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Movements of a Hypnotic Nature
Scrum: It Depends on Common Sense




                                    1
Brent Barton - Sterling Barton, LLC
          Partner, Sterling Barton, LLC
          Former CTO. Active Agile Coach, Mentor, Certified Scrum
          Trainer
          More than 15 years software development in many roles as
          both employee and consultant for organizations from small
          start ups to multinational corporations
          Actively involved in Agile Rollouts from small Product
          companies to very large IT organizations
          Scrum Articles
                                                                      Email: brent@sterlingbarton.com
               “AgileEVM – Earned Value Management                     Web: www.sterlingbarton.com
                in Scrum Projects”, IEEE                                    Blog: gettingagile.com
                                                                      Follow me on Twitter: brentbarton
               “Implementing a Professional Services
               Organization Using Type C Scrum”, IEEE
               “Establishing and Maintaining Top to
               Bottom Transparency Using
               the Meta-Scrum”, AgileJournal
               “All-Out Organizational Scrum as an
               Innovation Value Chain”, IEEE

© 2009-2010,                                                                                              2
Roots of Scrum



                      A rugby union scrum between the British and Irish Lions and the All Blacks
                      http://commons.wikimedia.org/wiki/File:British_and_Irish_Lions_scrum.jpg




© 2009-2010,                                                                                       3
Roots of Scrum:
     The New New Product Development Game

         Characteristics of Hi-Performing Companies

               Built-in Instability

               Self-Organizing Project Teams

               Overlapping Development Phases

               Multi-Learning

               Subtle Control

               Organizational Transfer of Learning




                                  Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb
                                  1986
© 2009-2010,                                                                                               4
Characteristics of Hi-Performing Companies

         Built-in Instability

               Top management establishes extremely challenging goals and offers
               teams a wide measure of freedom

         Self-Organizing Project Teams

               A group possesses this capability when it exhibits autonomy, self-
               transcendence, and cross-fertilization




                                Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb
                                1986
© 2009-2010,                                                                                             5
Characteristics of Hi-Performing Companies

         Overlapping Development Phases

               Greater speed and flexibility

               Enhances shared responsibility and cooperation

               Stimulates involvement and commitment

               Sharpens a problem-solving focus

               Encourages initiative taking

               Develops diversified skills

               Heightens sensitivity toward market conditions



                               Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb
                               1986
© 2009-2010,                                                                                            6
Characteristics of Hi-Performing Companies

         Multi-Learning: Team members acquire broad
         knowledge and diverse skills, which helps create a
         versatile team capable of solving a wide array of
         problems

               Multi-level learning: Encouraging individual,
               group, and corporate level learning

               Multi-functional learning: Experts are
               encouraged to accumulate experience in areas
               other than their own




                                Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb
                                1986
© 2009-2010,                                                                                             7
Characteristics of Hi-Performing Companies

         Subtle Control

               Management establishes enough checkpoints to prevent instability,
               ambiguity, and tension from turning into chaos

               At the same time, management avoids the kind of rigid control that
               impairs creativity and spontaneity




                               Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb
                               1986
© 2009-2010,                                                                                            8
Characteristics of Hi-Performing Companies

         Organizational Transfer of Learning

               Team members have strong drive to transfer their learning to others
               outside the group

               Companies try to institutionalize the lessons derived from their successes

               Companies also try to unlearn old lessons

                  Unlearning helps keep the development team in tune with the realities
                  of the outside environment

                  It also acts as a springboard for making more incremental
                  improvements



                               Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb
                               1986
© 2009-2010,                                                                                            9
Scrum is a
     Framework
         Extremely Simple (but very hard)

         Based on Self-Organizing,
         Cross-Functional Teams

         Iterative & Incremental Delivery

         Part of the “Agile Umbrella*”

         Assumes there is no universal
         “best practice” that solves
         complex environments like
         software development

         With trust, Scrum provides the
         transparency and information to
         improve and achieve a much
         more productive state
© 2009-2010,                                * See Agile Manifesto in Reference section   10
Scrum is an Empirical
     Process Mechanism
         Audacious Goals provide Vision

         Scrum promotes Transparency

         3 Formal Inspection Points

         Scrum expects Adaptation based
         on current information

         Value is generated incrementally
         using fixed-length timeboxes

         Value measured must include
         acceptable quality

         When enough value has been
         achieved to satisfy the Vision,
         stop, even if early
© 2009-2010,                                11
Scrum Values
    Scrum asks you to commit to a goal
    and then provides you with the authority
    to meet those commitments. Scrum
    insists that you focus all your efforts
    on the work you're committed to and
    ignore anything else. Openness is
    promoted by the fact that everything
    about a Scrum project is visible to
    everyone. Scrum asks for respect
    within the team and for the team.
    Scrum acknowledges that the diversity
    of cross-functional team member’s
    backgrounds and experiences add
    value to your project. Finally, Scrum
    asks you to have the courage to
    commit, to act, and to be open.
© 2009-2010,             Adapted from http://www.ddj.com/dept/architect/184414912?cid=Ambysoft   12
Exercise: Movements of a Hypnotic Nature




© 2009-2010,                                    13
Movements of a Hypnotic Nature
     I need a new product for my unique company, “Movements of a Hypnotic Nature.”
     You have been selected as participants because of your skill and past
     performance. I want each team to submit a design solution using the following
     information:

         The design should be pleasing to the eye

         The design must have some or all parts of it that move

         The design’s movement should be able to be started intuitively

         The design’s movement should stop gracefully on its own

         The movement’s total travel should measure a minimum of 5 inches

         The design must use the existing materials in other product lines to contain
         costs

     Existing materials: Play-doh, rubber bands, golf balls, golf tees and rulers.

© 2009-2010,                                                                            14
Movements of a Hypnotic Nature
         Sprint 1

               Planning 1 - 5 minutes

               Iteration 1 - 8 minutes

               Review 1 - 8 minutes

         Sprint 2

               Planning 2 - 5 minutes

               Iteration 2 - 8 minutes

               Review 2 - 8 minutes




© 2009-2010,                             15
The 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.”

                    Kent Beck           James Grenning   Robert C. Martin
                    Mike Beedle         Jim Highsmith    Steve Mellor
                    Arie van Bennekum   Andrew Hunt      Ken Schwaber
                    Alistair Cockburn   Ron Jeffries     Jeff Sutherland
                    Ward Cunningham     Jon Kern         Dave Thomas
                    Martin Fowler       Brian Marick
© 2009-2010,                                                                * www.agilemanifesto.org   16
Principles behind the Agile Manifesto*
      1. Our highest priority is to satisfy the   7. Working software is the primary
         customer through early and                   measure of progress.
         continuous delivery of valuable          8. Agile processes promote
         software.                                    sustainable development. The
      2. Welcome changing requirements,               sponsors, developers, and users
         even late in development. Agile              should be able to maintain a
         processes harness change for                 constant pace indefinitely.
         the customer's competitive               9. Continuous attention to technical
         advantage.                                   excellence and good design
      3. Deliver working software frequently,         enhances agility.
         from a couple of weeks to a couple       10. Simplicity--the art of maximizing
         of months, with a preference to the          the amount of work not done--is
         shorter timescale.                           essential.
      4. Business people and developers           11. The best architectures,
         must work together daily                     requirements, and designs emerge
         throughout the project.                      from self-organizing teams.
      5. Build projects around motivated          12. At regular intervals, the team
         individuals. Give them the                   reflects on how to become more
         environment and support they                 effective, then tunes and adjusts its
         need, and trust them to get the job          behavior accordingly.
         done.
      6. The most efficient and effective
         method of conveying information to
         and within a development team is
                                                          * www.agilemanifesto.org/principles
         face-to-face conversation.
© 2009-2010,                                                                                    17

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Sterling Barton Movemements of a Hypnotic Nature

  • 1. Movements of a Hypnotic Nature Scrum: It Depends on Common Sense 1
  • 2. Brent Barton - Sterling Barton, LLC Partner, Sterling Barton, LLC Former CTO. Active Agile Coach, Mentor, Certified Scrum Trainer More than 15 years software development in many roles as both employee and consultant for organizations from small start ups to multinational corporations Actively involved in Agile Rollouts from small Product companies to very large IT organizations Scrum Articles Email: brent@sterlingbarton.com “AgileEVM – Earned Value Management Web: www.sterlingbarton.com in Scrum Projects”, IEEE Blog: gettingagile.com Follow me on Twitter: brentbarton “Implementing a Professional Services Organization Using Type C Scrum”, IEEE “Establishing and Maintaining Top to Bottom Transparency Using the Meta-Scrum”, AgileJournal “All-Out Organizational Scrum as an Innovation Value Chain”, IEEE © 2009-2010, 2
  • 3. Roots of Scrum A rugby union scrum between the British and Irish Lions and the All Blacks http://commons.wikimedia.org/wiki/File:British_and_Irish_Lions_scrum.jpg © 2009-2010, 3
  • 4. Roots of Scrum: The New New Product Development Game Characteristics of Hi-Performing Companies Built-in Instability Self-Organizing Project Teams Overlapping Development Phases Multi-Learning Subtle Control Organizational Transfer of Learning Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb 1986 © 2009-2010, 4
  • 5. Characteristics of Hi-Performing Companies Built-in Instability Top management establishes extremely challenging goals and offers teams a wide measure of freedom Self-Organizing Project Teams A group possesses this capability when it exhibits autonomy, self- transcendence, and cross-fertilization Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb 1986 © 2009-2010, 5
  • 6. Characteristics of Hi-Performing Companies Overlapping Development Phases Greater speed and flexibility Enhances shared responsibility and cooperation Stimulates involvement and commitment Sharpens a problem-solving focus Encourages initiative taking Develops diversified skills Heightens sensitivity toward market conditions Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb 1986 © 2009-2010, 6
  • 7. Characteristics of Hi-Performing Companies Multi-Learning: Team members acquire broad knowledge and diverse skills, which helps create a versatile team capable of solving a wide array of problems Multi-level learning: Encouraging individual, group, and corporate level learning Multi-functional learning: Experts are encouraged to accumulate experience in areas other than their own Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb 1986 © 2009-2010, 7
  • 8. Characteristics of Hi-Performing Companies Subtle Control Management establishes enough checkpoints to prevent instability, ambiguity, and tension from turning into chaos At the same time, management avoids the kind of rigid control that impairs creativity and spontaneity Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb 1986 © 2009-2010, 8
  • 9. Characteristics of Hi-Performing Companies Organizational Transfer of Learning Team members have strong drive to transfer their learning to others outside the group Companies try to institutionalize the lessons derived from their successes Companies also try to unlearn old lessons Unlearning helps keep the development team in tune with the realities of the outside environment It also acts as a springboard for making more incremental improvements Takeuchi, Nonaka, “The New New Product Development Game”, HBR, Jan-Feb 1986 © 2009-2010, 9
  • 10. Scrum is a Framework Extremely Simple (but very hard) Based on Self-Organizing, Cross-Functional Teams Iterative & Incremental Delivery Part of the “Agile Umbrella*” Assumes there is no universal “best practice” that solves complex environments like software development With trust, Scrum provides the transparency and information to improve and achieve a much more productive state © 2009-2010, * See Agile Manifesto in Reference section 10
  • 11. Scrum is an Empirical Process Mechanism Audacious Goals provide Vision Scrum promotes Transparency 3 Formal Inspection Points Scrum expects Adaptation based on current information Value is generated incrementally using fixed-length timeboxes Value measured must include acceptable quality When enough value has been achieved to satisfy the Vision, stop, even if early © 2009-2010, 11
  • 12. Scrum Values Scrum asks you to commit to a goal and then provides you with the authority to meet those commitments. Scrum insists that you focus all your efforts on the work you're committed to and ignore anything else. Openness is promoted by the fact that everything about a Scrum project is visible to everyone. Scrum asks for respect within the team and for the team. Scrum acknowledges that the diversity of cross-functional team member’s backgrounds and experiences add value to your project. Finally, Scrum asks you to have the courage to commit, to act, and to be open. © 2009-2010, Adapted from http://www.ddj.com/dept/architect/184414912?cid=Ambysoft 12
  • 13. Exercise: Movements of a Hypnotic Nature © 2009-2010, 13
  • 14. Movements of a Hypnotic Nature I need a new product for my unique company, “Movements of a Hypnotic Nature.” You have been selected as participants because of your skill and past performance. I want each team to submit a design solution using the following information: The design should be pleasing to the eye The design must have some or all parts of it that move The design’s movement should be able to be started intuitively The design’s movement should stop gracefully on its own The movement’s total travel should measure a minimum of 5 inches The design must use the existing materials in other product lines to contain costs Existing materials: Play-doh, rubber bands, golf balls, golf tees and rulers. © 2009-2010, 14
  • 15. Movements of a Hypnotic Nature Sprint 1 Planning 1 - 5 minutes Iteration 1 - 8 minutes Review 1 - 8 minutes Sprint 2 Planning 2 - 5 minutes Iteration 2 - 8 minutes Review 2 - 8 minutes © 2009-2010, 15
  • 16. The 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.” Kent Beck James Grenning Robert C. Martin Mike Beedle Jim Highsmith Steve Mellor Arie van Bennekum Andrew Hunt Ken Schwaber Alistair Cockburn Ron Jeffries Jeff Sutherland Ward Cunningham Jon Kern Dave Thomas Martin Fowler Brian Marick © 2009-2010, * www.agilemanifesto.org 16
  • 17. Principles behind the Agile Manifesto* 1. Our highest priority is to satisfy the 7. Working software is the primary customer through early and measure of progress. continuous delivery of valuable 8. Agile processes promote software. sustainable development. The 2. Welcome changing requirements, sponsors, developers, and users even late in development. Agile should be able to maintain a processes harness change for constant pace indefinitely. the customer's competitive 9. Continuous attention to technical advantage. excellence and good design 3. Deliver working software frequently, enhances agility. from a couple of weeks to a couple 10. Simplicity--the art of maximizing of months, with a preference to the the amount of work not done--is shorter timescale. essential. 4. Business people and developers 11. The best architectures, must work together daily requirements, and designs emerge throughout the project. from self-organizing teams. 5. Build projects around motivated 12. At regular intervals, the team individuals. Give them the reflects on how to become more environment and support they effective, then tunes and adjusts its need, and trust them to get the job behavior accordingly. done. 6. The most efficient and effective method of conveying information to and within a development team is * www.agilemanifesto.org/principles face-to-face conversation. © 2009-2010, 17