This is a talk to introduce agile ways of working involves & why its effective.
There's an overview of waterfall, agile, Scrum, Kanban boards, retros & impact mapping
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Agile ways of working. Plus 3 agile techniques any team can use!!
1. Agile ways of working
Ryan Hewitt - Lead BA (DWP Digital)
Agile
2. About me
● Currently working on Universal Jobmatch!
● 10 years BA experience (BBC Olympics,
Ernst & Young, Infosys)
● Agile & Waterfall IT projects
● 9 certifications (Agile Product Owner, Scrum
Master, PRINCE2, ITIL)
4. Waterfall limitations
LIMITATIONS:
+ Cost of change
+ Value delivered right at the
end
+ Leave testing to the end
Requirements
Design
Development
Testing
Release
Changes
User
feedback
Takes too
long
Skipped
5. Agile
+ It’s a set of values not a process
+ Based on a Manifesto
8. Scrum team
+ Small IT team
+ Cross-functional
+ Self-organising
+ Co-located
e.g. BBC Sport app team, Tesco recommendations
team, Digi debt team
9. Scrum backlog
Vision > split into smaller user stories
Prioritised
backlog
Stories at the top:
+ Requirements
+ Detailed designs
+ Get feedback from devs & testers
+ Get them signed-off & ready for
development
10. Scrum
Sprint (2 weeks)
+ Build
+ Test
+ Demo
+ Release
+ Feedback
Next Sprint:
+ More functionality
+ Another
demo/release
11. Scrum summary
Scrum = 2 - 4 weeks
Waterfall = several months/years
+ Lots of feedback
+ Less risky
+ Delivering value ‘early & often’
Requirements
Design
Development
Testing
Release
12. 3 things to use - Kanban board
Display work for next 2
weeks:
+ Make team’s work
visible
+ Daily standup:
● What are you
working on today?
● What did you work
on yesterday?
● Any blockers?
+ Avatars for
ownership/wip limits
13. 3 things to use - Kanban board
+ Decorating a
house
+ Journalist’s at
the BBC
+ BA
Management
team
14. 3 things to use - retrospectives
+ 1 hour meeting
+ Inspect the process and
try to improve:
● What made you
mad?
● What made you
glad?
● What made you
sad?
+ Actions (WHO-WHAT-
WHEN)
15. 3 things to use - retrospectives
+ Allow the team to improve &
optimise
+ Hundreds of ways to have them
(e.g. 7 deadly sins, Pokemon
retro, sailboat retro)
+ http://retrospectivewiki.org/index.
php?title=Agile_Retrospective_Re
source_Wiki
16. 3 things to use - impact mapping
+ Way to brainstorm &
identify deliverables
+ Have a brilliant idea -
quickly identify what to
build
+ Start with a goal
18. ● Whose behaviour do we want to impact?
● Who can produce the desired effect?
● Who can obstruct it?
● Who are the consumers or users of our product?
● Who will be impacted by it?
Impact mapping - actor
19. How should our actors' behaviour change?
How can they help us to achieve the goal?
How can they obstruct or prevent us from succeeding?
Impact mapping - impact
20. What can we do, as an organisation or a delivery team,
to support the required impacts?
Impact mapping - deliverables
22. “New billionaire owner of Stockport County FC, he
has set the board of directors the goal of winning the
Premier League by 2025”
Activity
GOAL
ACTOR IMPACT DELIVERABLE
Youth squad
Owner
Increase
funds
Interfere less
Behaviour
you want
Things that will make it
happen?
Take out a loan
Sell their other business?
Things that will make it
happen?
Behaviour
you want
Ryan Hewitt - Lead Business Analyst in DWP
Talk about agile ways of working & techniques you can apply to your teams
3 areas:
Overview about agile & scrum - how it works & why it’s effective
3 techniques you can takeaway
Exercise on one of those techniques
•Lead BA in the Stockport hub
•Background: 10 years. Waterfall, Agile, Wagile
•DWP since last year FED
Sequential stages
Check gates
You complete one phase (e.g. design) before moving on to the next phase (e.g. development)
You rarely aim to re-visit a ‘phase’ once it’s completed. That means, you get what you specified early on
Optimises resources
This approach is highly risky, often more costly and generally less efficient than Agile approaches
User feedback at the end
Embrace change
Adapting the deliverable and also how the team work
Feedback loops
Delivering regular iterations
Rapid development
The meanings of the Manifesto items on the left within the agile software development context are described below.
Individuals and Interactions – in agile development, self-organization and motivation are important, as are interactions like co-location and pair programming.
Working software – working software will be more useful and welcome than just presenting documents to clients in meetings.
Customer collaboration – requirements cannot be fully collected at the beginning of the software development cycle, therefore continuous customer or stakeholder involvement is very important.
Responding to change – agile development is focused on quick responses to change and continuous development
Talk about Scrum in more detail
Self organising = team is empowered to choose the best way to accomplish its work
Cross functional = team has skills needed to accomplish its work
Empowered to work & change their process. Make the decisions in them team
Collaboration
Concrete deliverables
Self organising = team is empowered to choose the best way to accomplish its work
Cross functional = team has skills needed to accomplish its work
Co-locate
Sprint goal
User stories written from user’s perspective
No big bang release
Physical board / Trello
Buying a house,
Vote on the ones
Way to improve the team’s performance & vent any frustations
Way to improve performance & morale
Used by digital + non-digital teams
An impact is a technique to help you visualise the scope of your product & brainstorm ideas. It ensures what you do/build can be traced back to the overall goal of the project
Not building reductant things/ Focussed on the objectives
To create an impact map you need to answer 4 key questions:
Why are you doing this, what is the goal
Who will have an impact on your ability to meet your goal
How can these actors affect your ability to meet your goal … what behaviours do you want from them
What can you do to affect the behaviors of your actors
The first thing to establish is the Why, What is the goal you are trying to achieve
Grow mobile advertising
Who
The next part is to establish who could impact your ability to achieve your goal, they could have a positive impact or negative impact in allowing you to achieve your goal.
In this example some of the actors that have been identified who could impact our ability to achieve our goal is:
Gamers
Advertisers
Development team = target ads
Design team = make really nice ads
Lets now think about how these actors could affect your ability to meet your goal
Come back more
Click on ads
Stay longer
View more ads
Finally you identify what you can do to bring about those impacts ( think of it like what are the features)
Push alerts
Leader boards
Limited time offers
Who > How > What
Actor: coach, fan, youth team, wags
Impact: behaviour you’re looking for