Agile Slides
Agile Slides
Agile Slides
Mindset
What is Agile
Developed for Software projects, but it is a
methodology that can be used on all Projects
types
Agile is an umbrella term that is used to
refer to different types of iterative
development
Scrum is the most common method of agile,
there are others such as extreme
programming (XP), lean development, and
Kanban.
©2005 David Anderson, Sanjiv Augustine, Christopher Avery, Alistair Cockburn, Mike Cohn, Doug
DeCarlo, Donna Fitzgerald, Jim Highsmith, Ole Jepsen, Lowell Lindstrom, Todd Little, Kent
McDonald, Pollyanna Pixton, Preston Smith and Robert Wysocki.
Fixed
Time Cost
Scope
Agile
Traditional Scope
Time Cost
Variable
https://agilemanifesto.org/
Comprehensive
Working software over
documentation
Sprint Planning Meeting- Meeting done by the agile team to determine what features will be done in the next sprint
Sprint Backlog – Work the team selects to get done in the next sprint
Sprint - A short iteration where the project teams work to complete the work in the sprint backlog, (1-4 weeks typical)
Daily Stand Up Meeting - A quick meeting each day to discuss project statuses, led by the Scrum Master. Usually 15 minutes
Sprint Review – An inspection done at the end of the sprint by the customers
Retrospective – Meeting done to determine what went wrong during the sprint and what when right. Lesson learned for the sprint.
Partial Completed Product - Customers Demo the product and provides feedback. This feedback adjust the next Sprint priorities
Release - Several Sprints worth of work directed to operations for possible rollout and testing
Sprint = Iteration
ScrumMaster
◦ Responsible for facilitating process
◦ Focuses Team and protects them from external
interruption
◦ Looks for ways to enhance productivity
◦ Assists Product Owner in leveraging Scrum
Product Backlog
Prioritized list of valuable items to deliver
Sprint Backlog
List of committed items to be addressed within
Sprint
Communication
◦ Team members know what is expected of them
and what other people are working on
◦ Daily stand-up meeting is key communication
component
Feedback
◦ Get impressions of correctness early
◦ Failing fast allows for faster improvement
Respect
◦ People work together as a team and
everyone is accountable for the success
or failure of the project
◦ Recognize people work differently and
respect those differences
Customer Tests:
◦ Customer describes one or more tests to show software is
working
◦ Team builds automated tests to prove software is working.
Sustainable Pace:
◦ While periods of overtime might be necessary,
repeated long hours of work are unsustainable
and counterproductive
◦ The practice of maintaining a sustainable pace
of development optimizes the delivery of long-
term value
Pair Programming:
◦ In XP, production code is written by two developers
working as a pair to write and provide real-time
reviews of the software as it emerges.
◦ Working in pairs also helps spread knowledge about
the system through the team.
Eliminate
Waste
Amplify Empower
Learning the team
Lean
Defer Deliver
Decisions Fast
Optimize
Build
the
Quality In
Whole
Deliver fast:
◦ Quickly delivering valuable software and iterating through designs.
Defer decisions:
◦ Balance early planning with making decisions and committing to things
as late as possible.
Amplify learning:
◦ This concept involves facilitating communication early and often, getting
feedback as soon as possible, and building on what we learn.
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Limit WIP:
◦ Keeping the amount of work in progress low increases the visibility
of issues and bottlenecks
Manage flow:
◦ By tracking the flow of work through a system, issues can be
identified and changes can be measured for effectiveness
Improve collaboration:
◦ Through scientific measurement and experimentation, the team
should collectively own and improve the processes it uses.
Crystal
◦ It’s a customized methodologies that
are coded by color names.
◦ Crystal clear is for small teams working
on non-critical projects
◦ Crystal magenta is used for larger teams
working on more critical work
MoSCoW prioritization
◦ Must have
◦ Should have
◦ Could have
◦ Would like to have, but not this time
Monopoly Money
◦ Give everyone equal monopoly money
◦ They then distribute the funds to what
they value the most
100-point method
◦ Each person is given 100 points
◦ They then use that to distribute to
individual requirements
https://foldingburritos.com/kano-model/
http://www.agilemodeling.com/essays/costOfChange.htm
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https://en.wikipedia.org/wiki/Use_case_diagram
http://www.agiledata.org/essays/dataModeling101.html
http://agilemodeling.com/artifacts/uiPrototype.htm
http://www.agilemodeling.com/essays/communication.htm
Knowledge sharing
◦ Agile teams work closely with each other such
as with pair-programming.
◦ Using Kanban boards or wireframes are ways to
share information
◦ Use of low-tech tools like a whiteboard will
allow all to see the work and understand it
◦ We must encourage it
Social Media
◦ Use to communicate
◦ Can include twitter or Instagram
Osmotic Communication
◦ Information flows that occur as part of everyday
conversations and questions
◦ 33 feet or 10 meters
Tacit Knowledge
◦ Information that is not written down; supported
through collective group knowledge
As a <user type>
I <want to/need, etc.> goal
So that <value>
Negotiable
◦ Should allow for trade-off’s based on cost and
function
Valuable
◦ Should clearly state the value of it
Estimatable
◦ Should be able to estimate how long to complete
Small
◦ Stories should be between 4-40 hours of work
Testable
◦ Should be testable to ensure it will be accepted
once competed
https://en.wikipedia.org/wiki/Fibonacci_number
T-Shirt Sizing
◦ Place stories in sizes of t-shirts
Development Iteration
◦ Build the product increment
Velocity Charts
20
15
10
0
1 2 3 4 5 6 7 8 9 10 11 12
Iterations
Act Plan
Check Do
Plan
Learn Develop
Evaluat
e
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Lack of
Lack of
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