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Agile Planning And
Estimating
Responding to change over following a plan
About Me
• Google Plus: +BrettChild
• Blog: www.bmchild.com
Objectives
•Planning in Software
•Tools for Planning
•Product Mapping
•Release Planning
•Estimating Effort
•Q&A
Planning is hard
1994 1996 1998 2000 2002 2004 2009
Failed 31% 40% 28% 23% 15% 18% 24%
Succeeded 16% 27% 26% 28% 34% 29% 32%
Challenged 53% 33% 46% 49% 51% 53% 44%
0%
10%
20%
30%
40%
50%
60%
Software Project Failures and Successes
Standish CHAOS Reports
Why Plan?
•Reduce Risk
•Reduce Uncertainty
•Support Better Decision Making
•Establish Trust
•Convey Information
Agile Planning
•Focus on planning, not on the
plan
•Encourage Change
•Plan is Easily Changed
•Spread throughout the Project
One of the most destructive things we do is
build something that no one wants.
Agile Tools
Product
Mapping
Release
Planning
Sprint
Planning
Product/Project
Release/Milestone
Sprint
Product/Project Mapping
• Impact Mapping
• User Story Mapping
Impact Mapping
impactmapping.org
User Story Mapping
The Walking Skeleton
User Tasks
The Backbone
User Activities
User Stories
Release/Milestone Planning
•Minimum Viable Product
•Evolutionary
Minimum Viable Product
• Eric Ries, author of The Lean Startup:
“A Minimum Viable Product is that version of a new product
which allows a team to collect the maximum amount of validated
learning about customers with the least effort.”
• Customer interviews
• Demo page
• Teaser links
• Release 1.0
• Concierge MVP
• Wizard of Oz MVP
BetterUX.it
• A Community where startup founders can get expert feedback
from UX designers.
http://www.smashingmagazine.com/2014/04/10/a-guide-to-validating-product-
ideas-with-quick-and-simple-experiments-2/
BetterUX.it
“Bootstrapped startup founders have trouble getting UX
feedback because they have no reliable sources to turn to.”
• Release 1
• Interview startup founders
BetterUX.it
“Would they pay for an online service to get feedback from UX
designers?”
• Release 2
BetterUX.it
“Would designers consult with startup founders?”
• Release 3
• Interview designers
BetterUX.it
“Would new designers consult with startup founders?”
• Release 4
Evolutionary
Estimating Effort
•Story Points and Velocity
•Planning Poker
•Affinity Planning
Story Points and Velocity
• Story Points: Relative size/complexity to other stories
• Have no other purpose other than planning
• .5, 1, 2, 3, 5, 8, 13, 20, 40, 100
• Velocity: how many story points can be completed in an
iteration
• Historical data -> running average
• Generally takes about 3 iterations before the velocity stabilizes
for a new team
Story Point and Velocity
• Example:
• We have a backlog of these tasks
• 6 tasks @ 1 point each = 6 total points
• 8 tasks @ 2 points = 16 total points
• 36 tasks @ 3 points = 108 points
• Grand total of 130 points
• Our team velocity averages 50 points for each 2 week cycle
• How long will it take us to complete the 108 points?
• 130 / 50 = 2.6 iterations * 2 weeks = 5.2 weeks
Planning Poker
• Agree on an anchor
• Good to allow in depth conversation about a story
• Takes more time
Affinity Estimating
• Useful for large amounts of stories
• Generally done silently
• Very fast
Review
• Planning in Software
• Tools for Planning
• Product/Project Mapping
• Impact Mapping & User Story Mapping
• Release/Milestone Planning
• MVP and Evolutionary
• Estimating Effort
• Story Points, Velocity, Planning
Poker, and Affinity Estimating
Resources
• Agile Estimating and Planning by Mike Cohn
• Impact Mapping: http://impactmapping.org
• User Story Mapping:
http://winnipegagilist.blogspot.com/2012/03/how-to-create-
user-story-map.html
• MVP: http://practicetrumpstheory.com/minimum-viable-
product/ and
http://www.smashingmagazine.com/2014/04/10/a-guide-to-
validating-product-ideas-with-quick-and-simple-experiments-
2/

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Agile planning and estimating

Hinweis der Redaktion

  1. Java developer at STGStudent of Agile and process management for about 5 yearsSeen Code and product quality improve + people’s attitudesThis presentation + notes will be on STG’s training blog and my personal blogFeedback on the presentation but also watching it over G+
  2. Planning in software is inherently challenging because it is complexFactors of complexity:Abstract Ideas: not tangible, generally not measurableRequirements: not fully known upfront, change as project progressesIT Systems: software + hardware. Complex and prone to failurePeople: no 2 people are equal, our performance varies day to dayPossible points of failure: late, overbudget, not valuable
  3. Reduce RiskProvide insights into risksWhat is unknown? Spend time learning about itIs it too risky?Reduce UncertaintyMake sure we are developing the right thingAgile helps up use what we learn to reassess our directionDecision MakingEstimates and plans help us know which projects are worth pursuing and which ones may not beTrustReliably delivering as we planned helps build trust with our customersIt also builds trust with developers and better quality productsConvey InformationDescribes a potential outcome and the reasoning behind itA single date is not really enough information
  4. PlanningA plan shows you what you knew, planning shows you what you now know and what you need to knowExample of driving to the grocery storeEncourage ChangeMike Cohn describes a failed project as “ a project on which no one came up with any better ideas that what was on the initial list of requirements.”Easily ChangedDon’t let your process get in the wayIf you stifle innovation chances are you are stifling a successful project2/3 of all successful products drastically changed their plan throughout the projectSpread through projectWe are constantly learning new things aboutTechnologyThe productThe marketThe user’s needsEtcetcWe need to seek out new knowledge throughout the life of the projectExample of car driving towards tornado
  5. Hierarchy of planningUser Story Map manages product direction and visionAnother useful tool is Impact MappingRelease Planning helps manage value deliveryWe’ll go over a couple of strategiesSprint Planning aligns the low level development effort to our business needs
  6. Why a map?We want to get from point A to point B. Gives us a layout of the land so we can change course if neededVisual, easy to understand
  7. Aligns business impacts to work that needs to be donePros: Easy to see business goalsPromotes testing assumptionsConsSometimes there is just too much information
  8. A second dimension to your backlogLarge and visualEasy to see progress (WIP and Done)Useful tool to manage scope and to planBecomes a focal point of planning conversationsCons: Where is the vision and the goal?Takes up a lot of spaceMay not work that well for multiple projects or maintenance
  9. - Things people do. High level…no detailWalking skeleton because you can walk through it to see if you missed anything
  10. Arranged in a logical order, from left to rightSometimes accompanied by sketches or details.Could be user type specific (admin manage email, end user manage email)
  11. High priority at top, low at bottomSplit into releases
  12. Traditional Release planning has changedNo longer until next release of software in 3-6 months…industry releases software very quicklyHow far until our next goal?From x to y by whenmeasurableWe want to make small steps so we can get fast feedbackFail fastStay within bounds of time, budget, and valueWe want to validate our assumptionsExample of gaming website…A company assumed spending 7 months building an rewards and sharing program would get them to 1M users
  13. “Product” is a misnomerMay not be tangible or even visible
  14. An idea fostered by designer and entrepreneur Grace NgTraditionally we’d start listing out features, order by priority and then start building.
  15. - Within an hour 10 people had paid
  16. - Established designers were picky about new clients. New designers were not.
  17. Designers also had a simple form to fill outGrace would manually send form entries back and forth between founders and designers until the load became too much. She then scaled to an automated process.MVP is a quick way to validate our ideas
  18. Mile wide, inch deep. Something is always working.Traditionally our larger feature setsGood way to validate architecture.Could focus more on user scenarios
  19. We’re generally pretty bad at figuring our how large something isWe are pretty good at telling if something is bigger or smaller than something else
  20. SP & Velocity is how we can estimate and forecast how long future work will takeStory Points:Are not meant as a indicator of performance…too easy to gameLarger gaps among the larger numbers account for the unknownSmaller estimates will be more accurate…if too big break them out to more storiesFrom velocity we derive how long it takes to complete