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1 Agile Training and Coaching - © 2017 Petri Heiramo, Agilecraft Ltd, Finland
Power of the Swarm!
Tuning Your Teamwork
Petri Heiramo, CST, Agilecraft Ltd
1) What is a “complex problem”?
2) Solving complex problems
3) What is “swarming”?
4) Effective practices for swarming
that also create teamwork
What is a
Complex
Problem?1
Simple problem – obvious solutions
Complicated problem – difficult solutions,
require time and expertise, can usually be
broken down to smaller problems
Chaotic problem – no solution J
Multiple competing factors that
need to be considered
Usability
Maintainability Architecture
Performance
Testability
Compatibility
Productivity
QualityDependencies
LimitedTime
Learning
Can’t be broken to subproblems
Different aspects are connected dynamically and non-linearly
No single optimal solution
In hindsight,
the best solutions seem obvious,
but were really hard
to come up with
Many people
would’ve tried to
solve this
problem in more
complicated
ways
Solving
Complex
Problems2
Solution is emergent
• Interactions
between people
• Combining old ideas
in novel ways
• Refinement through
iterations
Different viewpoints are needed
Yet it’s very hard for anyone to hold
multiple viewpoints simultaneously
This is us
and our
thinking
Due to our
personality,
experiences,
etc. we have
“blind spots”
The more we
are alike,
the more our
blind spots
overlap
In Teams,
our shared
focus helps
us cover
each others’
blind spots
Yet even
great teams
may still have
shared blind
spots
So if this is
our problem
… and that
solving it
requires
”connecting
these dots”…
… then this
person will
have trouble
solving it
And so do
these two,
even
together
This team gets
close, but still
not varied
enough
Age
Gender Education
Profession
Skills
Knowledge
Work History
Role
Nationality Hobbies
EthnicityCulture
Language
Personality
Likes and Dislikes
Wealth
Experience
Developing SW is a Complex Problem
• Continually changing customer requirements
• Need to combine different skills within the team
• Desire for high technical quality
• Deadlines constrain available time
• The team should continually improve their work
• Need to co-operate despite our differences
• Etc.
What is
Swarming?
3
Using
MORE BRAINS
Over
BIGGER BRAIN
One brain thinks at fixed speed
It cannot think faster
It also thinks at certain quality
To really think faster and better,
we need to
“parallelize” brains
And make them think
about the same thing
at the same time
Often easier said than done
swarming /swɔːmɪŋ/
verb
More than one brain
thinking of the same problem
together
at the same time
Effective practices for
Swarming
(that also create teamwork)
4
Shared Vision Workshop
The PO and Development Team
collaboratively clarify that both
have the same Vision in their
minds.
Remember to involve all Team
members!
Make Team do it – PO consults.
Focus on next release only
Key things to remember:
• Only allow 3-4 critical features /
elements
• Fun is better than not fun
• Visual trumps text
Collaborative User Story Writing
User stories are reminders of
conversations had and to be had
PO and Team write the stories
together
Focus on bigger picture over too
much detail
Ø Cover all users and features with at
least one story each
Recommendations:
• Don’t split up the group to
subgroups
• Use physical tools, like index cards
• Print out any materials that contain
references or prior work
• Reserve about 60-90 minutes
• Aim to 30-40 stories
Team Writes Acceptance Criteria
Request that the Team writes the
acceptance criteria for the
stories
Forces Team to study the
features together
Confirms their understanding to
PO
Recommendations:
• Keep PO close by
• Use iteratively in refinement
meetings
• PO needs to approve the criteria
and should clarify any criteria the
Team “did not get right”
Story-Level Design
For each user story going into a
Sprint, create a ”one-page”
shared design
Ø User flow and design
Ø Acceptance testing
Ø Technical design
Ø Testing
Describes what the system will
look like after the story is done
Recommendations:
• Should only take 15 minutes for
most stories
• Use flipcharts or whiteboards
• Whole team participates (or at least
all disciplines)
• Can be done either in refinement or
Sprint Planning
• Extract tasks from this design
No Individual Goals
Avoid anything that would create
individual goals over shared goals
For example:
Ø No names on stories
Ø Don’t assign tasks in Sprint
Planning
Ø Only allow names in Daily Scrum
Use real user stories for Product
Backlog items
Recommendations:
• If you have to put an assignment on
a story, use “Team”
• Face magnets can help (also
enforces WIP limits)
• Tasks should be an average ½ days,
so that people can’t disappear into
a “cave” for long
Different Daily Questions
1) Of the things I did yesterday, what do others
need to know?
2) Of the things I plan to do today, where do I
need help or coordination with others?
3) What is blocking or slowing us down?
Fourth Daily Questions
“Are we still able to deliver to our commitment?”
The Team answers this together at the end of the Daily
Scrum
Use for example thumb voting
Collaborative Refinement
Whole Team works to identify
open items for clarification
Place open items to task board
Estimate together (e.g. Planning
Poker)
Ø Only a single number that includes
everyone’s effort
Recommendations:
• Do not assign open items to anyone
• People pull those tasks in Daily
Scrum
• Reserve 5-10% of Team’s time for
these tasks in every Sprint
Collaborative ATDD
All team members collaborate to
define and implement automated
acceptance tests
Define what to test together
Pair programmers and testers to
automate them
Recommendations:
• Add these tasks to task board
• Teach programmers to create
scripts, teach testers to modify &
copy/paste automations
• Automate the tests before coding
Pair Work
Pair all production code
(programmers)
Pair all acceptance tests
(programmers and testers)
Pair exploratory testing (testers
with anyone else)
Pair design (designers with anyone
else)
Pair learning (everybody)
Recommendations:
• Driver only “types”
• Navigator thinks
• Rotate often
• If one person is much more senior,
they should mostly navigate
• Plan for pairing in Daily Scrum
Mobbing
More than two people doing
something together
Mob programming, mob testing,
etc.
Recommendations:
• Driver only “types”
• Multiple navigator think together
• Rotate very often
• If you mob as a full team, you no
longer need Daily Scrum and many
other things
Thanks!
Petri Heiramo
Agile Trainer & Coach, CST
Agilecraft Oy
petri.heiramo@agilecraft.fi

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Power of the Swarm - Agile Serbia Conference 2017

  • 1. 1 Agile Training and Coaching - © 2017 Petri Heiramo, Agilecraft Ltd, Finland Power of the Swarm! Tuning Your Teamwork Petri Heiramo, CST, Agilecraft Ltd
  • 2. 1) What is a “complex problem”? 2) Solving complex problems 3) What is “swarming”? 4) Effective practices for swarming that also create teamwork
  • 4. Simple problem – obvious solutions Complicated problem – difficult solutions, require time and expertise, can usually be broken down to smaller problems Chaotic problem – no solution J
  • 5. Multiple competing factors that need to be considered Usability Maintainability Architecture Performance Testability Compatibility Productivity QualityDependencies LimitedTime Learning
  • 6. Can’t be broken to subproblems Different aspects are connected dynamically and non-linearly
  • 7. No single optimal solution
  • 8. In hindsight, the best solutions seem obvious, but were really hard to come up with
  • 9. Many people would’ve tried to solve this problem in more complicated ways
  • 11. Solution is emergent • Interactions between people • Combining old ideas in novel ways • Refinement through iterations
  • 12. Different viewpoints are needed Yet it’s very hard for anyone to hold multiple viewpoints simultaneously
  • 13. This is us and our thinking Due to our personality, experiences, etc. we have “blind spots”
  • 14. The more we are alike, the more our blind spots overlap
  • 15.
  • 16. In Teams, our shared focus helps us cover each others’ blind spots
  • 17. Yet even great teams may still have shared blind spots
  • 18. So if this is our problem … and that solving it requires ”connecting these dots”…
  • 19. … then this person will have trouble solving it
  • 20. And so do these two, even together
  • 21. This team gets close, but still not varied enough
  • 22. Age Gender Education Profession Skills Knowledge Work History Role Nationality Hobbies EthnicityCulture Language Personality Likes and Dislikes Wealth Experience
  • 23. Developing SW is a Complex Problem • Continually changing customer requirements • Need to combine different skills within the team • Desire for high technical quality • Deadlines constrain available time • The team should continually improve their work • Need to co-operate despite our differences • Etc.
  • 26. One brain thinks at fixed speed
  • 27. It cannot think faster
  • 28. It also thinks at certain quality
  • 29. To really think faster and better, we need to “parallelize” brains
  • 30. And make them think about the same thing at the same time Often easier said than done
  • 31. swarming /swɔːmɪŋ/ verb More than one brain thinking of the same problem together at the same time
  • 32. Effective practices for Swarming (that also create teamwork) 4
  • 33. Shared Vision Workshop The PO and Development Team collaboratively clarify that both have the same Vision in their minds. Remember to involve all Team members! Make Team do it – PO consults. Focus on next release only Key things to remember: • Only allow 3-4 critical features / elements • Fun is better than not fun • Visual trumps text
  • 34. Collaborative User Story Writing User stories are reminders of conversations had and to be had PO and Team write the stories together Focus on bigger picture over too much detail Ø Cover all users and features with at least one story each Recommendations: • Don’t split up the group to subgroups • Use physical tools, like index cards • Print out any materials that contain references or prior work • Reserve about 60-90 minutes • Aim to 30-40 stories
  • 35. Team Writes Acceptance Criteria Request that the Team writes the acceptance criteria for the stories Forces Team to study the features together Confirms their understanding to PO Recommendations: • Keep PO close by • Use iteratively in refinement meetings • PO needs to approve the criteria and should clarify any criteria the Team “did not get right”
  • 36. Story-Level Design For each user story going into a Sprint, create a ”one-page” shared design Ø User flow and design Ø Acceptance testing Ø Technical design Ø Testing Describes what the system will look like after the story is done Recommendations: • Should only take 15 minutes for most stories • Use flipcharts or whiteboards • Whole team participates (or at least all disciplines) • Can be done either in refinement or Sprint Planning • Extract tasks from this design
  • 37. No Individual Goals Avoid anything that would create individual goals over shared goals For example: Ø No names on stories Ø Don’t assign tasks in Sprint Planning Ø Only allow names in Daily Scrum Use real user stories for Product Backlog items Recommendations: • If you have to put an assignment on a story, use “Team” • Face magnets can help (also enforces WIP limits) • Tasks should be an average ½ days, so that people can’t disappear into a “cave” for long
  • 38. Different Daily Questions 1) Of the things I did yesterday, what do others need to know? 2) Of the things I plan to do today, where do I need help or coordination with others? 3) What is blocking or slowing us down?
  • 39. Fourth Daily Questions “Are we still able to deliver to our commitment?” The Team answers this together at the end of the Daily Scrum Use for example thumb voting
  • 40. Collaborative Refinement Whole Team works to identify open items for clarification Place open items to task board Estimate together (e.g. Planning Poker) Ø Only a single number that includes everyone’s effort Recommendations: • Do not assign open items to anyone • People pull those tasks in Daily Scrum • Reserve 5-10% of Team’s time for these tasks in every Sprint
  • 41. Collaborative ATDD All team members collaborate to define and implement automated acceptance tests Define what to test together Pair programmers and testers to automate them Recommendations: • Add these tasks to task board • Teach programmers to create scripts, teach testers to modify & copy/paste automations • Automate the tests before coding
  • 42. Pair Work Pair all production code (programmers) Pair all acceptance tests (programmers and testers) Pair exploratory testing (testers with anyone else) Pair design (designers with anyone else) Pair learning (everybody) Recommendations: • Driver only “types” • Navigator thinks • Rotate often • If one person is much more senior, they should mostly navigate • Plan for pairing in Daily Scrum
  • 43. Mobbing More than two people doing something together Mob programming, mob testing, etc. Recommendations: • Driver only “types” • Multiple navigator think together • Rotate very often • If you mob as a full team, you no longer need Daily Scrum and many other things
  • 44.
  • 45. Thanks! Petri Heiramo Agile Trainer & Coach, CST Agilecraft Oy petri.heiramo@agilecraft.fi