Agile Scrum
Agile Scrum
Agile Scrum
SCRUM
OVERVIEW OF SCRUM
Adaptability
Transparency
Continuous Feedback
Continuous Improvement
Continuous Delivery of Value
Sustainable Pace
Early Delivery of High Value
Efficient Development Process
Motivation
Faster Problem Resolution
Effective Deliverables
Customer Centric
High Trust Environment
BENEFITS OF SCRUM Collective Ownership
High Velocity
Innovative Environment
FRAMEWORK OF SCRUM
Roles
•Product owner
•Scrum Master
•Team
Ceremonies
•Sprint planning
•Sprint review
•Sprint retrospective
•Daily scrum meeting
Artifacts
•Product backlog
•Sprint backlog
•Burndown charts
Scrum prescribes making decisions based on observation and experimentation
rather than detailed upfront planning.
This principle emphasizes the core philosophy of Scrum based on the three main
ideas
Transparency
Inspection
Adaptation
Thus, prioritization results in deliverables that satisfies the requirements of the customer with the
objective of delivering the maximum business value in the least amount of time.
Scrum treats time as one of the most important
constraints in managing a project. To address the
constraint of time, Scrum introduces a concept called
'Time-boxing' which proposes fixing a certain amount
of time for each process and activity in a Scrum
project.
This ensures that Scrum Team members do not take
up too much or too little work for a particular period
of time and do not expend their time and energy on
work for which they have little clarity.
Some of the benefits of Time-boxing are:
Efficient development process
SCRUM ASPECTS
SCRUM ORGANIZATION STRUCTURE
STEPS TO DETERMINE BUSINESS JUSTIFICATION
In Scrum, quality is defined as the ability of the completed product or deliverables
to meet the Acceptance Criteria and achieve the business value expected by the
customer.
To ensure a project meets quality requirements, Scrum adopts an approach of
continuous improvement whereby the team learns from experience and
stakeholder engagement to constantly keep the Prioritized Product Backlog
updated with any changes in requirements.
The Prioritized Product Backlog is simply never complete until the closure or
termination of the project. Any changes to the requirements reflect changes in the
internal and external business environment and allow the team to continually work
and adapt to achieve those requirements.
Since Scrum requires work to be completed in increments during Sprints, this
means that errors or defects get noticed earlier through repetitive quality testing,
rather than when the final product or service is near completion.
Moreover, important quality-related tasks (e.g., development, testing, and
documentation) are completed as part of the same Sprint by the same team-this
ensures that quality is inherent in any deliverable created as part of a Sprint. Such
QUALITY deliverables from Scrum projects, which are potentially shippable, are referred to
as 'Done.'
Thus, continuous improvement with repetitive testing optimizes the probability of
achieving the expected quality levels in a Scrum project.
Every project, regardless of its method or framework used, is exposed to
change. It is imperative that project team members understand that the Scrum
development processes are designed to embrace change. Organizations
should try to maximize the benefits that arise from change and minimize any
negative impacts through diligent change management processes in
accordance with the principles of Scrum.
A primary principle of Scrum is its acknowledgement that a) stakeholders
(e.g., customers, users, and sponsors) change their minds about what they
want and need throughout a project (sometimes referred to as 'requirements
churn') and b) that it is very difficult, if not impossible, for stakeholders to
define all requirements during project initiation.
Scrum projects welcome change by using short, iterative Sprints that
incorporate customer feedback on each Sprint's deliverables. This enables the
customer to regularly interact with the Scrum Team members, view
CHANGE deliverables as they are ready, and change requirements if needed earlier in
the Sprint.
Also, the portfolio or program management teams can respond to Change
Requests pertaining to Scrum projects applicable at their level.
SAMPLE CHANGE APPROVAL PROCESS
Risk is defined as an uncertain event or set of events that can affect the objectives
of a project and may contribute to its success or failure.
Risks that are likely to have a positive impact on the project are referred to as
opportunities, whereas threats are risks that could affect the project in a negative
manner. Managing risk must be done proactively, and it is an iterative process that
should begin at project initiation and continue throughout the project's lifecycle.
The process of managing risks should follow some standardized steps to ensure
that risks are identified, evaluated, and a proper course of action is determined and
acted upon accordingly.
Risks should be identified, assessed, and responded to based on two factors: the
probability of each risk's occurrence and the possible impact in the event of such
occurrence.
Risks with a high probability and impact value (determined by multiplying both
RISK
factors), should be addressed before those with a relatively lower value.
In general, once a risk is identified, it is important to understand the risk with
regard to the probable causes and the potential effects if the risk occurs.
Initiate Phase
1. Create Project Vision
2. Identify Scrum Master and Stakeholder(s)
3. Form Scrum Team
4. Develop Epics
5. Create Prioritized Product Backlog
6. Conduct Release Planning
Plan and Estimate Phase
7. Create User Stories
8. Approve, Estimate and Commit User Stories
9. Create Tasks
SCRUM PROCESSES
10. Estimate Tasks
11. Create Sprint Backlog
Implement Phase
12. Create Deliverables
13. Conduct Daily Standup
14. Groom Prioritized Product Backlog
Review and Retrospect Phase
15. Convene Scrum of Scrums
16. Demonstrate and Validate Sprint
17. Retrospect Sprint
Release Phase
18. Ship Deliverables
SCRUM PROCESSES 19. Retrospect Project
Process Activity
Create Project Vision Review the Project Business Case and create a
Project Vision Statement.
Identify Scrum Master and Use Selection Criteria to identify Scrum Master
Stakeholder(s) and Stakeholders.
Form Scrum Team Identify Scrum Team members.
Develop Epics Use Project Vision Statements to develop Epics.
Create Prioritized Product Refine and Elaborate Epics into User Stories and
Backlog prioritize in PPB. Add NFR’s to PPB. Establish
Done Criteria.
INITIATE PHASE
The Plan and Estimate phase consists of processes related to
planning and estimating tasks, which include Create User
Stories; Approve, Estimate, and Commit User Stories;
Create Tasks; Estimate Tasks; and Create Sprint Backlog.
As part of this phase, the Scrum Core team creates,
approves, estimates, and commits User Stories, creates and
estimates tasks, and creates the Sprint Backlog.
Approve, Estimate and Commit User Product Owner approves User Stories for a Sprint. Scrum Master and
Stories Scrum Team estimate the effort for each user story and commit to
deliver them.
Create Tasks User Stories are broken down into specific tasks into a Task List in a
Task Planning Meeting.
Estimate Tasks Scrum Core Team estimates the tasks in Task Estimation Meetings to
create an Effort Estimated Task List.
Create Sprint Backlog Scrum Core Team holds Sprint Planning Meetings to create a Sprint
Backlog listing all tasks to be completed in the Sprint.
Process Activity
Create Deliverables Scrum Board and Impediment Log are used to
track work being done and issues faced.
Groom Prioritized Product PPB Review Meetings are held to groom the PPB.
Backlog
IMPLEMENT PHASE
The Review and Retrospect phase is concerned with reviewing the
deliverables and the work that has been done and determining
ways to improve the practices and methods used to do project
work.
In large organizations, the processes in the Review and Retrospect
phase may also include the Scrum of Scrums.
Retrospect Sprint Scrum Master and Scrum Team discuss the lessons
learned in the Sprint. This may result in Agreed
Actionable Improvements and Updated Scrum
Guidance Body Recommendations.
The Release phase emphasizes delivering the Accepted Deliverables
to the customer.
It also involves in identifying, documenting, and internalizing the
lessons learned during the project.
RELEASE PHASE
Process Activity
Ship Deliverables Accepted Deliverables are delivered or transitioned
to the relevant Stakeholders. A formal Working
Deliverable Agreement documents successful
completion of the Sprint.
RELEASE PHASE
• Product Owner prioritizes features
• Identifies key external milestones and business commitments
• Resource capacity plan is developed for the project
• Each backlog item is estimated
• High-level estimates (+/- 50% accuracy)
• Team selects items from the product backlog they can commit to
completing
• Effort is compared to resource capacity and an initial burndown is
projected
PLANNING POKER
The Planning Poker is a consensus based technique and is
used to size the stories (in terms of story point) or effort
estimate (in terms of days).
It is a non-liner scale of estimation technique.
Fibonacci series is used while playing the planning poker
with higher numbers rounded off (0, 0.5, 1, 2, 3, 5, 8, 13,
20, 40, 60, and 100).
For example: You have been asked to provide your
estimate for a Story, your estimates have to be rounded
off to one of the number of the Fibonacci series.
If you feel the task will take 10 days to complete, the
estimate you give will have to be either 8 or 13.
PLANNING POKER
Each team member takes a deck of cards and estimates the
effort independently for each story.
The stories are wall mapped and arranged relatively with respect to
small story which can be coded and tested in a day – taken as a
reference.
All the stories are arranged relatively with respect to small story
from left to right.
The parameters on which the stories are estimated are complexity,
ideal time taken (in days) and uncertainty.
It is always a good idea to break the bigger stories into small ones
to make them fit into a Sprint.
With Planning Poker, the numbers are significant.
A story estimated as a 2 should be about one fourth as difficult as a
story estimated as an 8.
Stories estimated at 20 or higher may be so large that they need to
be broken up into smaller stories before they can be attempted.
Stories estimated at 0 may not even be worth tracking.
PLANNING POKER
An identical hand of cards is given to each team member.
Each team member will have a set of cards with numbers as
pseudo-Fibonacci (1, 2, 3, 5, 8, 13, 21…).
The Product Owner describes the piece of work to be
estimated in detail. Normally this is a user story with
acceptance criteria.
Team discusses the work involved and asks questions to the
Product Owner
Each team member mentally estimates the size of it on the
scale. They can ask the Product Owner questions to clarify
any points, but for the moment they will keep their estimate
to themselves.
Each team member selects a poker card that reflects their
estimate of the effort required for that story and places the
card that corresponds to their mental estimate face down in
front of them.
DAILY STANDUP
EVERYONE ANSWERS 3 QUESTIONS
3.Any impediments?
Team presents what it accomplished during
the sprint
Typically takes the form of a demo of new
features or underlying architecture
Chicken & pigs are invited
Pigs, who are totally committed to the
project and accountable for its outcome.
Example Product Owner, the Scrum
Master and Development Team.
Chickens, who consult on the project and
are informed of its progress. Example
customers and executive management.
SPRINT REVIEW
Typically 15–30 minutes
Done after every sprint
Whole team participates
Scrum Master
Product owner
Team
Discuss on what went well and what did not go well and
action items for the same.
SPRINT RETROSPECTIVE
The Backlog Refinement Meeting lacks an
official name and has also been called “Backlog
Grooming,” “Backlog Maintenance,” or “Story
Time.”
In the Backlog Refinement Meeting, the team
estimates the amount of effort they would
expend to complete items in the Product
Backlog and provides other technical
information to help the Product Owner prioritize
them.
A skilled ScrumMaster can help the team
identify thin vertical slices of work that still
have business value.
GROOMING MEETING
PBI represents a customer-centric feature, usually
requiring several tasks to achieve definition of done
Often written in User Story form
Has a product-wide definition of done to prevent
technical debt
May have item-specific acceptance criteria
Effort is estimated by the team, ideally in relative
units (e.g., story points). Effort is roughly 2-3 people
2-3 days, or smaller for advanced teams.
Ideally expressed such that each item has value to the
users or customers of the product
Prioritized by the product owner
Reprioritized at the start of each sprint
SPRINT BACKLOG
PB VS RB VS SB
SCRUM BOARD
The sprint burn down chart is a publicly displayed chart showing remaining
work in the sprint backlog. Updated every day, it gives a simple view of the
sprint progress. It also provides quick visualizations for reference.
USER STORIES
SAMPLES FROM A TRAVEL WEBSITE
EPICS
EPIC VS USER STORY EXAMPLE 1
EPIC VS USER STORY EXAMPLE 2
Acceptance criteria complement the story’s
narrative.
They allow you to describe the conditions that
have to be fulfilled so that the story is done.
The criteria enrich the story and make it more
precise and testable, and they ensures that the
story can be demoed or released to the users
and the other stakeholders.
As you decompose epics into smaller stories,
remember to add acceptance criteria.
As a rule of thumb, use three to five criteria
for detailed stories.
ACCEPTANCE CRITERIA
The Given/When/Then format is helpful way to
specify acceptance criteria:
Given some precondition When I do some
action Then I expect some result
When we write acceptance criteria in this
format, it not only provides a consistent
structure, but we are also helping testers
determine when to begin and end testing for that
specific work item.
IMPEDIMENT?
1. Bad build deployed
2. Env not ready
3. Waiting on build
4. Waiting on code review
5. Waiting on IT
6. Waiting on PO
7. Bugs introduced by other teams
8. Waiting on design questions
9. Waiting on DB Review
WHAT KIND OF IMPEDIMENTS
CAN WE LOG?
AGILE VS TRADITIONAL METHODS
Approach Agile Waterfall
Emphasis People Process
Domain Unpredictable/Exploratory Predictable
Documentation Minimal-only as required Comprehensive
Quality assurance Customer centric Process centric
Process style Iterative Linear
Organization Self-organized Managed
Upfront Planning Low High
Perspective toward change Adaptability Sustainability
Prioritization of requirements Based on business value and Fixed in the project plan
regularly updated
Management Style Decentralized Autocratic
Leadership Collaborative, Servant Command and control
Leadership
Performance Measurement Business value Plan conformity
Returns on Investment Early/throughout project life End of project life