intro to agile

48
Intro to Agile Project Management Catalina Movileanu (@catalinamo)

Upload: catalina-movileanu

Post on 10-May-2015

280 views

Category:

Leadership & Management


0 download

TRANSCRIPT

Page 1: Intro to Agile

Intro to Agile Project ManagementCatalina Movileanu (@catalinamo)

Page 2: Intro to Agile

Agenda

• Part 1: Set the stage

• Part 2: Agile Mindset and Methods – short overview

• Part 3: Scrum Framework – short overview

• Part 4: Case study – part 1

• Part 5: Case study – part 2• Create user stories

• Prioritize the backlog/high level estimation

• Estimate user stories

Page 3: Intro to Agile

Part 1Set the stage

Work in pairs

Tell each other(1) what did you get from the first part of the workshop(2) what are your expectations for today

Page 4: Intro to Agile

Part 2Agile Project Management

Page 5: Intro to Agile

What is Agile?

• Agile is a way of thinking (mindset/philosophy)

NOT a• Process

• Framework

• Tool

• Agile way of thinking can be manifested through many different practices.

Many Practices

12 Principles

4 Values

Agile Mindset

Page 6: Intro to Agile

The Agile Manifesto (4 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

Page 7: Intro to Agile

Agile 12 principles

• Satisfy customer with great products

• Welcome change

• Deliver frequently

• Work with business

• Motivate people

• Face-to-face communication

• Measure work done

• Maintain sustainable pace

• Maintain design

• Keep it simple

• Team creates the best requirements and design

• Reflect and adjust

Page 8: Intro to Agile

Agile Principles 1/12

Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.

Satisfy customer with great software

Page 9: Intro to Agile

Agile Principles 2/12

Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage.

Welcome change

Page 10: Intro to Agile

Agile Principles 3/12

Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale.

Deliver frequently

Page 11: Intro to Agile

Agile Principles 4/12

Business people and developers must work together daily throughout the project.

Work with business

Page 12: Intro to Agile

Agile Principles 5/12

Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done.

Motivate people

Page 13: Intro to Agile

Agile Principles 6/12

The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.

Face-to-face communication

Page 14: Intro to Agile

Agile Principles 7/12

Working software is the primary measure of progress.

Measure software done

Page 15: Intro to Agile

Agile Principles 8/12

Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace

indefinitely.

Maintain sustainable pace

Page 16: Intro to Agile

Agile Principles 9/12

Continuous attention to technical excellence and good design enhances agility.

Maintain design

Page 17: Intro to Agile

Agile Principles 10/12

Simplicity--the art of maximizing the amount of work not done--is essential.

Keep it simple

Page 18: Intro to Agile

Agile Principles 11/12

The best architectures, requirements, and designs emerge from self-organizing teams.

Team creates architecture

Page 19: Intro to Agile

Agile Principles 12/12

At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behaviour accordingly.

Reflect and adjust

Page 20: Intro to Agile

Agile Flavors

Scrum - Project Management Framework

XP - Focused on Engineering Practices

Lean and Kanban - Limiting work in progress & optimizing flow

DSDM - Explicit view of teams at the boarder stakeholder view

FDD - Focused on feature delivery

Crystal - Situationally Specific Solutions

Page 21: Intro to Agile

Unifying themes of Agile Methods

• Emerging scope

• Timeboxed development

Cost Time

Scope Cost Time

ScopeVariable

Fixed

100% must have

Must haveShould have

Could have

Traditional ManagementConstraints

AgileConstraints

Page 22: Intro to Agile
Page 23: Intro to Agile

Feasibility

Assessing value• NVP

• IRR

• ROI

Project visioning• Design the product box

Business Case

Page 24: Intro to Agile

Initiation

Project chartering• W5H (What, Why, Who, Where, and How) attributes

Aligning stakeholders expectations• Wireframes• Personas• User story /backlog

• As a <Role>, I want <Functionality>, so that <Business Benefit>• Story map/product roadmap

High level estimates • customer value prioritization• risk-adjusted backlog

Page 25: Intro to Agile

Planning

• Backlog and product roadmap• Plan releases

• Release planning• Slicing stories

• Story estimation using planning poker (points, T-shirt size, jelly beans, etc)

• Build a release plan

• Iteration/Sprint planning• Sprint backlog

Page 26: Intro to Agile

Delivering Value

• Task/Kanban boards

• WIP limits

• Incremental delivery

Page 27: Intro to Agile

Incremental vs. Iterative

Page 28: Intro to Agile

Confirming Value

• Prototypes

• Simulations

• Demonstrations

IKIWISI - I know it when I’ll see it

Iteration review meeting

Page 29: Intro to Agile

Tracking and reporting value

• earned value management for agile projects• SPI = completed features/planned

features

• CPI=earned value/actual costs

• cumulative flows diagrams (CFDs)

• risk burn down graphs

• task/kanban boards

• velocity

Page 30: Intro to Agile

Part 3Scrum Project Management Framework

Page 31: Intro to Agile

What is SCRUM?

• A set of practices, roles, events, artifacts• Transparency

• Inspection

• Adaptation

Definition from rugby football:“a scrum is a way to restart the

game after an interruption, where the forwards of each side come together in a tight formation and struggle to gain possession of the ball when it is tossed in among them”

Page 32: Intro to Agile

Scrum teams

Page 33: Intro to Agile

Development Team

• Empowered to manage its own work

• Self-organizing and cross-functional.

• 5-10 members

• Deliver potentially releasable increment of “done” product at the end of each sprint.

Page 34: Intro to Agile

Product Owner

• Responsible for maximizing the value of the products

• Manages the product backlog (including its prioritization, accuracy, shared understanding, value and visibility).

Page 35: Intro to Agile

Scrum Master

• Responsible for ensuring that Scrum is understood and used

• Servant leader to the development team

• Scrum coach

• Removing impediments

• Facilitate meetings

• Assist the product owner

Page 36: Intro to Agile

Scrum events

• Sprints

• Sprint planning meeting

• Daily Scrum - 15-minute timeboxed daily meeting

• Sprint Review

• Sprint Retrospective

Page 37: Intro to Agile

Artifacts

• Product backlog

• Sprint backlog

• Definition of done

• Burn down charts

Page 38: Intro to Agile

Part 4Case study – Oversight Steering Committee Meeting Tool

Page 39: Intro to Agile

Oversight Steering Committee Meeting Tool

Part 1 (feasibility)

• Create a vision (elevator) statement

• Design the product box

Part 2 (initiating and planning)

• Create backlog – min 7 stories (10 min)

• Prioritize backlog (MOSCOW) (7 min)

• Estimate backlog stories (Fibonacci) (10 min)

Page 40: Intro to Agile

Elevator statement

Page 41: Intro to Agile

Design the Box

Front of the box

• Product name

• Logo/graphic

• 3-4 key selling points or objectives

Back of the Box• Product description

• Features list

Think of your project as a product you have to sell, using limited space on front/back of the packaging box. What would you say?

Page 42: Intro to Agile

Part 5: Case study – part 2

• Create backlog

• Prioritize the backlog/high level estimation

• Estimate user stories

Page 43: Intro to Agile

Create product backlog

• A product backlog contains descriptions of the functionality (user stories) desired in an end product.

User stories are short, simple description of a feature told from the perspective of the person who desires the new capability, usually a user or customer of the system.

• As a <type of user>, I want <some goal> so that <some reason>.

Page 44: Intro to Agile

Twitter case study

Page 45: Intro to Agile

Define backlog – 10 mins

• Write at least 7 user stories for your product

Page 46: Intro to Agile

Prioritize backlog – MoSCoWTime – 10 min

• M - Must have: Describes a requirement that must be satisfied in the final solution for the solution to be considered a success.

• S - Should have: Represents a high-priority item that should be included in the solution if it is possible. This is often a critical requirement but one which can be satisfied in other ways if strictly necessary.

• C - Could have: Describes a requirement which is considered desirable but not necessary. This will be included if time and resources permit.

• W - Would have/WON'T: Represents a requirement that stakeholders have agreed will not be implemented in a given release, but may be considered for the future. (note: occasionally the word "Would" is substituted for "Won't" to give a clearer understanding of this choice)

Page 47: Intro to Agile

Estimate backlog stories (Fibonacci) – 10 min

Page 48: Intro to Agile

Feedback