CSM v9.3 © Jeff Sutherland © Joe Little 2016
AGILE IN PRACTICE

“Transforming the World of Work”
A Quick Intro to
Agile-Scrum
JOE LITTLE
@JHLITTLE | JHLITTLE@LEANAGILETRAINING.COM | LEANAGILETRAINING.COM/BLOG
• Agile Coach & Trainer (CST)

• 20+ years in senior level consulting to well-known firms in New York,
London and Charlotte, and elsewhere.

• Focus on delivery of Business Value; interest in Lean 

• CST (CSP, CSM, CSPO); MBA

• Was a Senior Manager in Big 6 consulting

• Head of Kitty Hawk Consulting, Inc. since 1991

• Head of LeanAgileTraining.com

• Started trying to do [Agile] before reading The Mythical Man-Month
2 © Joe Little 2016
AGENDA
1. Intros & Your Take-aways

2. What Is Scrum?

3. Agile Manifesto & Agile Principles

4. The Problems & The Solutions (Ideas)

5. More About the Practical Stuff of Scrum

6. Take-aways

7. Your Questions (Don’t be shy!)
3
CSM v9.3 © Jeff Sutherland © Joe Little 2016
TAKE-AWAYS
• Agile means changing the mindset, the culture.

• It shouldn’t have to be this way, but it is.

• A Game with a Purpose

• A Real Team
CSM v9.3 © Jeff Sutherland © Joe Little 2016
KEY TAKE-AWAY
• Some parts of Agile are simple.

• More meaningfully, Agile is not simple. 

• Even though a key principle is K.I.S.S.

• You will want to learn more.
HOW DOES AGILE RELATE TO YOU?
• This may be a key question for you…
6
3 “PERSONAS”
1. A manager in the Finance Dept. or a
general manager.

2. An accountant involved with an Agile
team.

3. A person with a CPA on an Agile team.
7
APPROACH
• We will try to show you the value of Agile
TO YOU. 

• From any of these three situations.
8
EXAMPLE (A)
• You are a manager, and you see the
organization’s key challenge is adapting
faster to change. (COVID might be an
example.) 

• Agile is clearly a way to help your
organization adapt faster.
9
EXAMPLE (B)
• The Team is building or implementing a
new system that has some (significant)
accounting aspects.

• Maybe an accounting interface, a new
kind of accounting, or a new accounting
rule.

• See Personas #2 or #3
10
MISCONCEPTION
Incorrect:
• Agile only applies to IT projects or
products.

Correct:
• Agile can be used for any set of work.

• It probably involves a team.

• Commonly a fairly dedicated team.
11
MORE
• If you do work with other people (or even by
yourself)…there is a LOT you can steal from
Agile.

• Finally: The Budgeting or Planning Process 

• In October, companies commonly go
through a (budgeting) cycle for (all) new
projects for the next calendar year.

• With Agile, we want to change this process.
12
IF YOU ARE IN THE BUDGETING
PROCESS…
• …Then you need to
understand Agile
more.

• Short answer: Plan
teams, not projects.
13
WHAT IS SCRUM?
• Some practical, tangible stuff…
14
CSM v9.3 © Jeff Sutherland © Joe Little 2016
TOPIC: THE BIG PICTURE
Source: Henrik Kniberg 15
TO MAKE AGILE CONCRETE…
• Let’s assume a simple scenario.

• You are inside the team, or

• You are outside the team….

• I’ll express this from the team’s
viewpoint.
16
INSIDE THE TEAM
You
OUTSIDE THE TEAM
You
CSM v9.3 © Jeff Sutherland © Joe Little 2016
A SIMPLE SCENARIO
• A small product or project

• Say: 5 implementers (total Scrum Team of 7) for 3
months

• A “full-time” team

• Normal “impediments” (things that could be improved)
RESULTS
• We want a bunch of things:

• Double productivity in 6 months

• Fewer hours

• Higher Happiness or Fun

• Higher quality

• More BV per SP

• Faster delivery

• “I never want to leave this team.”
20
CSM v9.3 © Jeff Sutherland © Joe Little 2016
TOPIC: SOME BASIC INFO
Source: Henrik Kniberg 21
6 BLIND MEN AND AN ELEPHANT
© Joe Little 201622
CSM v9.3 © Jeff Sutherland © Joe Little 2016
WHAT’S IN IT FOR YOU?
• More Business Value for the firm

• More for the customers

• More, cheaper, faster, better

• Faster delivery (TTM)

• Higher quality

• More innovation

• More adaptability

• More transparency

• Better way to work (for the workers)

• More fun

• It just makes sense
23
CSM v9.3 © Jeff Sutherland © Joe Little 2016
TOPIC: THE BIG PICTURE
Source: Henrik Kniberg 24
CSM v9.3 © Jeff Sutherland © Joe Little 2016
SCRUM IS A SIMPLE FRAMEWORK
25
ROLES
• The Implementers (Team role): the skills
to build the “product”

• Product Owner: Clarifies what the
features should be, gives feedback,
decides order, articulates the vision /
mission

• ScrumMaster: Gets impediments fixed,
servant leader, coach
26
CSM v9.3 © Jeff Sutherland © Joe Little 2016
SCRUM IS A SIMPLE FRAMEWORK
27
MEETINGS - 1
Placement:
• Sprint Planning Meeting - beginning

• Daily Scrum - middle

• Sprint Review - end

• Retrospective - end
28
MEETINGS - 2
Purpose:
• Sprint Planning Meeting - define and
commit to work

• Daily Scrum - keep track and adjust

• Sprint Review - get feedback on product
built

• Retrospective - improve (kaizen)
29
CSM v9.3 © Jeff Sutherland © Joe Little 2016
SCRUM IS A SIMPLE FRAMEWORK
30
SPRINT PLANNING MEETING
• 4 hours (for 2 weeks)

• Includes Scrum Team and Business
Stakeholders

• Team volunteers for work (user stories)

• BSHs clarify “requirements”

• Scrum Team makes a plan and commits
31
DAILY SCRUM
• Daily

• 15 minutes (not longer)

• Sync and share useful info

• 3 Questions:

• Yesterday

• Today 

• Biggest Impediment
32
SPRINT REVIEW
• Scrum Team and Business Stakeholders

• Demo working product

• Feedback: good and bad

• “The bad news does not get better with
age.”
• Max: 2 hours for 2 week Sprint
33
RETROSPECTIVE
• Celebrate positives

• Identify biggest “impediment”

• Start to fix it together 

• Max: 1.5 hours for 2 week Sprint
34
IDEAS
• Agile Manifesto

• Agile Principles

• Scrum Values
35
CSM v9.3 © Jeff Sutherland © Joe Little 2016
CSM v9.3 © Jeff Sutherland 1993-2008; © Joe Little 2016
CSM v9.3 © Jeff Sutherland © Joe Little 2016
THE PRINCIPLES BEHIND THE AGILE
MANIFESTO - 1
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.
38
CSM v9.3 © Jeff Sutherland © Joe Little 2016
THE PRINCIPLES BEHIND THE AGILE
MANIFESTO - 2
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.
39
SCRUM VALUES
• Commitment

• Courage

• Focus 

• Openness

• Respect
40
CSM v9.3 © Jeff Sutherland © Joe Little 2016
TOPIC: KEY IDEAS
Source: Henrik Kniberg 41
CSM v9.3 © Jeff Sutherland © Joe Little 2016Source: Ken Schwaber 42
CSM v9.3 © Jeff Sutherland © Joe Little 2016
SCRUM DYNAMIC MODEL
Source: Jeff Sutherland
43
CSM v9.3 © Jeff Sutherland © Joe Little 2016
KEY IDEAS
• Scrum is only a framework.

• The team is expected to add to it.

• Scrum does not include Agile Release
Planning.
• Scrum does mention “product backlog
refinement.”

• Definition of Done is mandatory. Ready, Ready
Criteria (or DOR) is close.

• Even what is defined is not defined in detail.
44
PROBLEM —> SOLUTION
• To put it simply:

• The problems were the problems of
waterfall and of our innovation work.

• The solutions comprise Agile-Scrum.
Give a kind of overview of agile-scrum.
45
PROBLEMS - 1
• Too much work to do

• Not prioritized

• Unclear if it can be done by deadline

• Unclear requirements

• De-motivated people
46
PROBLEMS - 2
• Always a new new priority

• People confused by task/project
switching 

• People working alone (or un-
coordinated)

• Customers want things faster

• Changes happening everywhere
47
PROBLEMS - 3
• Competition is stronger 

• Future unpredictable

• People waiting for perfection (in each
phase)

• Root cause of problem not well
diagnosed

• Solution in dispute
48
THAT WAS THE PROBLEM SET
• ….what’s the solution set?
49
SOLUTION SET
• You can use any of these solution ideas.

• You probably have used some, in fact.

• BUT: You probably have not put them all
together, as Agile-Scrum does.
50
SOLUTIONS - 1
• Get some people together in real teams

• Focus on one mission (at a time)

• Seven heads are better than one

• Make a rough adaptive plan

• Build working product every 2 weeks

• Get feedback on W.P. every 2 weeks

• Get feedback on communication every 2
weeks
51
SOLUTIONS - 1
• Get some people
together in real
teams
52
SOLUTIONS - 1
• Focus on one
mission (at a time)
53
SOLUTIONS - 1
• Seven heads are
better than one
54
SOLUTIONS - 1
• Make a rough
adaptive plan
55
SOLUTIONS - 1
• Build working
product every 2
weeks
56
SOLUTIONS - 1
• Get feedback on
Working Product
every 2 weeks
57
SOLUTIONS - 1
• Get feedback on
communication
every 2 weeks
58
SOLUTIONS - 2
• Allow people to support each other

• Make small commitments, get small
wins

• Learn the team’s velocity

• Use Velocity to forecast likely
completion

• Minimum Viable Product (multiple
“releases”)
59
SOLUTIONS - 2
• Allow people to
support each
other
60
SOLUTIONS - 2
• Make small
commitments, get
small wins
61
SOLUTIONS - 2
• Learn the team’s
Velocity
62
SOLUTIONS - 2
• Use Velocity to
forecast likely
completion
63
SOLUTIONS - 2
• Minimum Viable
Product (multiple
“releases”)
64
SOLUTIONS - 3
• Only 1 person decides priorities

• Time-boxes force people to decide and
act (and then get feedback)

• Insist on high quality each Sprint

• Encourage the team to learn

• Adapt to change faster (than competition)

• Try to stay on a course until something
minimum is released
65
SOLUTIONS - 3
• Only 1 person
decides priorities
66
SOLUTIONS - 3
• Time-boxes force
people to decide
and act (and then
get feedback)
67
SOLUTIONS - 3
• Insist on high
quality each
Sprint
68
SOLUTIONS - 3
• Encourage the
team to learn
69
SOLUTIONS - 3
• Adapt to change
faster (than
competition)
70
SOLUTIONS - 3
• Try to stay on a
course until
something
minimum is
released
71
SOLUTIONS - 4
• Recognize losses sooner

• Don’t throw good money after bad

• The bad news doesn’t get better with
age

• Self-organize: Let them figure it out as a
Team (and ask for help)
72
SOLUTIONS - 4
• Recognize losses
sooner

• “Every Sprint is a
toll-gate.”
73
SOLUTIONS - 4
• Don’t throw good
money after bad
74
SOLUTIONS - 4
• The bad news
doesn’t get better
with age
75
SOLUTIONS - 4
• Self-organize: Let
them figure it out
as a team (and
they can ask for
help)
76
SOLUTIONS - 5
• We improve ourselves by fixing
impediments that (typically) increase
velocity

• We expect velocity to increase 100%

• We improve morale via…

• quick wins

• fun

• seeing the Purpose
77
SOLUTIONS - 5
• We improve
ourselves by
fixing
impediments that
(typically)
increase Velocity
78
SOLUTIONS - 5
• We expect
Velocity to
increase 100%
79
SOLUTIONS - 5
• We improve
morale via…

• quick wins

• fun

• seeing the
purpose
80
MORE PRACTICAL STUFF
• The artifacts of Scrum

• (Agile) Release Planning

• Product Backlog Refinement
81
CSM v9.3 © Jeff Sutherland © Joe Little 2016
TOPIC: ARTIFACTS
Source: Henrik Kniberg 82
A LIST OF KEY ARTIFACTS
• Product Backlog

• Sprint Backlog

• 2 Burn Down Charts

• Working Product

• Definition of Done (DOD)

• Impediment List

• Yes, of course we have some
documentation also, etc.
83
PRODUCT BACKLOG
• List of features (work)

• Prioritized
84
SPRINT BACKLOG
• What we committed
to

• List of features (work)

• And list of
“tasks” (WBS)

• Prioritized
85
SPRINT BURN DOWN CHART
• Visually shows how
much progress made
this Sprint (e.g., 2
weeks)

• Will we fulfill our
commitment?
86
RELEASE BURN DOWN CHART
• Visually shows how
much progress made
for this Release
(maybe: 6 Sprints?)

• Will we fulfill our
commitment?
87
WORKING PRODUCT
• Every Sprint we
intend to convert 8
Stories into Working
Product that is done-
done (e.g., zero bugs)
88
DOD
• Working Product is
done-done based on
the team’s Def of
Done (DOD)
89
IMPEDIMENT LIST
• A List of
“opportunities for
improvement” that
(probably) increase
Velocity
90
CSM v9.3 © Jeff Sutherland © Joe Little 2016
TOPIC: RELEASE PLANNING
Source: Henrik Kniberg 91
WHAT IS AGILE PLANNING
• Daily Planning (re-planning)

• Sprint Planning

• Release Planning (across multiple
sprints)

• Continually revising the plan
• “PB Refinement”

• Adaptive planning
92
HOW TO DO INITIAL AGILE
RELEASE PLANNING
• Let’s explain with the following key
ideas.
93
QUICKLY
• Everybody together

• In one day
94
“FULL PLAN” = FIRST DRAFT
• See all dimensions at
the same time

• Prioritize our stupidity
95
SAME PAGE
• We all see it together

• We all start to commit
together
96
STARTING ACTIVITIES
• Write Vision

• Identify
“personas” (end-user
roles)

• Write stories
(requirements or
work)
97
BUSINESS VALUE
• Identify Business
Drivers (metrics)

• Set measurable goals

• Assign relative BV
Points to each story
98
EFFORT
• Discuss DOD briefly

• Assign relative Story
Points (SP) to each
story
99
ROI
• Calculate for each
story: 

• BVP / SP

• Indicator of ROI
100
SORT PRODUCT BACKLOG
• Sort by ROI

• And other factors also
(see next…)
101
CONSIDER OTHER FACTORS:
• Risks

• Dependencies

• Learning

• MMFS/MVP

• Other factors
102
LAYOUT THE PLAN
• Add contingency

• Decide release date
(MVP)
103
PRIORITIZE “STUPIDITY”
• Use the prioritize
where to learn most
104
CSM v9.3 © Jeff Sutherland © Joe Little 2016
TOPIC: PB REFINEMENT
Source: Henrik Kniberg 105
ADJUST
• From learning

• From change
106
BOTH LEVELS
• From plan, feed
details into Sprints

• Sprint by Sprint 

• From Sprints, learn
from Demos

• And adjust longer
term plan
107
MAKE IT EASY
• Everyone can
contribute to the plan

• Visual

• Easy to change

• NOT! Microsoft
Project!!!
108
CSM v9.3 © Jeff Sutherland © Joe Little 2016
TOPIC: YOUR TAKE-AWAYS
Source: Henrik Kniberg 109
SOME TAKE-AWAYS
110
I WANT TO LEARN MORE
• Read the Scrum
Guide (2017)

• Read a Scrum book 

(I have a list)

• Take a course

• Talk to me
111
MAYBE FOR ME?
• Not just for others

• Might help me
112
STEAL SOMETHING TODAY
• Example — 

Daily Scrum

• Yesterday

• Today

• Biggest impediment
113
YOUR QUESTIONS
• Please ask your
questions in the chat
window.
114
CSM v9.3 © Jeff Sutherland © Joe Little 2016
Please contact me here:

Joseph Little

jhlittle@leanagiletraining.com

LeanAgileTraining.com
LeanAgileTraining.com/blog

Twitter: @jhlittle

LinkedIn: www.linkedin.com/in/joelittle

Office: 704-376-8881

Cell: 917-887-1669
115

Short Intro to Agile-Scrum for NCA-CPA

  • 1.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 AGILE IN PRACTICE “Transforming the World of Work” A Quick Intro to Agile-Scrum
  • 2.
    JOE LITTLE @JHLITTLE |JHLITTLE@LEANAGILETRAINING.COM | LEANAGILETRAINING.COM/BLOG • Agile Coach & Trainer (CST) • 20+ years in senior level consulting to well-known firms in New York, London and Charlotte, and elsewhere. • Focus on delivery of Business Value; interest in Lean • CST (CSP, CSM, CSPO); MBA • Was a Senior Manager in Big 6 consulting • Head of Kitty Hawk Consulting, Inc. since 1991 • Head of LeanAgileTraining.com • Started trying to do [Agile] before reading The Mythical Man-Month 2 © Joe Little 2016
  • 3.
    AGENDA 1. Intros &Your Take-aways 2. What Is Scrum? 3. Agile Manifesto & Agile Principles 4. The Problems & The Solutions (Ideas) 5. More About the Practical Stuff of Scrum 6. Take-aways 7. Your Questions (Don’t be shy!) 3
  • 4.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 TAKE-AWAYS • Agile means changing the mindset, the culture. • It shouldn’t have to be this way, but it is. • A Game with a Purpose • A Real Team
  • 5.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 KEY TAKE-AWAY • Some parts of Agile are simple. • More meaningfully, Agile is not simple. • Even though a key principle is K.I.S.S. • You will want to learn more.
  • 6.
    HOW DOES AGILERELATE TO YOU? • This may be a key question for you… 6
  • 7.
    3 “PERSONAS” 1. Amanager in the Finance Dept. or a general manager. 2. An accountant involved with an Agile team. 3. A person with a CPA on an Agile team. 7
  • 8.
    APPROACH • We willtry to show you the value of Agile TO YOU. • From any of these three situations. 8
  • 9.
    EXAMPLE (A) • Youare a manager, and you see the organization’s key challenge is adapting faster to change. (COVID might be an example.) • Agile is clearly a way to help your organization adapt faster. 9
  • 10.
    EXAMPLE (B) • TheTeam is building or implementing a new system that has some (significant) accounting aspects. • Maybe an accounting interface, a new kind of accounting, or a new accounting rule. • See Personas #2 or #3 10
  • 11.
    MISCONCEPTION Incorrect: • Agile onlyapplies to IT projects or products. Correct: • Agile can be used for any set of work. • It probably involves a team. • Commonly a fairly dedicated team. 11
  • 12.
    MORE • If youdo work with other people (or even by yourself)…there is a LOT you can steal from Agile. • Finally: The Budgeting or Planning Process • In October, companies commonly go through a (budgeting) cycle for (all) new projects for the next calendar year. • With Agile, we want to change this process. 12
  • 13.
    IF YOU AREIN THE BUDGETING PROCESS… • …Then you need to understand Agile more. • Short answer: Plan teams, not projects. 13
  • 14.
    WHAT IS SCRUM? •Some practical, tangible stuff… 14
  • 15.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 TOPIC: THE BIG PICTURE Source: Henrik Kniberg 15
  • 16.
    TO MAKE AGILECONCRETE… • Let’s assume a simple scenario. • You are inside the team, or • You are outside the team…. • I’ll express this from the team’s viewpoint. 16
  • 17.
  • 18.
  • 19.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 A SIMPLE SCENARIO • A small product or project • Say: 5 implementers (total Scrum Team of 7) for 3 months • A “full-time” team • Normal “impediments” (things that could be improved)
  • 20.
    RESULTS • We wanta bunch of things: • Double productivity in 6 months • Fewer hours • Higher Happiness or Fun • Higher quality • More BV per SP • Faster delivery • “I never want to leave this team.” 20
  • 21.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 TOPIC: SOME BASIC INFO Source: Henrik Kniberg 21
  • 22.
    6 BLIND MENAND AN ELEPHANT © Joe Little 201622
  • 23.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 WHAT’S IN IT FOR YOU? • More Business Value for the firm • More for the customers • More, cheaper, faster, better • Faster delivery (TTM) • Higher quality • More innovation • More adaptability • More transparency • Better way to work (for the workers) • More fun • It just makes sense 23
  • 24.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 TOPIC: THE BIG PICTURE Source: Henrik Kniberg 24
  • 25.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 SCRUM IS A SIMPLE FRAMEWORK 25
  • 26.
    ROLES • The Implementers(Team role): the skills to build the “product” • Product Owner: Clarifies what the features should be, gives feedback, decides order, articulates the vision / mission • ScrumMaster: Gets impediments fixed, servant leader, coach 26
  • 27.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 SCRUM IS A SIMPLE FRAMEWORK 27
  • 28.
    MEETINGS - 1 Placement: •Sprint Planning Meeting - beginning • Daily Scrum - middle • Sprint Review - end • Retrospective - end 28
  • 29.
    MEETINGS - 2 Purpose: •Sprint Planning Meeting - define and commit to work • Daily Scrum - keep track and adjust • Sprint Review - get feedback on product built • Retrospective - improve (kaizen) 29
  • 30.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 SCRUM IS A SIMPLE FRAMEWORK 30
  • 31.
    SPRINT PLANNING MEETING •4 hours (for 2 weeks) • Includes Scrum Team and Business Stakeholders • Team volunteers for work (user stories) • BSHs clarify “requirements” • Scrum Team makes a plan and commits 31
  • 32.
    DAILY SCRUM • Daily •15 minutes (not longer) • Sync and share useful info • 3 Questions: • Yesterday • Today • Biggest Impediment 32
  • 33.
    SPRINT REVIEW • ScrumTeam and Business Stakeholders • Demo working product • Feedback: good and bad • “The bad news does not get better with age.” • Max: 2 hours for 2 week Sprint 33
  • 34.
    RETROSPECTIVE • Celebrate positives •Identify biggest “impediment” • Start to fix it together • Max: 1.5 hours for 2 week Sprint 34
  • 35.
    IDEAS • Agile Manifesto •Agile Principles • Scrum Values 35
  • 36.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016
  • 37.
    CSM v9.3 ©Jeff Sutherland 1993-2008; © Joe Little 2016
  • 38.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 THE PRINCIPLES BEHIND THE AGILE MANIFESTO - 1 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. 38
  • 39.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 THE PRINCIPLES BEHIND THE AGILE MANIFESTO - 2 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. 39
  • 40.
    SCRUM VALUES • Commitment •Courage • Focus • Openness • Respect 40
  • 41.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 TOPIC: KEY IDEAS Source: Henrik Kniberg 41
  • 42.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016Source: Ken Schwaber 42
  • 43.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 SCRUM DYNAMIC MODEL Source: Jeff Sutherland 43
  • 44.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 KEY IDEAS • Scrum is only a framework. • The team is expected to add to it. • Scrum does not include Agile Release Planning. • Scrum does mention “product backlog refinement.” • Definition of Done is mandatory. Ready, Ready Criteria (or DOR) is close. • Even what is defined is not defined in detail. 44
  • 45.
    PROBLEM —> SOLUTION •To put it simply: • The problems were the problems of waterfall and of our innovation work. • The solutions comprise Agile-Scrum. Give a kind of overview of agile-scrum. 45
  • 46.
    PROBLEMS - 1 •Too much work to do • Not prioritized • Unclear if it can be done by deadline • Unclear requirements • De-motivated people 46
  • 47.
    PROBLEMS - 2 •Always a new new priority • People confused by task/project switching • People working alone (or un- coordinated) • Customers want things faster • Changes happening everywhere 47
  • 48.
    PROBLEMS - 3 •Competition is stronger • Future unpredictable • People waiting for perfection (in each phase) • Root cause of problem not well diagnosed • Solution in dispute 48
  • 49.
    THAT WAS THEPROBLEM SET • ….what’s the solution set? 49
  • 50.
    SOLUTION SET • Youcan use any of these solution ideas. • You probably have used some, in fact. • BUT: You probably have not put them all together, as Agile-Scrum does. 50
  • 51.
    SOLUTIONS - 1 •Get some people together in real teams • Focus on one mission (at a time) • Seven heads are better than one • Make a rough adaptive plan • Build working product every 2 weeks • Get feedback on W.P. every 2 weeks • Get feedback on communication every 2 weeks 51
  • 52.
    SOLUTIONS - 1 •Get some people together in real teams 52
  • 53.
    SOLUTIONS - 1 •Focus on one mission (at a time) 53
  • 54.
    SOLUTIONS - 1 •Seven heads are better than one 54
  • 55.
    SOLUTIONS - 1 •Make a rough adaptive plan 55
  • 56.
    SOLUTIONS - 1 •Build working product every 2 weeks 56
  • 57.
    SOLUTIONS - 1 •Get feedback on Working Product every 2 weeks 57
  • 58.
    SOLUTIONS - 1 •Get feedback on communication every 2 weeks 58
  • 59.
    SOLUTIONS - 2 •Allow people to support each other • Make small commitments, get small wins • Learn the team’s velocity • Use Velocity to forecast likely completion • Minimum Viable Product (multiple “releases”) 59
  • 60.
    SOLUTIONS - 2 •Allow people to support each other 60
  • 61.
    SOLUTIONS - 2 •Make small commitments, get small wins 61
  • 62.
    SOLUTIONS - 2 •Learn the team’s Velocity 62
  • 63.
    SOLUTIONS - 2 •Use Velocity to forecast likely completion 63
  • 64.
    SOLUTIONS - 2 •Minimum Viable Product (multiple “releases”) 64
  • 65.
    SOLUTIONS - 3 •Only 1 person decides priorities • Time-boxes force people to decide and act (and then get feedback) • Insist on high quality each Sprint • Encourage the team to learn • Adapt to change faster (than competition) • Try to stay on a course until something minimum is released 65
  • 66.
    SOLUTIONS - 3 •Only 1 person decides priorities 66
  • 67.
    SOLUTIONS - 3 •Time-boxes force people to decide and act (and then get feedback) 67
  • 68.
    SOLUTIONS - 3 •Insist on high quality each Sprint 68
  • 69.
    SOLUTIONS - 3 •Encourage the team to learn 69
  • 70.
    SOLUTIONS - 3 •Adapt to change faster (than competition) 70
  • 71.
    SOLUTIONS - 3 •Try to stay on a course until something minimum is released 71
  • 72.
    SOLUTIONS - 4 •Recognize losses sooner • Don’t throw good money after bad • The bad news doesn’t get better with age • Self-organize: Let them figure it out as a Team (and ask for help) 72
  • 73.
    SOLUTIONS - 4 •Recognize losses sooner • “Every Sprint is a toll-gate.” 73
  • 74.
    SOLUTIONS - 4 •Don’t throw good money after bad 74
  • 75.
    SOLUTIONS - 4 •The bad news doesn’t get better with age 75
  • 76.
    SOLUTIONS - 4 •Self-organize: Let them figure it out as a team (and they can ask for help) 76
  • 77.
    SOLUTIONS - 5 •We improve ourselves by fixing impediments that (typically) increase velocity • We expect velocity to increase 100% • We improve morale via… • quick wins • fun • seeing the Purpose 77
  • 78.
    SOLUTIONS - 5 •We improve ourselves by fixing impediments that (typically) increase Velocity 78
  • 79.
    SOLUTIONS - 5 •We expect Velocity to increase 100% 79
  • 80.
    SOLUTIONS - 5 •We improve morale via… • quick wins • fun • seeing the purpose 80
  • 81.
    MORE PRACTICAL STUFF •The artifacts of Scrum • (Agile) Release Planning • Product Backlog Refinement 81
  • 82.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 TOPIC: ARTIFACTS Source: Henrik Kniberg 82
  • 83.
    A LIST OFKEY ARTIFACTS • Product Backlog • Sprint Backlog • 2 Burn Down Charts • Working Product • Definition of Done (DOD) • Impediment List • Yes, of course we have some documentation also, etc. 83
  • 84.
    PRODUCT BACKLOG • Listof features (work) • Prioritized 84
  • 85.
    SPRINT BACKLOG • Whatwe committed to • List of features (work) • And list of “tasks” (WBS) • Prioritized 85
  • 86.
    SPRINT BURN DOWNCHART • Visually shows how much progress made this Sprint (e.g., 2 weeks) • Will we fulfill our commitment? 86
  • 87.
    RELEASE BURN DOWNCHART • Visually shows how much progress made for this Release (maybe: 6 Sprints?) • Will we fulfill our commitment? 87
  • 88.
    WORKING PRODUCT • EverySprint we intend to convert 8 Stories into Working Product that is done- done (e.g., zero bugs) 88
  • 89.
    DOD • Working Productis done-done based on the team’s Def of Done (DOD) 89
  • 90.
    IMPEDIMENT LIST • AList of “opportunities for improvement” that (probably) increase Velocity 90
  • 91.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 TOPIC: RELEASE PLANNING Source: Henrik Kniberg 91
  • 92.
    WHAT IS AGILEPLANNING • Daily Planning (re-planning) • Sprint Planning • Release Planning (across multiple sprints) • Continually revising the plan • “PB Refinement” • Adaptive planning 92
  • 93.
    HOW TO DOINITIAL AGILE RELEASE PLANNING • Let’s explain with the following key ideas. 93
  • 94.
  • 95.
    “FULL PLAN” =FIRST DRAFT • See all dimensions at the same time • Prioritize our stupidity 95
  • 96.
    SAME PAGE • Weall see it together • We all start to commit together 96
  • 97.
    STARTING ACTIVITIES • WriteVision • Identify “personas” (end-user roles) • Write stories (requirements or work) 97
  • 98.
    BUSINESS VALUE • IdentifyBusiness Drivers (metrics) • Set measurable goals • Assign relative BV Points to each story 98
  • 99.
    EFFORT • Discuss DODbriefly • Assign relative Story Points (SP) to each story 99
  • 100.
    ROI • Calculate foreach story: • BVP / SP • Indicator of ROI 100
  • 101.
    SORT PRODUCT BACKLOG •Sort by ROI • And other factors also (see next…) 101
  • 102.
    CONSIDER OTHER FACTORS: •Risks • Dependencies • Learning • MMFS/MVP • Other factors 102
  • 103.
    LAYOUT THE PLAN •Add contingency • Decide release date (MVP) 103
  • 104.
    PRIORITIZE “STUPIDITY” • Usethe prioritize where to learn most 104
  • 105.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 TOPIC: PB REFINEMENT Source: Henrik Kniberg 105
  • 106.
  • 107.
    BOTH LEVELS • Fromplan, feed details into Sprints • Sprint by Sprint • From Sprints, learn from Demos • And adjust longer term plan 107
  • 108.
    MAKE IT EASY •Everyone can contribute to the plan • Visual • Easy to change • NOT! Microsoft Project!!! 108
  • 109.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 TOPIC: YOUR TAKE-AWAYS Source: Henrik Kniberg 109
  • 110.
  • 111.
    I WANT TOLEARN MORE • Read the Scrum Guide (2017) • Read a Scrum book 
 (I have a list) • Take a course • Talk to me 111
  • 112.
    MAYBE FOR ME? •Not just for others • Might help me 112
  • 113.
    STEAL SOMETHING TODAY •Example — 
 Daily Scrum • Yesterday • Today • Biggest impediment 113
  • 114.
    YOUR QUESTIONS • Pleaseask your questions in the chat window. 114
  • 115.
    CSM v9.3 ©Jeff Sutherland © Joe Little 2016 Please contact me here: Joseph Little jhlittle@leanagiletraining.com LeanAgileTraining.com LeanAgileTraining.com/blog Twitter: @jhlittle LinkedIn: www.linkedin.com/in/joelittle Office: 704-376-8881 Cell: 917-887-1669 115