The document discusses agile estimation techniques. It defines estimation in agile as measuring how long it will take to complete user stories or tasks. It outlines three main levels of agile estimation: project level, sprint level, and release level. The document also discusses various agile estimation techniques like planning poker, t-shirt sizes, story points, and templates used for agile estimation.
Ever wonder why Agile teams swear by relative estimation? My teams improved sprint planning efforts by a factor or 3, once we started using relative estimation.
Without understanding Agile relative estimation, teams tend to fall back to using time-based methods. This often leads them to spend way too much time on obsolete estimates that will be made even more complex with all the unknowns and constant emergent requirements of an Agile world!
“It's better to be roughly right, than precisely wrong!”
~ John Maynard Keyenes
The Solution is simple: understand that relative estimation is only a rough order of magnitude estimate to quickly organize the product backlog. This empowers your product owners (PO) to quickly make value based trade-offs on backlog items and decide on what stories the team should work next. This gives the business the highest bang for their buck!
PROBLEMS WITH TIME-BASED ESTIMATES
-Teams spend too much time trying to get it right
-Lack of confidence/experience can lead to people being either optimistic or pessimistic
-Timeline you are estimating may be too far in the future
-Due to long timeline, there are too many risks, unknowns, changes or dependencies!
WHY USE RELATIVE ESTIMATION?
-Allows a quick comparison of stories in the backlog
-Allows you to select a predictable volume of work to do in a sprint
-Uses a simple arbitrary scale
-Allows PO to make trade-offs and take on the most valuable stories next
ESTIMATION TIPS
-Relative points or equivalent Tshirt sizes are used to estimate stories, leveraging the Fibonacci sequence modified for Agile.
-The team estimates the story, not management nor the customer.
-Story estimates account for three things: effort, complexity, and unknowns. Don’t short sell yourself by estimating effort alone, that’s where waterfall projects face issues.
-Remember to estimate all Stories, user stories or technical stories. Even estimate research or discovery spikes.
-Refine your backlog as a team on a continuous basis, to get your stories to meet the Definition of Ready.
-Only pull into your sprint, stories that are refined and estimated.
-Break down stories that are large, into smaller slivers of value to optimize your flow.
-Don’t sweat it if you get it wrong, teams often do early on but improve over time.
The document discusses different approaches to estimation in waterfall and Scrum methodologies. In Scrum, teams estimate their own work in story points, which are relative units based on size and complexity. Story points help drive cross-functional behavior and do not decay over time. Ideal days estimates involve determining how long a task would take with ideal conditions and no interruptions. Planning poker uses story point cards to facilitate discussion and reach consensus on estimates. Release planning in Scrum involves estimating velocity over sprints to determine how many product backlog items can be completed.
This document discusses effort estimation in agile projects. It recommends estimating tasks by relative size using story points rather than absolute time values. Planning poker, where a team privately selects effort estimate cards and then discusses them, is advocated as it emphasizes relative estimation and reduces anchoring bias. Velocity, the number of points a team can complete per iteration, is key for planning and adjusting for estimation errors over time. Burn down charts also increase visibility of progress.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document provides an overview of agile stories, estimating, and planning. It discusses what user stories are, how to write them, and techniques for estimating story sizes such as story points. It also covers different levels of planning including release planning, iteration planning, and daily planning. The document is intended to provide background information on using agile methods for requirements management and project planning.
Ever wonder why Agile teams swear by relative estimation? My teams improved sprint planning efforts by a factor or 3, once we started using relative estimation.
Without understanding Agile relative estimation, teams tend to fall back to using time-based methods. This often leads them to spend way too much time on obsolete estimates that will be made even more complex with all the unknowns and constant emergent requirements of an Agile world!
“It's better to be roughly right, than precisely wrong!”
~ John Maynard Keyenes
The Solution is simple: understand that relative estimation is only a rough order of magnitude estimate to quickly organize the product backlog. This empowers your product owners (PO) to quickly make value based trade-offs on backlog items and decide on what stories the team should work next. This gives the business the highest bang for their buck!
PROBLEMS WITH TIME-BASED ESTIMATES
-Teams spend too much time trying to get it right
-Lack of confidence/experience can lead to people being either optimistic or pessimistic
-Timeline you are estimating may be too far in the future
-Due to long timeline, there are too many risks, unknowns, changes or dependencies!
WHY USE RELATIVE ESTIMATION?
-Allows a quick comparison of stories in the backlog
-Allows you to select a predictable volume of work to do in a sprint
-Uses a simple arbitrary scale
-Allows PO to make trade-offs and take on the most valuable stories next
ESTIMATION TIPS
-Relative points or equivalent Tshirt sizes are used to estimate stories, leveraging the Fibonacci sequence modified for Agile.
-The team estimates the story, not management nor the customer.
-Story estimates account for three things: effort, complexity, and unknowns. Don’t short sell yourself by estimating effort alone, that’s where waterfall projects face issues.
-Remember to estimate all Stories, user stories or technical stories. Even estimate research or discovery spikes.
-Refine your backlog as a team on a continuous basis, to get your stories to meet the Definition of Ready.
-Only pull into your sprint, stories that are refined and estimated.
-Break down stories that are large, into smaller slivers of value to optimize your flow.
-Don’t sweat it if you get it wrong, teams often do early on but improve over time.
The document discusses different approaches to estimation in waterfall and Scrum methodologies. In Scrum, teams estimate their own work in story points, which are relative units based on size and complexity. Story points help drive cross-functional behavior and do not decay over time. Ideal days estimates involve determining how long a task would take with ideal conditions and no interruptions. Planning poker uses story point cards to facilitate discussion and reach consensus on estimates. Release planning in Scrum involves estimating velocity over sprints to determine how many product backlog items can be completed.
This document discusses effort estimation in agile projects. It recommends estimating tasks by relative size using story points rather than absolute time values. Planning poker, where a team privately selects effort estimate cards and then discusses them, is advocated as it emphasizes relative estimation and reduces anchoring bias. Velocity, the number of points a team can complete per iteration, is key for planning and adjusting for estimation errors over time. Burn down charts also increase visibility of progress.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document provides an overview of agile stories, estimating, and planning. It discusses what user stories are, how to write them, and techniques for estimating story sizes such as story points. It also covers different levels of planning including release planning, iteration planning, and daily planning. The document is intended to provide background information on using agile methods for requirements management and project planning.
This document discusses key concepts in agile planning including story points, velocity, and release planning using velocity. It defines story points as relative sizes used to estimate user stories, and explains how they remain constant over time unlike ideal days estimates. Velocity is defined as the average story points a team can complete per sprint. The document outlines how to establish story points and use them along with velocity for release planning and tracking progress with a burn down chart.
Agile Patterns: Agile Estimation
We’re agile, so we don’t have to estimate and have no deadlines, right? Wrong! This session will consist of review of the problem with estimation in projects today and then an overview of the concept of agile estimation and the notion of re-estimation. We’ll learn about user stories, story points, team velocity, how to apply them all to estimation and iterative re-estimation. We will take a look at the cone of uncertainty and how to use it to your advantage. We’ll then take a look at the tools we will use for Agile Estimation, including planning poker, Visual Studio Team System, and much more. This is a very interactive session, so bring a lot of questions!
The document discusses 21 patterns for splitting user stories into multiple stories. Some common patterns include splitting based on workflow steps, use case scenarios, different data types or operations on an entity, core functionality versus enhancements, and manual versus automated processes. The goals of splitting are to prioritize work, create smaller stories, and reduce dependencies between stories. The document provides descriptions and examples of when to use each pattern.
This document discusses user stories (also called PBIs), which are short descriptions of a software feature written from the perspective of an end user. It provides templates and examples for writing user stories, as well as tips on splitting large stories into smaller, testable pieces. Some key points covered include writing stories that focus on the user's goal and benefit, using personas to discover needed features, and decomposing large "epic" stories until they are clear and feasible to implement.
The document provides guidance on best practices for estimating user stories in agile software development. It describes story estimation as assigning story points to stories based on their complexity relative to a baseline story. The core development team participates in estimation through planning poker sessions facilitated by the Scrum Master. Estimation occurs during regular backlog grooming and sprint planning meetings to size all stories in the backlog and those being considered for the next sprint.
The document provides an overview of user stories in agile software development. It discusses the agile manifesto and its focus on individuals, interactions, working software, and responding to change. It then covers what user stories are, how they are written in a "who, what, why" format, and how they provide an alternative to traditional work breakdown structures. It also discusses techniques for writing user stories like modeling user roles and trawling for requirements. The document emphasizes that both functional and non-functional requirements should be considered and that the agile team is responsible for fully understanding requirements.
Introduction to Agile Estimation & PlanningAmaad Qureshi
Presented by Natasha Hill & Amaad Qureshi
In this session, we will be covering the techniques of estimating Epics, Features and User Stories on an Agile project and then of creating iteration and release plans from these artefacts.
Agenda
1. Why traditional estimation approaches fail
2. What makes a good Agile Estimating and Planning approach.
3. Story points vs. Ideal Days
4. Estimating product backlog items with Planning Poker
5. Iteration planning - looking ahead and estimating no more than a few week ahead.
6. Release planning - creating a longer term plan, typically looking ahead, 3-6 months
7. Q&A
This slide gives an excellent overview of Agile Planning and Estimation.
Will be really helpful, if presented to a Scrum/Agile Team to understand activities related to Release Planning, Sprint Planning and Estimation
The document discusses several techniques for estimating the size and complexity of features in agile development projects, including planning poker, decomposition, and using ideal time vs elapsed time. It emphasizes that estimation in agile focuses on relative sizing rather than durations, and that estimates are intentionally vague at first and improve over time based on measuring team velocity. Key goals of iteration planning meetings are to set commitments and arrive at a prioritized backlog for the upcoming sprint.
Agile estimating 12112013 - Agile KC Dec 2013molsonkc
Story point estimating using the Fibonacci sequence is the most common agile estimating technique. It provides better and more accurate estimates than hourly estimates with less variation. Story points also cut estimation time by 80% allowing teams to estimate and track work more. Regularly measuring a team's velocity enables accurate forecasting of schedules and costs for a release. Agile estimating with story points is more efficient than traditional techniques.
This document discusses techniques for estimating story points in Agile projects. It describes current estimation practices like fixed story pointing based on person hours or days, expert influence, and guestimating. These can lead to inaccurate estimates and not reflect improved productivity over time. The document proposes an approach called MAGIC which uses a story point matrix based on functional and technical analysis to measure and analyze stories, and an empirical data model using historical project data to improve and control estimates. Templates are provided for the story point matrix and empirical data model.
This document discusses techniques for splitting large user stories into smaller stories. It provides examples of splitting stories by workflow steps, operations, user roles, business rules, acceptance criteria, input options/platforms, and happy/unhappy flows. For each technique, it suggests asking whether all aspects are necessary for the current sprint or if some can be simplified or pushed to a later sprint to make the story smaller. The goal is to split large stories into parts that are small enough to fit within a single sprint without overburdening the team.
The document discusses software requirements and communication between business and development teams. It states that requirements are a communication problem and both sides must work together. It warns that if either side dominates, the business loses value. It provides examples of problems that can occur if developers or the business side dominate requirements and decision making. The document advocates for spreading decision making across the project timeline rather than one large set of decisions. It discusses using user stories and examples to help capture requirements in a way that is understandable to both business and development.
This document discusses agile software development practices with a focus on user stories. It covers the objectives of using user stories, a brief history and motivation for agile practices, an overview of the agile process including daily standups and planning meetings, and the components and writing of user stories. It also discusses managing projects using tools for planning, estimating, and tracking progress. Key practices for development teams like refactoring, test automation, and dealing with unplanned tasks are also summarized.
This presentation includes an overview of the various estimation techniques used in Agile projects. I've also put in a slide for explaining the importance of business value for Agile requirements. A simple mechanism on capacity planning before weaving it all together to come up with a reasonably foolproof plan.
Product Backlog - Refinement and Prioritization TechniquesVikash Karuna
This presentation describes the important techniques used in Product Backlog refinement and prioritization in Agile development. The various techniques described here are very useful for product managers, product owners, scrum masters, and agile teams.
The document discusses various techniques for splitting large user stories into smaller stories in Agile software development. It provides examples of splitting stories based on workflows, business rules, data variations, and elementary processes or data entry. Splitting large stories improves understanding, facilitates feedback, and increases development throughput. Some key benefits mentioned are that smaller stories are easier to estimate, implement, and meet the criteria to be independently valuable and testable.
The document discusses various options and variations for user interactions on a system, including:
- Searching in different languages or with different date ranges and criteria
- Creating policies with different review requirements
- Payment options with PayPal, Stripe or check
- Entering and uploading data in different formats
- Getting search results at different speeds
- Performing different account actions like signing up, editing settings, and deleting
It also provides advice on splitting user stories that are too large, suggesting combining very small stories or dividing large ones based on components like the front end, business rules, backend, and database.
This presentation describe
What is the need for user stories in Agile project?
What is a story?
Why story?
What is criteria for a good story?
What are not stories?
Prerequisite? Knowledge of Scrum and it’s terms
This document discusses concepts related to estimation and velocity in Scrum projects. It describes how to estimate product backlog items using story points or ideal days with relative sizing. Velocity is defined as the amount of work completed each sprint by totaling the sizes of completed backlog items. A team's velocity range is used for planning and process improvement. Planning poker is presented as a consensus-based technique for sizing items through discussion.
The document provides an overview of key concepts in the Scrum agile methodology. It defines Scrum as an iterative and incremental process combining elements of iterative and incremental development models. It then describes 10 important Scrum terminology: Scrum Team, Sprint, Product Owner, Scrum Master, User Story, Epics, Product Backlog, Sprint Backlog, Story Points, and Burn Down Chart. The document is intended to help software developers and testers understand the Scrum methodology.
This document discusses key concepts in agile planning including story points, velocity, and release planning using velocity. It defines story points as relative sizes used to estimate user stories, and explains how they remain constant over time unlike ideal days estimates. Velocity is defined as the average story points a team can complete per sprint. The document outlines how to establish story points and use them along with velocity for release planning and tracking progress with a burn down chart.
Agile Patterns: Agile Estimation
We’re agile, so we don’t have to estimate and have no deadlines, right? Wrong! This session will consist of review of the problem with estimation in projects today and then an overview of the concept of agile estimation and the notion of re-estimation. We’ll learn about user stories, story points, team velocity, how to apply them all to estimation and iterative re-estimation. We will take a look at the cone of uncertainty and how to use it to your advantage. We’ll then take a look at the tools we will use for Agile Estimation, including planning poker, Visual Studio Team System, and much more. This is a very interactive session, so bring a lot of questions!
The document discusses 21 patterns for splitting user stories into multiple stories. Some common patterns include splitting based on workflow steps, use case scenarios, different data types or operations on an entity, core functionality versus enhancements, and manual versus automated processes. The goals of splitting are to prioritize work, create smaller stories, and reduce dependencies between stories. The document provides descriptions and examples of when to use each pattern.
This document discusses user stories (also called PBIs), which are short descriptions of a software feature written from the perspective of an end user. It provides templates and examples for writing user stories, as well as tips on splitting large stories into smaller, testable pieces. Some key points covered include writing stories that focus on the user's goal and benefit, using personas to discover needed features, and decomposing large "epic" stories until they are clear and feasible to implement.
The document provides guidance on best practices for estimating user stories in agile software development. It describes story estimation as assigning story points to stories based on their complexity relative to a baseline story. The core development team participates in estimation through planning poker sessions facilitated by the Scrum Master. Estimation occurs during regular backlog grooming and sprint planning meetings to size all stories in the backlog and those being considered for the next sprint.
The document provides an overview of user stories in agile software development. It discusses the agile manifesto and its focus on individuals, interactions, working software, and responding to change. It then covers what user stories are, how they are written in a "who, what, why" format, and how they provide an alternative to traditional work breakdown structures. It also discusses techniques for writing user stories like modeling user roles and trawling for requirements. The document emphasizes that both functional and non-functional requirements should be considered and that the agile team is responsible for fully understanding requirements.
Introduction to Agile Estimation & PlanningAmaad Qureshi
Presented by Natasha Hill & Amaad Qureshi
In this session, we will be covering the techniques of estimating Epics, Features and User Stories on an Agile project and then of creating iteration and release plans from these artefacts.
Agenda
1. Why traditional estimation approaches fail
2. What makes a good Agile Estimating and Planning approach.
3. Story points vs. Ideal Days
4. Estimating product backlog items with Planning Poker
5. Iteration planning - looking ahead and estimating no more than a few week ahead.
6. Release planning - creating a longer term plan, typically looking ahead, 3-6 months
7. Q&A
This slide gives an excellent overview of Agile Planning and Estimation.
Will be really helpful, if presented to a Scrum/Agile Team to understand activities related to Release Planning, Sprint Planning and Estimation
The document discusses several techniques for estimating the size and complexity of features in agile development projects, including planning poker, decomposition, and using ideal time vs elapsed time. It emphasizes that estimation in agile focuses on relative sizing rather than durations, and that estimates are intentionally vague at first and improve over time based on measuring team velocity. Key goals of iteration planning meetings are to set commitments and arrive at a prioritized backlog for the upcoming sprint.
Agile estimating 12112013 - Agile KC Dec 2013molsonkc
Story point estimating using the Fibonacci sequence is the most common agile estimating technique. It provides better and more accurate estimates than hourly estimates with less variation. Story points also cut estimation time by 80% allowing teams to estimate and track work more. Regularly measuring a team's velocity enables accurate forecasting of schedules and costs for a release. Agile estimating with story points is more efficient than traditional techniques.
This document discusses techniques for estimating story points in Agile projects. It describes current estimation practices like fixed story pointing based on person hours or days, expert influence, and guestimating. These can lead to inaccurate estimates and not reflect improved productivity over time. The document proposes an approach called MAGIC which uses a story point matrix based on functional and technical analysis to measure and analyze stories, and an empirical data model using historical project data to improve and control estimates. Templates are provided for the story point matrix and empirical data model.
This document discusses techniques for splitting large user stories into smaller stories. It provides examples of splitting stories by workflow steps, operations, user roles, business rules, acceptance criteria, input options/platforms, and happy/unhappy flows. For each technique, it suggests asking whether all aspects are necessary for the current sprint or if some can be simplified or pushed to a later sprint to make the story smaller. The goal is to split large stories into parts that are small enough to fit within a single sprint without overburdening the team.
The document discusses software requirements and communication between business and development teams. It states that requirements are a communication problem and both sides must work together. It warns that if either side dominates, the business loses value. It provides examples of problems that can occur if developers or the business side dominate requirements and decision making. The document advocates for spreading decision making across the project timeline rather than one large set of decisions. It discusses using user stories and examples to help capture requirements in a way that is understandable to both business and development.
This document discusses agile software development practices with a focus on user stories. It covers the objectives of using user stories, a brief history and motivation for agile practices, an overview of the agile process including daily standups and planning meetings, and the components and writing of user stories. It also discusses managing projects using tools for planning, estimating, and tracking progress. Key practices for development teams like refactoring, test automation, and dealing with unplanned tasks are also summarized.
This presentation includes an overview of the various estimation techniques used in Agile projects. I've also put in a slide for explaining the importance of business value for Agile requirements. A simple mechanism on capacity planning before weaving it all together to come up with a reasonably foolproof plan.
Product Backlog - Refinement and Prioritization TechniquesVikash Karuna
This presentation describes the important techniques used in Product Backlog refinement and prioritization in Agile development. The various techniques described here are very useful for product managers, product owners, scrum masters, and agile teams.
The document discusses various techniques for splitting large user stories into smaller stories in Agile software development. It provides examples of splitting stories based on workflows, business rules, data variations, and elementary processes or data entry. Splitting large stories improves understanding, facilitates feedback, and increases development throughput. Some key benefits mentioned are that smaller stories are easier to estimate, implement, and meet the criteria to be independently valuable and testable.
The document discusses various options and variations for user interactions on a system, including:
- Searching in different languages or with different date ranges and criteria
- Creating policies with different review requirements
- Payment options with PayPal, Stripe or check
- Entering and uploading data in different formats
- Getting search results at different speeds
- Performing different account actions like signing up, editing settings, and deleting
It also provides advice on splitting user stories that are too large, suggesting combining very small stories or dividing large ones based on components like the front end, business rules, backend, and database.
This presentation describe
What is the need for user stories in Agile project?
What is a story?
Why story?
What is criteria for a good story?
What are not stories?
Prerequisite? Knowledge of Scrum and it’s terms
This document discusses concepts related to estimation and velocity in Scrum projects. It describes how to estimate product backlog items using story points or ideal days with relative sizing. Velocity is defined as the amount of work completed each sprint by totaling the sizes of completed backlog items. A team's velocity range is used for planning and process improvement. Planning poker is presented as a consensus-based technique for sizing items through discussion.
The document provides an overview of key concepts in the Scrum agile methodology. It defines Scrum as an iterative and incremental process combining elements of iterative and incremental development models. It then describes 10 important Scrum terminology: Scrum Team, Sprint, Product Owner, Scrum Master, User Story, Epics, Product Backlog, Sprint Backlog, Story Points, and Burn Down Chart. The document is intended to help software developers and testers understand the Scrum methodology.
The document provides an overview of key concepts in the Scrum agile methodology. It defines Scrum as an iterative and incremental process combining elements of iterative and incremental development models. It then describes 10 important Scrum terminology: Scrum Team, Sprint, Product Owner, Scrum Master, User Story, Epics, Product Backlog, Sprint Backlog, Story Points, and Burn Down Chart. The document is intended to help software developers and testers understand the Scrum methodology.
The document provides an overview of key concepts in the Scrum agile methodology. It defines Scrum as an iterative and incremental process combining elements of iterative and incremental development models. It then describes 10 important Scrum terminology: Scrum Team, Sprint, Product Owner, Scrum Master, User Story, Epics, Product Backlog, Sprint Backlog, Story Points, and Burn Down Chart. The document is intended to help software developers and testers understand the Scrum methodology.
The document provides an overview of the Scrum methodology, including key terminology and processes. Some of the main Scrum concepts discussed include: the Scrum team, sprints (timeboxes of 1-4 weeks), product owners, user stories, estimating story points, burn down charts, and the core Scrum activities of sprint planning, daily standups, sprint reviews, and retrospectives. An example is also given to demonstrate how the Scrum process would work over the course of a one month sprint.
The document provides an overview of key concepts in the Scrum agile methodology. It defines Scrum as an iterative and incremental process combining elements of iterative and incremental development models. It then describes 10 important Scrum terminology: Scrum Team, Sprint, Product Owner, Scrum Master, User Story, Epics, Product Backlog, Sprint Backlog, Story Points, and Burn Down Chart. The document is intended to help software developers and testers understand the Scrum methodology.
The document provides an overview of the Scrum methodology, including key terminology and processes. Some of the main Scrum concepts discussed include: the Scrum team, sprints (timeboxes of 1-4 weeks), product owners, user stories, estimating story points, burn down charts, and the core Scrum activities of sprint planning, daily standups, sprint reviews, and retrospectives. An example is also given to demonstrate how the Scrum process would work over the course of a one month sprint.
The document provides an overview of key concepts in the Scrum agile methodology. It defines Scrum as an iterative and incremental process combining elements of iterative and incremental development models. It then describes 10 important Scrum terminology: Scrum Team, Sprint, Product Owner, Scrum Master, User Story, Epics, Product Backlog, Sprint Backlog, Story Points, and Burn Down Chart. The document is intended to help software developers and testers understand the Scrum methodology.
The document provides an overview of the Scrum methodology, including key terminology and processes. Some of the main Scrum concepts discussed include: the Scrum team, sprints (timeboxes of 1-4 weeks), product owners, user stories, estimating story points, burn down charts, and the core Scrum activities of sprint planning, daily standups, sprint reviews, and retrospectives. An example is also given to demonstrate how the Scrum process would work over the course of a one month sprint.
The document provides an overview of the Scrum methodology, including key terminology and processes. Some of the main Scrum concepts discussed include the Scrum team, sprints (timeboxes of 1-4 weeks), product backlogs, sprint backlogs, user stories, story points, burn down charts, velocity, and the Scrum activities of planning, daily stand-ups, sprint reviews, and retrospectives. An example is also given to demonstrate how the Scrum process would work over the course of a one month sprint.
The document provides an overview of key concepts in the Scrum agile methodology. It defines Scrum as an iterative and incremental process combining elements of iterative and incremental development models. It then describes 10 important Scrum terminology: Scrum Team, Sprint, Product Owner, Scrum Master, User Story, Epics, Product Backlog, Sprint Backlog, Story Points, and Burn Down Chart. The document is intended to help software developers and testers understand the Scrum methodology.
The document provides an overview of the Scrum methodology, including key terminology and processes. Some of the main Scrum concepts discussed include the Scrum team, sprints (timeboxes of 1-4 weeks), product backlogs, sprint backlogs, user stories, story points, burn down charts, velocity, and the Scrum activities of planning, daily stand-ups, sprint reviews, and retrospectives. An example is also given to demonstrate how the Scrum process would work over the course of a one month sprint.
The document provides an overview of key concepts in the Scrum agile methodology. It defines Scrum as an iterative and incremental process combining elements of iterative and incremental development models. It then describes 10 important Scrum terminology: Scrum Team, Sprint, Product Owner, Scrum Master, User Story, Epics, Product Backlog, Sprint Backlog, Story Points, and Burn Down Chart. The document is intended to help software developers and testers understand the Scrum methodology.
The document provides an overview of the Scrum methodology, including key terminology and processes. Some of the main Scrum concepts discussed include: the Scrum team, sprints (timeboxes of 1-4 weeks), product owners, user stories, estimating story points, burn down charts, and the core Scrum activities of sprint planning, daily standups, sprint reviews, and retrospectives. An example is also given to demonstrate how the Scrum process would work over the course of a one month sprint.
The document provides an overview of key concepts in the Scrum agile methodology. It defines Scrum as an iterative and incremental process combining elements of iterative and incremental development models. It then describes 10 important Scrum terminology: Scrum Team, Sprint, Product Owner, Scrum Master, User Story, Epics, Product Backlog, Sprint Backlog, Story Points, and Burn Down Chart. The document is intended to help software developers and testers understand the Scrum methodology.
The document provides an overview of key concepts in the Scrum agile methodology. It defines Scrum as an iterative and incremental process combining elements of iterative and incremental development models. It then describes 10 important Scrum terminology: Scrum Team, Sprint, Product Owner, Scrum Master, User Story, Epics, Product Backlog, Sprint Backlog, Story Points, and Burn Down Chart. The document is intended to help software developers and testers understand the Scrum methodology.
The document provides an overview of the Scrum methodology, including key terminology and processes. Some of the main Scrum concepts discussed include: the Scrum team, sprints (timeboxes of 1-4 weeks), product owners, user stories, estimating story points, burn down charts, and the core Scrum activities of sprint planning, daily standups, sprint reviews, and retrospectives. An example is also given to demonstrate how the Scrum process would work over the course of a one month sprint.
The document provides an overview of key concepts in the Scrum agile methodology. It defines Scrum as an iterative and incremental process combining elements of iterative and incremental development models. It then describes 10 important Scrum terminology: Scrum Team, Sprint, Product Owner, Scrum Master, User Story, Epics, Product Backlog, Sprint Backlog, Story Points, and Burn Down Chart. The document is intended to help software developers and testers understand the Scrum methodology.
The document provides an overview of the Scrum methodology, including key terminology and processes. Some of the main Scrum concepts discussed include the Scrum team, sprints (timeboxes of 1-4 weeks), product backlog, sprint backlog, user stories, story points, burn down charts, velocity, and the Scrum activities of planning, daily stand-ups, sprint reviews, and retrospectives. An example is also given to demonstrate how the Scrum process would work over the course of a one month sprint.
When is Scrum the right methodology and why? What are the most important parts of the process, the discipline it takes to make it work, a whole bunch of protips from someone who has been helping teams do their best work for over 15 years
This talk will cover ScyllaDB Architecture from the cluster-level view and zoom in on data distribution and internal node architecture. In the process, we will learn the secret sauce used to get ScyllaDB's high availability and superior performance. We will also touch on the upcoming changes to ScyllaDB architecture, moving to strongly consistent metadata and tablets.
Session 1 - Intro to Robotic Process Automation.pdfUiPathCommunity
👉 Check out our full 'Africa Series - Automation Student Developers (EN)' page to register for the full program:
https://bit.ly/Automation_Student_Kickstart
In this session, we shall introduce you to the world of automation, the UiPath Platform, and guide you on how to install and setup UiPath Studio on your Windows PC.
📕 Detailed agenda:
What is RPA? Benefits of RPA?
RPA Applications
The UiPath End-to-End Automation Platform
UiPath Studio CE Installation and Setup
💻 Extra training through UiPath Academy:
Introduction to Automation
UiPath Business Automation Platform
Explore automation development with UiPath Studio
👉 Register here for our upcoming Session 2 on June 20: Introduction to UiPath Studio Fundamentals: https://community.uipath.com/events/details/uipath-lagos-presents-session-2-introduction-to-uipath-studio-fundamentals/
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
Northern Engraving | Nameplate Manufacturing Process - 2024Northern Engraving
Manufacturing custom quality metal nameplates and badges involves several standard operations. Processes include sheet prep, lithography, screening, coating, punch press and inspection. All decoration is completed in the flat sheet with adhesive and tooling operations following. The possibilities for creating unique durable nameplates are endless. How will you create your brand identity? We can help!
AI in the Workplace Reskilling, Upskilling, and Future Work.pptxSunil Jagani
Discover how AI is transforming the workplace and learn strategies for reskilling and upskilling employees to stay ahead. This comprehensive guide covers the impact of AI on jobs, essential skills for the future, and successful case studies from industry leaders. Embrace AI-driven changes, foster continuous learning, and build a future-ready workforce.
Read More - https://bit.ly/3VKly70
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The Microsoft 365 Migration Tutorial For Beginner.pptxoperationspcvita
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Dynamic. Modular. Productive.
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Charlie Greenberg, host
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From Natural Language to Structured Solr Queries using LLMsSease
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[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
2. Our Team:
MUHAMMAD
SAADULLAH
SAP ID# 2173
saadawan926@gmail.com
MUHAMMAD
SAAD
HUSSAIN
SAP ID# 2037
saadhussain9110@gmail.com
ABDUL
WASAY
SAP ID # 2129
abdulwasay.aw77@gmail.com
GHULAM
JILLANI
SAP ID# 2194
ghulamjallani112233@gmail.com
3. Content:
Conclusion
Agile Estimation
Techniques
Advantages &
Disadvantages of
Agile Estimation
How to use estimate
task in agile?
Estimation Template in
Agile Development
Project
Why we estimate
in agile?
Principle of Agile
Estimation
3 Main Level of
Agile Estimation
Story Point in
Agile Estimation
What is estimation
in agile?
4. What is Estimation in Agile?
Estimation in agile is a method of measuring how long it will
take to complete a user story or a task.
It is very crucial to do Agile Estimation at different Levels.
This is done for proper planning, management and estimating
the total efforts that we use for implementing, testing and
delivering the desired product to the customers in terms of
time within the specified deadlines.
With lack of estimations in agile project, there may be no
proper planning and management which may end in
delivering the undesired product and thereby leaving the
customer unsatisfied.
5. 3 Main Level OF Agile Estimation:
Project Or Proposal Level:
The one which uses Quick Function Point Analysis
during the initial phases of the Project development.
01
Sprint Level:
The one where the user stories are broken into the tasks
and estimated hours are assigned to the tasks according to
their complexity.
Here, we also define the person responsible for the task
along with the status of the tasks.
03
Release Level:
Includes assigning the story points to the user stories.
That can help in defining the order of the user stories
based on the priority and can also help in deciding which
stories can be taken in current release and which can be
taken later.
02
This information can be later used to calculate the
budget for the Agile project.
Calculation of Budget is crucial to make sure that the
project does not go over the budget due to the pre and
post iteration tasks or some other reasons.
6. Why we Estimate in Agile?
First is that it helps the team determine how much work
to bring into the parts.
To help us better plan project
For resource allocations
To decide priority (Task A &B)
To help in project quotations
By splitting backlog items into small, discrete tasks and
then roughly estimating them during sprint planning, the
team is better able to assess the workload.
7. How to use Estimate Task in Agile?
Tasks are estimated in terms of estimated hours i.e. the time required to
complete that task for a corresponding user story.
The Bottom-Up Approach is used for the Task estimations where the business
requirements are broken down into low-level activities and each activity is
assigned estimated hours.
Team members pick up the user stories.
Then, they are asked to estimate the actual effort, in terms of hours or days, for
the tasks corresponding to the user story.
If there is a disagreement in these estimates among the team members, then
they discuss it and come to a consensus.
If any task is of more than six hours, it is split into smaller tasks.
If there are two or more tasks with estimated hours less than two, then they are
combined to form a new task.
8. 9 TECHNIQUE
1. Planning poker
2. The bucket system
3. Big/Uncertain/Small
4. TFB/NFC/1(Sprint)
5. Dot Voting
6. T-shirt Sizes
7. Affinity Grouping
8. Ordering Protocol
9. Divide until maximum size or less
9. 1: Planning Poker
Each team member gets a set of cards.
The Product Owner explains item to be estimated.
Each team member choses a card that represents his/her
estimation.
Every one shows their respective card at the same time.
The point value shown on the card is the estimate if every team
member selected the same card.
If the cards are not the same, then the team needs to discuss
the item and estimate again.
Select again until estimates converge.
Repeat as needed until estimates converge
10. 2: The Bucket System
The “Bucket System” is a way to do estimation of large
numbers of items with a small to medium sized group of
people, and to do it quickly. The Bucket System has the
following qualities which make it particularly suitable for use in
Agile environments.
It’s fast! A couple hundred items can be estimated in as little
time as one hour.
It’s collaborative. Everyone in a group participates roughly
equally.
It provides relative results not absolute estimates (points vs.
hours).
The results are not traceable to individuals and so it
encourages group accountability.
Works with teams to estimate effort or with stakeholders to
estimate value.
11. 3: Large/Uncertain/Small
Large /Uncertain/Small is an agile estimation method where the
items to be estimated are placed by the group in any of these
categories:
Large
Uncertain
Small.
Teams discuss a few items together and then uses divide-and-
conquer to estimate the remaining items.
Large/Uncertain/Small is just like the Bucket System.
In the divide and conquer step, you allocate the remaining
items to all members of the team.
Every member puts items on the scale without discussing it
with other team members.
If someone has an item that he doesn’t really understand, that
item can be given to someone else.
LARGE
SMALL
UNCERTAIN
12. 4: TFB / NFC / 1 (Sprint)
TFB / NFC / 1 (Sprint) is an agile estimation technique similar to
Big/Uncertain/Small, another agile estimation technique that places items in
one of the 3 categories:
Large
Uncertain
Small
The categories include No F-ing Clue, “1” Sprint and Too F-ing Big.
A large number of items can be estimated within a short period of time.
It is also collaborative, so each member of the team can participate roughly
equally.
The right people participate in the estimation process.
Tracing who estimated what is impossible, so group accountability is
promoted.
If someone makes an incorrect estimate, there’s no way to know this person.
The whole group is responsible for everything, so no one can blame any
member of the team.
13. 5: Dot Voting
It is basically a ranking method to decide the order of the Product Backlog
from the highest priority stories to lowest priority stories. It is done to select the
most important story to be taken forward.
Product owner puts all the user stories on the wall using post-its.
Team members are given 4 to 5 dots (mostly in the form of a marker).
Everyone has to give their votes on the different user stories that they prefer
(keeping into account the max dots that are available with per person is fixed
and should not be exceeded).
Product Owner then orders the product backlog items from the most preferred
(one with most no of dots) to the least preferred (one with least no. of dots).
Discussion can be held if a team member is unhappy with a specific task
having higher or lower priority.
14. 6: T-Shirt Sizes:
T shirt sizing is a agile estimation technique. Normally this technique is used to
estimate EPICS (and can be used for stories too) and it gives a rough
estimation.
This technique helps in open and mutual collaborative discussions.
In this technique t-shirt sizes -XS (Extra Small), S (Small), M (Medium), L
(Large), XL (Extra Large) are used.
The sizes can, if needed, be given numerical values after the estimation is
done.
User stories are given t-shirt sizes according to the member understanding.
This is a very informal technique, and can be used quickly with a large number
of items. Usually, the decisions about the size are based on open,
collaborative discussion, possibly with the occasional vote to break a
stalemate.
This technique gives rough estimation very fastly.
15. 6: T-Shirt Sizes: (Continue (Working))
Here a requirement is classified as XS, S, M, L, XL. This means a requirement can be either
extra small, small, medium, large or extra large.
Each team member gets a set of cards with XS, S, M, L, XL written over them.
The Product Owner explains item to be estimated.
Each team member choses a card that represents his/her estimation.
Every one shows their respective card at the same time.
The point value shown on the card is the estimate if every team member selected the same
card.
Estimation should be done again for an item – if someone estimated XS whilst other one
estimated as XL. If majority estimated M or L then go with an L.
Repeat until each item is estimated.
Once all the items have been estimated, a mapping from t-shirt sizing to the quantitative aspect
should be done.
In our case we mapped it as XS -> 3, S -> 5, M -> 8, L -> 13, XL -> 20.
This way team came up with number of story points needed to finish the project and based on
our average sprint velocity we came up with how many sprint we would need to finish the
project.
16. 7: Affinity Grouping:
The first item is read to the team members and placed on the
wall.
The second item is read and the team is asked if it is smaller or
larger than the first item; placement on the wall corresponds to
the team's response (larger is to the right, smaller is to the left).
The third item is read and the team is asked if it is smaller or
larger than the first and/or second items; the item is placed on
the wall accordingly.
Control is then turned over to the team to finish the affinity
grouping for the remainder of the items.
17. 8: Ordering Protocol:
This works best in a small group of expert.
All items are placed in random order on a scale label ranging
from low to high.
Every participant is being asked to move one item on the scale.
Each move is just one spot lower or one spot higher or pass the
turn.
This continues till no team member want to move items and
passes their turn.
The ordering protocol is a method of getting fine grained size
estimates.
Works best with a relative small group of people and a large
number of items.
18. 9: Divide until Maximum Size or Less :
The group decides on a maximum size for items (e.g.
1 person-day of effort).
Each item is discussed to determine if it is already that
size or less.
If the item is larger than the maximum size, then the
group breaks the item into sub-items and repeats the
process with the sub-items.
This continues until all items are in the allowed size
range.
19. Story Point in Agile:
Story point is relative measure of effort.
A story point is a metric used in agile estimating project and development to
estimate the difficulty of implementing a given user story, which is an abstract
measure of effort required to implement it.
In simple terms, a story point is a number that tells the team about the difficulty level
of the story.
Difficulty could be related to complexities, risks, and efforts involved.
Story Points estimations is a comparative analysis to roughly estimate the product
backlog items with relative sizing.
The team members for estimating user stories include: Product Owner, Scrum
Master, Developers, Testers and Stake holders.
How long a user story will take (effort). Influenced by complexity, uncertainty, risk,
volume of work, etc.
20. Story Point in Agile: (Continue)
There are various ways to estimate agile projects. One way is by using
so-called Story Points.
While this type of estimation might not be the easiest, estimating with
Story Points in Agile offers benefits to both project developer and clients.
The Story Points approach uses historical data to compare features of
one project to features of a previous similar project to generate a precise
estimate.
The gears in the image left is with different sizes and have unique
attributes:
Just like features in a software development project. Imagine there
were no way to measure the size of a circle.
21. Story Point in Agile: (Continue)
Walk through each step of the estimation process with Story Points.
Step 1: Identify a Base Story
Story Points in agile are a complex unit that includes three elements: risk,
complexity and repetition.
To find our Base Story, we search for one elementary task that corresponds to
internal standards of Definition of Done for User Stories and assign it one Story
Point. This will be the Base Story.
Step 2: Create a Matrix for Estimation
There are two types of scales used for creating estimation matrices: the linear
scale (1,2,3,4,5,6,7…) and Fibonacci sequence numbers (0.5, 1, 2, 3, 5, 8, 13 …).
When estimating using Fibonacci sequence numbers, we create a matrix with
rows for each sequence number and their associated stories.
Then, we gather all our stories and start classifying them into rows, comparing the
stories to each other and to other completed stories.
Notice that our Base Story is already in this matrix in the first row with a value of
one Story Point.
22. Story Point in Agile: (Continue)
Walk through each step of the estimation process with Story Points.
Step 3: Implementing with Agile Estimating Technique (e.g.: Planning Poker)
By the end of applying technique, we’ve filled out the whole matrix.
Our tasks are divided into rows by the number of story points needed to
implement them.
Finally, we place each backlog item in the appropriate row.
There can be several stories in one row.
Step 4: Create a Matrix for Estimation
Now that we have a size estimate, you may be wondering how we convert
these sizes into man-hour estimates.
Unfortunately, we can’t do this until the first sprint is completed.
While the first sprint is in progress we can track the team’s velocity.
As soon as the sprint is finished, we’ll know how many Story Points a team
can complete per sprint.
We use these numbers to forecast the team's performance for the next
sprints.
23. Principle of Agile Estimating Techniques:
Agile estimation techniques are collaborative.
All appropriate people are included in the process.
For example: The whole Scrum team participates in estimating effort of
Product Backlog Items. Collaborative techniques are also designed so
that it is impossible to blame someone for an incorrect estimate: there is
no way to trace who estimated what.
Agile estimation techniques are designed to be fast (-er than traditional
techniques) and deliberately trade off accuracy.
Most Agile estimation techniques use relative units.
This means that we don’t try to estimate dollars or days directly. Instead, we
use “points” or even qualitative labels and simply compare the items we are
estimating to each other.
This takes advantage of the human capacity to compare things to each other
and avoids our difficulty in comparing something to an abstract concept (such
as dollars or days).
24. Estimation template in Agile Development project:
1:Agile Project Plan Template:
It gives high level view of how much time is required to deliver the features of the requirements and
what is their status.
It also mentions the person responsible for specific task.
25. Estimation template in Agile Development project:
2: Agile Release Plan Template:
It gives release details of the tasks corresponding to the requirements, along with their status and
Sprint in which they need to be executed.
26. Estimation template in Agile Development project:
3: Agile Product Backlog Template:
It describes the complete product backlog defined for the project.
It gives detail of tasks of the Sprints along with status, priority, story points.
Whether they are assigned to a Sprint or if there are some additional task like defects etc.
27. Estimation template in Agile Development project:
4: Agile Sprint Backlog Template:
It gives a description of the user stories mentioned in the backlog of a particular Sprint.
It gives the total story points assigned to a user story and how these are broken into different tasks.
It also gives the status of the corresponding tasks and what is the work carried out on a daily basis
for the corresponding tasks.
28. Estimation template in Agile Development project:
5: Agile Test Plan Template:
It breaks the whole test scenario into sub-scenarios.
It gives details of the sub-scenarios like Implementation date, Expected Result, Actual Result,
Status etc.
It also mentions the Project Name, Compatible browser, Version of the Application under test, Test
Case ID for a selected scenario, Written By, Tested By, Description, etc.
29. Estimation template in Agile Development project:
6: Agile User Story Template:
It gives the details specific to the analysis of the user story like
• What are the roles required for a specific functionality to be tested,
• What is the pre-requirement (environment set up and links enabled) and
• What is the expected outcome?
30. Estimation template in Agile Development project:
7: Agile Road Map Template:
It gives a direction to the project in the company, on a short term and long-term basis.
It helps in setting expectations within the company.
And the overview of where the project is heading to.
31. Advantages & Disadvantages:
Advantages:
1. Flexibility and Adaptivity
2. Creativity and Innovation
3. Time-to-Market
4. Lower Costs
5. Improved Quality
6. Customer Satisfaction
7. Employee Satisfaction
8. Organizational Synergy
Disadvantages:
1. Training and Skill Required
2. Organizational Transformation
3. Scalability
4. Integration with
Project/Program Management
32. Conclusion:
The estimations in Agile project play an important role to
ensure proper direction, planning and management .
It provides steps on how to take up the project in future.
The techniques to estimate story points like Planning
poker, Bucket System etc. make use of cards or dots
having values or numbers printed on them and then
assign these nos. to the user stories for relative size
estimation.
The sole purpose is to set the items in a prioritized order
from maximum priority to minimum priority.
The relative sizes estimated for the product backlog
items help in estimating or calculating the budget
required for the project