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Scrum in One Day
                     Alexandre Cuva
Coach Agile, LTM3, CSM, CSPO, HSPTP
                  PMDay Bucharest 2012
Practical Stuff
Alexandre Cuva

  Email :                    Organizational Coaching
  alexandre.cuva@gmail.com   (Management 3.0, Scrum)
  Twitter: @cuvaalex
                             Team Coaching
  Blog: http://agile-
  alexcuva.blogspot.com/     (Scrum, XP, Kanban)
  Phone: +41 78 715 8309     Technical Coaching
                             (TDD, BDD, C#, Java, Groovy)
                             Agile Training
                             (Management 3.0, Agile, Scrum, XP)
Observation

  The complexity is growing fast
Observation

  The current standard management system, does not provide satisfaction to
  all.
“Organizations can become learning networks of
diverse individuals creating value, and the role
of leaders should include the stewardship of the
living rather than the management of the
machine.”

http://www.stoosnetwork.org
Agile Overview
Agile Tree




                                                 Profit
                      Practices




                       Principles                Values




  Source: Coaching Agile Teams by Lyssa Adkins
Agile Overview
Agile Manifesto

                  We are uncovering better ways of developing
                  software by doing it and helping others do it.
                   Through this work we have come to value:


Individuals and interactions over processes and tools
Working software over comprehensive documentation
  Customer collaboration over contract negotiation
     Responding to change over following a plan

                   That is, while there is value in the items on
                 the right, we value the items on the left more.


  Source: Agile Manifesto : http://www.agilemanifesto.org
Agile Overview
Agile Principles
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 the shorter timescale.
4.       Business people and developers must work together daily throughout the
         project.
5.       Build projects 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 a
         development team is face-to-face conversation.
7.       Working software is the primary measure of progress.
8.       Agile processes promote sustainable development. The
         sponsors, developers, and users should be able to maintain a constant pace
         indefinitely.
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.

      Source: Agile Manifesto : http://www.agilemanifesto.org
Learning Framework

SCRUM OVERVIEW
Scrum Overview
Scrum three Pillars



              Transparency   Inspection   Adaptation
Scrum Flow




    Product      Sprint         Selected          Sprint
    Backlog    Planning 1    Product Backlog    Planning 2

      Vision


                                                  Sprint
               Retrospective                     Backlog




                            Review Meeting Daily Scrum
Scrum a Learning Framework

SCRUM ARTIFACTS
Scrum Artifacts
Velocity
  the amount of product backlog that a team can handle in one single sprint
  Quantified in story points
  Story point is an arbitrary measure to quantify the required effort to finish an
  user story. Namely, how hard the story is. Loosely based on Fibonacci series.




                Business Solutions
Scrum Artifacts
Product BurnUp
  Display work delivered so far in the release to predict whether the release date will
  be met (extrapolation)




                 Business Solutions
Scrum Artifacts
Product Release Burndown
Scrum Artifacts
Sprint Backlog
  The Sprint Backlog defines the work the Development Team will perform to
  turn Product Backlog items into a “Done” Increment.
  The Sprint Backlog makes visible all of the work that the Development Team
  identifies as necessary to meet the Sprint Goal.
  As new work is required, the Development Team adds it to the Sprint Backlog.
  As work is performed or completed, the estimated remaining work is updated.
  When elements of the plan are deemed unnecessary, they are removed.
  Only the Development Team can change its Sprint Backlog during a Sprint.
Scrum Artifacts
Sprint Burndown
Scrum Artifacts
Scrum Board
Scrum Artifacts
Definition of done
  When can a story be considered as “done” and accepted?

  Done defines what the Team means when it commits to “doing” a Product Backlog
  item in a Sprint.

  Exit criteria must be defined in advance for every individual User story at the sprint
  planning. E.g.:

  •   Release (baseline created): label submission
  •   Code Review conducted
  •   Unit Tests successfully run and integrated with the CI system
  •   Code coverage and static analysis done
  •   Verified     Business Solutions
  •   Tests for regression automated and successful
  •   Demo to the Product Owner for acceptance
  •   User, API and Design documents completed

  Lingo term in the Agile religion for “done”: “sashismi”
Learning Framework

USER STORIES
User Stories
What is a User Story
  A user story describes functionality that will be valuable to either a user or
  purchaser of a system or software.

  User stories are composed of three aspects:
  •   A written description of the story used for planning and as a reminder
  •   Conversations about the story that serve to flesh out the details of the story
  •   Test that convey and document details and that can be used to determine when a
      story is complete
User Stories
Epics, Themes and User Stories



           User Stories




              Themes




               Epics
User Stories
Attributes of a good user story
  Independent
  Avoid introducing dependencies cause this can lead to prioritization, estimating and
  planning problems
  Negotiable
  Stories are short descriptions of functionality, the details of which are to be negotiated
  with the customer. Important details shall be annotated as they surface
  Valuable to users or customers
  Avoid stories that only are valuable for developers
  Have the customer user or their representative write the stories
  Estimable
  If there are lack of knowledge, make a spike to gather further info
  Small
  Split stories (or combine them) into the right size
  Testable
  Developers must be able of determine when they are DONE
User Stories
The three aspect of user stories


                          • Stories are traditionally written on note cards
        Card              • Cards may be annotated with
                            estimates, notes, etc.



                          • Details behind the story come out during
 Conversation               conversations between stakeholders, product
                            owner and team



                          • Acceptance tests confirm that the story was
  Confirmation              coded correctly
User Stories
Format




               Business Solutions
User Stories
Examples of user stories




 As a surfer, I want       As a trader, I want
to ride the wave so        open a position, so
   that I will have           I can short a
      great fun.             EURUSD pair.
Retrospective
Learning Framework

THE INCEPTION DECK
The Inception Deck
The Inception Deck
2. The Elevator Pitch
The Inception Deck
3. Design the Box
The Inception Deck
4. Not List
The Inception Deck
5. Meet you neighbors
The Inception Deck
And the last 5 things to remember
6.    Show the solution.
7.    Ask what keeps us up at night.
8.    Size it up
9.    Be clear on what’s going to give
10.   Show what it’s going to take.
Alexandre Cuva
Email :                    Organizational Coaching
  alexandre.cuva@gmail.c   (Management 3.0, Scrum)
  om                       Team Coaching
Twitter: @cuvaalex         (Scrum, XP, Kanban)

Blog: http://agile-        Technical Coaching
  alexcuva.blogspot.com/   (TDD, BDD, C#, Java, Groovy)

Phone: +41 78 715 8309     Agile Training
                           (Management 3.0, Agile, Scrum, XP)
Scrum in One Day

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Scrum in One Day

  • 1. Scrum in One Day Alexandre Cuva Coach Agile, LTM3, CSM, CSPO, HSPTP PMDay Bucharest 2012
  • 3. Alexandre Cuva Email : Organizational Coaching alexandre.cuva@gmail.com (Management 3.0, Scrum) Twitter: @cuvaalex Team Coaching Blog: http://agile- alexcuva.blogspot.com/ (Scrum, XP, Kanban) Phone: +41 78 715 8309 Technical Coaching (TDD, BDD, C#, Java, Groovy) Agile Training (Management 3.0, Agile, Scrum, XP)
  • 4. Observation The complexity is growing fast
  • 5. Observation The current standard management system, does not provide satisfaction to all.
  • 6. “Organizations can become learning networks of diverse individuals creating value, and the role of leaders should include the stewardship of the living rather than the management of the machine.” http://www.stoosnetwork.org
  • 7. Agile Overview Agile Tree Profit Practices Principles Values Source: Coaching Agile Teams by Lyssa Adkins
  • 8. Agile Overview Agile Manifesto We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan That is, while there is value in the items on the right, we value the items on the left more. Source: Agile Manifesto : http://www.agilemanifesto.org
  • 9. Agile Overview Agile Principles 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 the shorter timescale. 4. Business people and developers must work together daily throughout the project. 5. Build projects 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 a development team is face-to-face conversation. 7. Working software is the primary measure of progress. 8. Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely. 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. Source: Agile Manifesto : http://www.agilemanifesto.org
  • 10.
  • 12. Scrum Overview Scrum three Pillars Transparency Inspection Adaptation
  • 13. Scrum Flow Product Sprint Selected Sprint Backlog Planning 1 Product Backlog Planning 2 Vision Sprint Retrospective Backlog Review Meeting Daily Scrum
  • 14. Scrum a Learning Framework SCRUM ARTIFACTS
  • 15. Scrum Artifacts Velocity the amount of product backlog that a team can handle in one single sprint Quantified in story points Story point is an arbitrary measure to quantify the required effort to finish an user story. Namely, how hard the story is. Loosely based on Fibonacci series. Business Solutions
  • 16.
  • 17. Scrum Artifacts Product BurnUp Display work delivered so far in the release to predict whether the release date will be met (extrapolation) Business Solutions
  • 19. Scrum Artifacts Sprint Backlog The Sprint Backlog defines the work the Development Team will perform to turn Product Backlog items into a “Done” Increment. The Sprint Backlog makes visible all of the work that the Development Team identifies as necessary to meet the Sprint Goal. As new work is required, the Development Team adds it to the Sprint Backlog. As work is performed or completed, the estimated remaining work is updated. When elements of the plan are deemed unnecessary, they are removed. Only the Development Team can change its Sprint Backlog during a Sprint.
  • 22. Scrum Artifacts Definition of done When can a story be considered as “done” and accepted? Done defines what the Team means when it commits to “doing” a Product Backlog item in a Sprint. Exit criteria must be defined in advance for every individual User story at the sprint planning. E.g.: • Release (baseline created): label submission • Code Review conducted • Unit Tests successfully run and integrated with the CI system • Code coverage and static analysis done • Verified Business Solutions • Tests for regression automated and successful • Demo to the Product Owner for acceptance • User, API and Design documents completed Lingo term in the Agile religion for “done”: “sashismi”
  • 23.
  • 25. User Stories What is a User Story A user story describes functionality that will be valuable to either a user or purchaser of a system or software. User stories are composed of three aspects: • A written description of the story used for planning and as a reminder • Conversations about the story that serve to flesh out the details of the story • Test that convey and document details and that can be used to determine when a story is complete
  • 26. User Stories Epics, Themes and User Stories User Stories Themes Epics
  • 27. User Stories Attributes of a good user story Independent Avoid introducing dependencies cause this can lead to prioritization, estimating and planning problems Negotiable Stories are short descriptions of functionality, the details of which are to be negotiated with the customer. Important details shall be annotated as they surface Valuable to users or customers Avoid stories that only are valuable for developers Have the customer user or their representative write the stories Estimable If there are lack of knowledge, make a spike to gather further info Small Split stories (or combine them) into the right size Testable Developers must be able of determine when they are DONE
  • 28. User Stories The three aspect of user stories • Stories are traditionally written on note cards Card • Cards may be annotated with estimates, notes, etc. • Details behind the story come out during Conversation conversations between stakeholders, product owner and team • Acceptance tests confirm that the story was Confirmation coded correctly
  • 29. User Stories Format Business Solutions
  • 30. User Stories Examples of user stories As a surfer, I want As a trader, I want to ride the wave so open a position, so that I will have I can short a great fun. EURUSD pair.
  • 31.
  • 35. The Inception Deck 2. The Elevator Pitch
  • 36. The Inception Deck 3. Design the Box
  • 38. The Inception Deck 5. Meet you neighbors
  • 39. The Inception Deck And the last 5 things to remember 6. Show the solution. 7. Ask what keeps us up at night. 8. Size it up 9. Be clear on what’s going to give 10. Show what it’s going to take.
  • 40.
  • 41.
  • 42. Alexandre Cuva Email : Organizational Coaching alexandre.cuva@gmail.c (Management 3.0, Scrum) om Team Coaching Twitter: @cuvaalex (Scrum, XP, Kanban) Blog: http://agile- Technical Coaching alexcuva.blogspot.com/ (TDD, BDD, C#, Java, Groovy) Phone: +41 78 715 8309 Agile Training (Management 3.0, Agile, Scrum, XP)

Editor's Notes

  1. 1. Ask why we are here2. Create an elevator pitch If we had 30 seconds and 2 sentences to describes our project, what would you say?3. Design a product box (write a small advertise article about the product)4. Create a NOT list5. Meet your neighbors6. Show the solution. High level blue print7. Ask what keeps us up at night. Do a Risk review8. Size it up9. Be clear on what’s going to give What’s most and less important : Time, Scope, Budget & Quality10. Show what it’s going to take.
  2. 1. Ask why we are here2. Create an elevator pitch If we had 30 seconds and 2 sentences to describes our project, what would you say?3. Design a product box (write a small advertise article about the product)4. Create a NOT list5. Meet your neighbors6. Show the solution. High level blue print7. Ask what keeps us up at night. Do a Risk review8. Size it up9. Be clear on what’s going to give What’s most and less important : Time, Scope, Budget & Quality10. Show what it’s going to take.