XBOSoft runs through the Top 10 Agile Metrics revealing the most fundamental data points Agile methodology requires to work effectively, and will put you on the highly targeted path to successful implementation of your Agile processes.
XBOSoft and Go2Group run through the top data points you should be measuring in your Agile Workflow. We’ll show you what to track, when and how often, and most importantly – why. Many believe that metrics are useless, but unless you measure, how can you systematically improve or know how you are doing? And with velocity as an overarching objective in agile, you should be tracking other things so that you know what else you could be impacting by going faster. But, with all the metrics so readily available to us today, how do we filter through to the most meaningful?
The document discusses key elements of agile metrics for organizations. It recommends measuring outcomes like working software over individual activities. Good metrics focus on time to market, value, and innovation at both the organizational and team level. Examples of metrics include percentage of features completed, release frequency, customer satisfaction, and defect rates. Metrics should be transparent and encourage continuous learning.
The document discusses various metrics that can be used to measure progress on agile software development projects. It describes metrics like running tested features, earned business value, velocity, burn charts, and cumulative flow diagrams. It explains how these metrics can provide information on outcomes, identify areas for improvement, and influence team behavior in agile projects.
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 actionable agile metrics including work in progress, cycle time, and throughput. It defines each metric and explains why they are useful for understanding process stability, predictability, and improvements. Visualizations like cumulative flow diagrams and scatter plots of cycle times can help teams identify patterns and anomalies to investigate. Analyzing metrics over time through run charts also supports monitoring trends and capacity planning. The key message is that these quantitative metrics can trigger process improvements when used to learn rather than assess teams.
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.
XBOSoft runs through the Top 10 Agile Metrics revealing the most fundamental data points Agile methodology requires to work effectively, and will put you on the highly targeted path to successful implementation of your Agile processes.
XBOSoft and Go2Group run through the top data points you should be measuring in your Agile Workflow. We’ll show you what to track, when and how often, and most importantly – why. Many believe that metrics are useless, but unless you measure, how can you systematically improve or know how you are doing? And with velocity as an overarching objective in agile, you should be tracking other things so that you know what else you could be impacting by going faster. But, with all the metrics so readily available to us today, how do we filter through to the most meaningful?
The document discusses key elements of agile metrics for organizations. It recommends measuring outcomes like working software over individual activities. Good metrics focus on time to market, value, and innovation at both the organizational and team level. Examples of metrics include percentage of features completed, release frequency, customer satisfaction, and defect rates. Metrics should be transparent and encourage continuous learning.
The document discusses various metrics that can be used to measure progress on agile software development projects. It describes metrics like running tested features, earned business value, velocity, burn charts, and cumulative flow diagrams. It explains how these metrics can provide information on outcomes, identify areas for improvement, and influence team behavior in agile projects.
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 actionable agile metrics including work in progress, cycle time, and throughput. It defines each metric and explains why they are useful for understanding process stability, predictability, and improvements. Visualizations like cumulative flow diagrams and scatter plots of cycle times can help teams identify patterns and anomalies to investigate. Analyzing metrics over time through run charts also supports monitoring trends and capacity planning. The key message is that these quantitative metrics can trigger process improvements when used to learn rather than assess teams.
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.
This document discusses agile metrics and why they matter. It begins with an introduction to Erik Weber and his background. It then provides a brief history of metrics usage, comparing traditional and agile environments. In traditional environments, metrics were often used punitively with negative effects, while agile focuses on building quality in through practices like definition of done. The document cautions that the only metric that truly matters is customer feedback. It discusses the human side of metrics, like the Hawthorne effect, and suggests focusing on outcomes rather than outputs. Finally, it provides examples of agile metrics like sprint burndowns, velocity, throughput and happiness that can provide value when used appropriately.
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
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.
- Story points are an arbitrary measure used by Scrum teams to estimate the effort required to implement a user story. Teams typically use a Fibonacci sequence like 1, 2, 3, 5, 8, 13, 20, 40, 100.
- Estimating user stories allows teams to plan how many highest priority stories can be completed in a sprint and helps forecast release schedules. The whole team estimates during backlog refinement.
- Stories are estimated once they are small enough to fit in a sprint and acceptance criteria are agreed upon. Teams commonly use planning poker where each member privately assigns a story point value and the team discusses until consensus is reached.
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 provides an overview of Scrum training. It introduces the trainer, Deniz Gungor, and their background. It then outlines the agenda, which will cover Scrum fundamentals, a Scrum simulation game, and the Scrum framework. Key aspects of Scrum are defined, including self-organizing Scrum teams, iterative delivery, the Product Owner, Scrum Master, Development Team, events like the Daily Scrum and Sprint Review, and artifacts like the Product Backlog and Sprint Backlog. The training will help participants understand and apply the Scrum framework to projects.
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 information about agile estimation techniques, including story points and planning poker. It discusses how story points are used to provide relative estimates of complexity rather than time estimates. Planning poker is described as a consensus-based technique where a team privately selects story point cards before discussing to reach agreement. The document also covers insights around how additional details don't necessarily lead to better estimates and how past sprint performance can inform long-term planning estimates. Common questions about estimation techniques are addressed.
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.
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 document provides an overview of agile methodology for software development. It discusses how agile practices arose in response to the limitations of traditional waterfall approaches. The core principles of agile include valuing individuals and interactions, working software, customer collaboration, and responding to change. Agile methods embrace changing requirements, frequent delivery of working software, collaboration between business and technical teams, self-organizing teams, and continuous improvement.
Beyond the Scrum Master - Becoming an Agile CoachCprime
For an organization to truly move to agility they must develop more than the traditional Scrum roles of ScrumMaster, Product Owner and Scrum team. They must create internal agile coaches. These agile advocates guide other ScrumMasters and Product Owners, assist teams with problems implementing Scrum and help the organization adopt the agile mindset.
How do you move from the ScrumMaster role to that of an agile coach? In this session, we’ll identify the characteristics of a good agile coach, how the role differs from the ScrumMaster and how to build an internal agile coaching organization. We’ll learn:
• Who makes a good agile coach
• How a typical internal agile coach spends their time
• How to assess problems in an unfamiliar team
• Metrics and tools to help the agile coach
• Getting teams started in Agile
• Continuing your own learning
This session is crucial for anyone who has a desire to help agile practices grow and thrive in the organization.
This document provides an introduction to Agile and Scrum. It discusses the principles of Agile, including the Agile Manifesto. Scrum is presented as an Agile framework consisting of roles, ceremonies, and artifacts. The roles of Product Owner, Scrum Master, and Engineering Team are defined. Ceremonies like Sprint Planning, Daily Scrum, Sprint Review and Retrospective are explained. Artifacts such as Product Backlog, Sprint Backlog and Burn Down Chart are also summarized. User stories, estimation techniques, and definitions of done are covered as part of requirements and planning in Scrum.
Understanding the Agile Release and Sprint Planning Process John Derrico
The document discusses Agile planning processes. Release planning occurs before each release and involves the product owner, Scrum team, and stakeholders prioritizing features and setting release dates. Sprint planning occurs before each sprint and involves the Scrum team and product owner selecting stories for the sprint from the prioritized backlog, estimating work, and establishing a plan. The document provides details on participants, timing, objectives, inputs, and outputs for both release and sprint planning meetings in Agile. It also notes that estimations may be inaccurate initially but will improve over time as teams gain experience.
10 steps to a successsful enterprise agile transformation global scrum 2018Agile Velocity
Presented at Scrum Gathering Minneapolis, Senior Agile Coach and Trainer Mike Hall provides leaders and managers 10 steps to a successful enterprise Agile transformation.
The document discusses the role of an Agile coach. It begins with an agenda for covering what coaching is, the stages Agile teams go through, skills of an Agile coach, and facilitating Agile meetings. It then provides details on what an Agile coach does, including instilling practices, starting up teams, coaching individuals and the whole team, coaching product owners and outsiders, navigating conflicts, and facilitating meetings like stand-ups, planning, reviews, and retrospectives. The coach aims to help teams reach high performance through servant leadership, modeling values, and helping the team through change.
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.
User story points are used for estimation because software projects are complex with many factors that make hour-based estimation inaccurate. Story points use a relative scale where user stories are assigned points based on their size compared to baseline reference stories. This allows for more accurate planning across sprints and continuous improvement of estimates as a team's velocity is tracked over time. The key aspects are regularly practicing estimation as a skill, having a shared understanding of baseline stories, and focusing comparisons only on effort required to complete stories.
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
- Agile values and manifesto
- Scrum in details
- Themes, epics, and user stories
- Combining and splitting user stories.
- What could go wrong in Scrum and why?
- Overview in Other Agile methodologies:
- XP Agile Methodology
- KanBan Agile Methodology.
This document discusses agile metrics and why they matter. It begins with an introduction to Erik Weber and his background. It then provides a brief history of metrics usage, comparing traditional and agile environments. In traditional environments, metrics were often used punitively with negative effects, while agile focuses on building quality in through practices like definition of done. The document cautions that the only metric that truly matters is customer feedback. It discusses the human side of metrics, like the Hawthorne effect, and suggests focusing on outcomes rather than outputs. Finally, it provides examples of agile metrics like sprint burndowns, velocity, throughput and happiness that can provide value when used appropriately.
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
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.
- Story points are an arbitrary measure used by Scrum teams to estimate the effort required to implement a user story. Teams typically use a Fibonacci sequence like 1, 2, 3, 5, 8, 13, 20, 40, 100.
- Estimating user stories allows teams to plan how many highest priority stories can be completed in a sprint and helps forecast release schedules. The whole team estimates during backlog refinement.
- Stories are estimated once they are small enough to fit in a sprint and acceptance criteria are agreed upon. Teams commonly use planning poker where each member privately assigns a story point value and the team discusses until consensus is reached.
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 provides an overview of Scrum training. It introduces the trainer, Deniz Gungor, and their background. It then outlines the agenda, which will cover Scrum fundamentals, a Scrum simulation game, and the Scrum framework. Key aspects of Scrum are defined, including self-organizing Scrum teams, iterative delivery, the Product Owner, Scrum Master, Development Team, events like the Daily Scrum and Sprint Review, and artifacts like the Product Backlog and Sprint Backlog. The training will help participants understand and apply the Scrum framework to projects.
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 information about agile estimation techniques, including story points and planning poker. It discusses how story points are used to provide relative estimates of complexity rather than time estimates. Planning poker is described as a consensus-based technique where a team privately selects story point cards before discussing to reach agreement. The document also covers insights around how additional details don't necessarily lead to better estimates and how past sprint performance can inform long-term planning estimates. Common questions about estimation techniques are addressed.
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.
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 document provides an overview of agile methodology for software development. It discusses how agile practices arose in response to the limitations of traditional waterfall approaches. The core principles of agile include valuing individuals and interactions, working software, customer collaboration, and responding to change. Agile methods embrace changing requirements, frequent delivery of working software, collaboration between business and technical teams, self-organizing teams, and continuous improvement.
Beyond the Scrum Master - Becoming an Agile CoachCprime
For an organization to truly move to agility they must develop more than the traditional Scrum roles of ScrumMaster, Product Owner and Scrum team. They must create internal agile coaches. These agile advocates guide other ScrumMasters and Product Owners, assist teams with problems implementing Scrum and help the organization adopt the agile mindset.
How do you move from the ScrumMaster role to that of an agile coach? In this session, we’ll identify the characteristics of a good agile coach, how the role differs from the ScrumMaster and how to build an internal agile coaching organization. We’ll learn:
• Who makes a good agile coach
• How a typical internal agile coach spends their time
• How to assess problems in an unfamiliar team
• Metrics and tools to help the agile coach
• Getting teams started in Agile
• Continuing your own learning
This session is crucial for anyone who has a desire to help agile practices grow and thrive in the organization.
This document provides an introduction to Agile and Scrum. It discusses the principles of Agile, including the Agile Manifesto. Scrum is presented as an Agile framework consisting of roles, ceremonies, and artifacts. The roles of Product Owner, Scrum Master, and Engineering Team are defined. Ceremonies like Sprint Planning, Daily Scrum, Sprint Review and Retrospective are explained. Artifacts such as Product Backlog, Sprint Backlog and Burn Down Chart are also summarized. User stories, estimation techniques, and definitions of done are covered as part of requirements and planning in Scrum.
Understanding the Agile Release and Sprint Planning Process John Derrico
The document discusses Agile planning processes. Release planning occurs before each release and involves the product owner, Scrum team, and stakeholders prioritizing features and setting release dates. Sprint planning occurs before each sprint and involves the Scrum team and product owner selecting stories for the sprint from the prioritized backlog, estimating work, and establishing a plan. The document provides details on participants, timing, objectives, inputs, and outputs for both release and sprint planning meetings in Agile. It also notes that estimations may be inaccurate initially but will improve over time as teams gain experience.
10 steps to a successsful enterprise agile transformation global scrum 2018Agile Velocity
Presented at Scrum Gathering Minneapolis, Senior Agile Coach and Trainer Mike Hall provides leaders and managers 10 steps to a successful enterprise Agile transformation.
The document discusses the role of an Agile coach. It begins with an agenda for covering what coaching is, the stages Agile teams go through, skills of an Agile coach, and facilitating Agile meetings. It then provides details on what an Agile coach does, including instilling practices, starting up teams, coaching individuals and the whole team, coaching product owners and outsiders, navigating conflicts, and facilitating meetings like stand-ups, planning, reviews, and retrospectives. The coach aims to help teams reach high performance through servant leadership, modeling values, and helping the team through change.
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.
User story points are used for estimation because software projects are complex with many factors that make hour-based estimation inaccurate. Story points use a relative scale where user stories are assigned points based on their size compared to baseline reference stories. This allows for more accurate planning across sprints and continuous improvement of estimates as a team's velocity is tracked over time. The key aspects are regularly practicing estimation as a skill, having a shared understanding of baseline stories, and focusing comparisons only on effort required to complete stories.
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
- Agile values and manifesto
- Scrum in details
- Themes, epics, and user stories
- Combining and splitting user stories.
- What could go wrong in Scrum and why?
- Overview in Other Agile methodologies:
- XP Agile Methodology
- KanBan Agile Methodology.
The document provides an overview of an agile revision course contents including:
1. Agile principles, values, and methodologies like Scrum.
2. Details of Scrum like sprint timeline and activities, product backlog, user stories, and measuring productivity.
3. Comparison of Scrum to other agile methodologies and what could go wrong and how to fix issues.
People Metrics: How to Use Team Data to Produce Positive ChangeAmin Astaneh
This document discusses the importance of measuring "people metrics" in software teams to understand operational costs and identify opportunities for improvement. It provides examples of useful people metrics like time spent on different types of work, operational load, slack time, happiness surveys, and interruptions. The document recommends tracking these metrics over time using tools like ticketing systems, custom scripts, Grafana, StatsD, and Google Forms. The goals of people metrics are to increase transparency, justify resources, reduce toil, and improve processes and throughput. Regular analysis and communication of people metrics to leadership can enable positive change.
Aleksej Šipulia - Retrospective – heart of scrumAgile Lietuva
Topic: Retrospective – heart of scrum
Scrum is simple agile framework, but sometimes it’s hard to implement it with some team. Scrum should be understood not as a collection artifacts and meeting, but as a philosophy of your daily work. You need to adopt new habits which improve your performance as a team and try to get rid of waste which slows you down. Retrospective is proper instrument to implement this type of thinking. I’ll talk on how to use this powerful tool and will provide some insights, tips and trick from my long experience being a Scrum Master.
About Aleksej: Aleksej is Experienced Software Developer and Agile Coach with a demonstrated history of working in
the financial services industry. Skilled in Java, Coaching, Agile Methodologies, Spring and other. Strong engineering professional and active leader of Java community in Vilnius
Linkedin: https://www.linkedin.com/in/aleksejsipulia/
This document provides an overview of Scrum, including its key roles, events, artifacts, and principles. Scrum is a framework for managing complex projects that require frequent collaboration and feedback. It uses short "sprints" to incrementally develop work into a potentially shippable product increment. The core Scrum roles are the Product Owner, who manages priorities and requirements, the Development Team, who do the work, and the Scrum Master, who facilitates the process. Events include Sprint Planning, Daily Scrums, Sprint Review, and Sprint Retrospective. Artifacts include the Product Backlog and Sprint Backlog. The goal is to continuously improve through transparency, inspection, and adaptation each sprint.
We usually work with clients using time and materials, fixed price per release, or fixed price for the entire project. For the first two approaches, we use scrum artifacts like the product backlog and sprints. The product backlog contains prioritized user stories, bugs, and improvements. We refine stories in refinement meetings and plan each sprint in sprint planning meetings. Daily standup meetings keep the team synchronized. At the end of each sprint, we demo completed work and retrospect on our process in retrospective meetings.
Junto con Alegra, una Empresa Endeavor de software contable y facturación electrónica, te presentamos este taller en el que descubrirás de forma práctica cómo optimizar y transformar la operación de las diferentes áreas de tu negocio con esta metodología.
Scrum is a framework for managing complex work that emphasizes iterative development, daily self-organization, and accountability. It consists of roles like the Product Owner, Scrum Master, and team. The team works in short cycles called sprints that involve sprint planning, daily standups, a review, and retrospective. The goal is to deliver value continuously through working software and transparency using artifacts like the product and sprint backlogs.
This document provides an overview and comparison of several agile processes and methodologies, including Scrum, Extreme Programming (XP), and Kanban. It describes the key principles, roles, ceremonies, and practices of each. Scrum uses short iterative sprints, daily stand-up meetings, sprint planning, reviews, and retrospectives. XP focuses on pair programming, test-driven development, small releases, and simplicity. Kanban emphasizes continuous flow, limiting work-in-progress, and improving lead time. The document compares Scrum and Kanban, noting their different approaches to iterations, commitments, metrics, roles, and prioritization. It suggests Scrum is best for projects while Kanban is suited for production support.
This document provides an overview and comparison of different agile processes and methodologies including Scrum, Extreme Programming (XP), and Kanban. It describes key aspects of each like roles, ceremonies, artifacts, practices, and advantages/disadvantages. Scrum uses short iterative sprints, daily stand-ups, and planning/review meetings. XP focuses on practices like pair programming, test-driven development, and continuous integration. Kanban emphasizes continuous flow, limit work-in-progress, and measuring lead time. The document compares differences between Scrum and Kanban like their use of iterations, metrics, roles and prioritization.
The document provides an overview of agile processes and methodologies, including Scrum, Extreme Programming (XP), and Kanban. It discusses key aspects of agility such as short iterative cycles, adaptive planning, minimal documentation, and emphasis on collaboration and feedback. Specific practices of Scrum like sprints, daily stand-ups, sprint planning and reviews are explained. XP principles of simplicity, communication, feedback and courage are covered. The Kanban method of visualizing and limiting work-in-progress is also mentioned.
This document provides an overview of Scrum, an agile framework for project management. It describes the 3 roles - Product Owner, Scrum Master, and Team Members. It also outlines the 3 artifacts - Product Backlog, Sprint Backlog, and Burndown Charts. Finally, it details the 4 ceremonies or events in Scrum - Sprint Planning, Daily Scrum, Sprint Review, and Sprint Retrospective. The document provides details on how each role, artifact, and ceremony works and its purpose in the Scrum framework.
The document discusses estimation strategies for software development projects. It begins by outlining the risks clients face when relying on estimates, such as wanting to control costs and meet deadlines. Low estimates can lead to low quality work. The document recommends using agile methods like sprints and continuous delivery to manage risks. It provides best practices for estimation, such as splitting tasks, tracking time spent, and involving the whole team. Deadlines are often missed because of inaccurate estimates and other unpredictable factors. Adopting agile methods like Scrum and Kanban can help set realistic expectations and deliver value incrementally.
This walks through a set of tools, tips, tricks, and hacks for becoming a 10x engineer, walking through dev environments, the software development lifecycle, communication, focus, and office tips and tricks.
It's meant to accompany a real life presentation, so quite a bit of data is lost with the slides alone. :(
The document provides information about an Agile consultant named Anuj M Ojha. It includes details of his certifications and experience in Agile coaching and training over 13 years. It also lists some of the organizations he has worked with to help them implement Agile practices and deliver value through continuous improvement.
The document discusses key roles and concepts in Scrum methodology for product management. It describes the Development Team as responsible for delivering working increments at the end of each sprint. The Scrum Master facilitates the process and removes impediments. The Product Owner represents stakeholders and prioritizes the product backlog to ensure value delivery. It also outlines best practices for the Product Owner role and defines concepts like the product backlog, story points, planning poker, sprints and sprint backlog.
The document discusses the history and principles of agile software development. It describes how a group of software leaders met in 2001 to discuss unproductive development practices, which led to the creation of agile frameworks like Scrum. The 12 principles behind the Agile Manifesto are outlined, focusing on customer satisfaction, welcoming changing requirements, and frequent delivery of working software. Key ceremonies like the daily scrum and sprint planning and retrospectives are also summarized.
This document provides an overview of agile practices for product management. It begins with definitions of agile and its principles, which emphasize iterative development, collaboration between teams, and frequent delivery of working software. The document then outlines the typical agile procedure, including sprints, iterations, and product backlogs. It discusses various roles like product owners, coaches, and designers. It also covers practices for effective meetings, prioritizing work, designing user stories, testing, and ensuring quality through continuous delivery.
Industrial Tech SW: Category Renewal and CreationChristian Dahlen
Every industrial revolution has created a new set of categories and a new set of players.
Multiple new technologies have emerged, but Samsara and C3.ai are only two companies which have gone public so far.
Manufacturing startups constitute the largest pipeline share of unicorns and IPO candidates in the SF Bay Area, and software startups dominate in Germany.
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At Techbox Square, in Singapore, we're not just creative web designers and developers, we're the driving force behind your brand identity. Contact us today.
Anny Serafina Love - Letter of Recommendation by Kellen Harkins, MS.AnnySerafinaLove
This letter, written by Kellen Harkins, Course Director at Full Sail University, commends Anny Love's exemplary performance in the Video Sharing Platforms class. It highlights her dedication, willingness to challenge herself, and exceptional skills in production, editing, and marketing across various video platforms like YouTube, TikTok, and Instagram.
Unveiling the Dynamic Personalities, Key Dates, and Horoscope Insights: Gemin...my Pandit
Explore the fascinating world of the Gemini Zodiac Sign. Discover the unique personality traits, key dates, and horoscope insights of Gemini individuals. Learn how their sociable, communicative nature and boundless curiosity make them the dynamic explorers of the zodiac. Dive into the duality of the Gemini sign and understand their intellectual and adventurous spirit.
Understanding User Needs and Satisfying ThemAggregage
https://www.productmanagementtoday.com/frs/26903918/understanding-user-needs-and-satisfying-them
We know we want to create products which our customers find to be valuable. Whether we label it as customer-centric or product-led depends on how long we've been doing product management. There are three challenges we face when doing this. The obvious challenge is figuring out what our users need; the non-obvious challenges are in creating a shared understanding of those needs and in sensing if what we're doing is meeting those needs.
In this webinar, we won't focus on the research methods for discovering user-needs. We will focus on synthesis of the needs we discover, communication and alignment tools, and how we operationalize addressing those needs.
Industry expert Scott Sehlhorst will:
• Introduce a taxonomy for user goals with real world examples
• Present the Onion Diagram, a tool for contextualizing task-level goals
• Illustrate how customer journey maps capture activity-level and task-level goals
• Demonstrate the best approach to selection and prioritization of user-goals to address
• Highlight the crucial benchmarks, observable changes, in ensuring fulfillment of customer needs
Best Competitive Marble Pricing in Dubai - ☎ 9928909666Stone Art Hub
Stone Art Hub offers the best competitive Marble Pricing in Dubai, ensuring affordability without compromising quality. With a wide range of exquisite marble options to choose from, you can enhance your spaces with elegance and sophistication. For inquiries or orders, contact us at ☎ 9928909666. Experience luxury at unbeatable prices.
How to Implement a Real Estate CRM SoftwareSalesTown
To implement a CRM for real estate, set clear goals, choose a CRM with key real estate features, and customize it to your needs. Migrate your data, train your team, and use automation to save time. Monitor performance, ensure data security, and use the CRM to enhance marketing. Regularly check its effectiveness to improve your business.
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2. You can’t manage, what you can’t measure.
Peter Drucker
At regular intervals, the team reflects on
how to become more effective, then
tunes and adjusts its behavior
accordingly.
Agile Manifesto, Principle #12
3. How to
measure?
Tell me how you measure me, and I
will tell you how I will behave.
E. Goldratt
4. How to measure?
Meaningful Metrics
● Ignore Vanity Metrics.
● Focus on a trend, not
a raw number.
● Measure during long
intervals.
● Metrics are not for
management.
KISS
● Measure the simplest
thing that might help.
Don’t measure for sake of
measurement.
Record Context
● Data without context
is noise.
● Understand your
numbers - there is a
story behind every
number.
7. Domains
Agile (ScrumKanban)
Focus on the process
Focus on the team, rather than individual
eXtreme Programming ● Focus on technical implementation
Product Metrics ● Focus on product and customer interactions
8. Scrum - Velocity
What?
How much work (in story points) team can
finish within a Sprint.
Why?
● Protects the team during planning.
● Improves predictability & forecasting.
● Without velocity release planning is
impossible.
How?
● All Stories are sized in story points
before team starts working on them.
● Definition of Ready and Definition of
Done are enforced.
● Calculate total of story points finished
vs committed.
● For forecasting use average from last 3-
4 sprints.
● Measure your trend - it should
9.
10. Scrum - Sprint Burndown
What?
Measure progress during Sprint by
measuring remaining work (in hours and
story points).
Why?
● Makes progress visible.
● Identifies “stuck” stories.
How?
● Estimate all stories in story points, task
them out, estimate tasks in hours.
● Team members report remaining work
in hours at the standup.
● Track total of remaining work every
day.
● Look for antipatterns
12. ScrumKanban - Work In Progress
What?
● How many work items are in progress
(in qa, code review, PO review) at the
same moment.
Why?
● Minimize context switching.
● Stop starting, start finishing.
How?
● Define your WIP Limit for the team,
for every work state, and for every
team member.
● Track how many of work items are in
progress (in qa, code review, PO
review) at every moment for every
member and the whole team.
● Intervene.
13. ScrumKanban - Team HappinessMorale
What?
Measure how team members feel about
every Sprint.
What?
Happy people are more productive.
How?
● Ask your team members to draw a
smile and post it on the wall during
retrospective.
● Understand the story behind their
choice.
● Keep track of the happinessmorale.
14.
15. ScrumKanban - Experiments run
What?
Track your experiments and how they
impacted your teamprocess.
Why?
● Relentless improvement is impossible
without experimentation
How?
● Track information about experiments
you run in a common place (board,
excel file).
● Agree upon time and expected
outcome.
● Measure impactchange.