Estimating the size and effort required for projects and tasks is important for planning purposes but difficult to do with precision. Estimates are informed guesses that can vary due to factors like unclear requirements, lack of historical data, and scope changes. While estimates are not perfect, they provide value by enabling prioritization, collaboration, and iterative planning. Effective estimation techniques include using ranges rather than single points, factoring in assumptions, combining expert judgement with data-driven methods, and refining estimates over time as understanding improves.
This document provides information about agile estimation techniques, including story points and planning poker. It discusses how story points are used to provide relative estimates of complexity rather than time estimates. Planning poker is described as a consensus-based technique where a team privately selects story point cards before discussing to reach agreement. The document also covers insights around how additional details don't necessarily lead to better estimates and how past sprint performance can inform long-term planning estimates. Common questions about estimation techniques are addressed.
The document discusses different approaches to estimation in waterfall and Scrum methodologies. In Scrum, teams estimate their own work in story points, which are relative units based on size and complexity. Story points help drive cross-functional behavior and do not decay over time. Ideal days estimates involve determining how long a task would take with ideal conditions and no interruptions. Planning poker uses story point cards to facilitate discussion and reach consensus on estimates. Release planning in Scrum involves estimating velocity over sprints to determine how many product backlog items can be completed.
Introduction to Agile Estimation & PlanningAmaad Qureshi
Presented by Natasha Hill & Amaad Qureshi
In this session, we will be covering the techniques of estimating Epics, Features and User Stories on an Agile project and then of creating iteration and release plans from these artefacts.
Agenda
1. Why traditional estimation approaches fail
2. What makes a good Agile Estimating and Planning approach.
3. Story points vs. Ideal Days
4. Estimating product backlog items with Planning Poker
5. Iteration planning - looking ahead and estimating no more than a few week ahead.
6. Release planning - creating a longer term plan, typically looking ahead, 3-6 months
7. Q&A
- Story points are an arbitrary measure used by Scrum teams to estimate the effort required to implement a user story. Teams typically use a Fibonacci sequence like 1, 2, 3, 5, 8, 13, 20, 40, 100.
- Estimating user stories allows teams to plan how many highest priority stories can be completed in a sprint and helps forecast release schedules. The whole team estimates during backlog refinement.
- Stories are estimated once they are small enough to fit in a sprint and acceptance criteria are agreed upon. Teams commonly use planning poker where each member privately assigns a story point value and the team discusses until consensus is reached.
The document discusses estimating story points for tasks in software development. It explains that story points indicate the amount of work, complexity, and uncertainty of a task, with values assigned on a scale of 0 to 100. It provides examples of common tasks and their typical story point values, as well as tips for calculating story points by considering the amount of work, complexity, and uncertainty of the task.
The document provides guidance on best practices for estimating user stories in agile software development. It describes story estimation as assigning story points to stories based on their complexity relative to a baseline story. The core development team participates in estimation through planning poker sessions facilitated by the Scrum Master. Estimation occurs during regular backlog grooming and sprint planning meetings to size all stories in the backlog and those being considered for the next sprint.
This document discusses key concepts in agile planning including story points, velocity, and release planning using velocity. It defines story points as relative sizes used to estimate user stories, and explains how they remain constant over time unlike ideal days estimates. Velocity is defined as the average story points a team can complete per sprint. The document outlines how to establish story points and use them along with velocity for release planning and tracking progress with a burn down chart.
This document provides information about agile estimation techniques, including story points and planning poker. It discusses how story points are used to provide relative estimates of complexity rather than time estimates. Planning poker is described as a consensus-based technique where a team privately selects story point cards before discussing to reach agreement. The document also covers insights around how additional details don't necessarily lead to better estimates and how past sprint performance can inform long-term planning estimates. Common questions about estimation techniques are addressed.
The document discusses different approaches to estimation in waterfall and Scrum methodologies. In Scrum, teams estimate their own work in story points, which are relative units based on size and complexity. Story points help drive cross-functional behavior and do not decay over time. Ideal days estimates involve determining how long a task would take with ideal conditions and no interruptions. Planning poker uses story point cards to facilitate discussion and reach consensus on estimates. Release planning in Scrum involves estimating velocity over sprints to determine how many product backlog items can be completed.
Introduction to Agile Estimation & PlanningAmaad Qureshi
Presented by Natasha Hill & Amaad Qureshi
In this session, we will be covering the techniques of estimating Epics, Features and User Stories on an Agile project and then of creating iteration and release plans from these artefacts.
Agenda
1. Why traditional estimation approaches fail
2. What makes a good Agile Estimating and Planning approach.
3. Story points vs. Ideal Days
4. Estimating product backlog items with Planning Poker
5. Iteration planning - looking ahead and estimating no more than a few week ahead.
6. Release planning - creating a longer term plan, typically looking ahead, 3-6 months
7. Q&A
- Story points are an arbitrary measure used by Scrum teams to estimate the effort required to implement a user story. Teams typically use a Fibonacci sequence like 1, 2, 3, 5, 8, 13, 20, 40, 100.
- Estimating user stories allows teams to plan how many highest priority stories can be completed in a sprint and helps forecast release schedules. The whole team estimates during backlog refinement.
- Stories are estimated once they are small enough to fit in a sprint and acceptance criteria are agreed upon. Teams commonly use planning poker where each member privately assigns a story point value and the team discusses until consensus is reached.
The document discusses estimating story points for tasks in software development. It explains that story points indicate the amount of work, complexity, and uncertainty of a task, with values assigned on a scale of 0 to 100. It provides examples of common tasks and their typical story point values, as well as tips for calculating story points by considering the amount of work, complexity, and uncertainty of the task.
The document provides guidance on best practices for estimating user stories in agile software development. It describes story estimation as assigning story points to stories based on their complexity relative to a baseline story. The core development team participates in estimation through planning poker sessions facilitated by the Scrum Master. Estimation occurs during regular backlog grooming and sprint planning meetings to size all stories in the backlog and those being considered for the next sprint.
This document discusses key concepts in agile planning including story points, velocity, and release planning using velocity. It defines story points as relative sizes used to estimate user stories, and explains how they remain constant over time unlike ideal days estimates. Velocity is defined as the average story points a team can complete per sprint. The document outlines how to establish story points and use them along with velocity for release planning and tracking progress with a burn down chart.
Ever wonder why Agile teams swear by relative estimation? My teams improved sprint planning efforts by a factor or 3, once we started using relative estimation.
Without understanding Agile relative estimation, teams tend to fall back to using time-based methods. This often leads them to spend way too much time on obsolete estimates that will be made even more complex with all the unknowns and constant emergent requirements of an Agile world!
“It's better to be roughly right, than precisely wrong!”
~ John Maynard Keyenes
The Solution is simple: understand that relative estimation is only a rough order of magnitude estimate to quickly organize the product backlog. This empowers your product owners (PO) to quickly make value based trade-offs on backlog items and decide on what stories the team should work next. This gives the business the highest bang for their buck!
PROBLEMS WITH TIME-BASED ESTIMATES
-Teams spend too much time trying to get it right
-Lack of confidence/experience can lead to people being either optimistic or pessimistic
-Timeline you are estimating may be too far in the future
-Due to long timeline, there are too many risks, unknowns, changes or dependencies!
WHY USE RELATIVE ESTIMATION?
-Allows a quick comparison of stories in the backlog
-Allows you to select a predictable volume of work to do in a sprint
-Uses a simple arbitrary scale
-Allows PO to make trade-offs and take on the most valuable stories next
ESTIMATION TIPS
-Relative points or equivalent Tshirt sizes are used to estimate stories, leveraging the Fibonacci sequence modified for Agile.
-The team estimates the story, not management nor the customer.
-Story estimates account for three things: effort, complexity, and unknowns. Don’t short sell yourself by estimating effort alone, that’s where waterfall projects face issues.
-Remember to estimate all Stories, user stories or technical stories. Even estimate research or discovery spikes.
-Refine your backlog as a team on a continuous basis, to get your stories to meet the Definition of Ready.
-Only pull into your sprint, stories that are refined and estimated.
-Break down stories that are large, into smaller slivers of value to optimize your flow.
-Don’t sweat it if you get it wrong, teams often do early on but improve over time.
Agile Patterns: Agile Estimation
We’re agile, so we don’t have to estimate and have no deadlines, right? Wrong! This session will consist of review of the problem with estimation in projects today and then an overview of the concept of agile estimation and the notion of re-estimation. We’ll learn about user stories, story points, team velocity, how to apply them all to estimation and iterative re-estimation. We will take a look at the cone of uncertainty and how to use it to your advantage. We’ll then take a look at the tools we will use for Agile Estimation, including planning poker, Visual Studio Team System, and much more. This is a very interactive session, so bring a lot of questions!
User story points are used for estimation because software projects are complex with many factors that make hour-based estimation inaccurate. Story points use a relative scale where user stories are assigned points based on their size compared to baseline reference stories. This allows for more accurate planning across sprints and continuous improvement of estimates as a team's velocity is tracked over time. The key aspects are regularly practicing estimation as a skill, having a shared understanding of baseline stories, and focusing comparisons only on effort required to complete stories.
This document discusses techniques for estimating story points in Agile projects. It describes current estimation practices like fixed story pointing based on person hours or days, expert influence, and guestimating. These can lead to inaccurate estimates and not reflect improved productivity over time. The document proposes an approach called MAGIC which uses a story point matrix based on functional and technical analysis to measure and analyze stories, and an empirical data model using historical project data to improve and control estimates. Templates are provided for the story point matrix and empirical data model.
Life cycle of user story: Outside-in agile product management & testing, or...Ravi Tadwalkar
It has always been my pleasure and fun to facilitate workshops for PM (product management) community at and outside Cisco, although this was first time I did a BDD workshop with PMs alone. And I realized today how PayPal has been a really great venue for SVPMA annual product camp "unconference" for 1k+ PMs with 550 waitlisted this year! I look forward to this event every year now...huge success!
Abstract:
As Product Owners and Managers are driving innovation thru' those fuzzy ideas in terms of scenarios, testers have always been thinking about those in form of test cases which take form of acceptance criteria for those scenarios. When you talk about those scenarios to your teams or even peers, you see those diverging ideas converging to something concrete.
That's how BDD helps you shape that idea. That fuzzy scenario, when validated thru' an engineering "spike", can be useful for product management MRD/PRD/use-case-models/stories...whatever it is that you want to use to drive product development.
And this is where Agile Tester role begins! So instead of doing top-down or bottoms-up product management & testing, try this outside-in approach. Go for it!
My workshop on BDD is about what I term as "Outside-in agile product management". To understand what I really mean by that, here is my slideshare presentation used rarely when teaching from the back of the class during this hyper-interactive workshop.
Agile estimating 12112013 - Agile KC Dec 2013molsonkc
Story point estimating using the Fibonacci sequence is the most common agile estimating technique. It provides better and more accurate estimates than hourly estimates with less variation. Story points also cut estimation time by 80% allowing teams to estimate and track work more. Regularly measuring a team's velocity enables accurate forecasting of schedules and costs for a release. Agile estimating with story points is more efficient than traditional techniques.
Scrum uses relative estimation and velocity to aid in planning and making trade-off decisions. Relative estimation involves comparing the effort of new requirements to previously estimated ones, which humans are better at than absolute estimates. Velocity is the amount of work completed in an iteration, measured in story points or hours, and varies over time so is useful for longer-term planning. There are two types of Scrum planning: fixed-date planning estimates how much can be completed by a date based on velocity, while fixed-scope planning estimates the timeframe to complete all backlog items based on velocity. Both use velocity as a range rather than a precise prediction.
Introduction:
Struggling to estimate your user stories?
Agenda:
What is agile estimation
Relative versus absolute estimation
Various techniques of estimation
Short introduction to Planning poker technique
Estimate in Story points or ideal days?
When not to re estimate?
Common challenges while estimating
Agile estimation is the process of estimating the effort required to complete tasks in the product backlog. This helps with accurate sprint planning. There are several techniques for agile estimation, including planning poker where team members assign numeric values to tasks, T-shirt sizing where tasks are categorized based on size, and analogy where tasks are estimated based on comparisons to other similar tasks. Other techniques include dot voting, affinity mapping, and various systems using buckets or distributions. Planning poker and T-shirt sizing involve collaboration between team members to determine estimates. Accurate estimation allows for improved sprint management and release prediction.
This document provides an overview of agile stories, estimating, and planning. It discusses what user stories are, how to write them, and techniques for estimating story sizes such as story points. It also covers different levels of planning including release planning, iteration planning, and daily planning. The document is intended to provide background information on using agile methods for requirements management and project planning.
Agile Estimating & Planning by Amaad QureshiAmaad Qureshi
An introduction to Agile Estimating and how it can be used to measure the size and length of work.
Agile estimating & planning is a way of measuring the size and time it takes to complete a task. This technique is used by Agile teams in Enterprise and can be utilised in the same way by Start-ups not just for software but for all areas of the business. In this talk I will show you how estimating & planning works by:
- Writing effective user stories
- Writing tests to validate stories (acceptance criteria)
- Using story points to work out the size of a task
- Estimating using Planning Poker
- Using Story Points to calculate a team’s velocity (speed of work)
- Using a team’s velocity to calculate project length
My main goal is to share and make you experiment some of the techniques that I use when transforming teams into high-perfoming agile teams, by providing you with four (4) different ways to estimate projects in Agile.
Story points are used to estimate the relative complexity of user stories in an agile framework like Scrum. They provide an easier comparison between stories than estimating time. A team agrees on a reference story and then estimates new stories in points relative to the reference. This allows the team to track their average velocity of completed points over sprints to forecast how many sprints future work will take. There is no explicit Scrum event for estimating points but it commonly occurs during backlog refinement.
This slide gives an excellent overview of Agile Planning and Estimation.
Will be really helpful, if presented to a Scrum/Agile Team to understand activities related to Release Planning, Sprint Planning and Estimation
This presentation discusses the following:
What is an estimate?
What are the factors influencing estimating?
How are agile projects estimated?
How Agile estimation solves common estimation problems?
Introducing Confluent labs Parallel Consumer client | Anthony Stubbes, ConfluentHostedbyConfluent
Consuming messages in parallel is what Apache Kafka® is all about, so you may well wonder, why would we want anything else? It turns out that, in practice, there are a number of situations where Kafka’s partition-level parallelism gets in the way of optimal design.
This session will go over some of these types of situations that can benefit from parallel message processing within a single application instance (aka slow consumers or competing consumers), and then introduce the new Parallel Consumer labs project from Confluent, which can improve functionality and massively improve performance in such situations.
It will cover the
- Different ordering modes of the client
- Relative performance improvements
- Usage with other components like Kafka Streams
- An introduction to the internal architecture of the project
- How it can achieve all this in a reassignment friendly manner
Performant Streaming in Production: Preventing Common Pitfalls when Productio...Databricks
Running a stream in a development environment is relatively easy. However, some topics can cause serious issues in production when they are not addressed properly.
Mike Cohn gave a presentation on agile estimating at the Norwegian Developer's Conference. He discussed using story points to estimate the effort required for user stories, rather than time-based estimates. Story points are relative values based on complexity, risk, and other factors. Planning poker is an iterative approach where estimators assign story points to stories through a process of discussion and re-estimating until consensus is reached. Ideal time estimates how long a task would take if uninterrupted, unlike elapsed time which includes delays.
This document discusses the NoEstimates approach to software development. It begins by defining estimates and explaining that NoEstimates is about minimizing estimates rather than eliminating them entirely. The main goals of NoEstimates are to evaluate progress in a concrete way and force teams to slice work into smaller stories. Key benefits include being faster, easier iteration planning, and minimal time spent estimating. Progress is measured by the number of "Running Tested Stories" completed. The document also covers challenges, case studies, and debates around using NoEstimates versus more traditional estimating approaches.
The document discusses various techniques for estimating testing efforts, including work breakdown structure, function point analysis, three point estimation, planning poker, and story points. It emphasizes dividing projects into smaller tasks, estimating the time and resources needed for each, and allowing for contingencies in timelines and budgets. Accurate estimation requires considering factors like team skills, complexity of the software, and lessons learned from past projects.
Ever wonder why Agile teams swear by relative estimation? My teams improved sprint planning efforts by a factor or 3, once we started using relative estimation.
Without understanding Agile relative estimation, teams tend to fall back to using time-based methods. This often leads them to spend way too much time on obsolete estimates that will be made even more complex with all the unknowns and constant emergent requirements of an Agile world!
“It's better to be roughly right, than precisely wrong!”
~ John Maynard Keyenes
The Solution is simple: understand that relative estimation is only a rough order of magnitude estimate to quickly organize the product backlog. This empowers your product owners (PO) to quickly make value based trade-offs on backlog items and decide on what stories the team should work next. This gives the business the highest bang for their buck!
PROBLEMS WITH TIME-BASED ESTIMATES
-Teams spend too much time trying to get it right
-Lack of confidence/experience can lead to people being either optimistic or pessimistic
-Timeline you are estimating may be too far in the future
-Due to long timeline, there are too many risks, unknowns, changes or dependencies!
WHY USE RELATIVE ESTIMATION?
-Allows a quick comparison of stories in the backlog
-Allows you to select a predictable volume of work to do in a sprint
-Uses a simple arbitrary scale
-Allows PO to make trade-offs and take on the most valuable stories next
ESTIMATION TIPS
-Relative points or equivalent Tshirt sizes are used to estimate stories, leveraging the Fibonacci sequence modified for Agile.
-The team estimates the story, not management nor the customer.
-Story estimates account for three things: effort, complexity, and unknowns. Don’t short sell yourself by estimating effort alone, that’s where waterfall projects face issues.
-Remember to estimate all Stories, user stories or technical stories. Even estimate research or discovery spikes.
-Refine your backlog as a team on a continuous basis, to get your stories to meet the Definition of Ready.
-Only pull into your sprint, stories that are refined and estimated.
-Break down stories that are large, into smaller slivers of value to optimize your flow.
-Don’t sweat it if you get it wrong, teams often do early on but improve over time.
Agile Patterns: Agile Estimation
We’re agile, so we don’t have to estimate and have no deadlines, right? Wrong! This session will consist of review of the problem with estimation in projects today and then an overview of the concept of agile estimation and the notion of re-estimation. We’ll learn about user stories, story points, team velocity, how to apply them all to estimation and iterative re-estimation. We will take a look at the cone of uncertainty and how to use it to your advantage. We’ll then take a look at the tools we will use for Agile Estimation, including planning poker, Visual Studio Team System, and much more. This is a very interactive session, so bring a lot of questions!
User story points are used for estimation because software projects are complex with many factors that make hour-based estimation inaccurate. Story points use a relative scale where user stories are assigned points based on their size compared to baseline reference stories. This allows for more accurate planning across sprints and continuous improvement of estimates as a team's velocity is tracked over time. The key aspects are regularly practicing estimation as a skill, having a shared understanding of baseline stories, and focusing comparisons only on effort required to complete stories.
This document discusses techniques for estimating story points in Agile projects. It describes current estimation practices like fixed story pointing based on person hours or days, expert influence, and guestimating. These can lead to inaccurate estimates and not reflect improved productivity over time. The document proposes an approach called MAGIC which uses a story point matrix based on functional and technical analysis to measure and analyze stories, and an empirical data model using historical project data to improve and control estimates. Templates are provided for the story point matrix and empirical data model.
Life cycle of user story: Outside-in agile product management & testing, or...Ravi Tadwalkar
It has always been my pleasure and fun to facilitate workshops for PM (product management) community at and outside Cisco, although this was first time I did a BDD workshop with PMs alone. And I realized today how PayPal has been a really great venue for SVPMA annual product camp "unconference" for 1k+ PMs with 550 waitlisted this year! I look forward to this event every year now...huge success!
Abstract:
As Product Owners and Managers are driving innovation thru' those fuzzy ideas in terms of scenarios, testers have always been thinking about those in form of test cases which take form of acceptance criteria for those scenarios. When you talk about those scenarios to your teams or even peers, you see those diverging ideas converging to something concrete.
That's how BDD helps you shape that idea. That fuzzy scenario, when validated thru' an engineering "spike", can be useful for product management MRD/PRD/use-case-models/stories...whatever it is that you want to use to drive product development.
And this is where Agile Tester role begins! So instead of doing top-down or bottoms-up product management & testing, try this outside-in approach. Go for it!
My workshop on BDD is about what I term as "Outside-in agile product management". To understand what I really mean by that, here is my slideshare presentation used rarely when teaching from the back of the class during this hyper-interactive workshop.
Agile estimating 12112013 - Agile KC Dec 2013molsonkc
Story point estimating using the Fibonacci sequence is the most common agile estimating technique. It provides better and more accurate estimates than hourly estimates with less variation. Story points also cut estimation time by 80% allowing teams to estimate and track work more. Regularly measuring a team's velocity enables accurate forecasting of schedules and costs for a release. Agile estimating with story points is more efficient than traditional techniques.
Scrum uses relative estimation and velocity to aid in planning and making trade-off decisions. Relative estimation involves comparing the effort of new requirements to previously estimated ones, which humans are better at than absolute estimates. Velocity is the amount of work completed in an iteration, measured in story points or hours, and varies over time so is useful for longer-term planning. There are two types of Scrum planning: fixed-date planning estimates how much can be completed by a date based on velocity, while fixed-scope planning estimates the timeframe to complete all backlog items based on velocity. Both use velocity as a range rather than a precise prediction.
Introduction:
Struggling to estimate your user stories?
Agenda:
What is agile estimation
Relative versus absolute estimation
Various techniques of estimation
Short introduction to Planning poker technique
Estimate in Story points or ideal days?
When not to re estimate?
Common challenges while estimating
Agile estimation is the process of estimating the effort required to complete tasks in the product backlog. This helps with accurate sprint planning. There are several techniques for agile estimation, including planning poker where team members assign numeric values to tasks, T-shirt sizing where tasks are categorized based on size, and analogy where tasks are estimated based on comparisons to other similar tasks. Other techniques include dot voting, affinity mapping, and various systems using buckets or distributions. Planning poker and T-shirt sizing involve collaboration between team members to determine estimates. Accurate estimation allows for improved sprint management and release prediction.
This document provides an overview of agile stories, estimating, and planning. It discusses what user stories are, how to write them, and techniques for estimating story sizes such as story points. It also covers different levels of planning including release planning, iteration planning, and daily planning. The document is intended to provide background information on using agile methods for requirements management and project planning.
Agile Estimating & Planning by Amaad QureshiAmaad Qureshi
An introduction to Agile Estimating and how it can be used to measure the size and length of work.
Agile estimating & planning is a way of measuring the size and time it takes to complete a task. This technique is used by Agile teams in Enterprise and can be utilised in the same way by Start-ups not just for software but for all areas of the business. In this talk I will show you how estimating & planning works by:
- Writing effective user stories
- Writing tests to validate stories (acceptance criteria)
- Using story points to work out the size of a task
- Estimating using Planning Poker
- Using Story Points to calculate a team’s velocity (speed of work)
- Using a team’s velocity to calculate project length
My main goal is to share and make you experiment some of the techniques that I use when transforming teams into high-perfoming agile teams, by providing you with four (4) different ways to estimate projects in Agile.
Story points are used to estimate the relative complexity of user stories in an agile framework like Scrum. They provide an easier comparison between stories than estimating time. A team agrees on a reference story and then estimates new stories in points relative to the reference. This allows the team to track their average velocity of completed points over sprints to forecast how many sprints future work will take. There is no explicit Scrum event for estimating points but it commonly occurs during backlog refinement.
This slide gives an excellent overview of Agile Planning and Estimation.
Will be really helpful, if presented to a Scrum/Agile Team to understand activities related to Release Planning, Sprint Planning and Estimation
This presentation discusses the following:
What is an estimate?
What are the factors influencing estimating?
How are agile projects estimated?
How Agile estimation solves common estimation problems?
Introducing Confluent labs Parallel Consumer client | Anthony Stubbes, ConfluentHostedbyConfluent
Consuming messages in parallel is what Apache Kafka® is all about, so you may well wonder, why would we want anything else? It turns out that, in practice, there are a number of situations where Kafka’s partition-level parallelism gets in the way of optimal design.
This session will go over some of these types of situations that can benefit from parallel message processing within a single application instance (aka slow consumers or competing consumers), and then introduce the new Parallel Consumer labs project from Confluent, which can improve functionality and massively improve performance in such situations.
It will cover the
- Different ordering modes of the client
- Relative performance improvements
- Usage with other components like Kafka Streams
- An introduction to the internal architecture of the project
- How it can achieve all this in a reassignment friendly manner
Performant Streaming in Production: Preventing Common Pitfalls when Productio...Databricks
Running a stream in a development environment is relatively easy. However, some topics can cause serious issues in production when they are not addressed properly.
Mike Cohn gave a presentation on agile estimating at the Norwegian Developer's Conference. He discussed using story points to estimate the effort required for user stories, rather than time-based estimates. Story points are relative values based on complexity, risk, and other factors. Planning poker is an iterative approach where estimators assign story points to stories through a process of discussion and re-estimating until consensus is reached. Ideal time estimates how long a task would take if uninterrupted, unlike elapsed time which includes delays.
This document discusses the NoEstimates approach to software development. It begins by defining estimates and explaining that NoEstimates is about minimizing estimates rather than eliminating them entirely. The main goals of NoEstimates are to evaluate progress in a concrete way and force teams to slice work into smaller stories. Key benefits include being faster, easier iteration planning, and minimal time spent estimating. Progress is measured by the number of "Running Tested Stories" completed. The document also covers challenges, case studies, and debates around using NoEstimates versus more traditional estimating approaches.
The document discusses various techniques for estimating testing efforts, including work breakdown structure, function point analysis, three point estimation, planning poker, and story points. It emphasizes dividing projects into smaller tasks, estimating the time and resources needed for each, and allowing for contingencies in timelines and budgets. Accurate estimation requires considering factors like team skills, complexity of the software, and lessons learned from past projects.
The document discusses estimation techniques. It presents five estimation laws: 1) Don't estimate if you can measure, 2) compare instead of estimating units, 3) measure things that are measurable, 4) reduce precision of estimates based on knowledge, and 5) use different metrics for different estimates. Good practices discussed include using story sizing for requirements, measuring in hours for small tasks, using velocity, splitting large stories, and measuring fixed cycle times. The document provides resources for further learning about agile estimation techniques.
Delight Your Customers: The #noestimates Waytroytuttle
This document discusses moving away from estimation practices in software development and instead focusing on delivering value to customers frequently through iterative development. It notes challenges with estimation such as durations often exceeding estimates and the "estimation game" where developers are pressured to provide unrealistic estimates. Instead of estimates, it recommends tracking lead time and throughput to manage workload and using probabilistic forecasts to set expectations on completion times. The document advocates for prioritizing work, analyzing tasks at a high level, and delivering in small batches to get feedback and adapt quickly.
Speak To The Business! Agile Metrics That Inform Rather Confuse the Businesstroytuttle
Given to PMI KC Professional Development Days 2014 Conference.
In this session, we will investigate the challenges with the popular Agile planning and reporting concepts like story points, planning poker, and average velocity. We will explore some practical alternative planning and reporting practices that the business can understand. And we will look at metrics that are less of an abstraction from reality and more actionable by teams and management.
This document discusses various techniques for project estimation including expert opinion, analogous estimation, parametric estimation, three point estimation, and bottom-up estimation. It emphasizes that additional estimation efforts yield diminishing returns and that more detailed plans are not always better. While overestimation can waste money and resources, underestimation risks missing deadlines and reducing project effectiveness. The key is balancing estimation efforts with accuracy to develop reasonable plans.
This document discusses the #NoEstimates debate in software development. It describes how #NoEstimates started as a conversation on Twitter about delivering software without estimates. It presents various perspectives from practitioners who do this, including focusing on value delivery, working software, and emergent costs and value from user feedback. Key aspects of #NoEstimates discussed are using a "slicing heuristic" to break down work into small chunks and measuring cycle times, as well as choosing work on a portfolio level through frequent delivery of options using fixed teams. Common questions about #NoEstimates are addressed, such as what is and isn't estimating, the role of risk, and who should predict an uncertain future.
To Estimate or Not To Estimate + #(No)Estimates GameAgile Humans
The document discusses the debate around estimating in software development. It presents arguments for and against estimating, as well as different approaches to estimating such as using story points, t-shirt sizes, and the #NoEstimates method. The document also explores reasons for estimating like planning, forecasting, and facilitating meaningful discussions, as well as techniques for estimating like planning poker, decomposition into subtasks, and using the Fibonacci sequence. Overall, it examines the tradeoffs of different estimating approaches and emphasizes focusing on complexity and uncertainty over precise hours or dates.
Estimation is associated with Fear, Uncertainty and Death marches. Most of us would rather not estimate. Yet, sometimes we do need estimates and commitments, even on "estimation-less" projects. Play a series of estimation games to experience how different techniques deliver very different results. Learn a few simple rules that turn you into a reliable estimator. But correct estimates aren't enough. See what else is required to deliver on your promises. Learn to deal with the destructive games people play with estimates. Estimating can be Fun, embracing Uncertainty and Delivering.
1. The document discusses best practices for estimating projects and tasks. It emphasizes using ranges rather than specific numbers for estimates since estimation involves uncertainty.
2. Ten key principles of estimation are outlined, including always asking how the estimate will be used, not negotiating estimates, and using measured past performance to calibrate estimates. Aggregating independent estimates and decomposing work into around 15 tasks can improve accuracy by reducing risk.
3. Two short exercises are presented where participants estimate values and dates. Correct answers are then provided along with commentary on estimation techniques. The document promotes solving problems collaboratively and being transparent about assumptions in estimates.
We’re agile, so we don’t have to estimate and have no deadlines, right? Wrong! This session will review the problem with estimations in projects today and then give an overview of the concept of agile estimation and the notion of re-estimation. We’ll learn about user stories, story points, team velocity, and how to apply them all to estimation and iterative re-estimation. We will take a look at the cone of uncertainty and how to use it to your advantage. We’ll then take a look at the tools we will use for Agile Estimation, including planning poker, Visual Studio TFS and much more.
This presentation includes an overview of the various estimation techniques used in Agile projects. I've also put in a slide for explaining the importance of business value for Agile requirements. A simple mechanism on capacity planning before weaving it all together to come up with a reasonably foolproof plan.
The document discusses techniques for estimating work in Agile projects using story points and ideal days. It defines story points and ideal days, and explains how to assign estimates relatively by comparing stories rather than using specific units of time. The document also recommends estimating approaches like planning poker, re-estimating as stories change, and using the right units to keep estimates meaningful but relative.
The document discusses using feature points for agile release planning. It defines feature points and how they can be used to estimate user stories, features, and epics at different levels of a project. The key points are: feature points provide relative estimates independent of time units; epics are estimated by POs and architects, features by team leads, and stories by scrum teams; velocity is tracked in feature points to predict sprint and release completion; and principles for agile estimation emphasize basing estimates on facts, estimating often and small chunks, and communicating assumptions.
Agile estimation involves estimating at multiple levels:
1) Product roadmap uses high-level estimates like 12 months to sequence features by business value and cost.
2) Release planning estimates in story points to prioritize features for the next 4 iterations based on team velocity.
3) Iteration planning breaks down epics and estimates user stories in story points or t-shirt sizes for the current sprint.
Relative estimation methods like planning poker and fibonacci sequence are preferred over absolute estimates due to uncertainty in large projects. Regular refinement of estimates is important in agile.
Kanban Metrics in practice for leading Continuous ImprovementMattia Battiston
Why should I bother collecting metrics? How can they help me? My CFD is pretty and colourful, but what is it actually trying to tell me?
CFD, control chart, lead time distribution, percentiles...Metrics can be daunting to start with but if you know how to interpret them they can drive continuous improvement and forecast the future and take your Kanban system to the next level! It’s much easier than you think, no need for complex maths or expensive software.
At Sky Network Services a few teams are using Kanban and metrics. In this talk I’ll share our experience: what metrics we use, how we use each one of them, what little data we collect to get a whole lot of value, what pitfalls we encountered.
Downloads
Powerpoint: https://goo.gl/4CkKJd
PDF: https://goo.gl/VDW93U
When will it be done? (Lean Agile Forecasting)Rodrigo Vieira
This document summarizes key points from the book "When will it be done?" by Daniel Vacanti. It discusses how traditional software estimating techniques often fail and presents better approaches. These include using data from past cycle times to generate forecasts in the form of percentiles, tracking item ages, and applying Monte Carlo simulations to forecasts for multiple items. Keeping work in progress limited and flows smooth helps improve predictability. Focusing standups and retrospectives on queue times, scatterplots, and histograms can help teams reduce cycle times and make more reliable forecasts. The document emphasizes that reliable forecasts require a predictable process with minimal waste.
Estimations, Expectations, and Evolution During a Project's Journey from RFP ...Rick Manelius
This talk was presented at Drupalcon Nashville on April 12th, 2018. See talk overview and recording at this URL. https://events.drupal.org/nashville2018/sessions/estimates-expectations-and-evolution-during-projects-journey-rfp-release
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
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Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
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Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
2. 2
➢ How long will it take to read 500 page thick book?
➢ How long will it take to drive to a particular city or state?
➢ How much money it will take to organize a b’day party?
What is estimate?
➢ How long will it take for you to build a sand castle like this:
“As the size and complexity increases, it becomes almost impossible to give a precise
estimate”
“There is no such thing as accurate estimate. Estimate is an informed guess (a probability)
which can be different from actual. Variance is a reality which we need to accept.”
3. 3
Estimation – Reason of Variance
No Historic Data
Unclear Requirements
Lack of Domain or
technical knowledge
Scope Creep
Non-developer Estimating
Variance
➢ Just for an illustration, imagine each of the variance source causes 30% variance then
cumulative range of variance could be: - “1 – 1.3*1.3*1.3*1.3*1.3” = “1 – 3.7” => 270%
variance
➢ If can’t estimate accurately then why estimate? Some Lean/Kanban experts believe
“Estimate is overhead. It’s waste.”. There is “#Noestimate” movement.
4. 4
Estimation Advantages
➢ Sponsor and end customers expect early information about cost and timelines.
➢ Estimation help in managing projects interdependencies and organizational
dependencies.
➢ Estimation helps in understanding the viability. It helps to identify early on,
anything not worth pursuing.
➢ Estimation helps in prioritization as prioritization is not just function of value but
value & cost (ROI) ratio.
➢ Estimation helps in better planning and execution.
➢ Estimation provides another opportunity to collaborate and get better
understanding of ‘What’ and ‘How’ (requirements and implementation).
5. 5
Estimation Basics / Tips
➢ Estimate in range rather than giving a single figure. Example: It would take 15-30
minutes to reach office depending on traffic conditions.
“It’s better to be roughly right than precisely wrong” – John Maynard
Keynes.
➢ Any estimate is as good as its underlying reasoning and assumptions. Example:
While giving this estimate for time to reach office, I am assuming private vehicle
rather than public transport and travel during non-peak traffic hours.
➢ Historic data (past projects) is good for estimation.
➢ Current data (current project) is even better and that’s where agile focuses.
➢ Estimation is not a one time activity. It is done iteratively as we progressively
elaborate the project’s ‘what’ and ‘how’ so modify it when you learn anything new.
6. 6
Estimation cone of uncertainty
The cone
doesn’t narrow
itself.
We have to
force it to narrow
by reducing
variability.
7. 7
Estimation Techniques
➢ Expert Judgement
➢ Analogous / Top Down Estimate – Estimating based on analogy with other
similar projects done in past.
➢ Used when very little information is available. Estimates are known as Rough
Order of Magnitude or ballpark estimates.
➢ Parametric Estimate – Uses statistical relationship between historical data and
other variables to calculate and estimate.
➢ Micro / Bottom-up estimate – Require a detailed WBS (Work breakdown
structure), activity list and resources. Estimate is summation of individual
estimates of small parts.
We combine techniques. Expert Judgement or analogous estimate in the beginning
when less information is available. Use bottom-up or other detailed estimation
techniques later on.
8. 8
Wide Band Delphi
Delphi is structured way to create forecast based on inputs from panel of experts.
Wideband Delphi is a variation of that with following steps:
1) Choose the team – Select moderator and estimation team considering
representation from all areas (eg development, testing, devops, product etc)
2) Kick Off Meeting – Moderator leads a discussion to brainstorm assumptions,
WBS, units of estimation etc
3) Individual Preparation – Estimators individually prepare tasks list, estimate and
assumptions
4) Estimation Session – Discussion on estimation range and outliers. Attempt is to
gain consensus on estimate, tasks list and assumptions.
5) Assemble Tasks – Compilation of final tasks list, estimate and assumptions.
6) Review Results
10. 10
PERT – 3 Point estimation
➢ Scope is broken down into components / activities / work packages. Each
component is given 3 estimates – Optimistic (O), Pessimistic (P), Most Likely (M)
➢ Estimate used for planning = (O+4M+P) / 6
➢ Standard Error for each component σte = (p - o) ÷ 6
➢ Risk Spread
Example: Say we have only two tasks:
1) Task 1 – Optimistic estimate 5; Most likely 8; Pessimistic 11
2) Task 2 – Optimistic estimate 3; Most likely 6; Pessimistic 12
Estimate = (5+4*8+11)/6 + (3+4*6+12)/6 = 13.5
Risk Spread = SQRT (SQR((11-5)/6) + SQR((12-3)/6)) = 1.8
This gives estimate range of 11.8 to 15.3 instead of 8 to 23. Adding 2*risk spread
givens 95% confidence estimate which is 17.1 in this case.
11. 11
Affinity Estimation
➢ Done as first round of estimation for:
➢ Providing initial view of size to PO for
prioritization.
➢ Team to identify items too big or too
complex for possible split / spikes.
➢ It has five steps:
1. Silent Relative Sizing
2. Discussion to edit the wall
3. Place items into relative size buckets
4. Product owner challenge
5. Store the data in electronic tool
12. 12
Ideal days / hours estimation
➢ Ideal Time is - How long something would take if
a) It’s all you work on
b) You have no interruptions
c) You have all you need
➢ Elapsed time is total time taken to finish the work
➢ Ideal time for a American footwall game is 60 minutes – Four 15 minutes quarters.
The elapsed time is much longer and hard to accurately predict.
➢ Ideal Days estimate is easy to estimate (at least initially) and explain but hard to
convert into elapsed time.
➢ Trainings, meetings, phone calls and task switching etc affect difference between
ideal time and elapsed time.
13. 13
Relative Estimation
➢ Giving measurement baselines will not help because:
a) It’s very difficult and time consuming to measure.
b) Given dimensions may not be accurate and result in most going to a single box.
➢ Triangulation will help. Triangulation means comparing each sample with multiple
other samples.
➢ Relative estimation is slow and difficult in the beginning but once you have estimated
few, it will be fast and easy.
Small
Medium
Large
Can you divide mangoes from this huge pile into three boxes based on size?
Do you need to be told the exact dimension, length, width etc to identify different sizes?
14. 14
Story Point Estimation
➢ Story Points is unit-less, relative size estimate which factor in both size (how much there
is?) and complexity (how hard it is?).
➢ Relative size is what is important.
➢ Example: Login Feature is 2; Search is 8 (as it’s approx 4 times bigger and harder
than Login Feature).
➢ Smallest story point could be of 1 story point
➢ Don’t use a single gold standard, rather triangulate i.e. compare with multiple reference
stories
➢ Basic math function (addition / subtraction still hold good).
➢ Each team defines these unit less points as they see fit. Can’t compare story point
estimates of two teams.
➢ Teams often defines handful of stories as reference stories to help with estimation
process.
15. 15
Benefits of story point estimation
➢ Faster & Easier - Once team get a hang of it, story point estimation is much faster and
easier than day/hours estimate.
➢ Drive cross-functional behavior – It helps drive cross functional behavior as whole team
needs to provide single story point estimate for given user story.
➢ Don’t change with time – With time as team becomes more efficient or gets inefficiencies,
effort estimate in days/hours for same work changes which make it difficult to separate
efficiency change from estimate change. No such issue with story point estimation as it’s
relative.
➢ Avoids elapsed time vs effort confusion - Invariably ‘x’ days estimated work is supposed
to be finished in ‘x’ days which is often not true.
➢ Story point estimation is difficult for new agile teams so one mid-way approach could be:
a) Define “1 story point = 1 ideal day”
b) Gradually convert team to thinking in unit-less story points and unlearn a)
16. 16
Agile Estimation – Just in time
Each of the priority items has a
size estimate in story point or
ideal days
Very large item at the bottom(which
may not be for current release) may
not have estimate or may have
estimate in large units
As items move up in the
priority list of unfinished
items, these are refined
further for better estimate
Accuracy
2
3
1
3
5
8
3
13
20
40
100
L
XL
17. 17
Story point estimationAccuracy
Effort
➢ A little effort helps a lot but then lot of effort
only helps a little more.
➢ Agile doesn’t believe in too much precision
and want just enough precision to allow
planning. That’s the key reason for using
non-linear scale.
18. 18
Using the right scale
➢ Can you decide whether given story is a one point story OR a two points story?
➢ How about deciding whether given story is a 14 points story OR a 15 points story?
➢ Use a non-linear scale. Two commonly used scales are:
a) Fibonacci Series – 1,2, 3, 5, 8, 13, 20, 40, 100…
b) Power of two – 1, 2, 4, 8, 16…
➢ For work to be done in near future, stay within single order of magnitude i.e. range
1 – 10
➢ Include 0 or ½ if required.
➢ Zero helps in considering trivial efforts.
➢ Remember 15x0 != 0. Multiple zero point stories can be combined to make 1-
2 points stories.
19. 19
Planning Poker
➢ A gamified variation of Delphi estimation
where estimators are those who will do the
work.
➢ Improves buy-in and team collaboration.
➢ Each estimator is given a deck of cards, each
card has a valid estimate written on it (based
on non-linear scale chosen)
➢ Customer/Product owner reads a story and
it’s discussed briefly
➢ Each estimator selects a card that’s his or her
estimate. Cards are turned over so all can see
them
➢ Discuss differences (especially outliers) and
re-estimate until estimates converge
20. 20
Planning Poker
➢ Team can also use question mark or infinity to
denote high size and complexity preventing
them to estimate properly i.e. need for split,
spike or scope clarity.
➢ Lack of convergence after 2-3 rounds require
scrum master to understand the reasoning and
deal case on case basis. Often these items are
parked aside.
➢ Product owner doesn’t estimate but is present
to answer any queries around scope.
➢ Engineering managers also don’t estimate but
support the process and sometimes provide
inputs.
Estimators Round 1 Round 2
Tara 3 5
Bala 8 5
Joju 2 5
Chris 5 8
21. 21
➢ Velocity is sum of total estimate (in story points or ideal days) of stories which qualifies
“Definition of Done” in a given sprint.
➢ Example: Team signed up 5 stories of 3 points each (15 USP); 4 stories got DONE and 1
is incomplete then velocity is 12 USP).
➢ This helps in creating forecasts and planning for next sprints.
➢ Schedule = (Total number of story points / velocity)*Iteration length
➢ Velocity gets stabilized after running few iterations and we often take average of last 3
sprints.
➢ It corrects estimation errors and automatically factors in non-productive activities,
unplanned distractions.
Backlog Size Velocity Duration
200 Points Velocity = 25 200/25 = 8
Iterations
Velocity
25. 25
Determining Velocity
Good to have historic values
but as every project & team is
unique, these have limited
value
Use Historic Values
Ideal way if feasible. After each
iteration the range of possible
velocity figures will converge
Run an Iteration
Estimate based on team’s
capacity
Make Forecast
Velocity is not just a number but a range of optimistic and pessimistic scenarios.
26. 26
Velocity Forecast – Determine Team capacity
Person Hours Available per iteration
Tom 32 – 40
Harry 36 – 40
Rita 20 – 28
Han 16 – 22
Total Hours 104 – 130
Calculate Team’s capacity – An example
104 – 130 hrs effort available
27. 27
Velocity Forecast – Raw velocity exercise
Story Story
Points
As user.. Search 2
As admin... Add 5
As visitor .. Inquire 3
As admin .. clone 5
104 – 130 hrs effort available Task Hrs
Design 6
Code 12
Test 8
Total 26
Task Hrs
Design 10
Code 12
Test 12
Document 10
Automate 8
Total 52
Task Hrs
Design 10
Code 14
Test 12
Total 36
Task Hrs
… …
Total 54
Backlog
Effort = 26+52+36 = 114
Velocity= 2+5+3=10