Professional Documents
Culture Documents
11 Reference Books
Book
Author
1. Agile Retrospectives
Making Good Teams Great
2. Agile Software
Development: The
Cooperative Game
3. The Software Project
Managers Bridge to Agility
Alistair Cockburn
Lyssa Adkins
5. Agile Project
Management: Creating
Innovative Products
Jim Highsmith
6. Becoming Agile: in an
Imperfect World
Author
Mike Cohn
James Shore
Mike Cohn
Ken Schwaber
Allan Shalloway, Guy
Beaver, James R. Trott
AGILE OVERVIEW
Why Agile?
Deliver or Perish
In this economic climate, when project
teams dont deliver quickly, they are
often replaced
The Agile Framework can get the
project team to success
Research Shows
Agile Usage
2010 35% of projects
10
11
WATERFALL METHOD
SDLC, DMAIC, etc.
12
Design
Implementation
Verification
Maintenance
13
14
AGILE HISTORY
Some history and a manifesto
15
Manifesto
We are uncovering better ways of developing
software by doing it and helping other 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
16
12 Principles
1.Our highest priority is to satisfy the customer
through early and continuous delivery of
valuable software.
2.Welcome change requirements, even late in
development. Agile processes harness change
for the customers competitive advantage.
3.Deliver working software frequently, from a
couple of weeks to a couple of months, with a
preference to the shorter timescale.
4.Business people and developers must work
together daily throughout the project.
17
12 Principles, cont
5.Build projects around motivated individuals.
Give them the environment and support they
need, and trust them to get the job done.
6.The most efficient and effective way of
conveying information to and within a
development team is face-to-face
communication.
7. Working software is the primary measure of
progress.
12 Principles, cont
9.Continuous attention to technical excellence
and good design enhances agility.
10.Simplicity the art of maximizing work not
done - is essential.
11.The best architectures, requirements, and
designs emerge from self-organizing teams.
12.At regular intervals, the team reflects on how
to become more effective, then tunes and adjusts
its behavior accordingly.
19
Kanban
Comes from Lean manufacturing. Visualization of the work flow.
Limit work-in-progress (WIP). Measure and optimize the flow of
work. Rising in popularity.
XP Extreme Programming
Process is visible and accountable. Developers commit to what
they will accomplish, provide deployable software. Developed
by Kent Beck.
20
XP EXTREME
PROGRAMMING
21
XP Activities
Coding
Designing
Listening
Testing
tReference
http://www.selectbs.com
for more information
22
XP Values
Simplicity
Communication
Feedback
Respect
Courage
t
Reference http://www.extremeprogramming.org
for more information
23
XP Practices
Fine Scale Feedback:
Pair Programming
Planning Game
Test Driven Development
Whole Team
Continuous Process
Continuous Integration
Design Improvement
Small Releases
Shared Understanding
Coding Standards
Collective Code Ownership
Simple Design
System Metaphor
Programmer welfare
Sustainable Pace
24
25
26
27
28
LEAN SOFTWARE
DEVELOPMENT
29
KANBAN
Limit WIP
31
32
Not time-boxed
33
Kanban Board
Source: http://blogs.mulesoft.org/
34
VALUE STREAM
MAPPING
35
Eliminate waste
36
SCRUM
A better way of working
37
Scrum Process
14 days
Source:
Mountain Goat Software
38
What is a Sprint?
Iteration (normally 2 or 4 weeks)
A time-boxed period
Team is focused on delivering a
potentially shippable increment of product
functionality
Sprint has a goal - (i.e. Develop the
user interface)
t
39
Scrum Artifacts
Product Backlog Product Owners
Vision
Sprint Backlog Work to be done in the
Sprint, tasks from previous Sprints
Burn down Chart Shows remaining
hours or story points, we dont care what
hours or story points have been spent, we
want to know what is remaining
t
40
TEAM DYNAMICS
Lets all work together
41
Self-organizing, Self-managing
The product owner prioritizes the work
Time to do the work is time-boxed
42
43
44
Norming
Storming
Forming
Desired to be accepted,
work as a team
46
UNDERSTANDING
THE CUSTOMER
47
Customer Personas
Fictional character
Give them a name
Create a backstory
Their goals for the system
Likes and dislikes
t
48
PRODUCT BACKLOG
What gets done when
49
Continuous backlog
grooming
50
51
USER STORIES
Lets have a conversation
52
Task
Software
Selection
Task
Design
Security
INVEST MODEL
for User Stories
I = Independent
N = Negotiable
V = Valuable
E = Estimable
t
S = Small
T = Testable
56
Definition of Done
When is the story Done Done?
Design
Coded
Passed Unit Tested
Passed System Tested
Accepted by Product Owner
57
ESTIMATING STORIES
Cards anyone?
58
Methods of Estimating
Method
Description
Analogy
Disaggregation
59
60
Medium
Large
61
Fibonacci Scale
62
Planning Poker
63
64
PRIORITIZATION
Whats important now
65
MOSCOW
PRIORITIZATION
66
MOSCOW
Must Have
fundamental to system
Should Have
important to system
Could Have
can do without in the short term
67
KANO
PRIORITIZATION
68
KANO Analysis
Must Haves
Baseline features
Satisfiers
Value added, the more of these
features, the more satisfied the
customer is
Delighters
Exciting unexpected features
Indifferent
Perception is that these features are not
value-added
69
PARETO
ANALYSIS
70
Pareto Analysis
80/20 rule
The target can be to prioritize
to deliver 80% of the highest
value with 20% effort.
71
RELEASE PLANNING
Are we there yet?
72
73
ITERATION PLANNING
Sprint Planning
75
VELOCITY
78
Velocity
A measurement of how many
story points the team spends
in an iteration
Can also be measured in hours
or other increments
No partial points
Not a measure of
performance
79
ITERATION 0
Sprint 0
80
Iteration 0
Important first step
Understand/agree to release
plan
81
Backlog Grooming
Product Owner and Team
Adds and removes stories
Reprioritizing of stories
Ken Schwaber, one of the originators of Scrum,
advises teams to dedicate five percent of every
sprint to this activity.
82
SCRUM ROLES
83
Scrum Master
Keeps an eye on the team,
shields it from outside
disturbances
84
Fully committed
Getting the work done!
85
Daily Scrum
1. What did you do yesterday?
2. What do you plan to do today?
86
Obstacles
The team needs to raise obstacles as
soon as they occur and they are unable
to resolve them
24 hour rule
The Scrum Master should take on
responsibility to clear the obstacle is the
team member cannot
Escalation can continue if needed
Obstacles are also called Impediments
87
SPRINT REVIEW
Show and Tell
88
89
SPRINT
RETROSPECTIVE
90
Sprint Retrospective
The Good, The Bad and The Ugly
Lessons Learned