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Tasks “TO DO”
1. Advocate for agile principles and values to create a
shared mindset
2. Ensure a common understanding of agile
3. Support change through educating and influencing
4. Practice transparency in order to enhance trust
5. Create a safe environment for experimentation
6. Experiment with new techniques and processes
7. Share knowledge through collaboration
8. Encourage emergent leadership via a safe
environment
9. Practice servant leadership
3
When do we use Agile?
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Scrum Master vs Project Manager
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SCRUM Events
1. Sprint
2. Sprint Planning
3. Daily Meeting
4. Sprint Review
5. Sprint Retrospective
6. Backlog Refinement (option)
Events
– All events are time-boxed in order to ensure that appropriate
amount of time is spent without allowing waste in the process
– All events are to enable transparency and a change for
inspection and adaptation.
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Ø One month or less
Ø Creates potentially releasable product increment
Ø Scope fixed for the duration
Ø No CHANGE allowed!
Ø Product Owner may cancel a Sprint
Ø Includes the Events: Sprint Planning Meeting, Daily Scrums,
Development Work, Sprint Review and Retrospective
Scrum Events - Sprint
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Ø Grooming the backlog
Scrum Events – Backlog Refinement
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Ø The work to be performed in the Sprint is planned at the Sprint
Planning. This plan is created by the collaborative work of the entire
Scrum Team.
Ø Sprint Planning is time-boxed to a maximum of 8 hours for a
one- month Sprint. For shorter Sprints, the event is usually
shorter.
Ø Sprint Planning answers the following:
• What can be delivered in the Increment resulting from
the upcoming Sprint?
• How will the work needed to deliver the Increment be
achieved?
Ø The Sprint Goal is an objective set for the Sprint that can be
met through the implementation of Product Backlog.
Scrum Events – Sprint Planning
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Ø The Daily Scrum is a 15-minute time-boxedevent.
Ø During the meeting, the Development Team answer 3 questions:
Ø What did I do yesterday?
Ø What will I dotoday?
Ø Any impediments?
Scrum Events – Daily Scrum
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Ø A Sprint Review is held at the end of the Sprint to inspect the
Increment and adapt the Product Backlog if needed.
Ø 4 hours time-boxed meeting for one-month Sprints.
Ø The Sprint Review includes the following elements:
• The Product Owner explains what Product Backlog items have
been “Done” and what has not been “Done”;
• The Development Team discusses what went well during the
Sprint, what problems it ran into, and how those problems were
solved;
• The Development Team demonstrates the work that it has
“Done” and answers questions about the Increment;
Ø Output: Revised Product Backlog
Scrum Events – Sprint Review
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Ø The Sprint Retrospective is an opportunity for the Scrum Team to
inspect itself and create a plan for improvements to be enacted
during the next Sprint.
Ø 3 hours time-boxed meeting for one-month Sprints.
Ø The purpose of the Sprint Retrospective is to:
• Inspect how the last Sprint went with regards to people,
relationships, process, and tools;
• Identify and order the major items that went well and potential
improvements; and,
• Create a plan for implementing improvements to the way
the Scrum Team does its work.
Scrum Events – Sprint Retrospective
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• Sum of all product backlog items completed to date.
• Must always be in a readily releasable (‘done’) state.
Scrum Artifacts –Increment
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Iteration – n output
Scrum Artifacts – Definition of“Done”
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Code complete
Code reviewed
Unit tested
Integrated
Documented
No P1 defects, <3 P2 defects
Step 1. Create a “Definition of Done”
which is as comprehensive as possible The software
produced at the end of the Sprint would be ready to go
live
Step 2. Now tick those items on the
list which are reasonable to do
during the Sprint
In other words, a “Definition of Done” that is
doable. Everything not ticked will be done
“later”
Step 3. For each item not ticked, what
will be the possible / probably
negative consequence of postponing
it until “later”?
Should be defined by all the Scrum Team
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Launching SCRUM > Apprentice Stage
• Adjusting to Sprint Pacing
• Defining Done
• Daily Scrum Challenges
– Reporting to the ScrumMaster
– Not Reporting Impediments
– Lack of Focus on the Sprint Goal
– Replacing the Daily Scrum with a Tool
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Launching SCRUM > The Journeyman Stage
• Release cycles
• Team colocation
– Physical Arrangement
– Concerns: Programmers (artists, designers, and so on) need to
work in quiet isolation to focus and be effective
• Release Dysfunctions
– Difference between the definition of done for a sprint and the
more demanding definition of done for a release
– Hardening Sprint Used as a Dumping Ground
– Postponed Value
– Improving Iteration: Journeyman teams begin to accelerate
the cycle of continuous improvement by altering practices
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XP – Lifecycle
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This is a software development methodology that is based on values and
practices that the teams follow to provide short increments of a product.
• Delivers business value to the customer early and frequently
• Improves productivity
• Embraces change
• XP contains 3 roles, 5 rules (5 core values) and 12 practices
XP – 3 Roles
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Customer:
Ø The product owner, who defines the goals of the project, makes
business decisions, prioritied work, writes stories, and acceptance
tests. Works with the development team
Coach:
Ø The person who guides and manages the project team (called the
“Whole Team”)
Whole Team:
Ø The team members developing the product. This is a generic term
used to imply coders, testers, designers, and other subject matter
experts (SMEs). Their role is to work together in creating an
increment of delivery.
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XP - Core Value (5 rules)
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1. Simplicity: This value focuses on reducing
complexity, extra features, and waste
2. Communication: This value focuses on making
sure all the tea members know what is
expected of them and what other people are
working on
3. Feedback: The team should get impressions of
suitability early. Failing fast can be useful
4. Courage: It takes courage to allow our work to
be entirely visible to others
5. Respect is essential on XP projects, where
people work together as a team and everyone
is accountable for the success or failure of the
project
XP – 12 Practices
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Lean Principles
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1. Using visual management tools
2. Identifying customer-defined value
3. Building in learning and continuous improvement
The high-level lean principles listed above are common to Kanban
and all agile methods
Lean Core Concepts
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The Seven Wastes of Lean
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Lean – Thinking Tools
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1. Seeing Waste 3. Queue Theory
2. Value Stream Mapping
1. 4. Pull Systems
2. 5. Option Thinking
3. 6. Cost of Delay
4. 7. Perceived/Conceptual Integrity
5. 8. Set-Based Development
6. 9. Measurements
7. - cycle time (working)
8. - lead time (working + waste)
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[T&T] Servant Leadership (cont.)
• Twelve Principles for Leading Agile Projects
1. Learn the team member’s needs
2. Learn the project’s requirements
3. Act for the simultaneous welfare of the team and the
project
4. Create an environment of functional accountability
5. Have a vision of the completed project
6. Use the project vision to drive your own behavior
7. Serve as the central figure in successful project team
development
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[T&T] Servant Leadership (cont.)
• Twelve Principles for Leading Agile Projects (cont.)
8. Recognize team conflict as a positive step
9. Manage with an eye toward ethics
10. Remember that ethics is not an afterthought, but an
integral part of our thinking
11. Take time to reflect on the project
12. Develop the trick of thinking backwards
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Agile Leadership Practices
• Model Desired Behavior
– Honesty
– Forward-looking
– Competent
– Inspiring
• Communicate the Project Vision
• Enable Others to Act
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Agile Leadership Practices
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• Be Willing to Challenge the Status Quote
– We search for innovation ways to change, grow and improve
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Leadership Tasks
• Practice Transparency through Visualization
• Create a Safe Environment for Experimentation
• Experiment with new Techniques and Processes
• Share Knowledge through Collaboration
• Encourage Emergent Leadership via a Safe
Environment
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Limitations of Agile Methods
1. difficult to provide an estimate
2. ‘daily’ collaboration with users
3. make it hard for specialists and new joiners
4. tendency to avoid documentation altogether è create a
challenge for knowledge retention and ongoing support and
maintenance of the project
5. take hasty decisions without a thorough analysis è This could
lead to considerable rework and potential increase of costs
6. testers are kept busy throughout the project
7. Agile projects are intense with lot of timeboxed activities to
accomplish in a short iteration
8. sophisticated technology tools that do automated testing, version
management, continuous build and integration and automated
release management 95
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Chapter review by Quizziz CODE
• Agile frameworks and terminology
• Agile Manifesto
– 4 values
– 12 principles
• Agile methods and approaches
• Agile process overview
• Kanban
– Five principles
– Pull system
– WIP limits
• Leadership practices and principles
– Management vs. Leadership
– Servant leadership (4 duties)
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• Lean
– Core concepts
– 7 wastes
• Scrum
– Activities
– Artifacts
– Team roles
• XP
– Core practices
– Core values
– Team roles
References
• PMI-ACP Exam Prep 2015 By Mike Griffiths, PMI-ACP, PMP
• Many other resources from Internet
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