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You walk into a class, you have
been invited to attend a training.

You read the text on the slide on
the projector. You first ignore it, the
second time you see it you start
reading... Once you finish reading
the slide, you find someone at a
table. You sit down, and exchange
all you know about Agile and Scrum
with each other until the session is
going to start.
Introduction to Scrum
Elad Sofer - Agile Coach
http://www.practical-agile.com
elad@practical-agile.com
• No answers, just questions.
• Don’t believe anything.
• Discussion!
• The agenda is a draft.
• Games & exercises
• Use the parking lot.
• A-Ha wall.
Discussion
Games and
exercises
Parking lot
Photos


Let’s form 

teams
Who am I ?
• S/W Engineer.
• Agile coach.
• Blogger
• Co-Founder of “Practical-Agile”
• Co-Organizer of “Agile 

Practitioners IL” group
• Married to Keren
• Father of 2 boys.
I am the EXPERT!
Requirements
Design
Implement
Test
Acceptance
Analysis
Deliver
The waterfall development model originates in
the manufacturing and construction industries
The first description of waterfall
is a 1970 article by Winston W. Royce
Royce presented this model as an
example of a flawed, non-working model
"I believe in this concept, but the implementation
described above is risky and invites failure"
[Royce 1970]
Division of work to specialized teams
(specification, design and testing) is
efficient
It is possible to “collect” or even
“know” all the requirements up-front
The harder we plan and analyze in the
beginning, the less there’s change in
the project and the more successful
the project.
Multiple parallel programs speed up
the development
Multiple programs create big
management overhead and risk of
overloading the pipeline, R&D works
most efficiently in continuous mode
There is change always and
responding to it is vital. Uncertainty is
best reduced by learning from actual
implementation
Requirements evolve as customers
and our knowledge increases – based
on experience
Cross-functional teams reduce the
amount of handovers and delays, thus
they are more productive
You can save time by “good-enough”
development.
It’s possible to transfer information
effectively on written documents
without much of human contact.
Resource usage and cost optimization
is the key to increased productivity
Product development process can be
defined as a predictable and
repeatable process
Product development is an evolving
and adaptive process, unique for every
organization.
Concentrating on value stream
optimization, removing waste and
sustainable flow increases
productivity
Essential knowledge is lost in every
handover and human interaction is
needed to overcome it.
Any technical debt will slow
development down and thus we
don’t allow technical debt to
accumulate.
Wishful thinking
No matter how hard you try, it ain’t gonna work
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software
2. Welcome changing requirements, even late in development. Agile
processes harness change for the customer’s competitive advantage.
3. Deliver working software frequently, from a couple of weeks to a
couple of months, with a preference to a shorter timescale.
4. Business people and developers must work together daily
throughout the project.
5. Build project around motivated individuals. Give them the
environment and support they need, and trust them to get the job
done.
6. The most efficient and effective method of conveying information to
and within development team is face-to-face conversation.
7. Working software is the primary measure for progress.
8. Agile processes promote sustainable development. The
sponsors, developers, and users should be able to maintain a
constant pace indefinitely.
9. Continuous attention to technical excellence and good design
enhances agility.
10. Simplicity – the art of maximizing the amount of work not done –
is essential.
11. The best architectures, requirements, and designs emerge from
self-organizing teams.
12. At regular intervals, the team reflects on how to become more
effective, then tunes and adjusts its behavior accordingly.
Scrum


"Scrum is a team of eight individuals in Rugby.
Everyone in the pack acts together with everyone else
to move the ball down the field in small incremental
steps. Teams work as tight, integrated units with
whole team focusing on a single goal."



• Understanding that we cannot predict the future.
• One size does not fit all.
• Constant improvement.
• Transparency
• Team work
• As simple as possible & as little as possible.
• Prioritizing – Industry statistics show: 65% of all
features are rarelynever used.
• Empirical approach
• Fun !!!
• Defines the features of the product
• Defines release dates and content
• Responsible for ROI.
• Prioritizes features.
• Can change features and priority 

once every predefined interval.
• Decides what will be worked on in each 

iteration
• Accepts or rejects results.
• Responsible for the scrum process.
• Protects the team.
• Helps removing impediments.
• He is standing at the nexus between:
• The product management that 

believes that any amount of work 

can be done.
• Developer’s that have the willingness to cut quality
to support the managements belief.
• Probably the least loved person in the world.
Time
Work
left
20
10 12 14 16 18
• Scrum helps prevent such things by
encouraging:
– Team productivity
– High quality
– Top-notch engineering practices
• Unit testing  TDD
• BDD
• Pair work
• Continuous integration
• Refactoring.
32
The Scrum master
Exercise
Is command and
control
Management?
33
• Typically 5-9 people
• Cross-functional:
•“Architects”, Programmers, testers 

UI designers, etc.
•Members should be full-time
•May be exceptions (e.g., database administrator)
• Teams are self-organizing
•Ideally, no titles but rarely a possibility
• Membership should change as little as possible
•only between sprints
• List of features, Technology, issues.
• Items should deliver value for customer.
• Constantly prioritized & Estimated.
• Anyone can contribute.
• Visible to all.
• Derived from business plan, may be 

created together, with the customer.
• Can be changed every sprint!!!
• Customer is not “programmed” to think 

of everything in advance.
Backlog item Estimate
As a user I would like to register 3
As a user I would like to login 5
As a buyer I would like to make a bid 3
As a buyer I would like to pay with a credit card 8
As a seller I would like to start an auction 8
... …
Test register feature 10
Create infrastructure for login 20
Define 3 users for a 

social network 

targeted for kids

Create a 3 LARGE user
stories for a Social
network special 

for kids
• Also called backlog refactoring  Sniffing.
• Done by the team and the PO.
• The goal is to have the backlog ready for the sprint
planning.
• Grooming = Splitting, clarifying & estimating.
• Usually grooming just enough for 2-3 sprints
ahead.
• Recommended to allocate ~5% of sprint time for
this task.
• NEVER allow the PO to reach a sprint planning
meeting with a backlog not in good shape.
Product backlog refinement
• Different scenarios
• Splitting across the data model.
– Support only a subset of attributes
• Splitting across operations
– CRUD  parts of a protocol
• Splitting on results
– Success and failure scenarios.
• Splitting cross-cutting concerns
– Logging  Security.
• Splitting functional & non-functional
requirements
Split the biggest
backlog items to
5 user stories.
Slide Scrum introduction (Intel) / Elad Sofer
Elad Sofer – Agile coach – CSMCSP http://blog.thescrumster.com
elad.sofer@gmail.com
Exercise
• Estimate the following based on
Weight in Kilograms.

[NO GOOGLE PLEASE!!!]
• Chihuahua
• Great Dane
• Staffordshire bull terrier.
• Appalachian mountain dog.
• Border Collie
• American Cocker spaniel
43
Persistence of time
44
Slide Scrum introduction (Intel) / Elad Sofer
Elad Sofer – Agile coach – CSMCSP http://blog.thescrumster.com
elad.sofer@gmail.com
34.4
Story points
• Name is derived from user stories.
• They reflect the “bigness” of a user story.
–How hard it is ?
–How risky it is ?
–How much of it there is ?
• Relative values matters.
• Unitless.
• Point values “include uncertainty”.
• Easy and quick
–A little effort helps a lot
–A lot of effort helps a little more
46
Planning poker
1. Each person gets a deck of cards.
2. The item to be estimated is read to all.
3. Attendants ask clarifications for the item.
4. Each person selects a card and puts it on the
table facing down.
5. When everyone is done, cards are exposed.
6. If the estimations do not match a short
discussion is done. -> Goto 4.
7. Handle next item.
47
Exercise
• Estimate the following based on
size using planning poker.
• Spain
• China
• Luxembourg
• Denmark
• South Africa - 8 (Reference point)
• Belize
48
Why planning poker works ?
• Those who do the work estimate it.
• Emphasizes relative estimation
• Estimates are within one order of
magnitude.
• Reduces anchoring - Everyone's
opinion is heard.
49
Specification length
•One page spec
•Group A
•7 Pages spec
•Group B
173 hours
117 hours
Irrelevant information
•Group A
•added irrelevant details:
•End user desktop apps
•Usernames & passwords
•Etc.
•Group B
39 hours
20 hours
Extra requirements
•Requirements 1-4
•Group A
•Requirements 1-5
•Group B
4 hours
4 hours
•Requirements 1-5 but told 

to estimate 1-4 only
•Group C
8 hours
Given anchor
•Group A
•Customer thinks 500
•customer has no technical knowledge
•Don’t let the customer influence you
•Group B
555 hours
456 hours
•Same as B 

customer thinks 50
•Group C
99 hours
The results:
54
Spain
5

506K
China
Too big

10M
Luxembourg
0

3K
Denmark
3

301K
South Africa
13

1.22M
Belize
1

112K
Chihuahua 3
Great Dane 90
Staffordshire bull
terrier.
17
Appalachian
mountain dog.
???
Border Collie 34
American Cocker
spaniel
13
• Usually the longest meeting of all.
• The meeting takes place prior to 

every sprint.
• Participants:
• All Team members , PO, Scrum master.
• Is divided into two Parts:
• Part I
– Team and PO discuss and clarify the top priority items
– Team and PO selects sprint Goal.
• Part II
– Team creates the sprint backlog
– Team commits on content of coming sprint.
• The sprint backlog is defined by understanding 

and agreeing on the sprint goal(s) and selecting 

the appropriate items from the product backlog.
• The goal is determined by the customersproduct owner
team.
• The team compiles a list of tasks that are 

needed in order to complete the sprint goal(s).
• A task should be as small as possible and should not exceed a
time period of 2 days (time not effort).
• If a task X can not be defined, there will be a task to define
the task X.
• The sprint backlog can be modified throughout the sprint.
• The sprint is the productive part of the scrum
• It is a fixed, predefined, period of time.
• During this time the work load, the scope or 

nature of work must not be changed. The only “manager” of the
scope is the sprint backlog.
• The team is free to accomplish the sprint goal as it see’s fit, within
the limits of the team’s procedures and the time limits.
• During the sprint, the team has total freedom over how it works:
• Work as many hours as it wants.
• Hold meetings whenever it wants
– During the sprint the team is accountable for only two things
• Daily scrum
• Sprint backlog.
Source:“The New New Product Development Game” by Takeuchi and Nonaka.
Harvard Business Review, January 1986.
Rather than doing all of one
thing at a time...
...Scrum teams do a little of
everything all the time
Design Code Integrate Test
• A meeting that occurs daily at the same time. 

anyone who wants attend , can do so.
• Each of the team members needs to answer 

briefly these three questions:
1. What have you done since the last daily scrum?
2. What will you do until the next daily scrum?
3. What got in your way of doing work?
• The team does not report to anyone but the team.
• During the meeting only one of the team members is allowed to
speak, others should keep quiet.
• All of problems raised in the meeting should be written down and
resolved by the scrum masterteam.
• The daily scrum is not a technical meeting.
Effortremaining
0
25
50
75
100
Sprint
1 2 3 4 5 6 7 8
• At the end of each sprint there is a 

meeting called the sprint review.
• The purpose of the meeting is to let the 

“captain” to know where the ship is heading and where it is in it’s
route. In addition all new features will be presented to the product
owner.
• During this meeting the team presents to the management
customersusersproduct owner, what work has been DONE and
what was not.
• The only form of “automated” presentations allowed is working
software, Slideware is banned.
• The things that were not accomplished will be returned to the
product backlog.
• We have in Scrum – DOD – Definition of
Done.
• Terms of satisfaction of the PO
• Only DONE items count
• Success is well defined
• Example:
• Unit tested, Verification,

Documented, deployed.
The ball-point game
• Ball must have air-time
• No ball to your direct neighbor
• First person= Last person
• Iteration = 1 min
• In between = 1 min
65
• Periodically take a look at what is 

and is not working
• Typically takes ~60 minutes
• Done after every sprint
• Whole team participates
• Scrum Master
• Product owner
• Team
• Possibly customers and others
Whole team gathers and discusses what they’d like to:
Start doing
Stop doing
Continue doing
Scrum will not
solve any problems...
it will only
make them
painfully visible
71
Planning

in agile projects
Velocity
•How many points can the team complete
in one iteration.
•Easy to measure.
•Fixes estimation errors.
•Easily reflects the project status.
•Primary parameter in planning.
72
How to calculate time ?
Content
VelocitySprint #
73
• How many points still to complete ? (pts)
• What is the velocity ? (vel)
• How many sprints to go ? (num = pts/vel)
• What is the sprint’s length ? len
• How much time left ? num*len
• This is as simple as it gets !!!
74
So, how much time left ?
• Mindset:
– My work is to do my work and to improve my
work.
• Practice:
– Choose and practice techniques the team has
agreed to try, until they are well understood—
that is, master standardized work
– Experiment until you find a better way
– Repeat forever
• Value: The moments of action 

or thought creating the 

product that the customer is 

willing to pay for.
• Waste: All other moments or 

actions that do not add value 

but consume resources.
• value ratio =

total-value-time / total-cycle-time
• Overproduction
– features or services the customer doesn’t want
– large engineering documents, more detailed
designs than can be quickly implemented
– duplication of data
• Waiting / delay
– for clarification
– Documents
– Approval
– Components
– other groups to finish something
• Handoff, conveyance, moving
– Giving a specification from an analyst to an
engineer
– Giving a component to another group for testing
• Extra processing
– Relearning, lose of information.
– Forced conformance to centralized process
checklists of
– Recreating something made
• Partially done work – WIP  DIP
– Designs documented but not built
– Things built but not integrated or tested
– Things tested but not delivered.
• Task switching
– Interruption
– Multitasking on 3 projects
– Partial allocation of a person to many projects
• Under-realizing people
– People only working to single speciality job
– Do people have the chance to change what they
see is waste.
• Information scatter or loss
– Information spread across many separate
documents
– Communication barriers such as walls between
people, or people in multiple locations.
• Wishful thinking
– “We MUST follow the plan”
– “The estimate cannot increase; the effort
estimate is what we want it to be, not what it is
now proposed.”
– “We’re behind schedule, but we’ll make it up
later.”
Find one example of waste
from your work and design
an experiment to try
eliminate it.


10 minutes
Parking lot
Sources of knowledge
• Books:
– http://www.noop.nl/2011/08/top-100-agile-books-edition-2011.html
• Videos & Presentations:
– http://www.makinggoodsoftware.com/2009/04/28/top-5-video-conferences-on-
agile/
– http://www.infoq.com/agile/
• Blogs:
– http://www.thescrumster.com
– http://agilescout.com/top-agile-blogs-200/
• Discuss:
– http://www.linkedin.com/groups/Agile-Practitioners-IL-81807


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Scrum training day 1

  • 1. You walk into a class, you have been invited to attend a training.
 You read the text on the slide on the projector. You first ignore it, the second time you see it you start reading... Once you finish reading the slide, you find someone at a table. You sit down, and exchange all you know about Agile and Scrum with each other until the session is going to start.
  • 2. Introduction to Scrum Elad Sofer - Agile Coach http://www.practical-agile.com elad@practical-agile.com
  • 3. • No answers, just questions. • Don’t believe anything. • Discussion! • The agenda is a draft. • Games & exercises • Use the parking lot. • A-Ha wall.
  • 4.
  • 5.
  • 7.
  • 11.
  • 13. Who am I ?
  • 14. • S/W Engineer. • Agile coach. • Blogger • Co-Founder of “Practical-Agile” • Co-Organizer of “Agile 
 Practitioners IL” group • Married to Keren • Father of 2 boys.
  • 15. I am the EXPERT!
  • 17. The waterfall development model originates in the manufacturing and construction industries The first description of waterfall is a 1970 article by Winston W. Royce Royce presented this model as an example of a flawed, non-working model "I believe in this concept, but the implementation described above is risky and invites failure" [Royce 1970]
  • 18. Division of work to specialized teams (specification, design and testing) is efficient It is possible to “collect” or even “know” all the requirements up-front The harder we plan and analyze in the beginning, the less there’s change in the project and the more successful the project. Multiple parallel programs speed up the development Multiple programs create big management overhead and risk of overloading the pipeline, R&D works most efficiently in continuous mode There is change always and responding to it is vital. Uncertainty is best reduced by learning from actual implementation Requirements evolve as customers and our knowledge increases – based on experience Cross-functional teams reduce the amount of handovers and delays, thus they are more productive
  • 19. You can save time by “good-enough” development. It’s possible to transfer information effectively on written documents without much of human contact. Resource usage and cost optimization is the key to increased productivity Product development process can be defined as a predictable and repeatable process Product development is an evolving and adaptive process, unique for every organization. Concentrating on value stream optimization, removing waste and sustainable flow increases productivity Essential knowledge is lost in every handover and human interaction is needed to overcome it. Any technical debt will slow development down and thus we don’t allow technical debt to accumulate.
  • 20. Wishful thinking No matter how hard you try, it ain’t gonna work
  • 21.
  • 22. 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software 2. Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage. 3. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to a shorter timescale. 4. Business people and developers must work together daily throughout the project. 5. Build project around motivated individuals. Give them the environment and support they need, and trust them to get the job done. 6. The most efficient and effective method of conveying information to and within development team is face-to-face conversation.
  • 23. 7. Working software is the primary measure for progress. 8. Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely. 9. Continuous attention to technical excellence and good design enhances agility. 10. Simplicity – the art of maximizing the amount of work not done – is essential. 11. The best architectures, requirements, and designs emerge from self-organizing teams. 12. At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.
  • 24.
  • 25. Scrum
  • 26. 
 "Scrum is a team of eight individuals in Rugby. Everyone in the pack acts together with everyone else to move the ball down the field in small incremental steps. Teams work as tight, integrated units with whole team focusing on a single goal."
 

  • 27. • Understanding that we cannot predict the future. • One size does not fit all. • Constant improvement. • Transparency • Team work • As simple as possible & as little as possible. • Prioritizing – Industry statistics show: 65% of all features are rarelynever used. • Empirical approach • Fun !!!
  • 28.
  • 29. • Defines the features of the product • Defines release dates and content • Responsible for ROI. • Prioritizes features. • Can change features and priority 
 once every predefined interval. • Decides what will be worked on in each 
 iteration • Accepts or rejects results.
  • 30. • Responsible for the scrum process. • Protects the team. • Helps removing impediments. • He is standing at the nexus between: • The product management that 
 believes that any amount of work 
 can be done. • Developer’s that have the willingness to cut quality to support the managements belief. • Probably the least loved person in the world.
  • 32. • Scrum helps prevent such things by encouraging: – Team productivity – High quality – Top-notch engineering practices • Unit testing TDD • BDD • Pair work • Continuous integration • Refactoring. 32 The Scrum master
  • 34. • Typically 5-9 people • Cross-functional: •“Architects”, Programmers, testers 
 UI designers, etc. •Members should be full-time •May be exceptions (e.g., database administrator) • Teams are self-organizing •Ideally, no titles but rarely a possibility • Membership should change as little as possible •only between sprints
  • 35. • List of features, Technology, issues. • Items should deliver value for customer. • Constantly prioritized & Estimated. • Anyone can contribute. • Visible to all. • Derived from business plan, may be 
 created together, with the customer. • Can be changed every sprint!!! • Customer is not “programmed” to think 
 of everything in advance.
  • 36. Backlog item Estimate As a user I would like to register 3 As a user I would like to login 5 As a buyer I would like to make a bid 3 As a buyer I would like to pay with a credit card 8 As a seller I would like to start an auction 8 ... … Test register feature 10 Create infrastructure for login 20
  • 37. Define 3 users for a 
 social network 
 targeted for kids

  • 38. Create a 3 LARGE user stories for a Social network special 
 for kids
  • 39. • Also called backlog refactoring Sniffing. • Done by the team and the PO. • The goal is to have the backlog ready for the sprint planning. • Grooming = Splitting, clarifying & estimating. • Usually grooming just enough for 2-3 sprints ahead. • Recommended to allocate ~5% of sprint time for this task. • NEVER allow the PO to reach a sprint planning meeting with a backlog not in good shape. Product backlog refinement
  • 40. • Different scenarios • Splitting across the data model. – Support only a subset of attributes • Splitting across operations – CRUD parts of a protocol • Splitting on results – Success and failure scenarios. • Splitting cross-cutting concerns – Logging Security. • Splitting functional & non-functional requirements
  • 41. Split the biggest backlog items to 5 user stories.
  • 42. Slide Scrum introduction (Intel) / Elad Sofer Elad Sofer – Agile coach – CSMCSP http://blog.thescrumster.com elad.sofer@gmail.com
  • 43. Exercise • Estimate the following based on Weight in Kilograms.
 [NO GOOGLE PLEASE!!!] • Chihuahua • Great Dane • Staffordshire bull terrier. • Appalachian mountain dog. • Border Collie • American Cocker spaniel 43
  • 45. Slide Scrum introduction (Intel) / Elad Sofer Elad Sofer – Agile coach – CSMCSP http://blog.thescrumster.com elad.sofer@gmail.com 34.4
  • 46. Story points • Name is derived from user stories. • They reflect the “bigness” of a user story. –How hard it is ? –How risky it is ? –How much of it there is ? • Relative values matters. • Unitless. • Point values “include uncertainty”. • Easy and quick –A little effort helps a lot –A lot of effort helps a little more 46
  • 47. Planning poker 1. Each person gets a deck of cards. 2. The item to be estimated is read to all. 3. Attendants ask clarifications for the item. 4. Each person selects a card and puts it on the table facing down. 5. When everyone is done, cards are exposed. 6. If the estimations do not match a short discussion is done. -> Goto 4. 7. Handle next item. 47
  • 48. Exercise • Estimate the following based on size using planning poker. • Spain • China • Luxembourg • Denmark • South Africa - 8 (Reference point) • Belize 48
  • 49. Why planning poker works ? • Those who do the work estimate it. • Emphasizes relative estimation • Estimates are within one order of magnitude. • Reduces anchoring - Everyone's opinion is heard. 49
  • 50. Specification length •One page spec •Group A •7 Pages spec •Group B 173 hours 117 hours
  • 51. Irrelevant information •Group A •added irrelevant details: •End user desktop apps •Usernames & passwords •Etc. •Group B 39 hours 20 hours
  • 52. Extra requirements •Requirements 1-4 •Group A •Requirements 1-5 •Group B 4 hours 4 hours •Requirements 1-5 but told 
 to estimate 1-4 only •Group C 8 hours
  • 53. Given anchor •Group A •Customer thinks 500 •customer has no technical knowledge •Don’t let the customer influence you •Group B 555 hours 456 hours •Same as B 
 customer thinks 50 •Group C 99 hours
  • 54. The results: 54 Spain 5
 506K China Too big
 10M Luxembourg 0
 3K Denmark 3
 301K South Africa 13
 1.22M Belize 1
 112K Chihuahua 3 Great Dane 90 Staffordshire bull terrier. 17 Appalachian mountain dog. ??? Border Collie 34 American Cocker spaniel 13
  • 55. • Usually the longest meeting of all. • The meeting takes place prior to 
 every sprint. • Participants: • All Team members , PO, Scrum master. • Is divided into two Parts: • Part I – Team and PO discuss and clarify the top priority items – Team and PO selects sprint Goal. • Part II – Team creates the sprint backlog – Team commits on content of coming sprint.
  • 56. • The sprint backlog is defined by understanding 
 and agreeing on the sprint goal(s) and selecting 
 the appropriate items from the product backlog. • The goal is determined by the customersproduct owner team. • The team compiles a list of tasks that are 
 needed in order to complete the sprint goal(s). • A task should be as small as possible and should not exceed a time period of 2 days (time not effort). • If a task X can not be defined, there will be a task to define the task X. • The sprint backlog can be modified throughout the sprint.
  • 57.
  • 58. • The sprint is the productive part of the scrum • It is a fixed, predefined, period of time. • During this time the work load, the scope or 
 nature of work must not be changed. The only “manager” of the scope is the sprint backlog. • The team is free to accomplish the sprint goal as it see’s fit, within the limits of the team’s procedures and the time limits. • During the sprint, the team has total freedom over how it works: • Work as many hours as it wants. • Hold meetings whenever it wants – During the sprint the team is accountable for only two things • Daily scrum • Sprint backlog.
  • 59. Source:“The New New Product Development Game” by Takeuchi and Nonaka. Harvard Business Review, January 1986. Rather than doing all of one thing at a time... ...Scrum teams do a little of everything all the time Design Code Integrate Test
  • 60. • A meeting that occurs daily at the same time. 
 anyone who wants attend , can do so. • Each of the team members needs to answer 
 briefly these three questions: 1. What have you done since the last daily scrum? 2. What will you do until the next daily scrum? 3. What got in your way of doing work? • The team does not report to anyone but the team. • During the meeting only one of the team members is allowed to speak, others should keep quiet. • All of problems raised in the meeting should be written down and resolved by the scrum masterteam. • The daily scrum is not a technical meeting.
  • 62.
  • 63. • At the end of each sprint there is a 
 meeting called the sprint review. • The purpose of the meeting is to let the 
 “captain” to know where the ship is heading and where it is in it’s route. In addition all new features will be presented to the product owner. • During this meeting the team presents to the management customersusersproduct owner, what work has been DONE and what was not. • The only form of “automated” presentations allowed is working software, Slideware is banned. • The things that were not accomplished will be returned to the product backlog.
  • 64. • We have in Scrum – DOD – Definition of Done. • Terms of satisfaction of the PO • Only DONE items count • Success is well defined • Example: • Unit tested, Verification,
 Documented, deployed.
  • 65. The ball-point game • Ball must have air-time • No ball to your direct neighbor • First person= Last person • Iteration = 1 min • In between = 1 min 65
  • 66. • Periodically take a look at what is 
 and is not working • Typically takes ~60 minutes • Done after every sprint • Whole team participates • Scrum Master • Product owner • Team • Possibly customers and others
  • 67. Whole team gathers and discusses what they’d like to: Start doing Stop doing Continue doing
  • 68. Scrum will not solve any problems... it will only make them painfully visible
  • 69.
  • 70.
  • 72. Velocity •How many points can the team complete in one iteration. •Easy to measure. •Fixes estimation errors. •Easily reflects the project status. •Primary parameter in planning. 72
  • 73. How to calculate time ? Content VelocitySprint # 73
  • 74. • How many points still to complete ? (pts) • What is the velocity ? (vel) • How many sprints to go ? (num = pts/vel) • What is the sprint’s length ? len • How much time left ? num*len • This is as simple as it gets !!! 74 So, how much time left ?
  • 75.
  • 76.
  • 77. • Mindset: – My work is to do my work and to improve my work. • Practice: – Choose and practice techniques the team has agreed to try, until they are well understood— that is, master standardized work – Experiment until you find a better way – Repeat forever
  • 78. • Value: The moments of action 
 or thought creating the 
 product that the customer is 
 willing to pay for. • Waste: All other moments or 
 actions that do not add value 
 but consume resources. • value ratio =
 total-value-time / total-cycle-time
  • 79. • Overproduction – features or services the customer doesn’t want – large engineering documents, more detailed designs than can be quickly implemented – duplication of data • Waiting / delay – for clarification – Documents – Approval – Components – other groups to finish something
  • 80. • Handoff, conveyance, moving – Giving a specification from an analyst to an engineer – Giving a component to another group for testing • Extra processing – Relearning, lose of information. – Forced conformance to centralized process checklists of – Recreating something made
  • 81. • Partially done work – WIP DIP – Designs documented but not built – Things built but not integrated or tested – Things tested but not delivered. • Task switching – Interruption – Multitasking on 3 projects – Partial allocation of a person to many projects
  • 82. • Under-realizing people – People only working to single speciality job – Do people have the chance to change what they see is waste. • Information scatter or loss – Information spread across many separate documents – Communication barriers such as walls between people, or people in multiple locations.
  • 83. • Wishful thinking – “We MUST follow the plan” – “The estimate cannot increase; the effort estimate is what we want it to be, not what it is now proposed.” – “We’re behind schedule, but we’ll make it up later.”
  • 84. Find one example of waste from your work and design an experiment to try eliminate it. 
 10 minutes
  • 85.
  • 87. Sources of knowledge • Books: – http://www.noop.nl/2011/08/top-100-agile-books-edition-2011.html • Videos & Presentations: – http://www.makinggoodsoftware.com/2009/04/28/top-5-video-conferences-on- agile/ – http://www.infoq.com/agile/ • Blogs: – http://www.thescrumster.com – http://agilescout.com/top-agile-blogs-200/ • Discuss: – http://www.linkedin.com/groups/Agile-Practitioners-IL-81807