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Overview of Scrum
3 roles
3 artifacts
4 ceremonies
Scrum
https://www.realmdigital.co.za/post/whats-scrum-and-how-do-we-use-it/
Scrum Overview
● Take a prioritized backlog of features
● Deliver potentially shippable increments
of product every 1-4 weeks
● Using 3 roles, 3 artifacts, and 4
ceremonies
● suggested 5-9 people per team
○ scale via multiple scrum teams and scrum of
scrums
● Owns the Product Backlog
● Responsible for the business value of the
product (ROI)
● Client or client proxy
● Usually a business person or domain
expert
● Answers questions about Backlog items
● Needs to learn how to value at the
feature level vs the product level
The Product Owner
● Developers, Testers, DBAs, UX, Ops - no
longer
● Responsible for completing tasks in the
backlog
● No I in team, succeed or fail as a group
● Self-organizing
● Cross-functional
Team Member
● There to facilitate the Scrum
● Protects the team from distraction
● Removes impediments
● Coach/mentor/servant leader
● Works for the team
Scrum Master
● Created/groomed by the Product Owner
● Ordered by business value
● Priority can be a function of value,
technical scope, and technical necessity
Product Backlog
● The tasks from the product backlog that
will be completed this sprint
● product backlog broken into manageable
chunks
● 50-80% capacity
Sprint Backlog
● Shows progress through the sprint
● A measure of success...
(or defeat)
Burndown Charts
http://xprogramming.
com/articles/bigvisiblecha
rts/
● Chickens and pigs
● 3 Questions
○ What did I do yesterday?
○ What am I planning to do today?
○ Do I have any impediments?
● Discussions should be reserved to
interested people in separate meetings
Timeboxed to 15 minutes
Occurs daily
Daily Scrum (Standup)
● Planning Poker
● 2 parts
○ Estimate features, talk about why they are
important (What and Why)
○ Break down the features into small tasks
and grab highest priority features until out
of capacity (How)
Each part timeboxed to 1 hour per week in sprint (ex. 2
week sprint, part 1 - max 2 hours, part 2 - max 2 hours)
Occurs first day of sprint
Sprint Planning
● Show working software to stakeholders
● Take questions and feedback
Timeboxed to 1 hour per week in sprint
(ex. 2 week sprint max of 2 hours)
Occurs last day of sprint
Sprint Review/Demo
● Extremely important
● Reflect on how the sprint went
● Identify things that need to change
Timeboxed to 45 minutes per week in sprint
Occurs last day of sprint after Sprint
Demo/Review
Sprint Retrospective
● Keep to < 10% of capacity
● Break down, analyze, estimate large
stories
● Either a meeting or team available to
help product owner
Optional Sprint Task - Product
Backlog Refinement/Grooming
so what else did we learn
That's All Scrum Is
● The team must agree to a definition
● Coded, unit tested, accepted by PO
● + automated acceptance test in place
● + documented
● + ready for deploy to production
Definition of Done
● Up to the team to choose appropriate
practices
● Start with 2-week sprints, adapt
● Don't start or end sprints on Monday or
Friday (they're the most likely vacation
days)
● Automated Acceptance and Unit Tests
○ TDD and ATDD/BDD
● Continuous Integration
Recommended Practices
● Pair Programming
● Planning Poker
● User Stories
● Communities of Practice
Recommended Practices(Cont.)
● Seed the product backlog
● Build/grab a team
● Make decisions on team rules, definition
of done, practices, technology stack
● Setup version control, continuous
integration, continuous delivery,
architectural skeleton
Sprint 0/Iteration 0/Project
Inception
● The team decides them
● Examples:
○ Late to meeting: penalty
○ Leaving the build broken: penalty
○ No laptops or phones at meetings (except
driver)
○ Definition of done
○ Respect others - keep it short, 1 person
talking at a time, project your voice if on
conference call
Team Rules
● Relative
○ Story points, T-shirt size, etc.
○ Pros:
■ Relative size stays the same, hour estimates per
unit of size should improve
■ Can't be mapped between teams
○ Cons:
■ Harder to learn how to do
■ Can't be mapped between teams
Relative vs Hour Estimation
● Hours:
○ Pros:
■ Easier to grasp
○ Cons:
■ Difference between senior and junior estimates
■ May be taken as a commitment rather than an
estimate
Relative vs Hour Estimation
● Other departments don't accept the
Scrum practices
○ Anything can go on backlog, but nothing will
be worked immediately
○ Non-agile contracts
○ Dependencies with non-agile teams
○ Annual reviews involve ranking people
against one another instead of on team
success or knowledge transfer
Pain Points
● Product Owner isn't full time with team
● We sometimes let sprints go long
● We don't do Daily scrum or sprint
retrospective
● We still throw code over a wall to testers
● Team split between multiple projects
● Not always bad ... but not Scrum
Scrum, But...
● Incorrect metrics
● Hiring
● Furniture police
● Hero team members
● Training
All Dysfunction is Organizational
or Process Related
● Co-located team - 0.6x
● Large scale (Scrum of scrums) - 1.4x
Time Bonus/Penalties
Number of Projects
● 1
● 2
● 3
● 4
● 5
● 6
The Myth of Multitasking
Effective Hours per Day
● 5-6
● 4
● 3
● 2.5
● 2
● 1
via Slack by Tom DeMarco
Overtime is a Lie
● Overtime over a week will regress to the
mean
○ 1st week you'll get extra capacity
○ After that at best you're getting 40 hours for
the 50 or 60 you're paying for
● More defects
● Employee morale declines
● Succeeding with Agile by Mike Cohn
● Agile Estimating and Planning by Mike Cohn
● User Storied Applied by Mike Cohn
● Agile Retrospectives by Esther Derby and Diana Larsen
● Agile Coaching by Rachel Davies and Liz Sedley
● Agile Software Development with Scrum by Ken
Schwaber and Mike Beedle
● http://www.mountaingoatsoftware.com/topics/scrum
● http://scrumfoundation.com/library
Further References

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Essential Scrum Overview: 3 Roles, 3 Artifacts, 4 Ceremonies

  • 1. Overview of Scrum 3 roles 3 artifacts 4 ceremonies
  • 3. Scrum Overview ● Take a prioritized backlog of features ● Deliver potentially shippable increments of product every 1-4 weeks ● Using 3 roles, 3 artifacts, and 4 ceremonies ● suggested 5-9 people per team ○ scale via multiple scrum teams and scrum of scrums
  • 4. ● Owns the Product Backlog ● Responsible for the business value of the product (ROI) ● Client or client proxy ● Usually a business person or domain expert ● Answers questions about Backlog items ● Needs to learn how to value at the feature level vs the product level The Product Owner
  • 5. ● Developers, Testers, DBAs, UX, Ops - no longer ● Responsible for completing tasks in the backlog ● No I in team, succeed or fail as a group ● Self-organizing ● Cross-functional Team Member
  • 6. ● There to facilitate the Scrum ● Protects the team from distraction ● Removes impediments ● Coach/mentor/servant leader ● Works for the team Scrum Master
  • 7. ● Created/groomed by the Product Owner ● Ordered by business value ● Priority can be a function of value, technical scope, and technical necessity Product Backlog
  • 8. ● The tasks from the product backlog that will be completed this sprint ● product backlog broken into manageable chunks ● 50-80% capacity Sprint Backlog
  • 9. ● Shows progress through the sprint ● A measure of success... (or defeat) Burndown Charts http://xprogramming. com/articles/bigvisiblecha rts/
  • 10. ● Chickens and pigs ● 3 Questions ○ What did I do yesterday? ○ What am I planning to do today? ○ Do I have any impediments? ● Discussions should be reserved to interested people in separate meetings Timeboxed to 15 minutes Occurs daily Daily Scrum (Standup)
  • 11. ● Planning Poker ● 2 parts ○ Estimate features, talk about why they are important (What and Why) ○ Break down the features into small tasks and grab highest priority features until out of capacity (How) Each part timeboxed to 1 hour per week in sprint (ex. 2 week sprint, part 1 - max 2 hours, part 2 - max 2 hours) Occurs first day of sprint Sprint Planning
  • 12. ● Show working software to stakeholders ● Take questions and feedback Timeboxed to 1 hour per week in sprint (ex. 2 week sprint max of 2 hours) Occurs last day of sprint Sprint Review/Demo
  • 13. ● Extremely important ● Reflect on how the sprint went ● Identify things that need to change Timeboxed to 45 minutes per week in sprint Occurs last day of sprint after Sprint Demo/Review Sprint Retrospective
  • 14. ● Keep to < 10% of capacity ● Break down, analyze, estimate large stories ● Either a meeting or team available to help product owner Optional Sprint Task - Product Backlog Refinement/Grooming
  • 15. so what else did we learn That's All Scrum Is
  • 16. ● The team must agree to a definition ● Coded, unit tested, accepted by PO ● + automated acceptance test in place ● + documented ● + ready for deploy to production Definition of Done
  • 17. ● Up to the team to choose appropriate practices ● Start with 2-week sprints, adapt ● Don't start or end sprints on Monday or Friday (they're the most likely vacation days) ● Automated Acceptance and Unit Tests ○ TDD and ATDD/BDD ● Continuous Integration Recommended Practices
  • 18. ● Pair Programming ● Planning Poker ● User Stories ● Communities of Practice Recommended Practices(Cont.)
  • 19. ● Seed the product backlog ● Build/grab a team ● Make decisions on team rules, definition of done, practices, technology stack ● Setup version control, continuous integration, continuous delivery, architectural skeleton Sprint 0/Iteration 0/Project Inception
  • 20. ● The team decides them ● Examples: ○ Late to meeting: penalty ○ Leaving the build broken: penalty ○ No laptops or phones at meetings (except driver) ○ Definition of done ○ Respect others - keep it short, 1 person talking at a time, project your voice if on conference call Team Rules
  • 21. ● Relative ○ Story points, T-shirt size, etc. ○ Pros: ■ Relative size stays the same, hour estimates per unit of size should improve ■ Can't be mapped between teams ○ Cons: ■ Harder to learn how to do ■ Can't be mapped between teams Relative vs Hour Estimation
  • 22. ● Hours: ○ Pros: ■ Easier to grasp ○ Cons: ■ Difference between senior and junior estimates ■ May be taken as a commitment rather than an estimate Relative vs Hour Estimation
  • 23. ● Other departments don't accept the Scrum practices ○ Anything can go on backlog, but nothing will be worked immediately ○ Non-agile contracts ○ Dependencies with non-agile teams ○ Annual reviews involve ranking people against one another instead of on team success or knowledge transfer Pain Points
  • 24. ● Product Owner isn't full time with team ● We sometimes let sprints go long ● We don't do Daily scrum or sprint retrospective ● We still throw code over a wall to testers ● Team split between multiple projects ● Not always bad ... but not Scrum Scrum, But...
  • 25. ● Incorrect metrics ● Hiring ● Furniture police ● Hero team members ● Training All Dysfunction is Organizational or Process Related
  • 26. ● Co-located team - 0.6x ● Large scale (Scrum of scrums) - 1.4x Time Bonus/Penalties
  • 27. Number of Projects ● 1 ● 2 ● 3 ● 4 ● 5 ● 6 The Myth of Multitasking Effective Hours per Day ● 5-6 ● 4 ● 3 ● 2.5 ● 2 ● 1 via Slack by Tom DeMarco
  • 28. Overtime is a Lie ● Overtime over a week will regress to the mean ○ 1st week you'll get extra capacity ○ After that at best you're getting 40 hours for the 50 or 60 you're paying for ● More defects ● Employee morale declines
  • 29. ● Succeeding with Agile by Mike Cohn ● Agile Estimating and Planning by Mike Cohn ● User Storied Applied by Mike Cohn ● Agile Retrospectives by Esther Derby and Diana Larsen ● Agile Coaching by Rachel Davies and Liz Sedley ● Agile Software Development with Scrum by Ken Schwaber and Mike Beedle ● http://www.mountaingoatsoftware.com/topics/scrum ● http://scrumfoundation.com/library Further References