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PRACTICAL SCRUM
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CONSTANT
HIGHER
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FUN
Day 1
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Some Working Agreement
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Some Working Agreement
Respect the sticky note
One item per sticky, use a sharpie
What are we going to cover today?
TABLE OF CONTENTS




What is Lean Thinking?
What is Agile?
What is scrum?
What are the roles in scrum?
What is the manager role within
agile environment?
What is the meaning of each
ceremony in scrum?
“It ain’t what you don’t know
that gets you into troubles.
It’s what you know for sure
that just ain’t so”
Mark Twain
WHAT WE THOUGHT VS. WHAT WE KNOW
What we thought vs. What we know
Requirements
Design
Implement
Test
Acceptance
Analysis
Deliver
WINSTON W. ROYCE 1970
"I believe in this
concept, but the
implementation
described above is
risky and invites
failure"
01
WHAT WE
KNOW
The harder we plan and
analyze in the beginning,
the less there’s change in
the project and the more
successful the project
WHAT WE
THOUGHT
WHAT WE
THOUGHT
01
WHAT WE
KNOW
There is change always
and responding to it is vital.
Uncertainty is best reduced
by learning from actual
implementation
02
WHAT WE
KNOW It is possible to “collect” or
even “know” all the
requirements up-front
It’s possible to transfer
information effectively on
written documents without
much of human contact
WHAT WE
THOUGHT
02
WHAT WE
KNOW
Requirements evolve as
customers and our
knowledge increases –
based on experience
Essential knowledge is
lost in every handover
and human interaction is
needed to overcome it.WHAT WE
THOUGHT
03
WHAT WE
KNOW
Division of work to
specialized teams
(specification, design and
testing) is efficient
WHAT WE
THOUGHT
WHAT WE
THOUGHT
03
WHAT WE
KNOW
Cross-functional teams
reduce the amount of
handovers and are more
productive
04
WHAT WE
KNOW
Resource usage and cost
optimization is the key to
increased productivity
WHAT WE
THOUGHT
Continues Improvement
Respect for People
Waste Value
Opportunity for
improvement
Traditional
improvement
Lean Thinking
WHAT WE
THOUGHT
04
WHAT WE
KNOW
Concentrating on value
stream optimization,
removing waste and
sustainable flow increases
productivity
05
WHAT WE
KNOW
Product development
process can be defined as a
predictable and repeatable
process
WHAT WE
THOUGHT
WHAT WE
THOUGHT
05
WHAT WE
KNOW
Product development is an
evolving and adaptive
process
Wishful thinking
THE ORIGIN
• Toyota lean concept

• The new, new software
development game
[Takeuchi & Nonaka, 1986]
• Iterative & incremental
development
WHAT IS AGILE?
Agile Principle 1-4
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software
Agile Principle 1-4
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software
2.Welcome changing requirements, even late in development.
Agile processes harness change for the customer’s competitive
advantage
Agile Principle 1-4
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software
2. Welcome changing requirements, even late in development.
Agile processes harness change for the customer’s competitive
advantage
3. Deliver working software frequently, from a couple of weeks
to a couple of months, with a preference to a shorter timescale
Agile Principle 1-4
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software
2. Welcome changing requirements, even late in development. Agile
processes harness change for the customer’s competitive
advantage
3. Deliver working software frequently, from a couple of weeks to a
couple of months, with a preference to a shorter timescale
4. Business people and developers must work together daily
throughout the project
Agile Principle 5-8
5. Build project around motivated individuals. Give them the
environment and support they need, and trust them to get the
job done
Agile Principle 5-8
5. Build project around motivated individuals. Give them the
environment and support they need, and trust them to get the
job done
6. The most efficient and effective method of conveying
information to and within development team is face-to-face
conversation
Agile Principle 5-8
5. Build project around motivated individuals. Give them the
environment and support they need, and trust them to get the
job done
6. The most efficient and effective method of conveying information
to and within development team is face-to-face conversation
7. Working software is the primary measure for progress
Agile Principle 5-8
5. Build project around motivated individuals. Give them the
environment and support they need, and trust them to get the job
done
6. The most efficient and effective method of conveying information to
and within development team is face-to-face conversation
7. Working software is the primary measure for progress
8. Agile processes promote sustainable development. The
sponsors, developers, and users should be able to maintain a
constant pace indefinitely
Agile Principle 9-12
9. Continuous attention to technical excellence and good
design enhances agility
Agile Principle 9-12
9. Continuous attention to technical excellence and good design
enhances agility
10.Simplicity – the art of maximizing the amount of work not
done – is essential
Agile Principle 9-12
9. Continuous attention to technical excellence and good design
enhances agility
10.Simplicity – the art of maximizing the amount of work not done –
is essential
11.The best architectures, requirements, and designs emerge from
self-organizing teams
Agile Principle 9-12
9. Continuous attention to technical excellence and good design
enhances agility
10.Simplicity – the art of maximizing the amount of work not done –
is essential
11.The best architectures, requirements, and designs emerge from
self-organizing teams
12.At regular intervals, the team reflects on how to become more
effective, then tunes and adjusts its behavior accordingly
EXERCISE
Command and Control
Vs.
Self Manage
Where Scrum Fits?
WHAT IS SCRUM?
"Scrum is a team of eight individuals in Rugby.
Everyone in the pack acts together with everyone
else to move the ball down the field in small
incremental steps. Teams work as tight,
integrated units with whole team focusing on a
single goal."
THE ORIGIN OF 

SCRUM
• Toyota lean concept

• The new, new software
development game
[Takeuchi & Nonaka, 1986]
• Iterative & incremental
development
• Jeff Sutherland
• Ken Schwaber
• Understanding that we
cannot predict the future

• One size does not fit all

• Constant improvement

• Transparency & Visibility
• Team work
SCRUM PRINCIPLES
• Deliver business value fast
(max. 30 days)
• Prioritizing
• Empirical approach
• Fun !!!
SCRUM PRINCIPLES
THE HIGH MOON STUDIO
SCRUM PROCESS OVERVIEW
3 Roles:
Product owner
Scrum Master
Team
4 Ceremonies :
Sprint Planning
Daily
Sprint review
Retrospective
3 Artifacts:
Product Backlog
Sprint Backlog
Burndown Charts
SCRUM MASTER (SM)
• Scrum - A framework for
managing the development
lifecycle of software products
• Master - A skilled practitioner of
a particular art or activity
• A Scrum master - the leader of
the Scrum process (& team)
What does it means 

“The leader of the scrum process”?
• Coach the team with Scrum
• Coach the PO with Scrum
• Help Facilitate effective ceremonies
• Helps removing impediments
• Help the team grow
• He is standing at the nexus between:
The product management
that believes that any
amount of work can be
done
Developer’s that have the
willingness to cut quality to
support the managements
belief
The Scrum Coach Role
SCRUM TEAM
• Self organizing
• Typically 5-9 people
• Cross functional (Preferably a
feature team)
• Provide estimate for the tasks
• Decides how much it can do
• Decides how to reach the sprint
goal (within the project’s boundaries)
• The team is responsible for the
outcomeALL OF US
ARE SMARTER THAN
ANY OF US
PRODUCT OWNER (PO)
• Defines the features of the product
• Defines release dates and content
• Responsible for ROI
• Prioritizes feature according to value
• Can change features and priority 

once every predefined interval
• Decides what will be worked on in
each iteration
• Accepts or rejects results
The PO takes an active role throughout the
development lifespan
Traditionally throws content “over the fence”
NO MORE!
CONCEPT CHANGE
Product Backlog Refinement = Grooming
The team and the PO together review the backlog in order to
make it ready for the next 2-3 sprints
How?
Grooming = Clarifying, Estimating, and Splitting
Recommended to allocate ~5% of the sprint time
EXERCISE
Ball Point Game
EXERCISE
Ball Point Game
‣
‣
‣
‣
Scrum
Ceremonies
Sprint Planning
The first meeting of the sprint

Length: 2-8 hours

Participants: PO, Team, Scrum Master

Preconditions: Product backlog should be in good shape

Divided into two parts
Sprint Planning Goal
Sprint Backlog
To do In progress Done
PBI # 1
PBI # 2
Task Board
To do In progress Done
PBI # 1
PBI # 2
Task Board
To do In progress Done
PBI # 1
PBI # 2
Task Board
To do In progress Done
PBI # 1
PBI # 2
Task Board
To do In progress Done
PBI # 1
PBI # 2
Task Board
Burndown Chart
A simple visual way of tracking
progress
Used in different levels:
Sprint
Release
Product
Shows the amount of work left to
reach target
Effortremaining
0
25
50
75
100
Sprint
1 2 3 4 5 6 7 8
Sprint Burndown Chart
Daily Scrum
Every day, Same time, Same place

No longer than 15 minutes

Stand up

All the team must attend

Only team members are allowed to speak
Daily
Daily
3 Questions:
1. What have we accomplished since the
last daily
2. What will we accomplish until the next
daily
3. What are my/our impediments
EXERCISE
Daily Scrum From Hell
Sprint Review
Show & Tell
Bazaar Review
Close the sprint 

Participants: The team, PO, everyone (managers, customers..)

Inspect & adapt, focus on feedback - this is NOT a Demo

Focus on shard learning - not reporting

Only Done Working Software allowed 

Avoid power point presentation
Sprint Review
Sprint Retrospective
‘The greatest enemy of great is good enough’
Goal: Inspect and create plan for improvements
Team time tune & adjust
After sprint review - Before sprint planning
Length: 1-2 hours
Participates: Scrum Master and the team (others are optional)
Generate AI (experiments) to execute the following sprint
Sprint Retrospective
Things to 
Stop doing
Things to 
start doing
Things to 
Keep doing
Retrospective Model Example
Opening (2-5 minutes)
Data collection (15-25 minutes)
Generate insights (15-25 minutes)
Decide what do do (15-25 minutes)
Closing (2-5 minutes)
THE WRONG WAY TO DO RETROSPECTIVE
Parking lot
BEING AGILE IS OUR FAVORITE THING
“THE VALUE OF
AN IDEA LIES IN
THE USING OF IT”
Thomas Edison

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Introduction to agile and scrum

  • 1. PRACTICAL SCRUM Like us: 
 Visit: 
 Follow me:
 Tweet: 
 CONSTANT HIGHER MORE LEARNING QUALITY FUN Day 1 www.facebook.com/PracticalAgile 
 www.practical-agile.com
 @Linkedin
 @PracticalAgile1

  • 2.
  • 3.
  • 4. Some Working Agreement If you want to be here - act like you want to be here
  • 6. Respect the sticky note One item per sticky, use a sharpie
  • 7. What are we going to cover today? TABLE OF CONTENTS 
 
 What is Lean Thinking? What is Agile? What is scrum? What are the roles in scrum? What is the manager role within agile environment? What is the meaning of each ceremony in scrum?
  • 8. “It ain’t what you don’t know that gets you into troubles. It’s what you know for sure that just ain’t so” Mark Twain WHAT WE THOUGHT VS. WHAT WE KNOW
  • 9. What we thought vs. What we know
  • 11. WINSTON W. ROYCE 1970 "I believe in this concept, but the implementation described above is risky and invites failure"
  • 12. 01 WHAT WE KNOW The harder we plan and analyze in the beginning, the less there’s change in the project and the more successful the project WHAT WE THOUGHT
  • 13. WHAT WE THOUGHT 01 WHAT WE KNOW There is change always and responding to it is vital. Uncertainty is best reduced by learning from actual implementation
  • 14. 02 WHAT WE KNOW It is possible to “collect” or even “know” all the requirements up-front It’s possible to transfer information effectively on written documents without much of human contact WHAT WE THOUGHT
  • 15. 02 WHAT WE KNOW Requirements evolve as customers and our knowledge increases – based on experience Essential knowledge is lost in every handover and human interaction is needed to overcome it.WHAT WE THOUGHT
  • 16. 03 WHAT WE KNOW Division of work to specialized teams (specification, design and testing) is efficient WHAT WE THOUGHT
  • 17. WHAT WE THOUGHT 03 WHAT WE KNOW Cross-functional teams reduce the amount of handovers and are more productive
  • 18. 04 WHAT WE KNOW Resource usage and cost optimization is the key to increased productivity WHAT WE THOUGHT
  • 19. Continues Improvement Respect for People Waste Value Opportunity for improvement Traditional improvement Lean Thinking
  • 20. WHAT WE THOUGHT 04 WHAT WE KNOW Concentrating on value stream optimization, removing waste and sustainable flow increases productivity
  • 21. 05 WHAT WE KNOW Product development process can be defined as a predictable and repeatable process WHAT WE THOUGHT
  • 22. WHAT WE THOUGHT 05 WHAT WE KNOW Product development is an evolving and adaptive process
  • 24. THE ORIGIN • Toyota lean concept
 • The new, new software development game [Takeuchi & Nonaka, 1986] • Iterative & incremental development
  • 26. Agile Principle 1-4 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software
  • 27. Agile Principle 1-4 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software 2.Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage
  • 28. Agile Principle 1-4 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software 2. Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage 3. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to a shorter timescale
  • 29. Agile Principle 1-4 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software 2. Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage 3. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to a shorter timescale 4. Business people and developers must work together daily throughout the project
  • 30. Agile Principle 5-8 5. Build project around motivated individuals. Give them the environment and support they need, and trust them to get the job done
  • 31. Agile Principle 5-8 5. Build project around motivated individuals. Give them the environment and support they need, and trust them to get the job done 6. The most efficient and effective method of conveying information to and within development team is face-to-face conversation
  • 32. Agile Principle 5-8 5. Build project around motivated individuals. Give them the environment and support they need, and trust them to get the job done 6. The most efficient and effective method of conveying information to and within development team is face-to-face conversation 7. Working software is the primary measure for progress
  • 33. Agile Principle 5-8 5. Build project around motivated individuals. Give them the environment and support they need, and trust them to get the job done 6. The most efficient and effective method of conveying information to and within development team is face-to-face conversation 7. Working software is the primary measure for progress 8. Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely
  • 34. Agile Principle 9-12 9. Continuous attention to technical excellence and good design enhances agility
  • 35. Agile Principle 9-12 9. Continuous attention to technical excellence and good design enhances agility 10.Simplicity – the art of maximizing the amount of work not done – is essential
  • 36. Agile Principle 9-12 9. Continuous attention to technical excellence and good design enhances agility 10.Simplicity – the art of maximizing the amount of work not done – is essential 11.The best architectures, requirements, and designs emerge from self-organizing teams
  • 37. Agile Principle 9-12 9. Continuous attention to technical excellence and good design enhances agility 10.Simplicity – the art of maximizing the amount of work not done – is essential 11.The best architectures, requirements, and designs emerge from self-organizing teams 12.At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly
  • 40. WHAT IS SCRUM? "Scrum is a team of eight individuals in Rugby. Everyone in the pack acts together with everyone else to move the ball down the field in small incremental steps. Teams work as tight, integrated units with whole team focusing on a single goal."
  • 41. THE ORIGIN OF 
 SCRUM • Toyota lean concept
 • The new, new software development game [Takeuchi & Nonaka, 1986] • Iterative & incremental development • Jeff Sutherland • Ken Schwaber
  • 42. • Understanding that we cannot predict the future
 • One size does not fit all
 • Constant improvement
 • Transparency & Visibility • Team work SCRUM PRINCIPLES
  • 43. • Deliver business value fast (max. 30 days) • Prioritizing • Empirical approach • Fun !!! SCRUM PRINCIPLES
  • 44. THE HIGH MOON STUDIO
  • 45. SCRUM PROCESS OVERVIEW 3 Roles: Product owner Scrum Master Team 4 Ceremonies : Sprint Planning Daily Sprint review Retrospective 3 Artifacts: Product Backlog Sprint Backlog Burndown Charts
  • 46. SCRUM MASTER (SM) • Scrum - A framework for managing the development lifecycle of software products • Master - A skilled practitioner of a particular art or activity • A Scrum master - the leader of the Scrum process (& team)
  • 47. What does it means 
 “The leader of the scrum process”? • Coach the team with Scrum • Coach the PO with Scrum • Help Facilitate effective ceremonies • Helps removing impediments • Help the team grow • He is standing at the nexus between: The product management that believes that any amount of work can be done Developer’s that have the willingness to cut quality to support the managements belief
  • 49. SCRUM TEAM • Self organizing • Typically 5-9 people • Cross functional (Preferably a feature team) • Provide estimate for the tasks • Decides how much it can do • Decides how to reach the sprint goal (within the project’s boundaries) • The team is responsible for the outcomeALL OF US ARE SMARTER THAN ANY OF US
  • 50. PRODUCT OWNER (PO) • Defines the features of the product • Defines release dates and content • Responsible for ROI • Prioritizes feature according to value • Can change features and priority 
 once every predefined interval • Decides what will be worked on in each iteration • Accepts or rejects results
  • 51. The PO takes an active role throughout the development lifespan Traditionally throws content “over the fence” NO MORE! CONCEPT CHANGE
  • 52. Product Backlog Refinement = Grooming The team and the PO together review the backlog in order to make it ready for the next 2-3 sprints How? Grooming = Clarifying, Estimating, and Splitting Recommended to allocate ~5% of the sprint time
  • 53.
  • 56.
  • 58. Sprint Planning The first meeting of the sprint
 Length: 2-8 hours
 Participants: PO, Team, Scrum Master
 Preconditions: Product backlog should be in good shape
 Divided into two parts
  • 61. To do In progress Done PBI # 1 PBI # 2 Task Board
  • 62. To do In progress Done PBI # 1 PBI # 2 Task Board
  • 63. To do In progress Done PBI # 1 PBI # 2 Task Board
  • 64. To do In progress Done PBI # 1 PBI # 2 Task Board
  • 65. To do In progress Done PBI # 1 PBI # 2 Task Board
  • 66. Burndown Chart A simple visual way of tracking progress Used in different levels: Sprint Release Product Shows the amount of work left to reach target
  • 67. Effortremaining 0 25 50 75 100 Sprint 1 2 3 4 5 6 7 8 Sprint Burndown Chart
  • 69. Every day, Same time, Same place
 No longer than 15 minutes
 Stand up
 All the team must attend
 Only team members are allowed to speak Daily
  • 70. Daily 3 Questions: 1. What have we accomplished since the last daily 2. What will we accomplish until the next daily 3. What are my/our impediments
  • 72. Sprint Review Show & Tell Bazaar Review
  • 73. Close the sprint 
 Participants: The team, PO, everyone (managers, customers..)
 Inspect & adapt, focus on feedback - this is NOT a Demo
 Focus on shard learning - not reporting
 Only Done Working Software allowed 
 Avoid power point presentation Sprint Review
  • 74.
  • 75. Sprint Retrospective ‘The greatest enemy of great is good enough’
  • 76. Goal: Inspect and create plan for improvements Team time tune & adjust After sprint review - Before sprint planning Length: 1-2 hours Participates: Scrum Master and the team (others are optional) Generate AI (experiments) to execute the following sprint Sprint Retrospective Things to 
Stop doing Things to 
start doing Things to 
Keep doing
  • 77. Retrospective Model Example Opening (2-5 minutes) Data collection (15-25 minutes) Generate insights (15-25 minutes) Decide what do do (15-25 minutes) Closing (2-5 minutes)
  • 78. THE WRONG WAY TO DO RETROSPECTIVE
  • 80. BEING AGILE IS OUR FAVORITE THING
  • 81. “THE VALUE OF AN IDEA LIES IN THE USING OF IT” Thomas Edison