The document provides an overview of the Agile methodology known as Scrum. It defines Scrum as an Agile process that allows teams to focus on delivering high business value in short iterations called sprints. The document outlines the key components of Scrum, including roles like Product Owner and Scrum Master, ceremonies like sprint planning and daily stand-ups, and artifacts like the product and sprint backlogs. It also discusses how Scrum teams self-organize to complete sprint goals and deliver working software incrementally in each sprint.
2. PRESUMPTIONS
The audience is well aware of traditional software development
methodologies like Waterfall Model, Iterative models, etc.
3. AGENDA
• Introduction
• What is Agile Methodology?
• What is Scrum?
• History of Scrum
• Functionality of Scrum
• Components of Scrum
Scrum Roles
The Process
Scrum Artifacts
• Scaling Scrum
• Q & A Session
4. Classical methods of software development
have many disadvantages:
huge effort during the planning phase
poor requirements conversion in a rapid changing
environment
treatment of staff as a factor of production
New methods:
Agile Software Development
Methodology
INTRODUCTION
5. WHAT IS AGILE ?
• Agile proponents believe
Current software development processes are too
heavyweight or cumbersome
Too many things are done that are not directly related
to software product being produced
• Current software development is too rigid
Difficulty with incomplete or changing requirements
Short development cycles (Internet applications)
• More active customer involvement needed
6. • Agile methods are considered
Lightweight
People-based rather than Plan-based
• Several agile methods
No single agile method
Scrum/Extreme Programming most popular
• No single definition
• Agile Manifesto closest to a definition
Set of principles
Developed by Agile Alliance
7. AGILE MANIFESTO
A Statement of Values
• Individuals and interactions over processes and
tools
• Working software over comprehensive
documentation
• Customer collaboration over contract negotiation
• Responding to change over following a plan
8. AGILE METHODS
• Agile methods:
• Scrum
• Extreme Programming
• Adaptive Software Development (ASD)
• Dynamic System Development Method (DSDM)
• Agile Alliance (www.agilealliance.org)
• A non-profit organization promotes agile development
10. SCRUM IN 100 WORDS
Scrum is an agile process that allows us to focus on
delivering the highest business value in the shortest
time.
It allows us to rapidly and repeatedly inspect actual
working software (every two weeks to one month).
The business sets the priorities. Our teams self-manage
to determine the best way to deliver the highest
priority features.
Every two weeks to a month anyone can see real
working software and decide to release it as is or
continue to enhance for another iteration.
11. HISTORY OF SCRUM
• 1995:
• analysis of common software development processes not suitable for empirical,
unpredictable and non-repeatable processes
• Design of a new method: Scrum by Jeff Sutherland & Ken Schwaber
• Enhancement of Scrum by Mike Beedle & combination of Scrum with Extreme
Programming
• 1996:
introduction of Scrum at OOPSLA conference
• 2001:
publication “Agile Software Development with Scrum” by
Ken Schwaber & Mike Beedle
Successful appliance of Scrum in over 50 companies
Founders are members in the Agile Alliance
12. CHARACTERISTICS
• Self-organizing teams
• Product progresses in a series of month-long “sprints”
• Requirements are captured as items in a list of
“product backlog”
• No specific engineering practices prescribed
• Uses generative rules to create an agile
environment for delivering projects
• One of the “agile processes”
14. SPRINTS
• Scrum projects make progress in a series of “sprints”
• Analogous to XP iterations
• Target duration is one month
• +/- a week or two
• But, a constant duration leads to a better rhythm
• Product is designed, coded, and tested during the sprint
16. NO CHANGES DURING THE SPRINT
• Plan sprint durations around how long you can commit to keeping change
out of the sprint
SprintInputs Tested Code
Change
18. PRODUCT OWNER
• Define the features of the product
• Decide on release date and content
• Be responsible for the profitability of the product (ROI)
• Prioritize features according to market value
• Adjust features and priority every iteration, as needed
• Accept or reject work results.
19. THE SCRUM MASTER
• Represents management to the project
• Responsible for enacting Scrum values and practices
• Removes impediments
• Ensure that the team is fully functional and productive
• Enable close cooperation across all roles and functions
• Shield the team from external interferences
20. SCRUM TEAM
• Typically 5-10 people
• Cross-functional
QA, Programmers, UI Designers, etc.
• Members should be full-time
May be exceptions (e.g., System Admin, etc.)
• Teams are self-organizing
What to do if a team self-organizes someone off the team??
Ideally, no titles but rarely a possibility
• Membership can change only between sprints
22. SPRINT PLANNING MEETING
Sprint Planning
Meeting
Product Backlog
Team Capabilities
Business Conditions
Technology
Current Product
Sprint Backlog
ProductO
wner
Scrum
Team
M
anagem
ent
Custom
ers
Sprint Goal
23. PARTS OF SPRINT PLANNING MEETING
• 1st
Part:
• Creating Product Backlog
• Determining the Sprint Goal.
• Participants: Product Owner, Scrum Master, Scrum Team
• 2nd
Part:
• Participants: Scrum Master, Scrum Team
• Creating Sprint Backlog
25. SPRINT
• A month-long iteration, during which is incremented a product functionality
• NO outside influence can interfere with the Scrum team during the Sprint
• Each Sprint begins with the Daily Scrum Meeting
26. DAILY SCRUM
• Parameters
• Daily
• 15-minutes
• Stand-up
• Not for problem solving
• Three questions:
1.What did you do yesterday
2.What will you do today?
3.What obstacles/risks are in your way?
• Only Scrum Team are invited
• Help avoid other unnecessary meetings
27. DAILY SCRUM
• Is a meeting in which team members
make commitments to each other
and to the Scrum Master
• Is a good way for a Scrum Master to
track the progress of the Team
IS NOTIS
• Is NOT a problem solving session
• Is NOT a way to collect information about
WHO is behind the schedule
28. SPRINT REVIEW MEETING
• Team presents what it accomplished during the
sprint
• Typically takes the form of a demo of new
features or underlying architecture
• Informal
• 2-hour prep time rule
• Participants
• Customers
• Management
• Product Owner
• Other developers/engineers
29. SPRINT RETROSPECTIVE MEETING
• Scrum Team only
• Feedback meeting
• Three questions
Start
Stop
Continue
• Don’t skip for the first 5-6 sprints!!!
30. PRODUCT BACKLOG
• A list of all desired work on the project
• Usually a combination of
story-based work (“let user search and replace”)
task-based work (“improve exception handling”)
• List is prioritized by the Product Owner
• Typically a Project Manager, Marketing, Internal Customer, etc.
31. PRODUCT BACKLOG
• Requirements for a system, expressed as a prioritised list of Backlog Items
• Is managed and owned by a Product Owner
• Spreadsheet (typically)
• Usually is created during the Sprint Planning Meeting
• Can be changed and re-prioritised before each PM
33. FROM SPRINT GOAL TO SPRINT BACKLOG
• Scrum team takes the Sprint Goal and decides what tasks are necessary
• Team self-organizes around how they’ll meet the Sprint Goal
Line Manager doesn’t assign tasks to individuals, the Project Manager does.
• Line Managers don’t make decisions for the team
• Sprint Backlog is created
34. SPRINT BACKLOG DURING THE SPRINT
• Changes
Team adds new tasks whenever they need to in order to meet the Sprint Goal
Team can remove unnecessary tasks
But: Sprint Backlog can only be updated by the team
• Estimates are updated whenever there’s new information
35. SPRINT BACKLOG
• A subset of Product Backlog Items, which define the work for a Sprint
• Is created ONLY by Team members
• Each Item has it’s own status
• Should be updated every day
• No more than 300 tasks in the list
• If a task requires more than 3 working days, it should be broken down
• Team can add or subtract items from the list. Product Owner is not allowed to
do it
37. SPRINT BURN DOWN CHART
• Depicts the total Sprint Backlog hours remaining per day
• Shows the estimated amount of time to release
• Ideally should burn down to zero to the end of the Sprint
• Actually is not a straight line
• Can bump UP
38. INFORMATION RADIATOR
"Two characteristics are key to a good information radiator. The first is that the
information changes over time. This makes it worth a person's while to look at
the display... The other characteristic is that it takes very little energy to view
the display."
40. RELEASE BURNDOWN CHART
• Will the release be done on right time?
• X-axis: sprints
• Y-axis: amount of hours remaining
• The estimated work remaining can also burn up
42. PROS/CONS
Advantages
Completely developed and
tested features in short
iterations
Simplicity of the process
Clearly defined rules
Increasing productivity
Self-organizing
each team member carries a
lot of responsibility
Improved communication
Combination with Extreme
Programming
Drawbacks
“Undisciplined hacking” (no
written documentation)
Violation of responsibility
Current mainly carried by the
inventors