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XP-GAME
STEFANO LELI
  stefano.leli@gmail.com
  @sleli




                           15 October 2011
About Me


—  Lean Software Developer


—  Agile Coach


—  Fondatore Extreme Programming UG Marche


—  @sleli
The Goal

—  We will simulate the XP Planning Game
    ¡  Estimate user stories
    ¡  Plan Iterations
    ¡  Perform implementation
    ¡  Feedback


—  We will measure and use Velocity

—  Everyone gets to play Customer and Developer

—  Don't worry... implementation is not too difficult J
The Goal
Waterfall
Sprints
Iterations

—  Customer writes stories

—  Developers estimate stories

—  Customer plans iteration

—  For each story in the iteration
 ¡    Developers implement story
 ¡    Customer performs acceptance tests

—  Debriefing and retrospective
The Game

—  Play in teams
    ¡  Four to six players per team

    ¡  Developers & Customers & Managers



—  Earn Business Value by implementing stories
    ¡  Every Story is worth some Business Value…but only if Story is
        implemented fully
    ¡  Team with highest Business Value wins



—  Time is limited!
Story Card
Terminology

—  Story: a short description of a feature that, when
  implemented, will provide some value to the company.

—  Story points: measures how difficult it is to implement
  a story.

—  Business Value: the “value” of the completion of a
  story to the customer.

—  Acceptance Test: a test performed by the customer, to
  verify if the story has been implemented correctly.
Developers Estimate Stories

—  Order all the Stories: how much time for
 implementation?
 ¡  Assign Story estimation units:
 ¡  Simplest Story = 1 effort unit

 ¡  Hardest Story = 6 effort unit

 ¡  ... Or impossible

 ¡  Estimate other Stories relative to previous Stories

 ¡  (easy) 1..2..3..4..5..6 (hard)

—  Ask questions about the stories
—  Don't spend too much time!!!!!
Customer Plans Iteration

—  How many stories per iteration (180 sec)?


—  Choose stories for the plan


—  Prioritize Stories...
    ¡  ... to maximize potential Business Value
Developers Implement Stories

—  Choose a time guardian for this iteration
—  Take the first story from the iteration plan
  ¡    Time guardian starts timer
  ¡    Team implements Story
  ¡    Time guardian stops timer
  ¡    Coach verifies implementation

—  Until out of time (180 sec)

—  Review progress in mid-iteration

—  If a story goes badly, you may abandon it...
  ¡    ... if your Customer agrees
Now you can play

—  There will be 2 iterations
—  For each iteration
  ¡    Estimation            : 5 min   (team act as DEVELOPERS)
  ¡    Planning              : 2 min   (team act as CUSTOMERS)
  ¡    Implementation        : 3 min   (team act as DEVELOPERS)
  ¡    Acceptance            : 3 min   (team act as CUSTOMERS)
  ¡    Retrospective meeting : 5 min


                         ALL THE BEST ...
What did we learn?

—  Estimates vs Actuals
    ¡  Fixed Iteration length (180 sec)

    ¡  Estimated we could do Y effort points

    ¡  Actually, we implemented N effort points




      VELOCITY = effort points per iteration

—  For your next iteration
    ¡  Choose stories up to VELOCITY points

    ¡  To be ready within the fixed Iteration Length
Second Iteration

—  Planning Game and execution again
    ¡  But now we know our velocity


—  Customers choose stories for a total of VELOCITY effort
  points

—  Estimate consistently
    ¡  Lay out the stories ordered by effort
    ¡  Assign points by comparing with implemented stories


—  Stories can be re-estimated

—  Make a good plan!!!
    ¡  Finish unplanned story: only ½ business value counts
    ¡  Planned story not finished: penalty ½ of business value!!!
Goodbye, we’ll miss you
Questions and Open Space

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XP Game

  • 1. XP-GAME STEFANO LELI stefano.leli@gmail.com @sleli 15 October 2011
  • 2. About Me —  Lean Software Developer —  Agile Coach —  Fondatore Extreme Programming UG Marche —  @sleli
  • 3. The Goal —  We will simulate the XP Planning Game ¡  Estimate user stories ¡  Plan Iterations ¡  Perform implementation ¡  Feedback —  We will measure and use Velocity —  Everyone gets to play Customer and Developer —  Don't worry... implementation is not too difficult J
  • 7. Iterations —  Customer writes stories —  Developers estimate stories —  Customer plans iteration —  For each story in the iteration ¡  Developers implement story ¡  Customer performs acceptance tests —  Debriefing and retrospective
  • 8. The Game —  Play in teams ¡  Four to six players per team ¡  Developers & Customers & Managers —  Earn Business Value by implementing stories ¡  Every Story is worth some Business Value…but only if Story is implemented fully ¡  Team with highest Business Value wins —  Time is limited!
  • 10. Terminology —  Story: a short description of a feature that, when implemented, will provide some value to the company. —  Story points: measures how difficult it is to implement a story. —  Business Value: the “value” of the completion of a story to the customer. —  Acceptance Test: a test performed by the customer, to verify if the story has been implemented correctly.
  • 11. Developers Estimate Stories —  Order all the Stories: how much time for implementation? ¡  Assign Story estimation units: ¡  Simplest Story = 1 effort unit ¡  Hardest Story = 6 effort unit ¡  ... Or impossible ¡  Estimate other Stories relative to previous Stories ¡  (easy) 1..2..3..4..5..6 (hard) —  Ask questions about the stories —  Don't spend too much time!!!!!
  • 12. Customer Plans Iteration —  How many stories per iteration (180 sec)? —  Choose stories for the plan —  Prioritize Stories... ¡  ... to maximize potential Business Value
  • 13. Developers Implement Stories —  Choose a time guardian for this iteration —  Take the first story from the iteration plan ¡  Time guardian starts timer ¡  Team implements Story ¡  Time guardian stops timer ¡  Coach verifies implementation —  Until out of time (180 sec) —  Review progress in mid-iteration —  If a story goes badly, you may abandon it... ¡  ... if your Customer agrees
  • 14. Now you can play —  There will be 2 iterations —  For each iteration ¡  Estimation : 5 min (team act as DEVELOPERS) ¡  Planning : 2 min (team act as CUSTOMERS) ¡  Implementation : 3 min (team act as DEVELOPERS) ¡  Acceptance : 3 min (team act as CUSTOMERS) ¡  Retrospective meeting : 5 min ALL THE BEST ...
  • 15. What did we learn? —  Estimates vs Actuals ¡  Fixed Iteration length (180 sec) ¡  Estimated we could do Y effort points ¡  Actually, we implemented N effort points VELOCITY = effort points per iteration —  For your next iteration ¡  Choose stories up to VELOCITY points ¡  To be ready within the fixed Iteration Length
  • 16. Second Iteration —  Planning Game and execution again ¡  But now we know our velocity —  Customers choose stories for a total of VELOCITY effort points —  Estimate consistently ¡  Lay out the stories ordered by effort ¡  Assign points by comparing with implemented stories —  Stories can be re-estimated —  Make a good plan!!! ¡  Finish unplanned story: only ½ business value counts ¡  Planned story not finished: penalty ½ of business value!!!