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Cycle Time Metrics & The
Downfall of Story Points
HDC 2013
Scott Aucoin
Me
You?
?
What the heck is a Cycle Time?
A Step Back
“Scientific Management”
Waterfall
Agile
Lean
PSP & TSP
Method-Neutral Constants
• Need for:
– Scheduling
– Forecasting
– Estimation
• Risk & Unknowns
• The need to know speed
Cycle Times
• Methodology Neutral Measurement
• Tool for understanding the big picture
and all of the little pictures within it
• Think Lean Manufacturing
Cycle Time
Easy as Cake
Scenario Introduction
Backlog Ready… In… Ready… In… Ready for
Signoff
Done
- Req’ts
- To Do
- Ready for Dev
- Ready for UX
- Ready for
Design
- In Progress
- In Dev
- In UX
- In Design
- Ready for QA
- Ready for
Staging
- In QA
- Testing
- Build
- Ready for
Signoff
- Ready for PO
- Ready for
Build
- Ready for
Prod
- Ready for X
- Approved
Scenario Introduction
To Do In Progress Done
Scenario In Progress
Backlog Ready for
Dev
In Dev Ready for
QA
In QA Ready for
Signoff
Approved
#10
Story Chore Bug
#12
#23
#14
#8
#3#9
#7
Scenario In Progress
Backlog Ready for
Dev
In Dev Ready for
QA
In QA Ready for
Signoff
Approved
#10
Story Chore Bug
#12
#23
#14
#8
#3#9#7
In Dev: 1.2 days
Ready for QA: .5
In QA: 1
Ready for
Signoff: 2 days
Total: 4.7 days
Cycle Time Definition
The time it takes for a unit to move
through a development process
• Unit is any piece of work: Story, Chore,
Defect/Bug, Technical Task, etc.
• Can be measured at the highest level
(start to finish) or incremental levels (as
small as you can)
• The value is based on what you put into it
How To:
Req. # Type Ready
Dev
In Dev Ready QA In QA Ready
Accept
Total
12 Story .4 .25 .5 1 2.4
9 Story .5 1 .5 .25 1.5 4.5
14 Chore 1.5 1.5
26 Story .5 1.5 1 .5 .25 3.75
33 Bug .75 .3 1.4 1.25 3.9
When To:
• As is the case with “How to” – it depends
on the tools you use
• Grab the data as frequently as you can,
always better to do it as soon as possible
• The rule is up to you
How can I use the Cycle Time?
Scenario Flashback
Backlog Ready for
Dev
In Dev Ready for
QA
In QA Ready for
Signoff
Approved
#10
Story Chore Bug
#12
#23
#14
#8
#3#9
#7
How To Flashback:
Req. # Type Ready Dev In Dev Ready QA In QA Ready
Accept
Total # of Handoffs
12 Story .4 .25 .5 1 2.15 3
9 Story .5 1 .5 .25 1.5 3.75 5
14 Chore 1.5 1.5 0
26 Story .5 1.5 1 .5 .25 3.75 4
33 Bug .75 .3 1.4 1.25 3.9 3
Endless Opportunities
• Individual Efficiency
• Pair Productivity
• Process changes (intro of new tools)
• Knowledge of handbacks
• Ability to plan when a person (or entire
skill set) will not be available and know
the impact based on data
• Planning, forecasting, estimating…
Overhead from Planning
• Time = Money
• Inaccurate Estimates
– Waterfall = 14% success
– Agile = 42% success
– PSP/TSP = 94% accurate (small sample & consider the
significant overhead)
“Humans aren't very good at estimating in general, regardless
of what measure is used.” – Joshua Kerievsky
Time is money & estimates are often inaccurate
Meeting Time vs Productivity
Evolving from Story Points
How To Flashback #2:
Req. # Type Ready Dev In Dev Ready QA In QA Ready
Accept
Total # of
Handoffs
# of Story
Pts
12 Story .4 .25 .5 1 2.4 3 3
9 Story .5 1 .5 .25 1.5 4.5 5 5
14 Chore 1.5 1.5 0 1
26 Story .5 1.5 1 .5 .25 3.75 4 8
33 Bug .75 .3 1.4 1.25 3.9 3 5
Measuring Points
#NoEstimates
• Pull the carpet out from story points and
use total # of units (stories + chores +
bugs, etc.)
• Balance slices or come to terms with
tradeoffs – Big tickets will balance out
with little ones
“Using story counting does not imply that all the stories are roughly the same
size (although some teams do work that way). Stories can still vary in size,
but over time the bigger and smaller stories will cancel each other out, hence
a simple count ends up the same.” – Martin Fowler
Benefits of Unit-based Planning
• Standardize expectations & remove opportunity
for inflation
• Save engineering time
• Use ongoing data to plan more accurately and
with less overhead
Scott Aucoin
@HawkingsMentor

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Cycle times and the Evolution From Story Points

  • 1. Cycle Time Metrics & The Downfall of Story Points HDC 2013 Scott Aucoin
  • 2. Me
  • 4. What the heck is a Cycle Time?
  • 11. Method-Neutral Constants • Need for: – Scheduling – Forecasting – Estimation • Risk & Unknowns • The need to know speed
  • 12. Cycle Times • Methodology Neutral Measurement • Tool for understanding the big picture and all of the little pictures within it • Think Lean Manufacturing
  • 15. Scenario Introduction Backlog Ready… In… Ready… In… Ready for Signoff Done - Req’ts - To Do - Ready for Dev - Ready for UX - Ready for Design - In Progress - In Dev - In UX - In Design - Ready for QA - Ready for Staging - In QA - Testing - Build - Ready for Signoff - Ready for PO - Ready for Build - Ready for Prod - Ready for X - Approved
  • 16. Scenario Introduction To Do In Progress Done
  • 17. Scenario In Progress Backlog Ready for Dev In Dev Ready for QA In QA Ready for Signoff Approved #10 Story Chore Bug #12 #23 #14 #8 #3#9 #7
  • 18. Scenario In Progress Backlog Ready for Dev In Dev Ready for QA In QA Ready for Signoff Approved #10 Story Chore Bug #12 #23 #14 #8 #3#9#7 In Dev: 1.2 days Ready for QA: .5 In QA: 1 Ready for Signoff: 2 days Total: 4.7 days
  • 19. Cycle Time Definition The time it takes for a unit to move through a development process • Unit is any piece of work: Story, Chore, Defect/Bug, Technical Task, etc. • Can be measured at the highest level (start to finish) or incremental levels (as small as you can) • The value is based on what you put into it
  • 20. How To: Req. # Type Ready Dev In Dev Ready QA In QA Ready Accept Total 12 Story .4 .25 .5 1 2.4 9 Story .5 1 .5 .25 1.5 4.5 14 Chore 1.5 1.5 26 Story .5 1.5 1 .5 .25 3.75 33 Bug .75 .3 1.4 1.25 3.9
  • 21. When To: • As is the case with “How to” – it depends on the tools you use • Grab the data as frequently as you can, always better to do it as soon as possible • The rule is up to you
  • 22. How can I use the Cycle Time?
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  • 27. Scenario Flashback Backlog Ready for Dev In Dev Ready for QA In QA Ready for Signoff Approved #10 Story Chore Bug #12 #23 #14 #8 #3#9 #7
  • 28. How To Flashback: Req. # Type Ready Dev In Dev Ready QA In QA Ready Accept Total # of Handoffs 12 Story .4 .25 .5 1 2.15 3 9 Story .5 1 .5 .25 1.5 3.75 5 14 Chore 1.5 1.5 0 26 Story .5 1.5 1 .5 .25 3.75 4 33 Bug .75 .3 1.4 1.25 3.9 3
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  • 32. Endless Opportunities • Individual Efficiency • Pair Productivity • Process changes (intro of new tools) • Knowledge of handbacks • Ability to plan when a person (or entire skill set) will not be available and know the impact based on data • Planning, forecasting, estimating…
  • 33. Overhead from Planning • Time = Money • Inaccurate Estimates – Waterfall = 14% success – Agile = 42% success – PSP/TSP = 94% accurate (small sample & consider the significant overhead) “Humans aren't very good at estimating in general, regardless of what measure is used.” – Joshua Kerievsky Time is money & estimates are often inaccurate
  • 34. Meeting Time vs Productivity
  • 36. How To Flashback #2: Req. # Type Ready Dev In Dev Ready QA In QA Ready Accept Total # of Handoffs # of Story Pts 12 Story .4 .25 .5 1 2.4 3 3 9 Story .5 1 .5 .25 1.5 4.5 5 5 14 Chore 1.5 1.5 0 1 26 Story .5 1.5 1 .5 .25 3.75 4 8 33 Bug .75 .3 1.4 1.25 3.9 3 5
  • 38. #NoEstimates • Pull the carpet out from story points and use total # of units (stories + chores + bugs, etc.) • Balance slices or come to terms with tradeoffs – Big tickets will balance out with little ones “Using story counting does not imply that all the stories are roughly the same size (although some teams do work that way). Stories can still vary in size, but over time the bigger and smaller stories will cancel each other out, hence a simple count ends up the same.” – Martin Fowler
  • 39. Benefits of Unit-based Planning • Standardize expectations & remove opportunity for inflation • Save engineering time • Use ongoing data to plan more accurately and with less overhead