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Agile Fundamentals Course.

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Presentation on theme: "Agile Fundamentals Course."— Presentation transcript:

1 Agile Fundamentals Course

2 Practical arrangements

3 Times Time Event 9.00 Arrive 9.30 Start 11.00 – 11.15 Tea break
12.30 – 13.30 Lunch 15.00 – 15.15 16.00 Done 17.00 Done-Done

4 Agenda Why Agile Manifesto Principles & values Culture & Mindset
Shared Understanding Shift in Roles Incremental Development WIP Including Customers & Users Product Adaption Planning & Adapting Process & Product Adaption

5 Use PowerPoint as development environment!
Case study exercise Throughout this course we will work on Amazon South Africa product Introduce online bookstore in South Africa based on Amazon US Key capabilities of the system include Book library Book ratings Customer account Profile Address detail Billing detail Preferences Cross-selling/ up-selling Checkout, payment gateway Reporting Advanced book/author/topic search Drone delivery Use PowerPoint as development environment!

6 Why Agile? Project failures Heavy processes Disconnect Overspending
Little success

7 Standish Group Chaos Report, 2012

8 Evolution of Agile

9 We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan That is, while there is value in the items on the right, we value the items on the left more. Agile Manifesto

10 Agile principles 1-6 Our highest priority is to satisfy the customer through early and continuous delivery of valuable software Welcome changing requirements, even late in development. Agile processes harness change for  the customer's competitive advantage Deliver working software frequently, from a couple of weeks to a couple of months, with a  preference to the shorter timescale Business people and developers must work together daily throughout the project Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done The most efficient and effective method of conveying information to and within a development team is face-to-face conversation

11 Agile principles 7-12 Working software is the primary measure of progress Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely Continuous attention to technical excellence and good design enhances agility Simplicity--the art of maximizing the amount of work not done--is essential The best architectures, requirements, and designs emerge from self-organizing teams At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behaviour accordingly

12 Benefits of Agile

13 Stacey Matrix Stacey Matrix

14 Culture and mindset

15 Agile as a mindset

16 Schneider cultural model

17 Creating shared understanding

18 The agile mindset nurtures a collaborative culture
Effective collaboration is a critical success factor in Agile product development efforts Mastering skill to collaborate effectively is critical in ▪ Highly interactive ▪ Non-hierarchical ▪ Rapidly changing environment The agile mindset nurtures a collaborative culture

19 The Agile team

20 More about the Agile team
Agile teams are self-organising. Everyone in the team: Is responsible for the outcome Evolves the solution collaboratively Participates in most or all decisions Contributes to stories, testing, planning, estimating, spikes, sweeping floors, etc. “A complex problem, like discovering ways to delight clients, is best solved by a cognitively diverse group of people that is given responsibility for solving the problem, self-organizes, and works together to solve it.” Stephen Denning, The Leader’s Guide to Radical Management

21 Physical work environments

22 Collaboration techniques
Limiting Work in Progress (WIP) Pairing Collaborative development Reviews Information radiators Collaboration techniques

23 Shift in roles Roles in Agile are not necessarily job titles
Team member Scrum Master Product Owner

24 Incremental development

25

26 Value driven vs. plan driven
Focus on Minimum viable product (MVP) Learn from customer feedback Adapt plan Iterate & increment Progressive elaboration Focus on project completion No value increments of product Big bang value at the end No feedback cycles

27 WIP Any work currently being worked on
Uncontrolled WIP = waste = money being spent on 100’s of projects running concurrently At any point prior to being done, no value is derived Controlling WIP results Greater focus and quality Bottlenecks being illuminated Focusing all resources on one project gets the project done much faster

28 Cycle time & lead time

29 Excercise Lean Star Game Form teams of 5
Create the product : set of 10 stars Each person is responsible for a line on the star Round 1 WIP = 10 Round 2 WIP = 5 Round 3 WIP = 1 Record cycle time and lead time Discuss outcome Timing: 15 minutes Overview: This is a short game to explain why WIP is bad. It has so many variants, one of which is the lean simulation game with paper airplanes by Jeff Patton. Instead of building airplanes, we connect five dots of a star. Resources: Print 10 copies per team from this Star-Connect pdf file. Steps: Form teams of 5′s. Each team member is responsible to connect one leg of the star. So, the first team member will connect 1-2, the second will connect 2-3 and so forth. The product is a set of 10 stars. Start with WIP = 10. That is, a batch of 10 stars. Each team member will do his assigned work for 10 stars before it moves to the next team member. Let every team record the following numbers for experiment 1: Time to Customer and Total cycle time. For this round, both numbers should be equal. Re-do the experiment with WIP =5. That is, 2 batches of 5′s, and record the two numbers: Time to customer, and the total cycle time Re-do the experiment with the WIP=1, and record the two numbers. At this point, the number that every team has recorded will explain clearly the effect of larger WIP. Learning Points: WIP is bad, and the more you reduce it, the more efficient and productive you become Teams feel the effect of delay on the overall process. Working on big chunks of work introduces huge delay in the process. First time to customer is reduced tremendously with smaller WIP, which gives the team better opportunity to get feedback as fast as possible.

30 Continuous integration

31 Continuous integration
Continuous Integration (CI) is a development practice that requires developers to integrate code into a shared repository several times a day. Each check-in is then verified by an automated build, allowing teams to detect problems early.

32 Continuous delivery Continuous Delivery is the ability to get changes of all types into production, or into the hands of users, safely and quickly in a sustainable way Our goal is to make deployments predictable, routine affairs that can be performed on demand We achieve all this by ensuring our code is always in a deployable state

33 Benefits of continuous delivery
Low risk releases Faster time to market Higher quality Lower cost Better products Happier teams

34 Including customers and users

35 Defining the customer Agile advocates customer and developers work together, daily Customer provides direction for product Customer heavily involved Making known requirements Quantifying when requirements are met Sponsor In Scrum we have Product Owner that is customer/ represents customer In XP we have customer as member of the team

36 Closing the IT / business chasm
Closing the chasm between business and IT creates one effective team The Product Owner plays a key role in bridging the gap

37 Planning and adapting

38 By Johannes Vietze - Own work, CC BY-SA 3. 0, https://commons

39 Planning Massive upfront planning Little to no re-plan Plan driven
Traditional Agile Massive upfront planning Little to no re-plan Plan driven Non-adaptive planning Small upfront planning Continuous planning Value driven Adaptive planning

40 Estimation

41 Agile release planning
Avg. velocity = 11 3 2 5 5 56 / 11 = 5.09 Sprints 8 Rolling average velocity is taken for the last 3-5 sprints. Divide backlog sum of story point estimates by average velocity. 13 20 56

42 Burndown A burn down chart is a graphical representation of work left to do versus time. The outstanding work (or backlog) is often on the vertical axis, with time along the horizontal. That is, it is a run chart of outstanding work. It is useful for predicting when all of the work will be completed.

43 Process- & project adaption

44 Process adaption Agile Value: At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behaviour accordingly It doesn’t matter the framework used, the system must accommodate retrospection time Part of Deming's Cycle: PDCA Retrospect > Learn where to optimize > Action the optimization

45 Project adaption Agile Value: At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behaviour accordingly Our chosen framework must accommodate time to showcase our complete functionality/product Build feedback cycles into the system Short feedback cycles = quicker learning and adaption

46 An Agile Framework Scrum

47 Scrum Download the official Scrum guide here:
Scrum

48 Scrum definition Scrum is an agile way to manage a project, usually software development. Agile software development with Scrum is often perceived as a methodology; but rather than viewing Scrum as methodology, think of it as a framework for managing a process.

49 3 Scrum Roles Product Owner Scrum Master Team Member Developer BA
Tester UX designer DBA 3 Scrum Roles

50 Product Owner Customer advocate Sets product vision, direction
Accountable for ROI on product Responsible to work with team to get user stories ready for next sprint Prioritizes backlog based on business value Has final say in any priority quibbles

51 Scrum Master Keeper of the Scrum process Removes impediments
Coaches team members to become more effective Guards/protects the team from interruptions Continuously looking for ways to improve self and team The glue between project stakeholders

52 Team member Anyone on the team doing work
BA, developer, UX designer, tester etc. T-Shaped people Cross functional people Learning mindset as opposed to fixed mindset

53 Exercise: Team formation & prioritizing the backlog
Divide into groups with 1 PO 1 SM 3 Team Members Time: 2 minutes

54 Scrum Artefacts Product Backlog Sprint Backlog Burndown chart

55 Product Backlog The list of work pertaining to a product
May or may not get done Prioritized by PO Top priority items on top (priority descending) Enough work for 2-3 iterations must be groomed PO’s responsibility Product Backlog

56 Agile requirements = user stories
Defining a user story: Reminders CARDS to have CONVERSATION JIT analysis Slim high level requirement artefacts Confirmation 3C’s

57 User Stories A card expressing the voice of the customer
Plain English States an actor, feature, benefit User Stories

58 INVEST in great user stories

59 Acceptance criteria Written in Given-When-Then format (Behavior driven development practice) Given a precondition When I perform XYZ function Then I expect ABC result Given that the user is on the reports menu, when clicking on Audit Report, then the Audit Report is displayed in PDF.

60 Exercise: User Stories
In your groups, write 5 user stories that expand on the priority user stories as defined by your Product Owner Write simple acceptance criteria for these (on back of cards) 20 minutes

61 Exercise: PO prioritize User Stories
PO prioritize all the user stories in the backlog Identify first release stories Write simple acceptance criteria for these identified release 1 stories (on back of cards) 20 minutes

62 Sprint Backlog The work committed to by the team
Work that must get done in the iteration Sprint backlog should not be changed – causes WIP to be parked = waste Estimated in story points Team owns the sprint backlog Sprint Backlog

63 Scrum ceremonies Backlog grooming Sprint planning Daily Scrum
Product demo Retrospective

64 Backlog grooming It is advised teams spend 5% of time grooming the Backlog. - Ken Schwaber (co-founder of Scrum) Engage the Team Grooming: Adding, removing stories Sizing, Breaking down stories Reprioritizing stories Adding info to stories

65 Product Owners sets sprint goal
Product Owner presents the dev team with candidate user stories Team asks questions about the work that has not been covered in backlog grooming Team commits to work until velocity threshold reached Product owner responsible for the ‘What’ and Scrum team for ‘How’ Scrum Master facilitates ceremony Sprint Planning

66 Exercise: Backlog Grooming
With your Product Owners, discuss and understand the user stories better Use whiteboards to brainstorm ideas if required Note implementation decisions on stories 15 minutes

67 Exercise: Sprint Planning
As a team, decide which stories you can accommodate in a 10 minute sprint Break stories down into tasks on your Scrum boards Remember to plan for integration with the other team 15 minutes

68 Exercise: Sprint Execution
As a team, self organize and divide into ‘developer, BA, tester’ Break stories down into tasks on your Scrum boards Remember to plan for integration with the other team Scrum of Scrums Now its time to do the work as well 1 minute planning, 6 minutes sprinting, 2 minutes Retrospective Repeat for 4-6 sprints

69 Daily Scrum ceremony A quick check-in with team mates Max 15 minutes
What did I do yesterday to help us reach our goal? What do I plan on doing today to help the team reach it’s goal? Do I have impediments that blocks me from being productive? Max 15 minutes Scrum Master facilitates Only allowed to talk about work on the board Only members doing the work can participate

70 Product demo Goal: Get approval from PO & feedback from as many possible Demo fully integrated end-to-end product Team takes PO and interested parties through the sprint’s product increment Successes, impediments and future goals are shared

71 Exercise: Product Demo
Take your Product Owner and Sponsor through the new functionality Do this as a single team activity 10 minutes

72 Retrospective Continuous improvement opportunity What worked well?
Where can we improve? Make plans to improve, assign a driver and check in regularly PDCA mechanism What worked well? Celebrate good behavior Recognize simple yet effective things Focus on the team, not the product

73 Twitter @joeloost / @Agilocity_ZA
Done! Thank you


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