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AGILE SCRUM
PROJECT MANAGEMENT
© Copyright GAFM ACADEMY®
www.gafmacademy.com
AGILE SCRUM PROJECT MANAGEMENT
© Copyright GAFM Academy ® - 2 -
CONTENTS
1. Agile Scrum Project Management .................................................................6
What is Agile Scrum Project Management? ............................................................ 6
Understanding the Value of Scrum Project Management .......................................... 6
How Does Scrum Project Management Work? ........................................................ 6
Activities in Scrum Project Management ................................................................ 6
Sprint Planning Meeting ...................................................................................... 6
Daily scrum or daily standup................................................................................ 7
Artifacts in Scrum Project Management ................................................................. 7
Roles on a Scrum Team....................................................................................... 7
What You Need in order to Manage a Scrum Project ............................................... 8
2. Feature Estimation .......................................................................................9
Feature Breakdown Structure (FBS)...................................................................... 9
Building an Initial Feature List.............................................................................. 9
Feature Headline .............................................................................................. 10
Methodology Differences ................................................................................... 10
Feature Headline .............................................................................................. 11
Organizing Features.......................................................................................... 11
Accounting for Risk........................................................................................... 11
Estimating Features .......................................................................................... 11
Estimation Units............................................................................................... 12
Work Units ...................................................................................................... 13
Ideal Time ....................................................................................................... 13
Relative Estimation........................................................................................... 13
Feature vs. Task Planning.................................................................................. 14
How big is a feature? ........................................................................................ 14
Are bug fixes features? ..................................................................................... 14
Why Estimate Features? .................................................................................... 14
Should we update feature estimates if the task estimates don’t add up?.................. 14
3. Release Planning ........................................................................................15
What is a Release Plan?..................................................................................... 15
Preliminary Release Planning ............................................................................. 15
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Preliminary Release Plan ................................................................................... 16
Planning the Release Continuously...................................................................... 16
Startup & Wrap-up ........................................................................................... 17
FAQ’s.............................................................................................................. 17
Do I really need to use releases and a release plan? .......................................... 17
How big are releases? .................................................................................... 17
How many iterations are in a release? .............................................................. 17
Who participates in release planning?............................................................... 17
How long do release planning meetings last? .................................................... 18
How much work is done in preparation for a release planning meeting?................ 18
Does the release plan change during the release?.............................................. 18
4. Iteration Planning ......................................................................................19
Iteration or Sprint Planning Meeting.................................................................... 19
Feature Selection (Sprint Planning – Part 1)......................................................... 19
Task Planning (Sprint Planning – Part 2).............................................................. 19
Iteration Adjustments ....................................................................................... 19
Warning Signs.................................................................................................. 20
FAQ’s.............................................................................................................. 20
How do we handle dependencies between tasks?............................................... 20
How much should a team member sign up for? ................................................. 20
How do you plan iterations if team size varies? ................................................. 20
How do you account for overhead (meetings, email, etc.)? ................................. 21
How do I account for testing and documentation time?....................................... 21
Should feature estimates be revised during iteration planning? ........................... 21
Should task estimates be revised during an iteration? ........................................ 21
5. Iteration Tracking.......................................................................................22
Tracking an Iteration ........................................................................................ 22
Tracking Frequency .......................................................................................... 22
Feature vs. Task Completion.............................................................................. 22
FAQ’s.............................................................................................................. 22
Why track an iteration? .................................................................................. 22
What information is tracked during an iteration?................................................ 23
Who enters tracking information?..................................................................... 23
How often do team members enter time? ......................................................... 23
Should estimates be changed during an iteration? ............................................. 23
AGILE SCRUM PROJECT MANAGEMENT
© Copyright GAFM Academy ® - 4 -
What if the remaining effort exceeds a task’s original estimate? .......................... 23
Why doesn’t remaining effort just get calculated? .............................................. 23
How do you know when a task is done?............................................................ 23
How do you know when a feature is done?........................................................ 24
6. Velocity ......................................................................................................25
Measuring the Velocity of your Agile Scrum Team................................................. 25
Is Velocity Really That Simple?........................................................................... 25
Velocity Charts................................................................................................. 25
Agile Scrum FAQ’s ............................................................................................ 26
How is velocity of an agile development team calculated?................................... 26
What unit is used to measure velocity?............................................................. 26
How is the first iteration’s velocity estimated? ................................................... 26
Do meetings, phone calls, email get included in velocity? ................................... 26
Should velocity be accumulated across all agile development teams or projects? ... 26
What if velocity fluctuates? ............................................................................. 26
How long does it take for velocity to stabilize?...................................................... 27
How do I estimate future iterations? ................................................................ 27
How do I estimate velocity if project teams change size? .................................... 27
Does maximum velocity mean maximum productivity?....................................... 27
How do we measure velocity if our iteration lengths change? .............................. 27
7. Tracking Progress.......................................................................................28
Measuring Iteration Progress ............................................................................. 28
Measuring Release Progress............................................................................... 29
8. Some Common Agile Programming Practices .............................................32
8.1 Test-First Programming ............................................................................. 32
8.2 Refactoring ............................................................................................. 34
8.3 Continuous Integration ............................................................................... 34
8.4 Simple Design ........................................................................................... 35
8.5 Pair Programming ...................................................................................... 36
8.6 Common Codebase .................................................................................... 37
8.7 Coding Standard ........................................................................................ 37
8.8 Open Work Area ........................................................................................ 38
9. Glossary .....................................................................................................39
Burndown Charts.............................................................................................. 39
Daily Scrum Meeting......................................................................................... 39
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© Copyright GAFM Academy ® - 5 -
Impediments ................................................................................................... 39
Product Backlog ............................................................................................... 39
Product Backlog Item........................................................................................ 39
Product Backlog Item Effort ............................................................................... 40
Product Burndown Chart.................................................................................... 40
Product Owner Role .......................................................................................... 40
Release ........................................................................................................... 40
Release Burndown Chart ................................................................................... 41
Scrum Roles .................................................................................................... 41
ScrumMaster Role ............................................................................................ 41
Sprint ............................................................................................................. 41
Sprint Backlog ................................................................................................. 42
Sprint Burndown Chart...................................................................................... 42
Sprint Goals..................................................................................................... 42
Sprint Planning Meeting .................................................................................... 43
Sprint Retrospective Meeting ............................................................................. 43
Sprint Task...................................................................................................... 43
Scrum Team .................................................................................................... 43
Team Member.................................................................................................. 44
Velocity........................................................................................................... 44
AGILE SCRUM PROJECT MANAGEMENT
© Copyright GAFM Academy ® - 6 -
1. AGILE SCRUM PROJECT MANAGEMENT
What is Agile Scrum Project Management?
Use Scrum Project Management to Deliver Working Products with More Business Value
Scrum project management is a methodology for managing software delivery that comes
under the broader umbrella of agile project management. It provides a lightweight process
framework that embraces iterative and incremental practices, helping organizations
deliver working software more frequently. Projects progress via a series of iterations called
sprints; at the end of each sprint the team produces a potentially deliverable product
increment.
Understanding the Value of Scrum Project Management
Scrum is a proven and widely adopted method for achieving software agility. By working
in short sprints, this iterative cycle can be repeated until enough work items have been
completed, the budget is depleted or a deadline arrives. Project impetus is maintained,
and when the project ends Scrum ensures that the most valuable work has been
completed.
This contrasts sharply to the more traditional waterfall style approach that fixes the project
scope upfront, requiring the extensive creation of requirements, analysis and design
documentation before development can get started. Delays and budget overruns are
common, and the failure to prioritize the feature set often results in low quality products
that are overloaded with features that the customer/user does not actually require.
How Does Scrum Project Management Work?
The Scrum approach to project management enables software development organizations
to prioritize the work that matters most and break it down into manageable chunks. Scrum
is about collaborating and communicating both with the people who are doing the work
and the people who need the work done. It’s about delivering often and responding to
feedback, increasing business value by ensuring that customers get what they actually
want.
Shifting from traditional project management approaches to Scrum project management
requires an adjustment in terms of the activities that are carried out, the artifacts that are
created and the roles within the project team:
Activities in Scrum Project Management
The main activity in Scrum project management is the Sprint, a time boxed iteration that
usually lasts between 1-4 weeks, with the most common sprint length being 2 weeks.
Sprint Planning Meeting
At the start of each sprint a planning meeting is held to discuss the work that is to be
done. The product owner and the team meet to discuss the highest-priority items on the
AGILE SCRUM PROJECT MANAGEMENT
© Copyright GAFM Academy ® - 7 -
product backlog. Team members figure out how many items they can commit to and then
create a sprint backlog, which is a list of the tasks to complete during the sprint.
Daily scrum or daily standup
Each day during the sprint team members share what they worked on the prior day, will
work on today, and identify any impediments. Daily scrums serve to synchronize the work
of team members as they discuss the work of the sprint. These meetings are time boxed
to no more than 15 minutes.
Sprint Review: at the end of a sprint the team demonstrates the functionality added
during the sprint. The goal of this meeting is to get feedback from the product owner and
any users or other stakeholders who have been invited to the review.
Sprint Retrospective: at the end of each sprint the team participates in a retrospective
meeting to reflect on the sprint that is ending and identify opportunities to improve in the
new sprint.
Artifacts in Scrum Project Management
 Scrum Project Management requires very few artifacts, concentrating instead on
delivering software that produces business value. The main artifacts in Scrum are:
 Product Backlog: this is a complete list of the functionality that remains to be added
to the product. The product backlog is prioritized by the product owner so that the
team always works on the most valuable features first.
 Sprint Backlog: this is a prioritized list of tasks the team needs to complete during
the sprint.
Burndown charts: these are used to show the amount of work remaining in a sprint and
provide an effective way to determine at a glance whether a sprint is on schedule to have
all planned work finished.
Roles on a Scrum Team
There are three main roles involved in Scrum project management:
 The Product Owner serves as the customer proxy and is responsible for
representing the interests of the stakeholders and ensuring that the product
backlog remains prioritized.
 The ScrumMaster is responsible for implementing the Scrum. A ScrumMaster
differs from a traditional project manager in many key ways, including that the
ScrumMaster does not provide day-to-day direction to the team and does not
assign tasks to individuals. A key part of this role is to remove impediments or
issues that might slow the team down or stop activity that moves the project
forward.
 The Team is made up of a cross-functional group of 5-9 members who are
responsible for developing the product. Scrum teams are self-organized will all
members collectively responsible for getting the work done.
AGILE SCRUM PROJECT MANAGEMENT
© Copyright GAFM Academy ® - 8 -
What You Need in order to Manage a Scrum Project
Many teams start out using spreadsheets to manage the product backlog and task boards
to see and change the state of tasks during the current sprint, often with a whiteboard
and sticky notes. This approach tends to work well for small, co-located teams. However,
as the backlog increases and remote members require project visibility many organizations
implement a more sophisticated tool to centrally manage projects and enable cross-team
collaboration.
AGILE SCRUM PROJECT MANAGEMENT
© Copyright GAFM Academy ® - 9 -
2. FEATURE ESTIMATION
In agile development, a feature is a chunk of functionality that delivers business value.
Features can include additions or changes to existing functionality. For planning purposes,
some methodologies also use the notion of “work items” that can include features, bug
fixes, documents, and other artifacts. But features are the main unit of planning. Ideally,
a feature should adhere to the following criteria:
 It should provide business value
 It should be estimable – it must have enough definition for the development team
to provide an estimate of the work involved in implementing it
 It should be small enough to fit within an iteration – therefore, if it is too big, it
should be broken down further
 It should be testable – you should understand what automated or manual test a
feature should pass in order to be acceptable to the customer
The different methodologies use different terminology to refer to features. It is up to the
team to decide which methodology or terminology to use. Extreme Programming (XP) uses
the terms User Stories or Stories to represent features; Scrum uses Product Backlog to
describe a feature list; Feature-Driven Development uses Feature; and DSDM uses
Requirement. Similarly, there are various lightweight versions of the Unified Process, or
Agile UP,that use Requirement and/or Use Case to define incrementally deliverable
functionality. Ultimately, the goal is the same – to deliver business value regularly in small
increments, and sooner rather than later.
Feature Breakdown Structure (FBS)
During detailed planning, agile development favors a feature breakdown structure (FBS)
approach instead of the work breakdown structure (WBS) used in waterfall development
approaches. Feature breakdown structures are advantageous for a few reasons:
 They allow communication between the customer and the development team in
terms both can understand.
 They allow the customer to prioritize the team’s work based on business value.
 They allow tracking of work against the actual business value produced.
It is acceptable to start out with features that are large and then break them out into
smaller features over time. This allows the customer to keep from diving in to too much
detail until that detail is needed to help facilitate actual design and delivery.
Building an Initial Feature List
Before release planning and iteration planning, the team needs to quickly draw up a list of
as many potential features for the system as they can. There is typically a single person
responsible for collecting features (e.g. a Product Manager, a Customer, a Program
Manager, Business Analyst, or some other customer proxy), but feature requests can come
AGILE SCRUM PROJECT MANAGEMENT
© Copyright GAFM Academy ® - 10 -
from many sources. Users, customers, Sales, Marketing, RFP’s, development team
members, management, competitors, and Government regulations can all be sources of
features. The team’s central feature list should have some controls to prevent duplicate
items, impossible features and overly vague requests. The team should be encouraged,
however, to enter new features as they identify them, so that they can be folded into the
prioritization and planning process.
An initial feature list can be a rough sketch, a superset, to be used as input for planning
the release and first iteration. It represents the current potential of what the system could
become, perhaps over several releases. You need not wait until all features are defined
before getting started delivering software. And you need not adhere senselessly to the
original list, original descriptions, or original priorities. One of the main points of agile
development is that this list (like everything else) evolves, iteration by iteration
Let’s pretend that a rough feature list is completed, a release plan and iteration plan are
drawn up, and the first iteration is completed, before a couple of critical features are
identified. These features simply get folded into the evolving release plan and a later
iteration, and get delivered as soon as possible. But meanwhile, time is not wasted. The
team starts delivering value as soon as possible, and creates the infrastructure to allow
the project to adapt over time to new priorities, information, and business dynamics.
Feature Headline
When drawing up a feature list, features are initially described in a short paragraph,
typically 2-4 sentences. This description represents a high-level summary of the feature,
a placeholder for preliminary understanding and a basis for future communication. It’s
rather like a headline for an article that will be written later. The goal is to spend just
enough time describing the feature to have a reasonable understanding of relative size,
complexity, and priority compared to all other features. A few more details will emerge
during iteration planning. But the precise, concrete understanding of the feature is allowed
to emerge during the iteration, as customers and developers discuss it enough to
implement it, or (in some methodologies) to create automated acceptance tests that
specify it deterministically.
Methodology Differences
Scrum calls a feature a Backlog Item, which tends to be larger grained and can also include
non-feature items such as ‘set up production hardware’, or ‘research xyz options’.
 XP calls a feature a Story, which lends itself to a particularly helpful approach to
defining functionality.
 DSDM calls a feature a Requirement, which can also include more than just system
features.
 Agile UP practitioners use Requirements and Use Cases to define features.
AGILE SCRUM PROJECT MANAGEMENT
© Copyright GAFM Academy ® - 11 -
Feature Headline
When drawing up a feature list, features are initially described in a short paragraph,
typically 2-4 sentences. This description represents a high-level summary of the feature,
a placeholder for preliminary understanding and a basis for future communication. It’s
rather like a headline for an article that will be written later. The goal is to spend just
enough time describing the feature to have a reasonable understanding of relative size,
complexity, and priority compared to all other features. A few more details will emerge
during iteration planning. But the precise, concrete understanding of the feature is allowed
to emerge during the iteration, as customers and developers discuss it enough to
implement it, or (in some methodologies) to create automated acceptance tests that
specify it deterministically.
Organizing Features
Managing a single long feature list can be difficult. It is very helpful to organize features
by specifying categories, higher level functional groupings, business value or priority, and
risk. Filtering and sorting by these various attributes can help break down a very large
feature list into manageable chunks.
The entire list of features should be ranked in a single continuous sequence to provide the
project team so that everyone can easily see which features are the most valuable. If a
project starts out with 100 features on the list, it is not uncommon for 50 of those features
to fall into a “High” priority category. A single sequential ranking of the features helps
identify those that are the “highest of the high”, and thus should be completed first in
order to maximize delivered value.
Accounting for Risk
Additional consideration may be taken for the risk associated with certain features. Some
features will involve designs, architectures, frameworks, or algorithms that are new to the
team, or are otherwise risky. Even if such features do not deliver the highest business
value, it often makes sense to bump their priority up enough to tackle them in early
iterations. If a high-risk feature is addressed early in the project, and for some reason
proves unworkable, the team still has time to react and work around it. This minimizes
the overall risk to the project. It is up to the development team to work closely with the
customer to help identify these types of issues, risks, and dependencies. It is ultimately
up to the customer to prioritize features, but this critical process should not occur in a
vacuum. The best teams work together to both deliver value and reduce risk throughout
the life of a project.
Estimating Features
After identifying features, the customer often works with key development stakeholders
to define feature estimates. Feature estimates are meant to be preliminary high-level
estimates that are used to drive release planning and iteration planning. The stakeholders
involved in estimating may include architects, tech leads, developers, testers, writers, and
AGILE SCRUM PROJECT MANAGEMENT
© Copyright GAFM Academy ® - 12 -
managers. Many organizations have set up processes where groups work together to
quickly provide initial estimates. This step can be helpful in initially determining whether
the feature should be broken down further.
When initially estimating features, the goal is to quickly converge on a reasonable high-
level estimate. Instead of focusing on whether a feature will require exactly 17.5 idea
hours (or Gummi Bears, or NUTs, or whatever unit is being used; see below), the goal is
to get reasonably close in a fraction of the time. If it takes 2 minutes to agree that the
feature will take 2-3 ideal days to implement vs. 30 minutes to establish a precise 17.5
idea hour estimate, the former approach is preferred. To establish a single estimate when
opinions in the group vary, teams can either take an average, develop a reasonable
approximation, always use the best case scenario, or potentially use a calculation involving
best case, worst case, and expected estimate if more complexity is appropriate. In any
case, the discussions about differing estimates will often yield useful knowledge.
This process of defining and estimating features can initially seem difficult, and when
teams first implement it, they may require several meetings to get comfortable with a
process that works well for them. Over time, it becomes easier to break down features
into units of work that can be delivered within a single iteration. Teams get very good at
what they practice and agile development allows teams to practice estimation every
release and iteration.
Estimation Units
Estimates by their very nature are inaccurate. And developers have historically had
difficulty producing useful estimates of all of the time required to complete a development
task. Estimates of actual programming time are often inaccurate (especially if they are not
rigorously compared to actual numbers). But non-programming time is even more difficult
to nail down. What do you say if someone asks you how long it takes to drive across town?
You use a relative measure. “An hour during non rush-hour, in good weather, if there is
no construction, otherwise maybe 2 hours,” etc. These external factors are impossible to
control and difficult to predict. In addition to developing code, programmers spend time
testing, writing documentation, designing, participating in meetings and reviews, doing
email, and so on. Compared to programming work, non-programmming work is difficult
to predict or control. It can vary according to your industry, your organization, the time of
year, and any manner of echanging xternal pressures on the organization.
Some teams ask programmers to include each non-programmming activity in their
estimates. But as we’ve said, this is not easy to do. For a given agile project, long before
the team has an accurate measurement of time they spend doing non-programming stuff,
they can know the relative work required to get different features done, and can plan
accordingly. That’s why it is more typical of agile teams to focus their estimating on what
can be most straightforwardly estimated and measured: actual programming. They focus
on how much work each feature and each technical task will take, compared to other
features and technical tasks. They allow the amount of time consumed by that non-
programming stuff to become clear as actual velocity emerges after a few iterations. There
are two main estimating units agile teams use to concentrate the focus on programming
in this way:
AGILE SCRUM PROJECT MANAGEMENT
© Copyright GAFM Academy ® - 13 -
 Work Units
 Ideal Time
Work Units
A Work Unit is a relative measure that we hope cannot possibly be confused with actual
time. Some such units:
 Points
 Gummi Bears
 Foot-Pounds
 NUTs (Nebulous Units of Time)
These represent the relative amount of work required to implement a feature (or task),
compared to other features (or tasks). Only once the team has settled into a consistent
velocity, usually over a few iterations, can they begin to map these work units to units of
actual time. That is exactly the point of velocity: to describe how much work the team can
do per unit of actual time.
Once the team or organization has agreed on an estimating unit, they should agree to
make an effort to implement it consistently and stick to its original definition. Especially in
the project’s early iterations, everyone should resist the urge to try to map these units to
time units with any exact precision.
Ideal Time
Like Work Units, Ideal Time excludes non-programming time. When a team uses Ideal
Time for estimating, they are referring explicitly to only the programmer time required to
get a feature or task done, compared to other features or tasks. Again, during the first
few iterations, estimate history accumulates, a real velocity emerges, and Ideal Time can
be mapped to real, elapsed time.
Many teams using Ideal Time have found that their ultimate effort exceeds initial
programmer estimates by 1-2x, and that this stabilizes, within an acceptable range, over
a few iterations. On a task by task basis the ratio will vary, but over an entire iteration,
the ratios that teams develop have proven to remain pretty consistent. For a given team,
a known historical ratio of Ideal Time to real time can be especially valuable in planning
releases. A team may quickly look at the required functionality and provide a high level
estimate of 200 ideal days. If the team’s historical ratio of ideal to real is about 2.5, the
team may feel fairly confident in submitting an estimate of 500 project days. In fixed-bid
scenarios, this kind of estimate can be reliable.
Relative Estimation
Many agile teams use the practice of relative estimation for features. Instead of estimating
features across a spectrum of unit lengths, they select a few (3-5) relative estimation
categories, or buckets, and estimate all features in terms of these categories.

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Optimize your Agile Scrum project management with features, releases, iterations & velocity

  • 1. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM ACADEMY® www.gafmacademy.com
  • 2. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 2 - CONTENTS 1. Agile Scrum Project Management .................................................................6 What is Agile Scrum Project Management? ............................................................ 6 Understanding the Value of Scrum Project Management .......................................... 6 How Does Scrum Project Management Work? ........................................................ 6 Activities in Scrum Project Management ................................................................ 6 Sprint Planning Meeting ...................................................................................... 6 Daily scrum or daily standup................................................................................ 7 Artifacts in Scrum Project Management ................................................................. 7 Roles on a Scrum Team....................................................................................... 7 What You Need in order to Manage a Scrum Project ............................................... 8 2. Feature Estimation .......................................................................................9 Feature Breakdown Structure (FBS)...................................................................... 9 Building an Initial Feature List.............................................................................. 9 Feature Headline .............................................................................................. 10 Methodology Differences ................................................................................... 10 Feature Headline .............................................................................................. 11 Organizing Features.......................................................................................... 11 Accounting for Risk........................................................................................... 11 Estimating Features .......................................................................................... 11 Estimation Units............................................................................................... 12 Work Units ...................................................................................................... 13 Ideal Time ....................................................................................................... 13 Relative Estimation........................................................................................... 13 Feature vs. Task Planning.................................................................................. 14 How big is a feature? ........................................................................................ 14 Are bug fixes features? ..................................................................................... 14 Why Estimate Features? .................................................................................... 14 Should we update feature estimates if the task estimates don’t add up?.................. 14 3. Release Planning ........................................................................................15 What is a Release Plan?..................................................................................... 15 Preliminary Release Planning ............................................................................. 15
  • 3. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 3 - Preliminary Release Plan ................................................................................... 16 Planning the Release Continuously...................................................................... 16 Startup & Wrap-up ........................................................................................... 17 FAQ’s.............................................................................................................. 17 Do I really need to use releases and a release plan? .......................................... 17 How big are releases? .................................................................................... 17 How many iterations are in a release? .............................................................. 17 Who participates in release planning?............................................................... 17 How long do release planning meetings last? .................................................... 18 How much work is done in preparation for a release planning meeting?................ 18 Does the release plan change during the release?.............................................. 18 4. Iteration Planning ......................................................................................19 Iteration or Sprint Planning Meeting.................................................................... 19 Feature Selection (Sprint Planning – Part 1)......................................................... 19 Task Planning (Sprint Planning – Part 2).............................................................. 19 Iteration Adjustments ....................................................................................... 19 Warning Signs.................................................................................................. 20 FAQ’s.............................................................................................................. 20 How do we handle dependencies between tasks?............................................... 20 How much should a team member sign up for? ................................................. 20 How do you plan iterations if team size varies? ................................................. 20 How do you account for overhead (meetings, email, etc.)? ................................. 21 How do I account for testing and documentation time?....................................... 21 Should feature estimates be revised during iteration planning? ........................... 21 Should task estimates be revised during an iteration? ........................................ 21 5. Iteration Tracking.......................................................................................22 Tracking an Iteration ........................................................................................ 22 Tracking Frequency .......................................................................................... 22 Feature vs. Task Completion.............................................................................. 22 FAQ’s.............................................................................................................. 22 Why track an iteration? .................................................................................. 22 What information is tracked during an iteration?................................................ 23 Who enters tracking information?..................................................................... 23 How often do team members enter time? ......................................................... 23 Should estimates be changed during an iteration? ............................................. 23
  • 4. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 4 - What if the remaining effort exceeds a task’s original estimate? .......................... 23 Why doesn’t remaining effort just get calculated? .............................................. 23 How do you know when a task is done?............................................................ 23 How do you know when a feature is done?........................................................ 24 6. Velocity ......................................................................................................25 Measuring the Velocity of your Agile Scrum Team................................................. 25 Is Velocity Really That Simple?........................................................................... 25 Velocity Charts................................................................................................. 25 Agile Scrum FAQ’s ............................................................................................ 26 How is velocity of an agile development team calculated?................................... 26 What unit is used to measure velocity?............................................................. 26 How is the first iteration’s velocity estimated? ................................................... 26 Do meetings, phone calls, email get included in velocity? ................................... 26 Should velocity be accumulated across all agile development teams or projects? ... 26 What if velocity fluctuates? ............................................................................. 26 How long does it take for velocity to stabilize?...................................................... 27 How do I estimate future iterations? ................................................................ 27 How do I estimate velocity if project teams change size? .................................... 27 Does maximum velocity mean maximum productivity?....................................... 27 How do we measure velocity if our iteration lengths change? .............................. 27 7. Tracking Progress.......................................................................................28 Measuring Iteration Progress ............................................................................. 28 Measuring Release Progress............................................................................... 29 8. Some Common Agile Programming Practices .............................................32 8.1 Test-First Programming ............................................................................. 32 8.2 Refactoring ............................................................................................. 34 8.3 Continuous Integration ............................................................................... 34 8.4 Simple Design ........................................................................................... 35 8.5 Pair Programming ...................................................................................... 36 8.6 Common Codebase .................................................................................... 37 8.7 Coding Standard ........................................................................................ 37 8.8 Open Work Area ........................................................................................ 38 9. Glossary .....................................................................................................39 Burndown Charts.............................................................................................. 39 Daily Scrum Meeting......................................................................................... 39
  • 5. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 5 - Impediments ................................................................................................... 39 Product Backlog ............................................................................................... 39 Product Backlog Item........................................................................................ 39 Product Backlog Item Effort ............................................................................... 40 Product Burndown Chart.................................................................................... 40 Product Owner Role .......................................................................................... 40 Release ........................................................................................................... 40 Release Burndown Chart ................................................................................... 41 Scrum Roles .................................................................................................... 41 ScrumMaster Role ............................................................................................ 41 Sprint ............................................................................................................. 41 Sprint Backlog ................................................................................................. 42 Sprint Burndown Chart...................................................................................... 42 Sprint Goals..................................................................................................... 42 Sprint Planning Meeting .................................................................................... 43 Sprint Retrospective Meeting ............................................................................. 43 Sprint Task...................................................................................................... 43 Scrum Team .................................................................................................... 43 Team Member.................................................................................................. 44 Velocity........................................................................................................... 44
  • 6. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 6 - 1. AGILE SCRUM PROJECT MANAGEMENT What is Agile Scrum Project Management? Use Scrum Project Management to Deliver Working Products with More Business Value Scrum project management is a methodology for managing software delivery that comes under the broader umbrella of agile project management. It provides a lightweight process framework that embraces iterative and incremental practices, helping organizations deliver working software more frequently. Projects progress via a series of iterations called sprints; at the end of each sprint the team produces a potentially deliverable product increment. Understanding the Value of Scrum Project Management Scrum is a proven and widely adopted method for achieving software agility. By working in short sprints, this iterative cycle can be repeated until enough work items have been completed, the budget is depleted or a deadline arrives. Project impetus is maintained, and when the project ends Scrum ensures that the most valuable work has been completed. This contrasts sharply to the more traditional waterfall style approach that fixes the project scope upfront, requiring the extensive creation of requirements, analysis and design documentation before development can get started. Delays and budget overruns are common, and the failure to prioritize the feature set often results in low quality products that are overloaded with features that the customer/user does not actually require. How Does Scrum Project Management Work? The Scrum approach to project management enables software development organizations to prioritize the work that matters most and break it down into manageable chunks. Scrum is about collaborating and communicating both with the people who are doing the work and the people who need the work done. It’s about delivering often and responding to feedback, increasing business value by ensuring that customers get what they actually want. Shifting from traditional project management approaches to Scrum project management requires an adjustment in terms of the activities that are carried out, the artifacts that are created and the roles within the project team: Activities in Scrum Project Management The main activity in Scrum project management is the Sprint, a time boxed iteration that usually lasts between 1-4 weeks, with the most common sprint length being 2 weeks. Sprint Planning Meeting At the start of each sprint a planning meeting is held to discuss the work that is to be done. The product owner and the team meet to discuss the highest-priority items on the
  • 7. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 7 - product backlog. Team members figure out how many items they can commit to and then create a sprint backlog, which is a list of the tasks to complete during the sprint. Daily scrum or daily standup Each day during the sprint team members share what they worked on the prior day, will work on today, and identify any impediments. Daily scrums serve to synchronize the work of team members as they discuss the work of the sprint. These meetings are time boxed to no more than 15 minutes. Sprint Review: at the end of a sprint the team demonstrates the functionality added during the sprint. The goal of this meeting is to get feedback from the product owner and any users or other stakeholders who have been invited to the review. Sprint Retrospective: at the end of each sprint the team participates in a retrospective meeting to reflect on the sprint that is ending and identify opportunities to improve in the new sprint. Artifacts in Scrum Project Management  Scrum Project Management requires very few artifacts, concentrating instead on delivering software that produces business value. The main artifacts in Scrum are:  Product Backlog: this is a complete list of the functionality that remains to be added to the product. The product backlog is prioritized by the product owner so that the team always works on the most valuable features first.  Sprint Backlog: this is a prioritized list of tasks the team needs to complete during the sprint. Burndown charts: these are used to show the amount of work remaining in a sprint and provide an effective way to determine at a glance whether a sprint is on schedule to have all planned work finished. Roles on a Scrum Team There are three main roles involved in Scrum project management:  The Product Owner serves as the customer proxy and is responsible for representing the interests of the stakeholders and ensuring that the product backlog remains prioritized.  The ScrumMaster is responsible for implementing the Scrum. A ScrumMaster differs from a traditional project manager in many key ways, including that the ScrumMaster does not provide day-to-day direction to the team and does not assign tasks to individuals. A key part of this role is to remove impediments or issues that might slow the team down or stop activity that moves the project forward.  The Team is made up of a cross-functional group of 5-9 members who are responsible for developing the product. Scrum teams are self-organized will all members collectively responsible for getting the work done.
  • 8. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 8 - What You Need in order to Manage a Scrum Project Many teams start out using spreadsheets to manage the product backlog and task boards to see and change the state of tasks during the current sprint, often with a whiteboard and sticky notes. This approach tends to work well for small, co-located teams. However, as the backlog increases and remote members require project visibility many organizations implement a more sophisticated tool to centrally manage projects and enable cross-team collaboration.
  • 9. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 9 - 2. FEATURE ESTIMATION In agile development, a feature is a chunk of functionality that delivers business value. Features can include additions or changes to existing functionality. For planning purposes, some methodologies also use the notion of “work items” that can include features, bug fixes, documents, and other artifacts. But features are the main unit of planning. Ideally, a feature should adhere to the following criteria:  It should provide business value  It should be estimable – it must have enough definition for the development team to provide an estimate of the work involved in implementing it  It should be small enough to fit within an iteration – therefore, if it is too big, it should be broken down further  It should be testable – you should understand what automated or manual test a feature should pass in order to be acceptable to the customer The different methodologies use different terminology to refer to features. It is up to the team to decide which methodology or terminology to use. Extreme Programming (XP) uses the terms User Stories or Stories to represent features; Scrum uses Product Backlog to describe a feature list; Feature-Driven Development uses Feature; and DSDM uses Requirement. Similarly, there are various lightweight versions of the Unified Process, or Agile UP,that use Requirement and/or Use Case to define incrementally deliverable functionality. Ultimately, the goal is the same – to deliver business value regularly in small increments, and sooner rather than later. Feature Breakdown Structure (FBS) During detailed planning, agile development favors a feature breakdown structure (FBS) approach instead of the work breakdown structure (WBS) used in waterfall development approaches. Feature breakdown structures are advantageous for a few reasons:  They allow communication between the customer and the development team in terms both can understand.  They allow the customer to prioritize the team’s work based on business value.  They allow tracking of work against the actual business value produced. It is acceptable to start out with features that are large and then break them out into smaller features over time. This allows the customer to keep from diving in to too much detail until that detail is needed to help facilitate actual design and delivery. Building an Initial Feature List Before release planning and iteration planning, the team needs to quickly draw up a list of as many potential features for the system as they can. There is typically a single person responsible for collecting features (e.g. a Product Manager, a Customer, a Program Manager, Business Analyst, or some other customer proxy), but feature requests can come
  • 10. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 10 - from many sources. Users, customers, Sales, Marketing, RFP’s, development team members, management, competitors, and Government regulations can all be sources of features. The team’s central feature list should have some controls to prevent duplicate items, impossible features and overly vague requests. The team should be encouraged, however, to enter new features as they identify them, so that they can be folded into the prioritization and planning process. An initial feature list can be a rough sketch, a superset, to be used as input for planning the release and first iteration. It represents the current potential of what the system could become, perhaps over several releases. You need not wait until all features are defined before getting started delivering software. And you need not adhere senselessly to the original list, original descriptions, or original priorities. One of the main points of agile development is that this list (like everything else) evolves, iteration by iteration Let’s pretend that a rough feature list is completed, a release plan and iteration plan are drawn up, and the first iteration is completed, before a couple of critical features are identified. These features simply get folded into the evolving release plan and a later iteration, and get delivered as soon as possible. But meanwhile, time is not wasted. The team starts delivering value as soon as possible, and creates the infrastructure to allow the project to adapt over time to new priorities, information, and business dynamics. Feature Headline When drawing up a feature list, features are initially described in a short paragraph, typically 2-4 sentences. This description represents a high-level summary of the feature, a placeholder for preliminary understanding and a basis for future communication. It’s rather like a headline for an article that will be written later. The goal is to spend just enough time describing the feature to have a reasonable understanding of relative size, complexity, and priority compared to all other features. A few more details will emerge during iteration planning. But the precise, concrete understanding of the feature is allowed to emerge during the iteration, as customers and developers discuss it enough to implement it, or (in some methodologies) to create automated acceptance tests that specify it deterministically. Methodology Differences Scrum calls a feature a Backlog Item, which tends to be larger grained and can also include non-feature items such as ‘set up production hardware’, or ‘research xyz options’.  XP calls a feature a Story, which lends itself to a particularly helpful approach to defining functionality.  DSDM calls a feature a Requirement, which can also include more than just system features.  Agile UP practitioners use Requirements and Use Cases to define features.
  • 11. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 11 - Feature Headline When drawing up a feature list, features are initially described in a short paragraph, typically 2-4 sentences. This description represents a high-level summary of the feature, a placeholder for preliminary understanding and a basis for future communication. It’s rather like a headline for an article that will be written later. The goal is to spend just enough time describing the feature to have a reasonable understanding of relative size, complexity, and priority compared to all other features. A few more details will emerge during iteration planning. But the precise, concrete understanding of the feature is allowed to emerge during the iteration, as customers and developers discuss it enough to implement it, or (in some methodologies) to create automated acceptance tests that specify it deterministically. Organizing Features Managing a single long feature list can be difficult. It is very helpful to organize features by specifying categories, higher level functional groupings, business value or priority, and risk. Filtering and sorting by these various attributes can help break down a very large feature list into manageable chunks. The entire list of features should be ranked in a single continuous sequence to provide the project team so that everyone can easily see which features are the most valuable. If a project starts out with 100 features on the list, it is not uncommon for 50 of those features to fall into a “High” priority category. A single sequential ranking of the features helps identify those that are the “highest of the high”, and thus should be completed first in order to maximize delivered value. Accounting for Risk Additional consideration may be taken for the risk associated with certain features. Some features will involve designs, architectures, frameworks, or algorithms that are new to the team, or are otherwise risky. Even if such features do not deliver the highest business value, it often makes sense to bump their priority up enough to tackle them in early iterations. If a high-risk feature is addressed early in the project, and for some reason proves unworkable, the team still has time to react and work around it. This minimizes the overall risk to the project. It is up to the development team to work closely with the customer to help identify these types of issues, risks, and dependencies. It is ultimately up to the customer to prioritize features, but this critical process should not occur in a vacuum. The best teams work together to both deliver value and reduce risk throughout the life of a project. Estimating Features After identifying features, the customer often works with key development stakeholders to define feature estimates. Feature estimates are meant to be preliminary high-level estimates that are used to drive release planning and iteration planning. The stakeholders involved in estimating may include architects, tech leads, developers, testers, writers, and
  • 12. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 12 - managers. Many organizations have set up processes where groups work together to quickly provide initial estimates. This step can be helpful in initially determining whether the feature should be broken down further. When initially estimating features, the goal is to quickly converge on a reasonable high- level estimate. Instead of focusing on whether a feature will require exactly 17.5 idea hours (or Gummi Bears, or NUTs, or whatever unit is being used; see below), the goal is to get reasonably close in a fraction of the time. If it takes 2 minutes to agree that the feature will take 2-3 ideal days to implement vs. 30 minutes to establish a precise 17.5 idea hour estimate, the former approach is preferred. To establish a single estimate when opinions in the group vary, teams can either take an average, develop a reasonable approximation, always use the best case scenario, or potentially use a calculation involving best case, worst case, and expected estimate if more complexity is appropriate. In any case, the discussions about differing estimates will often yield useful knowledge. This process of defining and estimating features can initially seem difficult, and when teams first implement it, they may require several meetings to get comfortable with a process that works well for them. Over time, it becomes easier to break down features into units of work that can be delivered within a single iteration. Teams get very good at what they practice and agile development allows teams to practice estimation every release and iteration. Estimation Units Estimates by their very nature are inaccurate. And developers have historically had difficulty producing useful estimates of all of the time required to complete a development task. Estimates of actual programming time are often inaccurate (especially if they are not rigorously compared to actual numbers). But non-programming time is even more difficult to nail down. What do you say if someone asks you how long it takes to drive across town? You use a relative measure. “An hour during non rush-hour, in good weather, if there is no construction, otherwise maybe 2 hours,” etc. These external factors are impossible to control and difficult to predict. In addition to developing code, programmers spend time testing, writing documentation, designing, participating in meetings and reviews, doing email, and so on. Compared to programming work, non-programmming work is difficult to predict or control. It can vary according to your industry, your organization, the time of year, and any manner of echanging xternal pressures on the organization. Some teams ask programmers to include each non-programmming activity in their estimates. But as we’ve said, this is not easy to do. For a given agile project, long before the team has an accurate measurement of time they spend doing non-programming stuff, they can know the relative work required to get different features done, and can plan accordingly. That’s why it is more typical of agile teams to focus their estimating on what can be most straightforwardly estimated and measured: actual programming. They focus on how much work each feature and each technical task will take, compared to other features and technical tasks. They allow the amount of time consumed by that non- programming stuff to become clear as actual velocity emerges after a few iterations. There are two main estimating units agile teams use to concentrate the focus on programming in this way:
  • 13. AGILE SCRUM PROJECT MANAGEMENT © Copyright GAFM Academy ® - 13 -  Work Units  Ideal Time Work Units A Work Unit is a relative measure that we hope cannot possibly be confused with actual time. Some such units:  Points  Gummi Bears  Foot-Pounds  NUTs (Nebulous Units of Time) These represent the relative amount of work required to implement a feature (or task), compared to other features (or tasks). Only once the team has settled into a consistent velocity, usually over a few iterations, can they begin to map these work units to units of actual time. That is exactly the point of velocity: to describe how much work the team can do per unit of actual time. Once the team or organization has agreed on an estimating unit, they should agree to make an effort to implement it consistently and stick to its original definition. Especially in the project’s early iterations, everyone should resist the urge to try to map these units to time units with any exact precision. Ideal Time Like Work Units, Ideal Time excludes non-programming time. When a team uses Ideal Time for estimating, they are referring explicitly to only the programmer time required to get a feature or task done, compared to other features or tasks. Again, during the first few iterations, estimate history accumulates, a real velocity emerges, and Ideal Time can be mapped to real, elapsed time. Many teams using Ideal Time have found that their ultimate effort exceeds initial programmer estimates by 1-2x, and that this stabilizes, within an acceptable range, over a few iterations. On a task by task basis the ratio will vary, but over an entire iteration, the ratios that teams develop have proven to remain pretty consistent. For a given team, a known historical ratio of Ideal Time to real time can be especially valuable in planning releases. A team may quickly look at the required functionality and provide a high level estimate of 200 ideal days. If the team’s historical ratio of ideal to real is about 2.5, the team may feel fairly confident in submitting an estimate of 500 project days. In fixed-bid scenarios, this kind of estimate can be reliable. Relative Estimation Many agile teams use the practice of relative estimation for features. Instead of estimating features across a spectrum of unit lengths, they select a few (3-5) relative estimation categories, or buckets, and estimate all features in terms of these categories.