content, availability, and ordering
• A Product Backlog is never complete.
OFFICE OF DISTANCE AND ELEARNING
PgMO
PRODUCT BACKLOG
Make sure your product backlog is D.E.E.P.
Detailed (Appropriately)
Estimated
Emergent
Prioritized
Current
Sprint
Next
Release
Future
Releases
+
-
DETAIL
OFFICE OF DISTANCE AND ELEARNING
PgMO
BACKLOG REFINEMENT
What’s in your backlog?
An ordered list of features that might be delivered.
RELEASE PLANNING
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT BACKLOG
A slice off the
top of the
backlog.
Looks nice in
theory, but, who
is doing what,
when, and how?
OFFICE OF DISTANCE AND ELEARNING
PgMO
THE SPRINT GOAL
A sprint backlog is a forecast of the work that the team will
need to do to meet the sprint goal.
• Supports Prioritization
• Creates Focus
• Facilitates Teamwork
• Helps Obtain Relevant Feedback
• Makes it Easier to Analyze Feedback
• Supports Stakeholder Communication
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT GOAL IMPORTANCE
The sprint backlog is wholly owned by the Product
team, while the goal is shared between them and the
product owner. It must be agreed by them during
sprint planning. Therefore the goal is not a component
of the sprint backlog, but is a point of reference
around which the backlog may be re-planned and
changed.
- Ian Mitchell, Chief Scientist, proAgile Ltd.
“
OFFICE OF DISTANCE AND ELEARNING
PgMO
PRODUCT CANVAS
NAME GOAL METRICS
TARGET GROUP BIG PICTURE PROJECT DETAILS
What is the name of your product? What are you creating this sprint? How will you measure success?
Who are you creating this for? How does this iteration fit into
the larger product or service
roadmap?
How will your customers experience this product? What will it look like?
What will it help them do? What will it help them be?
OFFICE OF DISTANCE AND ELEARNING
PgMO
SPRINT BACKLOG
Well planned by the
scrum team!
DETAILED
ESTIMATED
EMERGENT
PRIORITIZED
OFFICE OF DISTANCE AND ELEARNING
PgMO
Evolves
and Changes
Analyze and
Update
Slice of Value off
Top of BacklogProvide Data and
Feedback
FEEDBACK LOOP
Product
Backlog
Product
Increment
Users
Customers
Stakeholders
Product
Owner
Team
OFFICE OF DISTANCE AND ELEARNING
PgMO
ESTIMATING WORK
“STORY” POINTS
• T-Shirt Sizes
• Swimlane Sizing
• Planning Poker
• Fibonacci
“NO” ESTIMATES
• Decomposing Work
• Same-Sized
OFFICE OF DISTANCE AND ELEARNING
PgMO
ESTIMATE SIZE  DERIVE DURATION
Examples:
1500 LBS 3 PPM 8.33 HRS
22 Miles 30 MPH 40 Minutes
1 Gallon 3 GPD 5.33 Days
Size Velocity Duration
OFFICE OF DISTANCE AND ELEARNING
PgMO
1 2 3 4
RELEASE PLANNING
Incremental or Iterative?
OFFICE OF DISTANCE AND ELEARNING
PgMO
MONITORING PROGRESS
What?
At any point in time, the total work remaining to reach a goal can
be summed.
Who? When?
The Product Team tracks this total work remaining at every Daily
Scrum to project the likelihood of achieving the Sprint Goal.
Why?
By tracking the remaining work throughout the Sprint, the Product
Team can manage its progress.
OFFICE OF DISTANCE AND ELEARNING
PgMO
UNDERSTANDING THE “BURN”
Teams use the sprint Burndown chart to track the product
Product effort remaining in a sprint.
General speaking the Burndown chart should consist of:
• X axis to display working days
• Y axis to display remaining effort
• Ideal effort as a guideline
• Real progress of effort
OFFICE OF DISTANCE AND ELEARNING
PgMO
OFFICE OF DISTANCE AND ELEARNING
PgMO
RELEASE BURNDOWN CHART
OFFICE OF DISTANCE AND ELEARNING
PgMO
TAKEAWAYS
Solving User Problems
Short Feedback Loops
Value Focused vs. Task Focused
Empirical Data-Based Decisions
Variable Granularity of Planning
Flexible Scope
Responsible Individuals

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Scrum Foundations

  • 1. OFFICE OF DISTANCE AND ELEARNING PgMO Scrum Foundations A Lightweight Agile Framework
  • 2. OFFICE OF DISTANCE AND ELEARNING PgMO WHY AGILE FOR IT? PROBLEM High Failures Rate Late Delivery Low Quality SOLUTION Visibility Intensive Collaboration Simplicity
  • 3. OFFICE OF DISTANCE AND ELEARNING PgMO DECISION-MAKING IN AN UNCERTAIN WORLD Simple Everything is known. Complicated More is known than not known. Complex More is unknown than known. Chaotic Very little is known. REQUIREMENTS TECHNOLOGY CHAOS COMPLICATED COMPLICATED SIMPLE Close to Certainty Far from Certainty Far from Certainty COMPLEX
  • 4. OFFICE OF DISTANCE AND ELEARNING PgMO Iteration 1 Iteration 2 Iteration 3 Iteration 4 THINK DIFFERENTLY Which method delivers more value sooner to users?
  • 5. OFFICE OF DISTANCE AND ELEARNING PgMO THE AGILE MANIFESTO Individuals & Interactions Working Software [Product] Customer Collaboration Responding to Change Following a Plan Comprehensive Documentation Contract Negotiation Processes & Tools
  • 6. OFFICE OF DISTANCE AND ELEARNING PgMO 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software, products, and services. 2. Welcome changing requirements, even late in the process. Agile processes harness change for the customer's advantage. 3. Deliver working software, products, and services. frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale. 4. Business people and technical people must work together daily throughout the project. 5. Build software, products, and services around motivated individuals. Give them the environment and support they need, and trust them to get the job done. 6. The most efficient and effective method of conveying information to and within a team is face-to-face conversation. 7. Working software/ product/service is the primary measure of progress. 8. Agile processes promote sustainable paces and processes. The sponsors, technical people, and users should be able to maintain a constant pace indefinitely. 9. Continuous attention to technical excellence and good design enhances agility. 10. Continuous attention to technical excellence and good design enhances agility. 11. The best architectures, requirements, and designs emerge from self-organizing teams. 12. At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly. 12 Agile Principles
  • 7. OFFICE OF DISTANCE AND ELEARNING PgMO TRAINING OUTLINE Definition of Scrum Scrum Theory Scrum Values The Scrum Team 1. The Product Owner 2. The Product Team 3. The Scrum Master Scrum Events 4. The Sprint 5. Sprint Planning 5. Daily Scrum 6. Sprint Review 7. Sprint Retrospective Scrum Artifacts 9. Product Backlog 10.Sprint Backlog 11.Increment Transparency Sprint Goal Definition of "Done" Monitoring Progress
  • 8. OFFICE OF DISTANCE AND ELEARNING PgMO BACKLOG Scrum Theory Scrum Values The Scrum Team Scrum Events Scrum Artifacts Artifact Transparency 4
  • 9. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Commitment Courage Focus Openness Respect Product Backlog Sprint Backlog Product Increment Scrum Theory Artifact Transparency Non Team Members
  • 10. OFFICE OF DISTANCE AND ELEARNING PgMO BACKLOG REFINEMENT Scrum Theory What is Scrum? Why use Scrum? Empiricism Scrum Principles 4
  • 11. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT PLANNING Scrum Theory (2) What is Scrum? (2) Why Scrum? (1) Empiricism (5) Scrum Principles 10 4
  • 12. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Commitment Courage Focus Openness Respect Product Backlog Sprint Backlog Product Increment Scrum Theory Artifact Transparency What is Scrum? Why Scrum Empiricism Scrum Principles Non Team Members
  • 13. OFFICE OF DISTANCE AND ELEARNING PgMO PRODUCT BACKLOG PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Commitment Courage Focus Openness Respect Product Backlog Sprint Backlog Product Increment Scrum Theory Artifact Transparency What is Scrum? Why Scrum Empiricism Scrum Principles Non Team Members
  • 14. OFFICE OF DISTANCE AND ELEARNING PgMO THE SCRUM FRAMEWORK
  • 15. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Commitment Courage Focus Openness Respect Product Backlog Sprint Backlog Product Increment Scrum Theory Artifact Transparency What is Scrum? Why Scrum Empiricism Scrum Principles Non Team Members
  • 16. OFFICE OF DISTANCE AND ELEARNING PgMO THE GOLDILOCKS PRINCIPLE Application of a lightweight process is the fastest way to success.
  • 17. OFFICE OF DISTANCE AND ELEARNING PgMO WHY SCRUM? 1. Focus on delivery. 2. Urgency of time-bound constraints. 3. Team members own their work. 4. Continuous learning. 5. Clear roadmap to success.
  • 18. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Commitment Courage Focus Openness Respect Product Backlog Sprint Backlog Product Increment Scrum Theory Artifact Transparency What is Scrum? Why Scrum Empiricism Scrum Principles Non Team Members
  • 19. OFFICE OF DISTANCE AND ELEARNING PgMO EMPIRICISM Transparency Inspection Adaptation Repeat Until… Identify Opportunity Understand Desired Outcome Evaluate Possible Solutions Build Increment Deploy & Measure
  • 20. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Commitment Courage Focus Openness Respect Product Backlog Sprint Backlog Product Increment Scrum Theory Artifact Transparency What is Scrum? Why Scrum Empiricism Scrum Principles Non Team Members
  • 21. OFFICE OF DISTANCE AND ELEARNING PgMO THE SCRUM PRINCIPLES Empirical Process Control - This principle emphasizes the core philosophy of Scrum based on the three main ideas of transparency, inspection, and adaptation.
  • 22. OFFICE OF DISTANCE AND ELEARNING PgMO THE SCRUM PRINCIPLES Self-organization - This principle focuses on knowledge workers who deliver significantly greater value when self-organized, resulting in better buy-in and shared ownership as well as an innovative and creative environment more conducive to growth.
  • 23. OFFICE OF DISTANCE AND ELEARNING PgMO THE SCRUM PRINCIPLES Collaboration - This principle focuses on the three core dimensions related to collaborative work: awareness, articulation, and appropriation. It also advocates project management as a shared value-creation process.
  • 24. OFFICE OF DISTANCE AND ELEARNING PgMO THE SCRUM PRINCIPLES Value Based Prioritization - This principle highlights the focus of Scrum to deliver maximum business value, from beginning early in the project and continuing throughout.
  • 25. OFFICE OF DISTANCE AND ELEARNING PgMO THE SCRUM PRINCIPLES Timeboxing - This principle describes how time is considered a limiting constraint in Scrum, and used to help effectively manage project planning and execution. Time-boxed elements in Scrum include Sprints, Daily Standup and all meetings.
  • 26. OFFICE OF DISTANCE AND ELEARNING PgMO THE SCRUM PRINCIPLES Iterative Development - This principle defines iterative Product and emphasizes how to manage change and build products that satisfy customer needs. It also delineates the PO's and organization's responsibilities related to iterative Product.
  • 27. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Commitment Courage Focus Openness Respect Product Backlog Sprint Backlog Product Increment Scrum Theory Artifact Transparency What is Scrum? Why Scrum Empiricism Scrum Principles Non Team Members
  • 28. OFFICE OF DISTANCE AND ELEARNING PgMO BACKLOG REFINEMENT Scrum Theory Scrum Values The Scrum Team Scrum Events Scrum Artifacts Artifact Transparency 10 4
  • 29. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT PLANNING Scrum Theory Scrum Values (1) Openness (1) Courage (1) Respect (1) Focus (1) Commitment (5) Discussion 10 4
  • 30. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Commitment Courage Focus Openness Respect Product Backlog Sprint Backlog Product Increment Artifact Transparency Non Team Members
  • 31. OFFICE OF DISTANCE AND ELEARNING PgMO THE FIVE SCRUM VALUES The Scrum Team and its stakeholders agree to be open about all the work and the challenges with performing the work. OPENNESS
  • 32. OFFICE OF DISTANCE AND ELEARNING PgMO OPENNESS For Scrum to work as intended, it involves—nay, it demands transparency and openness.
  • 33. OFFICE OF DISTANCE AND ELEARNING PgMO MOOSE ON THE TABLE What are your team’s impediments to openness? What keeps you from being more open with stakeholders? What organizational norms need to be broken to increase openness?
  • 34. OFFICE OF DISTANCE AND ELEARNING PgMO THE FIVE SCRUM VALUES The Scrum team and its stakeholders agree to be open about all of the work and the challenges with performing the work. OPENNESS
  • 35. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Product Backlog Sprint Backlog Product Increment Artifact Transparency Commitment Courage Focus Openness Respect Non Team Members
  • 36. OFFICE OF DISTANCE AND ELEARNING PgMO THE FIVE SCRUM VALUES Scrum Team members have the courage to do the right things and work on tough problems. COURAGE
  • 37. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Product Backlog Sprint Backlog Product Increment Artifact Transparency Commitment Courage Focus Openness Respect Non Team Members
  • 38. OFFICE OF DISTANCE AND ELEARNING PgMO THE FIVE SCRUM VALUES Scrum Team members respect each other to be capable, independent people. RESPECT
  • 39. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Product Backlog Sprint Backlog Product Increment Artifact Transparency Commitment Courage Focus Openness Respect Non Team Members
  • 40. OFFICE OF DISTANCE AND ELEARNING PgMO THE FIVE SCRUM VALUES Everyone focuses on the work of the Sprint and the goals of the Scrum Team. FOCUS
  • 41. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Product Backlog Sprint Backlog Product Increment Artifact Transparency Commitment Courage Focus Openness Respect Non Team Members
  • 42. OFFICE OF DISTANCE AND ELEARNING PgMO THE FIVE SCRUM VALUES People personally commit to achieving the goals of the Scrum Team. COMMITMENT
  • 43. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Product Backlog Sprint Backlog Product Increment Artifact Transparency Commitment Courage Focus Openness Respect Non Team Members
  • 44. OFFICE OF DISTANCE AND ELEARNING PgMO THE FIVE SCRUM VALUES Successful use of Scrum depends on people becoming more proficient in living these five values. OPENNESS COURAGE RESPECT FOCUS COMMITMENT
  • 45. OFFICE OF DISTANCE AND ELEARNING PgMO BACKLOG REFINEMENT Scrum Theory Scrum Values The Scrum Team Scrum Events Scrum Artifacts Artifact Transparency 10 4
  • 46. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT PLANNING The Scrum Team (5) Dev Team Member (15) Scrum Master (15) Product Owner (5) Non-Team Members 10 4
  • 47. OFFICE OF DISTANCE AND ELEARNING PgMO BACKLOG REFINEMENT The Scrum Team (7) Scrum Master (13) Product Owner • (3) Video • (1) Quote • (2) Chart • (3) You Might Be • (3) Responsibilities • (1) Quote (5) Product Team Member (5) Non-Team Members 10 4
  • 48. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Product Backlog Sprint Backlog Product Increment Artifact Transparency PO Video Non Team Members
  • 49. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM ROLES • The holder of product value. • Determines what needs to be done. • Sets priorities to deliver high value. Product Owner • The servant leader. • Protects the scrum process. • Prevents distractions by removing impediments. Scrum Master • The self- organizing group. • Takes on work and decides how to do deliver chunks of work in frequently increments. Product Team
  • 50. OFFICE OF DISTANCE AND ELEARNING PgMO THE SCRUM MASTER
  • 51. OFFICE OF DISTANCE AND ELEARNING PgMO THE SCRUM MASTER The Scrum Master is a servant leader responsible for the implementation of scrum. Service includes: PRODUCT OWNER • Refinement Techniques • Educating Team on Backlog Management • Ensure PO maximizes Value • Facilitate Events as Needed TEAM • Coach in Cross- Functionality and Self- Organization • Help Understand Value • Remove Impediments • Arrange Events as Needed ORGANIZATION • Coach Scrum Adoption • Help Management Understand Empirical Product Product • Suggest Organizational Changes • Improve Scrum
  • 52. OFFICE OF DISTANCE AND ELEARNING PgMO THE SCRUM MASTER Responsibilities & Characteristics • Responsible for helping the team deliver work to the Product Owner • Makes sure the team can meet its commitments by removing any impediments they face, including Managing dependencies, escalating blockers that they cannot remove themselves • Facilitates process & meetings (i.e. Reviews, Stand Ups, Planning, Estimation, Scheduling, Prioritization) • Makes sure the team is fully functional, productive and improving quality • Shields the team from distractions and interferences (including the Product Owner) • Enables close co-operation across all roles and functions, removes barriers • Responsible for reporting progress, including producing standard outward-facing artifacts • Manages Product Owners expectations of the team • Responsible for keeping time and quality requirements
  • 53. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Product Backlog Sprint Backlog Product Increment Artifact Transparency PO Video Non Team Members
  • 54. OFFICE OF DISTANCE AND ELEARNING PgMO THE PRODUCT OWNER
  • 55. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Scrum Master Product Owner Product Backlog Sprint Backlog Product Increment Artifact Transparency PO Video Non Team Members
  • 56. OFFICE OF DISTANCE AND ELEARNING PgMO BACKLOG REFINEMENT The Scrum Team (7) Scrum Master (13) Product Owner • (3) Video • (1) Quote • (2) Chart • (3) You Might Be • (3) Responsibilities • (1) Quote (5) Product Team Member (5) Non-Team Members 10 4
  • 57. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Product Owner Product Backlog Sprint Backlog Product Increment Artifact Transparency Non Team Members
  • 58. OFFICE OF DISTANCE AND ELEARNING PgMO THE PRODUCT OWNER The Product Owner is responsible for maximizing the value of the product and the work of the team by ensuring there is a steady stream of well-defined, valuable, and prioritized work available for the scrum team to work on. BACKLOG • Clearly expressing Product Backlog items; • Ordering the items in the Product Backlog to best achieve goals and missions. VALUE • Optimizing the value of the work the Product Team performs; TRANSPARENCY • Ensuring that the Product Backlog is visible, transparent, and clear to all, and shows what the Scrum Team will work on next; and, • Ensuring the Product Team understands items in the Product Backlog to the level needed.
  • 59. OFFICE OF DISTANCE AND ELEARNING PgMO THE PRODUCT OWNER You might already be a product owner if… • The “buck stops with you” in regards to the product or service success. • You know the product or service intimately; you know what it is “all about” to the customers. • You are empowered to make decisions regarding the product or service features and releases. • You are in charge of changes to the product or service, or in charge of getting them approved, including EoL.
  • 60. OFFICE OF DISTANCE AND ELEARNING PgMO DETERMINING VALUE MUST If it doesn’t do that, it’s worthless to me. We really need something to help us do this. SHOULD I think it should be able to do that. It should also do these things. It should be easy. COULD I would like it to be able to do that. It would be great if the product also did this. Users have a lot to say…
  • 61. OFFICE OF DISTANCE AND ELEARNING PgMO THE PRODUCT OWNER Responsibilities & Characteristics • Voice of the Stakeholders, represents the business • Manages stakeholder relationships, communications & expectations • Accountable for the vision, scope, scale, and success of the product • Defines key features of the product & success criteria • Continuously refines requirements, Decides on release date, content and budget • Sets delivery schedule by managing the backlog – creates and updates the release plan, including prioritization • Accepts and rejects work in the sprint reviews • Takes advice from the team on Backlog Dependencies • Single point of contact for the product (including New requirements Prioritizing backlog items)
  • 62. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Product Owner Product Backlog Sprint Backlog Product Increment Artifact Transparency Non Team Members
  • 63. OFFICE OF DISTANCE AND ELEARNING PgMO BACKLOG REFINEMENT The Scrum Team (7) Scrum Master (13) Product Owner (5) Product Team Member (5) Non-Team Members 10 4
  • 64. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Product Backlog Sprint Backlog Product Increment Artifact Transparency Non Team Members Dev Team Member
  • 65. OFFICE OF DISTANCE AND ELEARNING PgMO TEAM MEMBERS & NON-MEMBERS Product TEAM MEMBERS Everyone who is working daily to design, develop, and test the product or service. Team should encompass everyone needed to do the work, not inform the work. NON-TEAM MEMBERS Stakeholders Managers Subject Matter Expert (SME)
  • 66. OFFICE OF DISTANCE AND ELEARNING PgMO THE Product TEAM MEMBER Are you doing the work of developing a product or service? • Self Organizing • Cross Functional • May Have Specialized Skills or Areas of Focus • Accountable for the Work Optimal Product Team size is small enough to remain nimble and large enough to complete significant work within a Sprint.
  • 67. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Product Backlog Sprint Backlog Product Increment Artifact Transparency Non Team Members Dev Team Member
  • 68. OFFICE OF DISTANCE AND ELEARNING PgMO NON-TEAM MEMBERS There are other people who may be involved in projects, but are not Scrum team members. They include: • Stakeholders • Subject Matter Experts (SMEs) • Members of Other Teams • Leadership • Project Manager
  • 69. OFFICE OF DISTANCE AND ELEARNING PgMO
  • 70. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM BOARD PRODUCT BACKLOG SPRINT BACKLOG IN PROGRESS DONE Sprint Retrospective Sprint Review Daily Scrum Sprint Planning The Sprint Dev Team Member Product Backlog Sprint Backlog Product Increment Artifact Transparency Non Team Members Dev Team Member
  • 71. OFFICE OF DISTANCE AND ELEARNING PgMO BACKLOG REFINEMENT Scrum Events The Sprint Sprint Planning Daily Scrum Sprint Review Sprint Retrospective 10 4
  • 72. OFFICE OF DISTANCE AND ELEARNING PgMO BACKLOG REFINEMENT Scrum Events (5) The Sprint (5) Sprint Planning (5) Daily Scrum (5) Sprint Review (10) Sprint Retrospective 10 4
  • 73. OFFICE OF DISTANCE AND ELEARNING PgMO THE SPRINT Who: The Product Owner, Scrum Master, & Dev Team What: Container (timebox) for all other sprint events. Why: Scrum events are used to create regularity and to minimize the need for non-scrum meetings. When: Scrum processes are cyclical, repeating in regular cycles. Timebox: One to four weeks with the preference to the shorter time. The less detail known about the work, the shorter the sprints should be.
  • 74. OFFICE OF DISTANCE AND ELEARNING PgMO THE SPRINT “RULES” • No changes are made that would endanger the Sprint Goal. • Quality goals do not decrease. • Scope may be clarified and re-negotiated between the Product Owner and Product Team as more is learned. Each Sprint may be considered a project with no more than a one-month horizon. Like projects, Sprints are used to accomplish something. Each Sprint has a definition of what is to be built, a design and flexible plan that will guide building it, the work, and the resultant product.
  • 75. OFFICE OF DISTANCE AND ELEARNING PgMO WHOWHAT WHYWHEN TIMEBOX
  • 76. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT PLANNING Who: The Product Owner, Scrum Master, & Dev Team What: The sprint goal is created and work to be performed in the Sprint is planned at the Sprint Planning. Why: To answer: (1) What can be delivered in the Increment resulting from the upcoming Sprint? (2) How will the work needed to deliver the Increment be achieved? When: At the beginning of each new sprint. Timebox: Maximum of eight hours for a one-month Sprint, down to ½ hour for a weekly sprint.
  • 77. OFFICE OF DISTANCE AND ELEARNING PgMO WHOWHAT WHYWHEN TIMEBOX
  • 78. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT PLANNING “RULES” • Work planned for the first days of the Sprint by the Product Team is decomposed by the end of this meeting (The What). • The Product Team self-organizes to undertake the work in the Sprint Backlog, both during Sprint Planning and as needed throughout the Sprint (The How). Having set the Sprint Goal and selected the Product Backlog items for the Sprint, the Product Team decides how it will build this functionality into a “Done” product Increment during the Sprint. The Product Backlog items selected for this Sprint plus the plan for delivering them is called the Sprint Backlog.
  • 79. OFFICE OF DISTANCE AND ELEARNING PgMO DAILY SCRUM Who: Product Team, Scrum Master (optional) What: Inspect progress toward the Sprint Goal and inspect how progress is trending toward completing the work in the Sprint Backlog, as well as identify impediments to Product for removal. Why: Synchronize activities and create a plan for the next 24 hours. When: Daily Timebox: 15 Minutes
  • 80. OFFICE OF DISTANCE AND ELEARNING PgMO WHOWHAT WHYWHEN TIMEBOX
  • 81. OFFICE OF DISTANCE AND ELEARNING PgMO DAILY SCRUM “RULES” During the meeting the Product Team members explain: • What did I do yesterday that helped the Product Team meet the Sprint Goal? • What will I do today to help the Product Team meet the Sprint Goal? • Do I see any impediment that prevents me or the Product Team from meeting the Sprint Goal? This is a key inspect and adapt meeting. The Daily Scrum is held at the same time and place each day to reduce complexity.
  • 82. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT REVIEW Who: Entire Scrum Team and Customer(s) if possible. What: The presentation of the finished Increment. Why: Intended to elicit feedback and foster collaboration. When: A Sprint Review is held at the end of the Sprint. Timebox: This is a four-hour time-boxed meeting for one- month Sprints. For shorter Sprints, the event is usually shorter. The Scrum Master ensures that the event takes place and that attendants understand its purpose. The Scrum Master teaches all to keep it within the time-box.
  • 83. OFFICE OF DISTANCE AND ELEARNING PgMO WHOWHAT WHYWHEN TIMEBOX
  • 84. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT REVIEW “RULES” • The Product Owner explains what Product Backlog items have been “Done” and what has not been “Done”; • The Product Team discusses what went well during the Sprint, what problems it ran into, and how those problems were solved; • The Product Team demonstrates the work that it has “Done” and answers questions about the Increment; • The Product Owner discusses the Product Backlog as it stands. He or she projects likely completion dates based on progress to date (if needed); • The entire group collaborates on what to do next, so that the Sprint Review provides valuable input to subsequent Sprint Planning; • Review of how the marketplace or potential use of the product might have changed what is the most valuable thing to do next; and, • Review of the timeline, budget, potential capabilities, and marketplace for the next anticipated release of the product.
  • 85. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT RETROSPECTIVE Who: The Product Owner, Scrum Master, & Dev Team What: Opportunity for the Scrum Team to inspect itself and create a plan for improvements to be enacted during the next Sprint. Why: This is the adaptation to the inspection of the Scrum Team itself. The Sprint Retrospective provides a formal opportunity to focus on inspection and adaptation. When: After the Sprint Review & before the next planning. Timebox: About 30-45 minutes per week of sprint length.
  • 86. OFFICE OF DISTANCE AND ELEARNING PgMO WHOWHAT WHYWHEN TIMEBOX
  • 87. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT RETROSPECT “RULES” The Scrum Master ensures that the event takes place and that attendants understand its purpose. The Scrum Master teaches all to keep it within the time- box. The Scrum Master participates as a peer team member in the meeting from the accountability over the Scrum process. The purpose of the Sprint Retrospective is to: • Inspect how the last Sprint went with regards to people, relationships, process, and tools; • Identify and order the major items that went well and potential improvements; and, • Create a plan for implementing improvements to the way the Scrum Team does its work.
  • 88. OFFICE OF DISTANCE AND ELEARNING PgMO REVIEW VS. RETROSPECTIVE Attendees: Review • Stakeholders • Customers • Scrum Team • Leadership Retrospective • Scrum Team
  • 89. OFFICE OF DISTANCE AND ELEARNING PgMO WHAT’S ON YOUR CALENDAR? Weeks Sprint Events in Hours Work Allocations Sprint Sprint Planning Daily Stand-Up Sprint Review Sprint Retrospective Total Work Hours Time in "Meetings" Time to Work 1 2 0.25 1 0.75 4 40 10% 90% 2 4 0.25 2 1.5 7.75 80 10% 90% 3 6 0.25 3 2.25 11.5 120 10% 90% 4 8 0.25 4 3 15.25 160 10% 90% 10% 90% SCRUM TIME ALLOCATIONS Scrum Events "Real" Work 1. Get our your phones. 2. Open your calendar app. 3. Add up the number of hours you have scheduled for planning, problem solving, updating, and reporting on the work you and your team does (non “real” work time). 4. Divide by 40 to get percent.
  • 90. OFFICE OF DISTANCE AND ELEARNING PgMO
  • 91. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies
  • 92. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 18
  • 93. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 17
  • 94. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 16
  • 95. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 15
  • 96. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 14
  • 97. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 13
  • 98. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 12
  • 99. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 11
  • 100. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 10
  • 101. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 9
  • 102. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 8
  • 103. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 7
  • 104. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 6
  • 105. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 5
  • 106. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 4
  • 107. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 3
  • 108. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 2
  • 109. OFFICE OF DISTANCE AND ELEARNING PgMO SPAGHETTI TOWER PROJECT Materials per Team • 20 Pieces of Spaghetti • 1 Marshmallow • 1 Yard Tape • 1 Yard String Requirements Tallest structure possible that can hold the marshmallow up (marshmallow cannot touch floor or table top). Rules • You must follow the project management methodology assigned or chosen by your group to the end. • You may draw plans out on this paper. You may NOT look ideas or solutions up on the Internet. • Your tower must not depend on a team member to hold it up. This means when “hands off” is called, all hands must be removed from the tower, ready or not. • You will have exactly 18 minutes to do all the planning and work. Chaos Scrum Traditional On your mark, get set, go! 2 Plan 7 Sprint 2 Plan 7 Sprint 6 Initiation and Planning 13 Execute, Monitor, & Control Project Methodologies 1
  • 110. OFFICE OF DISTANCE AND ELEARNING PgMO TIME HAS RUN OUT! FREEZE!
  • 111. OFFICE OF DISTANCE AND ELEARNING PgMO STAND-UP DEBRIEF PRODUCT (Sprint Review) 1. Did you achieve the goal? 2. Was the scope satisfactory? 3. Is the quality high? PROCESS (Retrospective) 1. Did you spend enough time planning? 2. Were you able to make appropriate changes to your plan to achieve your goal in the allotted time? (Agility) 3. How was the teamwork?
  • 112. OFFICE OF DISTANCE AND ELEARNING PgMO SCRUM ARTIFACTS • Product Backlog • Sprint Backlog • Increment • Transparency • Definition of Done
  • 113. OFFICE OF DISTANCE AND ELEARNING PgMO PRODUCT BACKLOG The Product Backlog is: • An ordered list of everything that might be needed in the product. • The single source of requirements for any changes to be made to the product. • The Product Owner is responsible for the Product Backlog, including its content, availability, and ordering • A Product Backlog is never complete.
  • 114. OFFICE OF DISTANCE AND ELEARNING PgMO PRODUCT BACKLOG Make sure your product backlog is D.E.E.P. Detailed (Appropriately) Estimated Emergent Prioritized Current Sprint Next Release Future Releases + - DETAIL
  • 115. OFFICE OF DISTANCE AND ELEARNING PgMO BACKLOG REFINEMENT What’s in your backlog? An ordered list of features that might be delivered. RELEASE PLANNING
  • 116. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT BACKLOG A slice off the top of the backlog. Looks nice in theory, but, who is doing what, when, and how?
  • 117. OFFICE OF DISTANCE AND ELEARNING PgMO THE SPRINT GOAL A sprint backlog is a forecast of the work that the team will need to do to meet the sprint goal. • Supports Prioritization • Creates Focus • Facilitates Teamwork • Helps Obtain Relevant Feedback • Makes it Easier to Analyze Feedback • Supports Stakeholder Communication
  • 118. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT GOAL IMPORTANCE The sprint backlog is wholly owned by the Product team, while the goal is shared between them and the product owner. It must be agreed by them during sprint planning. Therefore the goal is not a component of the sprint backlog, but is a point of reference around which the backlog may be re-planned and changed. - Ian Mitchell, Chief Scientist, proAgile Ltd. “
  • 119. OFFICE OF DISTANCE AND ELEARNING PgMO PRODUCT CANVAS NAME GOAL METRICS TARGET GROUP BIG PICTURE PROJECT DETAILS What is the name of your product? What are you creating this sprint? How will you measure success? Who are you creating this for? How does this iteration fit into the larger product or service roadmap? How will your customers experience this product? What will it look like? What will it help them do? What will it help them be?
  • 120. OFFICE OF DISTANCE AND ELEARNING PgMO SPRINT BACKLOG Well planned by the scrum team! DETAILED ESTIMATED EMERGENT PRIORITIZED
  • 121. OFFICE OF DISTANCE AND ELEARNING PgMO Evolves and Changes Analyze and Update Slice of Value off Top of BacklogProvide Data and Feedback FEEDBACK LOOP Product Backlog Product Increment Users Customers Stakeholders Product Owner Team
  • 122. OFFICE OF DISTANCE AND ELEARNING PgMO ESTIMATING WORK “STORY” POINTS • T-Shirt Sizes • Swimlane Sizing • Planning Poker • Fibonacci “NO” ESTIMATES • Decomposing Work • Same-Sized
  • 123. OFFICE OF DISTANCE AND ELEARNING PgMO ESTIMATE SIZE  DERIVE DURATION Examples: 1500 LBS 3 PPM 8.33 HRS 22 Miles 30 MPH 40 Minutes 1 Gallon 3 GPD 5.33 Days Size Velocity Duration
  • 124. OFFICE OF DISTANCE AND ELEARNING PgMO 1 2 3 4 RELEASE PLANNING Incremental or Iterative?
  • 125. OFFICE OF DISTANCE AND ELEARNING PgMO MONITORING PROGRESS What? At any point in time, the total work remaining to reach a goal can be summed. Who? When? The Product Team tracks this total work remaining at every Daily Scrum to project the likelihood of achieving the Sprint Goal. Why? By tracking the remaining work throughout the Sprint, the Product Team can manage its progress.
  • 126. OFFICE OF DISTANCE AND ELEARNING PgMO UNDERSTANDING THE “BURN” Teams use the sprint Burndown chart to track the product Product effort remaining in a sprint. General speaking the Burndown chart should consist of: • X axis to display working days • Y axis to display remaining effort • Ideal effort as a guideline • Real progress of effort
  • 127. OFFICE OF DISTANCE AND ELEARNING PgMO
  • 128. OFFICE OF DISTANCE AND ELEARNING PgMO RELEASE BURNDOWN CHART
  • 129. OFFICE OF DISTANCE AND ELEARNING PgMO TAKEAWAYS Solving User Problems Short Feedback Loops Value Focused vs. Task Focused Empirical Data-Based Decisions Variable Granularity of Planning Flexible Scope Responsible Individuals

Editor's Notes

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  14. https://blogs.msdn.microsoft.com/stuart_kent/2014/10/24/kanban-mmfs-and-the-goldilocks-principle/
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  29. 78 We must always remember that we are working with human beings not with robots or replaceable parts in a machine. As humans, we are open to collaborate, fail, learn and adapt fast. Scrum shapes an environment filled with trust and compassion for each other and therefore is safe for experimentation and the improvement of self and others. Scrum empowers us to use our intrinsic ability to give and receive feedback, putting it in a positive light rather than a negative one. We should openly celebrate failure, for the many great thinkers have said, the real meaning of is the journey of learning. Humans learn best through trial and error. “The more I live, the more I learn. The more I learn, the more I realize the less I know.” ~ Michel Legrand
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  35. 92 Assume positive intentions.
  36. 93
  37. 94 Focus on the sprint goal.
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  39. 96 Commitment to the sprint goal.
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  48. 117 The Product Owner may do the above work, or have the Product Team do it. However, the Product Owner remains accountable. The Product Owner is one person, not a committee. The Product Owner may represent the desires of a committee in the Product Backlog, but those wanting to change a Product Backlog item’s priority must address the Product Owner. For the Product Owner to succeed, the entire organization must respect his or her decisions. The Product Owner’s decisions are visible in the content and ordering of the Product Backlog. No one is allowed to tell the Product Team to work from a different set of requirements, and the Product Team isn’t allowed to act on what anyone else says.
  49. 118
  50. 123
  51. 124
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  53. 126
  54. 128
  55. The Product Owner may do the above work, or have the Product Team do it. However, the Product Owner remains accountable. The Product Owner is one person, not a committee. The Product Owner may represent the desires of a committee in the Product Backlog, but those wanting to change a Product Backlog item’s priority must address the Product Owner. For the Product Owner to succeed, the entire organization must respect his or her decisions. The Product Owner’s decisions are visible in the content and ordering of the Product Backlog. No one is allowed to tell the Product Team to work from a different set of requirements, and the Product Team isn’t allowed to act on what anyone else says.
  56. 132 The Product Owner may do the above work, or have the Product Team do it. However, the Product Owner remains accountable. The Product Owner is one person, not a committee. The Product Owner may represent the desires of a committee in the Product Backlog, but those wanting to change a Product Backlog item’s priority must address the Product Owner. For the Product Owner to succeed, the entire organization must respect his or her decisions. The Product Owner’s decisions are visible in the content and ordering of the Product Backlog. No one is allowed to tell the Product Team to work from a different set of requirements, and the Product Team isn’t allowed to act on what anyone else says.
  57. 126
  58. 133
  59. 126
  60. 134
  61. 126
  62. 126
  63. 148
  64. 149
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  81. 250
  82. Remember, the Product Owner is responsible for making sure the work is done, not