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Introduction to Agile with Scrum
Agenda	
  
•  Short	
  introduc,on	
  to	
  Agile	
  	
  	
  
•  Scrum	
  
    – Overview	
  
    – How	
  it	
  works	
  




                                                     2	
  
Tradi4onal	
  So7ware	
  Project	
  Failures	
  
•  Nearly	
  2	
  /	
  3	
  of	
  the	
  projects	
  are	
  
   significantly	
  over	
  budget	
  
•  64%	
  of	
  the	
  features	
  in	
  a	
  product	
  are	
  
   rarely	
  used	
  
•  An	
  average	
  project	
  exceeds	
  its	
  schedule	
  
   by	
  100%	
  
   	
  

                                                                   3	
  
Main	
  Causes	
  
•  Planning	
  for	
  comple4on	
  of	
  ac4vi4es	
  rather	
  than	
  
   features.	
  
•  Progress	
  not	
  transparent	
  to	
  customers,	
  and	
  focus	
  on	
  
   ac4vi4es	
  leading	
  to	
  missing-­‐forgoRen	
  features.	
  
•  Specializa4on	
  leading	
  to	
  island	
  culture	
  and	
  reduced	
  
   involvement.	
  
•  Do	
  not	
  work	
  on	
  the	
  basis	
  of	
  client	
  priority,	
  but	
  o7en	
  
   technical.	
  Team	
  starts	
  late	
  with	
  important	
  business	
  
   needs	
  
•  Ignore	
  uncertainty	
  (changing	
  insights	
  /	
  requests?)	
  
	
  
Limita4ons	
  of	
  Waterfall	
  
	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  "Waterfall"	
  project	
  approach	
  is	
  only	
  possible	
  if	
  
	
  	
  

•      Problem	
  is	
  clear;	
  
•      Solu4on	
  is	
  known;	
  
•      Technique	
  familiar;	
  
•      Problem	
  has	
  not	
  changed;	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
•      A	
  sufficient	
  knowledge;	
  
•      Priori4es	
  constant.
	
  
Agile	
  Manifesto	
  
	
  
	
  
Suppor4ng	
  Agile	
  “Sentences”	
  
1.    Our	
  highest	
  priority	
  is	
  to	
  sa4sfy	
  the	
  customer	
  through	
  early	
  
      and	
  frequent	
  delivery	
  of	
  valuable	
  so7ware.	
  
2.    Deliver	
  working	
  so7ware	
  frequently,	
  from	
  a	
  couple	
  of	
  
      weeks	
  to	
  a	
  couple	
  of	
  months,	
  with	
  a	
  preference	
  for	
  the	
  
      shorter	
  4me	
  scale.	
  
3.    Working	
  so7ware/product	
  is	
  the	
  primary	
  measure	
  of	
  
      progress.	
  
4.    Welcome	
  changing	
  requirements,	
  even	
  late	
  in	
  development	
  
5.    Business	
  people	
  and	
  developers	
  work	
  together	
  daily	
  
      throughout	
  the	
  project.	
  
6.    Build	
  projects	
  around	
  mo4vated	
  individuals.	
  	
  Give	
  them	
  the	
  
      environment	
  and	
  support	
  they	
  need,	
  and	
  trust	
  them	
  to	
  get	
  
      the	
  job	
  done.	
  
Agile	
  Methodologies	
  
•  Extreme	
  Programming	
  (XP)	
  
•  Scrum	
  
•  Feature-­‐Driven	
  Development	
  (FDD)	
  
•  Adap4ve	
  So7ware	
  Process	
  
•  Crystal	
  Light	
  Methodologies	
  
•  Dynamic	
  Systems	
  Development	
  Method	
  
   (DSDM)	
  
•  Lean	
  Development	
  
Scrum	
  
	
  
              A scrum is a term from rugby.
	
            Scrum is a way of re-start
              after minor violation, where a
              group of players tries to push
              the ball obtain control.
Scrum	
  Flow	
  
Sprints	
  
•  Scrum	
  projects	
  consist	
  of	
  a	
  series	
  of	
  "sprints"	
  
•  Typically	
  2-­‐4	
  weeks	
  in	
  length.	
  
•  A	
  fixed	
  constant	
  length	
  gives	
  a	
  beRer	
  work	
  rate.	
  
•  Features	
  are	
  designed,	
  built	
  and	
  tested	
  during	
  a	
  
   sprint.	
  
•  Customer	
  can	
  not	
  change	
  job	
  during	
  a	
  sprint.	
  
•  Have	
  a	
  sprint	
  goal.	
  A	
  brief	
  statement	
  about	
  the	
  focus	
  
   of	
  the	
  work	
  of	
  the	
  
   upcoming	
  sprint.
	
  
Scrum	
  Framework	
  
	
  
	
  
Product	
  Owner	
  
•  Is	
  the	
  voice	
  of	
  the	
  customer.	
  
•  Defines	
  the	
  features	
  of	
  a	
  product.	
  
•  Determines	
  the	
  release	
  date.	
  
•  Responsible	
  for	
  the	
  profitability	
  of	
  a	
  product.	
  
•  Its	
  mandate	
  is	
  to	
  make	
  decisions.	
  
•  Priori4zes	
  the	
  product	
  features	
  based	
  on	
  market	
  
   value	
  
•  Change	
  features	
  and	
  priority	
  every	
  itera4on,	
  if	
  
   desired.	
  
•  Accepts	
  or	
  approves	
  work	
  results.
Team	
  
•      Complete	
  (all	
  skills)	
  
•      Self	
  and	
  self-­‐learning	
  
•      No	
  permanent	
  jobs	
  
•      5	
  to	
  9	
  people	
  
•      Work	
  together,	
  not	
  individually.	
  
•      Involved	
  
•      Produc4ve	
  and	
  fun	
  
•      Preferably,	
  cross-­‐func4onal.	
  
	
  
	
  
Scrum	
  Master	
  
•  Is	
  not	
  a	
  project	
  manager!	
  Facilitates	
  the	
  team.	
  
•  Responsible	
  for	
  the	
  importa4on	
  and	
  compliance	
  with	
  Scrum	
  
   values	
  and	
  prac4ces.	
  
•  Solves	
  problems	
  for	
  the	
  progress	
  of	
  projects	
  iden4fied	
  by	
  the	
  
   team,	
  so	
  that	
  the	
  goal	
  of	
  Sprint	
  and	
  the	
  deliverables	
  are	
  met.	
  
•  Ensures	
  that	
  the	
  team	
  is	
  fully	
  focused,	
  opera4onal	
  and	
  
   produc4ve.	
  
•  Ensures	
  that	
  all	
  roles	
  and	
  func4ons	
  work	
  together.	
  
•  Shields	
  the	
  team	
  from	
  external	
  disturbances	
  during	
  the	
  sprint.


	
  
	
  
Scrum	
  Framework	
  
	
  
	
  
Sprint	
  Planning	
  
Sprint	
  Planning	
  
Daily	
  Scrum	
  
•  Daily,	
  15	
  minutes,	
  standing.	
  
•  Not	
  meant	
  to	
  solve	
  problems.	
  
•  Anyone	
  outside	
  the	
  team	
  may	
  be	
  present,	
  only	
  team	
  
   members	
  are	
  ac4ve	
  
   part	
  (speaking).	
  
•  Helps	
  to	
  avoid	
  unnecessary	
  mee4ngs	
  (e	
  g	
  weekly	
  progress	
  
   mee4ng)	
  
•  Are	
  not	
  intended	
  to	
  state	
  the	
  progress	
  or	
  management.	
  
    –  What	
  did	
  you	
  do	
  yesterday?
    –  What	
  you	
  are	
  going	
  do	
  today?
    –  Are	
  there	
  any	
  restric4ons	
  that	
  the	
  comple4on	
  of	
  the	
  sprint	
  
       at	
  risk?
Daily	
  Scrum	
  
Sprint	
  Review(Demo)	
  
•  The	
  team	
  presents	
  the	
  results	
  of	
  the	
  last	
  
   sprint	
  through	
  a	
  demonstra4on	
  of	
  the	
  
   func4onality	
  built.	
  
•  Informal,	
  no	
  slides,	
  max	
  2	
  hours.	
  
•  The	
  whole	
  team	
  takes	
  part	
  in	
  the	
  
   demonstra4on.	
  
•  Stakeholders	
  and	
  managers	
  are	
  welcome	
  to	
  
   aRend.
Sprint	
  Retrospec4ve	
  
•  Is	
  held	
  a7er	
  each	
  sprint	
  
•  Consider	
  what	
  works	
  and	
  what	
  does	
  not	
  work.	
  
•  Priori4za4on	
  of	
  the	
  improvement.	
  
•  Ac4on	
  items	
  are	
  defined	
  to	
  ensure	
  that	
  real	
  
   improvements	
  
   takes	
  place	
  in	
  the	
  next	
  sprint	
  (s).	
  
•  The	
  whole	
  team	
  takes	
  part	
  (Scrum	
  Master,	
  Product	
  
   Owner,	
  Team).	
  
•  Dura4on	
  vary	
  depending	
  on	
  the	
  retrospec4ve	
  
   approach,	
  team	
  size,	
  length	
  sprint.
•  Usually	
  30-­‐60	
  minutes	
  
Scrum	
  Framework	
  
Product	
  Backlog	
  
•    The	
  requirements	
  
•    To	
  Do	
  list	
  of	
  all	
  the	
  work	
  required	
  in	
  the	
  project.	
  
•    Expressed	
  from	
  the	
  user	
  /	
  client.	
  
•    Not	
  how	
  but	
  why.	
  
•    By	
  priority	
  (by	
  product	
  owner.)	
  
•    Itera4ve	
  (changes	
  ok,	
  for	
  each	
  sprint).	
  
•    Visible.	
  
•    Items	
  es4mated	
  effort	
  required	
  (by	
  team).	
  
•  User story format: As <type of user> I want<some goal> so
   that <some business reason>.
Product	
  Backlog	
  
Sprint	
  Backlog	
  
•  List	
  of	
  work	
  done	
  in	
  the	
  next	
  sprint.	
  
•  Breakdown	
  of	
  features	
  into	
  tasks	
  (1-­‐16	
  hours).	
  
•  Tasks	
  are	
  not	
  assigned	
  to	
  team	
  members.	
  (More	
  
   variety	
  and	
  crea4vity.	
  No	
  knowledge	
  islands)	
  
•  Tasks	
  are	
  es4mated	
  by	
  the	
  team	
  with	
  Planning	
  
   Poker.	
  
•  Tasks	
  are	
  picked	
  based	
  on	
  the	
  right	
  priori4es	
  and	
  the	
  
   skills	
  of	
  team	
  member.	
  
•  Is	
  usually	
  visualized	
  by	
  a	
  Scrum	
  board
Planning	
  Poker	
  
Scrum	
  Board	
  
Scrum	
  Board	
  
Itera4on	
  Burn-­‐down	
  Chart	
  
Release	
  Burn-­‐down	
  Chart	
  
Defini4on	
  of	
  Done	
  
•  Is	
  determined	
  by	
  the	
  team	
  
•  Completed	
  work	
  must	
  meet	
  this	
  defini4on	
  	
  
•  Elements	
  to	
  consider	
  include:	
  
    –  Coding style
    –  Code comment
    –  Peer review
    –  Units tests
    –  Document
    –  Manual
    –  ???
Scrum	
  Flow	
  Summary	
  
Summary	
  
•  Scrum	
  is	
  (almost)	
  'Magic':	
  
    – Timely	
  feedback.
    – Focus	
  on	
  working	
  product.
    – Priori4ze	
  on	
  added	
  value.
    – Not	
  plan	
  ahead	
  in	
  detail.
    – Self-­‐management	
  and	
  responsibility.
    – Clear	
  roles	
  and	
  responsibili4es.




	
  
To	
  be	
  con4nued…	
  



	
  
	
  
Agile-Scrum Methodology-An Introduction

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Agile-Scrum Methodology-An Introduction

  • 2. Agenda   •  Short  introduc,on  to  Agile       •  Scrum   – Overview   – How  it  works   2  
  • 3. Tradi4onal  So7ware  Project  Failures   •  Nearly  2  /  3  of  the  projects  are   significantly  over  budget   •  64%  of  the  features  in  a  product  are   rarely  used   •  An  average  project  exceeds  its  schedule   by  100%     3  
  • 4. Main  Causes   •  Planning  for  comple4on  of  ac4vi4es  rather  than   features.   •  Progress  not  transparent  to  customers,  and  focus  on   ac4vi4es  leading  to  missing-­‐forgoRen  features.   •  Specializa4on  leading  to  island  culture  and  reduced   involvement.   •  Do  not  work  on  the  basis  of  client  priority,  but  o7en   technical.  Team  starts  late  with  important  business   needs   •  Ignore  uncertainty  (changing  insights  /  requests?)    
  • 5. Limita4ons  of  Waterfall                                      "Waterfall"  project  approach  is  only  possible  if       •  Problem  is  clear;   •  Solu4on  is  known;   •  Technique  familiar;   •  Problem  has  not  changed;                                                                                                                 •  A  sufficient  knowledge;   •  Priori4es  constant.  
  • 7. Suppor4ng  Agile  “Sentences”   1.  Our  highest  priority  is  to  sa4sfy  the  customer  through  early   and  frequent  delivery  of  valuable  so7ware.   2.  Deliver  working  so7ware  frequently,  from  a  couple  of   weeks  to  a  couple  of  months,  with  a  preference  for  the   shorter  4me  scale.   3.  Working  so7ware/product  is  the  primary  measure  of   progress.   4.  Welcome  changing  requirements,  even  late  in  development   5.  Business  people  and  developers  work  together  daily   throughout  the  project.   6.  Build  projects  around  mo4vated  individuals.    Give  them  the   environment  and  support  they  need,  and  trust  them  to  get   the  job  done.  
  • 8. Agile  Methodologies   •  Extreme  Programming  (XP)   •  Scrum   •  Feature-­‐Driven  Development  (FDD)   •  Adap4ve  So7ware  Process   •  Crystal  Light  Methodologies   •  Dynamic  Systems  Development  Method   (DSDM)   •  Lean  Development  
  • 9. Scrum     A scrum is a term from rugby.   Scrum is a way of re-start after minor violation, where a group of players tries to push the ball obtain control.
  • 11. Sprints   •  Scrum  projects  consist  of  a  series  of  "sprints"   •  Typically  2-­‐4  weeks  in  length.   •  A  fixed  constant  length  gives  a  beRer  work  rate.   •  Features  are  designed,  built  and  tested  during  a   sprint.   •  Customer  can  not  change  job  during  a  sprint.   •  Have  a  sprint  goal.  A  brief  statement  about  the  focus   of  the  work  of  the   upcoming  sprint.  
  • 13. Product  Owner   •  Is  the  voice  of  the  customer.   •  Defines  the  features  of  a  product.   •  Determines  the  release  date.   •  Responsible  for  the  profitability  of  a  product.   •  Its  mandate  is  to  make  decisions.   •  Priori4zes  the  product  features  based  on  market   value   •  Change  features  and  priority  every  itera4on,  if   desired.   •  Accepts  or  approves  work  results.
  • 14. Team   •  Complete  (all  skills)   •  Self  and  self-­‐learning   •  No  permanent  jobs   •  5  to  9  people   •  Work  together,  not  individually.   •  Involved   •  Produc4ve  and  fun   •  Preferably,  cross-­‐func4onal.      
  • 15. Scrum  Master   •  Is  not  a  project  manager!  Facilitates  the  team.   •  Responsible  for  the  importa4on  and  compliance  with  Scrum   values  and  prac4ces.   •  Solves  problems  for  the  progress  of  projects  iden4fied  by  the   team,  so  that  the  goal  of  Sprint  and  the  deliverables  are  met.   •  Ensures  that  the  team  is  fully  focused,  opera4onal  and   produc4ve.   •  Ensures  that  all  roles  and  func4ons  work  together.   •  Shields  the  team  from  external  disturbances  during  the  sprint.    
  • 19. Daily  Scrum   •  Daily,  15  minutes,  standing.   •  Not  meant  to  solve  problems.   •  Anyone  outside  the  team  may  be  present,  only  team   members  are  ac4ve   part  (speaking).   •  Helps  to  avoid  unnecessary  mee4ngs  (e  g  weekly  progress   mee4ng)   •  Are  not  intended  to  state  the  progress  or  management.   –  What  did  you  do  yesterday? –  What  you  are  going  do  today? –  Are  there  any  restric4ons  that  the  comple4on  of  the  sprint   at  risk?
  • 21. Sprint  Review(Demo)   •  The  team  presents  the  results  of  the  last   sprint  through  a  demonstra4on  of  the   func4onality  built.   •  Informal,  no  slides,  max  2  hours.   •  The  whole  team  takes  part  in  the   demonstra4on.   •  Stakeholders  and  managers  are  welcome  to   aRend.
  • 22. Sprint  Retrospec4ve   •  Is  held  a7er  each  sprint   •  Consider  what  works  and  what  does  not  work.   •  Priori4za4on  of  the  improvement.   •  Ac4on  items  are  defined  to  ensure  that  real   improvements   takes  place  in  the  next  sprint  (s).   •  The  whole  team  takes  part  (Scrum  Master,  Product   Owner,  Team).   •  Dura4on  vary  depending  on  the  retrospec4ve   approach,  team  size,  length  sprint. •  Usually  30-­‐60  minutes  
  • 24. Product  Backlog   •  The  requirements   •  To  Do  list  of  all  the  work  required  in  the  project.   •  Expressed  from  the  user  /  client.   •  Not  how  but  why.   •  By  priority  (by  product  owner.)   •  Itera4ve  (changes  ok,  for  each  sprint).   •  Visible.   •  Items  es4mated  effort  required  (by  team).   •  User story format: As <type of user> I want<some goal> so that <some business reason>.
  • 26. Sprint  Backlog   •  List  of  work  done  in  the  next  sprint.   •  Breakdown  of  features  into  tasks  (1-­‐16  hours).   •  Tasks  are  not  assigned  to  team  members.  (More   variety  and  crea4vity.  No  knowledge  islands)   •  Tasks  are  es4mated  by  the  team  with  Planning   Poker.   •  Tasks  are  picked  based  on  the  right  priori4es  and  the   skills  of  team  member.   •  Is  usually  visualized  by  a  Scrum  board
  • 32. Defini4on  of  Done   •  Is  determined  by  the  team   •  Completed  work  must  meet  this  defini4on     •  Elements  to  consider  include:   –  Coding style –  Code comment –  Peer review –  Units tests –  Document –  Manual –  ???
  • 34. Summary   •  Scrum  is  (almost)  'Magic':   – Timely  feedback. – Focus  on  working  product. – Priori4ze  on  added  value. – Not  plan  ahead  in  detail. – Self-­‐management  and  responsibility. – Clear  roles  and  responsibili4es.