Planning for non-functional requirements in Agile Projects Johan Peeters Paul Dyson Please take a badge according to your experience in planning Agile.

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Presentation transcript:

Planning for non-functional requirements in Agile Projects Johan Peeters Paul Dyson Please take a badge according to your experience in planning Agile projects: White: I have never participated in a planning game Green: I have participated in a few planning games Blue: I have led a planning game Red: I have led a few planning games

Why are we here? ● Stated objective: “Improve estimation, prioritization and scheduling of the implementation of non-functional requirements.” ● Explore two different techniques for planning NFRs that we have successfully used ● 'Mine' some of the experience of the participants

How are we going to do this? ● Run a simulation of the planning of an agile project  Split into two halves, each using a different technique for capturing and prioritizing NFRs  Run a small number of compressed planning games, Johan and Paul to act as customers  Using a real project as an example ● Combine to compare our experiences of these (and other techniques) ● Capture learning points to share after and outside the conference

Technique #1: Dreams and Nightmares ● Dreams = what you want your system to do  User stories  Have a business value ● Nightmares = what you definitely don't want your system to do  'Failure' stories  Have a business cost ● Value of implementing dreams must be weighed against cost of not implementing against nightmares

Examples (from an online slot- machine system) Dream: The user presses the start button and the reels start spinning. If a payline shows a winning combination, credit is incremented according to the pay table. Nightmare: A wily hacker is able to predict the symbols on the payline and hence stakes little when they will not amount to a winning combination and lots when they will.

dreams

nightmares

The user presses the start button and the reels start spinning. If a payline shows a winning combination, credit is incremented according to the pay table.

A wily hacker is able to predict the symbols on the payline and hence stakes little when they will not amount to a winning combination and lots when they will.

The user presses the start button and the reels start spinning. If a payline shows a winning combination, credit is incremented according to the pay table.

A wily hacker is able to predict the symbols on the payline and hence stakes little when they will not amount to a winning combination and lots when they will.

The user presses the start button and the reels start spinning. If a payline shows a winning combination, credit is incremented according to the pay table. A wily hacker is able to predict the symbols on the payline and hence stakes little when they will not amount to a winning combination and lots when they will.

∑ value implemented user story - ∑ cost nightmare scenario total value

iteration effort

∑ effort to implement user story +∑ effort to avoid nightmare total effort

The user presses the start button and the reels start spinning. If a payline shows a winning combination, credit is incremented according to the pay table. A wily hacker is able to predict the symbols on the payline and hence stakes little when they will not amount to a winning combination and lots when they will.

optimize value for a fixed effort budget

Technique #2: Everything is a story ● “There is no non-functional requirement that cannot be expressed as a user story”  Ron Jeffries (maybe...) ● User stories must contain any non-functional requirements related

Example Story The user presses the start button and the reels start spinning. If a payline shows a winning combination, credit is incremented according to the pay table. The symbols displayed must be totally random, with each new payline being completely unrelated to the previous payline(s).

Form groups ● You should all have a badge with a colour on it:  White: I have never participated in a planning game  Green: I have participated in a few planning games  Blue: I have led a planning game  Red: I have led a few planning games ● Please stand in the corner of the room according to the colour of your badge ● Now we form the groups...

Case Study – Online Bank ● User are bank's account holders ● Users can  Review account balances  Transfer money between accounts  Pay bills  Order foreign currency  Change contact details  Customise the site

Review case study ● Please review and discuss the case study document in your groups

The simulation