Scrum Handbook
Scrum Handbook
Scrum Handbook
Everything
you need
to know
to start
a Scrum project
in your
organization
scrum
training
institute
press
Executive Summary
Scrum is an agile method designed to add energy, focus, clarity,
and transparency to project planning and implementation. Today,
Scrum is used in small, mid-sized and large software corporations
all over the world.
Properly implemented, Scrum will:
Increase speed of development
Align individual and corporate objectives
Create a culture driven by performance
Support shareholder value creation
Achieve stable and consistent communication of
performance at all levels
Enhance individual development and quality of life
This manual gives some basic information on how to get started
with Scrum, and also describes some cases in point. It is based on
The Scrum Papers, formerly published by The Scrum Training
Institute (see www.scrumtraininginstitute.com).
Contents
Preface
1. Scrum at a glance
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18
4. Scrum Cases
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46
59
Appendix
1. Whos who in Scrum
2. References
...
In less than a decade
Yours faithfully,
Jeff Sutherland
Chairman, Scrum Training Institute
Co-Creator of Scrum
Boston, USA
July 2010
CHAPTER 1
Scrum at a Glance
Scrum is an iterative, incremental framework for projects and
product or application development.
Scrum structures development in cycles of work called Sprints.
These iterations are less than one month in length, and usuallly
measured in weeks. Sprints take place one after the other. The
Sprints are of fixed duration they end on a specific date whether
the work has been completed or not, and are never extended. Hence,
they are said to be timeboxed.
At the beginning of each Sprint, a cross-functional team selects
items (customer requirements) from a prioritized list. They commit
to complete the items by the end of the Sprint. During the Sprint, the
chosen items do not change. Every day the Team gathers briefly to
replan its work to optimize the likelihood of meeting committments.
At the end of the Sprint, the team reviews the Sprint with
stakeholders, and demonstrates what they have built. People obtain
feedback that can be incorporated in the next Sprint.
Inspect & adapt
Scrum emphasizes a working product at the end of the Sprint that is
really done; in the case of software, this means code that is:
integrated
fully tested
potentially shippable
A major theme in Scrum is inspect and adapt. Since development
inevitably involves learning, innovation, and surprises, Scrum
emphasizes taking a short step of development, inspecting both the
resulting product and the efficacy of current practices, and then
adapting the product goals and process practices. Repeat forever.
Part I
Scrum Basics
2 The Sprint
Scrum structures product development in cycles of work called
Sprints, iterations of work which are typically 14 weeks in length.
The Sprints are of fixed duration and end on a specific date whether
the work has been completed or not; they are never extended.
B. The Team
Develops the product envisioned by the
Product Owner.
3 Sprint Planning
At the beginning of each Sprint, the Sprint Planning Meeting takes
place. The Product Owner and Scrum Team (with facilitation from
the ScrumMaster) review the Product Backlog, discuss the goals and
context for the items, and the Scrum Team selects the items from the
Product Backlog to commit to complete by the end of the Sprint,
starting at the top of the Product Backlog.
Each item selected from the Product Backlog is designed and then
broken down to a set of individual tasks. The list of tasks is recorded
in a document called the Sprint Backlog.
Daily Scrum
24 hrs
Sprint Backlog
Vision
New functionality
is demonstrated at
end of Sprint
Sprint Backlog
Sprint Retrospective
Product Backlog
Product
Owner
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Creativity is inhibited
This approach requires that the good ideas all come at the beginning of the
release cycle, where they can be incorporated into the plan. But as we all
know, good ideas appear throughout the process in the beginning, the
middle, and sometimes even the day before launch. A process that does
not permit change will stifle this innovation. With the waterfall, a great
idea late in the release cycle is not a gift, its a threat.
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Bad timing
Something else that happens when you have humans involved is the handson aha moment the first time that you actually use the working product.
You immediately think of 20 ways you could have made it better.
Unfortunately, these very valuable insights often come at the end of the
release cycle, when changes are most difficult and disruptive in other
words, when doing the right thing is most expensive, at least when using a
traditional method.
No crystal balls
Humans are not able to predict the future. For example, your competition
makes an announcement that was not expected. Unanticipated technical
problems crop up that force a change in direction. Furthermore, people are
particularly bad at planning uncertain things far into the future guessing
today how you will be spending your week eight months from now is
something of a fantasy. It has been the downfall of many a carefully
constructed Gantt chart.
Sub-optimized results
A rigid, change-resistant process produces mediocre products. Customers
may get what they first ask for (at least two translation steps removed), but
is it what they really want once they see the product? By gathering all the
requirements up front and having them set in stone, the product is
condemned to be only as good as the initial idea, instead of being the best
once people have learned or discovered new things.
Many practitioners of a sequential life cycle experience these shortcomings
again and again. But, it seems so supremely logical that the common
reaction is to turn inward: If only we did it better, it would work, and if
we just planned more, documented more, resisted change more, everything
would work smoothly. Unfortunately, many teams find just the opposite:
the harder they try, the worse it gets! There are also management teams
that have invested their reputation and many resources in a waterfall
model; changing to a fundamentally different model is an apparent
admission of having made a mistake. And Scrum is fundamentally
different ...
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CHAPTER 2
14
The Team
The Team builds the product that the customer is going to
use: the application or website, for example. The team in
Scrum is cross-functional and includes all the expertise
necessary to deliver the potentially shippable product each
Sprint. It is also self-organizing (self-managing), with a very
high degree of autonomy and accountability.
Hence, there is no team manager or project manager in Scrum.
Instead, the Team members decide what to commit to, and how
best to accomplish that commitment. The Team is selforganizing.
Dedicated team
The Team in Scrum is seven plus or minus two
people. For a software product the Team might include
programmers, interface designers, and testers. The
Team develops the product and provides ideas to
the Product Owner about how to make the
product great. In my experience, it is essential
that the Team is 100 percent dedicated to the
work for one product during the Sprint;
multitasking across multiple products or projects
will severely limit performance. Stable Teams are
associated with higher productivity, so changing
team members should also be avoided.
Application groups with many people are
organized into multiple Scrum teams, each
focused on different features for the product, with
close coordination of their efforts. Since one Team
does all the work (planning, analysis, programming,
and test) for a complete customer-centric feature,
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17
CHAPTER 3
Getting Started
Initiating a Scrum project is not hard, as long as one takes one
step at a time, and makes sure that everyone feels included.
The Product Backlog leads the way ahead for the Scrum Team. It is maintained by the Product Owner.
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Sprint Planning
At the beginning of each Sprint, the Sprint Planning Meeting takes
place. It is divided into two distinct sub-meetings, the first of which
is called Sprint Planning Part One.
In Sprint Planning Part One, the Product Owner and Team (with
facilitation from the ScrumMaster) review the high-priority items in
the Product Backlog that the Product Owner is interested in
implementing this Sprint. They discuss the goals and context for
these high-priority items on the Product Backlog, providing the Team
with insight into the Product Owners thinking. The Product Owner
and Team also review the Definition of Done that all items must
meet, such as, Done means coded to standards, reviewed,
implemented with unit test-driven development (TDD), tested with
100 percent test automation, integrated, and documented. This
definition of done ensures transparency and quality fit for the
purpose of the product and organization.
Part One focuses on understanding what the Product Owner
wants. According to the rules of Scrum, at the end of Part One the
(always busy) Product Owner may leave although they must be
available (for example, by phone) during the next meeting. However,
they are welcome to attend Part Two...
Sprint Planning Part Two focuses on detailed task planning for
how to implement the items that the team decides to take on. The
Team selects the items from the Product Backlog they commit to
complete by the end of the Sprint, starting at the top of the Product
Backlog (in others words, starting with the items that are the highest
priority for the Product Owner) and working down the list in order.
While the Product Owner does not have control over how much
the team commits to, he or she knows that the items the team is
committing to are drawn from the top of the Product Backlog in
other words, the items that he or she has rated as most important. The
Jeff Sutherlands Scrum Handbook
Team Planning
A key practice in Scrum is that the
team decides how much work they will
commit to complete, rather than
having it assigned to them by the
Product Owner. This makes for a more
reliable commitment because the team
is making it based on their own
analysis and planning, rather than
having it made for them by someone
else.
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team has the authority to also select items from further down the list
in consultation with the Product Owner; this usually happens when
the team and Product Owner realize that something of lower priority
fits easily and appropriately with the high priority items.
The Sprint Planning Meeting should be timeboxed to four hours
for a four-week Sprint and two hours for a two-week Sprint. In order
to do this, the team must help the Product Owner by estimating the
size of stores before the Sprint Planning meeting the team is
making a serious commitment to complete the work, and this
commitment requires careful thought to be successful. A Team bases
its commitments on its past velocities. If a Team is new, new to the
technology or domain, it may not have reliable, stable velocities until
it has worked together for three or four Sprints. In making its
commitment, the Team factors in any vacations, new organizational
demands, and other items that may reduce its past velocity.
Once the Team capacity available is determined, the Team starts
with the first item on the Product Backlog in other words, the
Product Owners highest priority item and working together,
breaks it down into individual tasks, which are recorded in a
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No Changing Goals
There are powerful, positive factors
that arise from the team being
protected from changing goals during
the Sprint:
First, the team gets to work knowing
with absolute certainty that its
commitments will not change, thus
reinforcing the teams focus on
ensuring completion.
Second, it disciplines the Product
Owner into really thinking through the
items he or she prioritizes on the
Product Backlog and offers to the team
for the Sprint.
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Many teams also make use of a visual task-tracking tool, in the form of a wall-sized task board
where tasks (written on Post-It Notes) migrate during the Sprint across columns labeled
Not Yet Started, In Progress, and Done.
members work together and learn new skills from each other. Pairing
has proven a valuable approach to sharing knowledge.
All that said, there are rare times when a Team member may do a
particular task because it would take far too long or be impossible for
others to learn perhaps he or she is the only person with any artistic
skill to draw pictures. Other Team members could not draw a stick
man if their life depended on it. In this rare case and if it is not
rare and not getting rarer as the Team learns, there is something
wrong it may be necessary to ask if the total planned drawing tasks
that must be done by this certain Team member are feasible within
the short Sprint.
One of the pillars of Scrum is that once the Team makes its
commitment, any additions or changes must be deferred until the
next Sprint. This means that if halfway through the Sprint the
Product Owner decides there is a new item he or she would like the
Team to work on, he cannot make the change until the start of the
next Sprint. If an external circumstance appears that significantly
changes priorities, and means the Team would be wasting its time if
it continued working, the Product Owner or the team can terminate
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the Sprint. The Team stops, and a new Sprint Planning meeting
initiates a new Sprint. The disruption of doing this is usually great;
this serves as a disincentive for the Product Owner or team to resort
to this dramatic decision.
By following these Scrum rules the Product Owner gains two
things. First, he or she has the confidence of knowing the Team has
made a commitment to complete a realistic and clear set of tasks they
have chosen. Over time a Team can become quite skilled at choosing
and delivering on a realistic commitment. Second, the Product
Owner gets to make whatever changes he or she likes to the Product
Backlog before the start of the next Sprint. At that point, additions,
deletions, modifications, and re-prioritizations are all possible and
acceptable. While the Product Owner is not able to make changes to
the selected items under development during the current Sprint, he or
she is only one Sprints duration or less away from making any
changes. Gone is the stigma around change change of direction,
change of requirements, or just plain changing your mind and it
may be for this reason that Product Owners are usually as
enthusiastic about Scrum as anyone.
Daily Scrum
Once the Sprint has started, the Team engages in another of the key
Scrum practices: The Daily Scrum. This is a short (15 minutes or
less) meeting that happens every workday at an appointed time and
place. Everyone on the Team attends. To keep it brief, it is
recommended that everyone remain standing. It is the Teams
opportunity to report to each other and inspect each others progress
and obstacles. In the Daily Scrum, one by one, each member of the
team reports three (and only three) things to the other members of
the team: (1) What they were able to get done since the last meeting;
(2) what they are planning to finish by the next meeting; and (3) any
blocks or impediments that are in their way. Note that the Daily
Scrum is not a status meeting to report to a manager; it is a time for a
self-organizing Team to share with each other what is going on, to
help it coordinate its work and optimize its likelihood of meeting its
commitments. Someone makes note of the blocks, and the
ScrumMaster is responsible for helping team members resolve them.
There is no discussion during the Daily Scrum, only reporting
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60
New estimate of work remaining
burndown line
50
current estimate of
work remaining for
the team
40
30
20
idealized line
10
0
10
Days
Sprint Burndown Chart. While the Sprint Burndown chart can be created and displayed using a spreadsheet,
many teams find it is more effective to show it on paper on a wall in their workspace, with updates in pen;
this low-tech/high-touch solution is fast, simple, and often more visible than a computer chart.
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26
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to pick one duration for Sprints (say, two weeks) and not change it. A
consistent duration helps the Team learn how much it can
accomplish, which helps in both estimation and longer-term release
planning. It also helps the Team achieve a rhythm for their work; this
is often referred to as the heartbeat of the team in Scrum.
Sprint Review
After the Sprint ends, there is the Sprint Review, where the team
reviews the Sprint with the Product Owner. This is often mislabeled
the demo but that does not capture the real intent of this meeting.
A key idea in Scrum is inspect and adapt. To see and learn what is
going on and then evolve based on feedback, in repeating cycles. The
Sprint Review is an inspect and adapt activity for the product. It is a
time for the Product Owner and key stake-holders to learn what is
going on with the product and with the Team (that is, a review of the
Sprint); and for the Team to learn what is going on with the Product
Owner and the market. Consequently, the most important element of
the Review is an in-depth conversation and collaboration between
the Team and Product Owner to learn the situation, to get advice, and
so forth. The review includes a demo of what the Team built during
the Sprint, but if the focus of the review is a demo rather than
conversation, there is an imbalance.
Present at this meeting are the Product Owner, Team members,
and ScrumMaster, plus customers, stakeholders, experts, executives,
and anyone else interested. The demo portion of the Sprint Review is
not a presentation the team gives there is no slideware. A
guideline in Scrum is that as little time as possible should be spent on
preparing for the Sprint Review; Scrum suggests no more than 2
hours. It is simply a demo of what has been built. Anyone present is
free to ask questions and give input.
Sprint Retrospective
The Sprint Review involves inspect and adapt regarding the product.
The Sprint Retrospective, which follows the Review, involves
inspect and adapt regarding the process. This is a practice that some
teams skip which is unacceptable, because self-organization requires
the frequent regular reflection provided by the Retrospective. Its the
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main mechanism for taking the visibility that Scrum provides into
areas of potential improvement, and turning it into results. Its an
opportunity for the entire ScrumTeam to discuss whats working and
whats not working, and agree on changes to try. Sometimes the
ScrumMaster can act as an effective facilitator for the retrospective,
but it may be better to find a neutral outsider to facilitate the
meeting; a good approach is for ScrumMasters to facilitate each
others retrospectives, which enables cross-pollination among teams.
Release Sprint
The perfection vision of Scrum is that the product is potentially
shippable at the end of each Sprint, which implies there is no wrap
up work required, such as testing or documentation. Rather, the
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Change Thyself!
One common mistake teams make,
when presented with a Scrum practice
that challenges them, is to change
Scrum, not change themselves. For
example, teams that have trouble
delivering on their Sprint commitment
might decide to make the Sprint
duration extendable, so they never run
out of time and in the process,
ensure they never have to learn how to
do a better job of estimating and
managing their time. In this way,
without coaching and the support of an
experienced ScrumMaster,
organizations can mutate Scrum into
just a mirror image of its own
weaknesses and dysfunction, and
undermine the real benefit that Scrum
offers: making visible the good and the
bad, and giving the organization the
choice of elevating itself to a higher
level.
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Common Challenges
Scrum is not only a concrete set of practices rather, and more
importantly, it is a framework that provides visibility to the Team,
and a mechanism that allows them to inspect and adapt
accordingly. Scrum works by making visible the dysfunction and
impediments that are impacting the Product Owner and the Teams
effectiveness, so that they can be addressed. For example, the
Product Owner may not really know the market, the features, or how
to estimate their relative business value. Or the Team may be
unskilled in effort estimation or development work.
The Scrum framework will quickly reveal these weaknesses.
Scrum does not solve the problems of development; it makes them
painfully visible, and provides a framework for people to explore
ways to resolve problems in short cycles and with small
improvement experiments.
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Suppose the team fails to deliver what they committed to in the first
Sprint due to poor task analysis and estimation skill. To the team, this
feels like failure. But in reality, this experience is the necessary first
step toward becoming more realistic and thoughtful about their
commitments. This pattern of Scrum helping make visible
dysfunction, enabling the team to do something about it is the basic
mechanism that produces the most significant benefits that teams
using Scrum experience.
Another common mistake is to assume that a practice is
discouraged or prohibited just because Scrum does not specifically
require it. For example, Scrum does not require the Product Owner to
set a long-term strategy for his or her product; nor does it require
engineers to seek advice from more experienced engineers about
complex technical problems. Scrum leaves it to the individuals
involved to make the right decision; and in most cases, both of these
practices (along with many others) are well advised.
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Strategies for distributed Scrum teams (adapted from Takeuchi and Nonaka).
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Part II
Scrum At Work
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CHAPTER 4
Scrum cases
This chapter serves as a retrospective on the origins of Scrum, its
evolution in different companies, and a few key learnings along
the way. It will provide a reference point for further investigation
and implementation of Scrum.
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Whats punctuated
equilibrium?
Evolutionary biologists have noticed
that change occurs sharply at intervals
separated by long periods of apparent
stagnation, leading to the concept of
punctuated equilibrium.
Computer simulations of this
phenomenon suggest that periods of
equilibrium are actually periods of
ongoing genetic change of an
organism. The effects of that change
are not apparent until several
subsystems evolve in parallel to the
point where they can work together to
produce a dramatic external effect.
This punctuated equilibrium effect has
been observed by teams working in a
component-based environment with
adequate business process engineering
tools, and the Scrum development
process accentuates the effect.
Case 2: VMARK
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The approach at IDX was to turn the entire development group into
an interlocking set of Scrums. Every part of the organization was
team based including the management team, which included two
vice presidents, a senior architect, and several directors. Front-line
Scrums met daily. A Scrum of Scrums, which included the team
leaders of each Scrum in a product line, met weekly, The
management Scrum met monthly.
The key learning at IDX was that Scrum scales to any size. With
dozens of teams in operation, the most difficult problem was
ensuring the quality of the Scrum process in each team, particularly
when the entire organization had to learn Scrum all at once. IDX was
large enough to bring in productivity experts to monitor throughput
on every project. While most teams were only able to double the
industry average in function points per month delivered, several
teams moved into a hyperproductive state, producing deliverable
functionality at four to five times the industry average. These teams
became shining stars in the organization and examples for the rest of
the organization to follow.
One of the most productive teams at IDX was the Web Framework
team that built a web front-end infrastructure for all products. The
infrastructure was designed to host all IDX applications, as well as
seamlessly interoperate with end user or third party applications. It
was a distributed team with developers in Boston, Seattle, and
Vermont who met by teleconference in a daily Scrum meeting. The
geographic transparency of this model produced the same high
performance as co-located teams and has become the signature of
hyperproductive distributed/outsourced Scrums.
The innovation and quality of this teams work continued to be
demonstrated ten years later when IDX was acquired by GE
Healthcare. The web framework was selected as the standard for GE
applications.
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CHAPTER 5
The companies
SirsiDynix has approximately 4,000 library and consortia clients,
serving over 200 million people through over 20,000 library outlets
in the Americas, Europe, Africa, the Middle East and Asia-Pacific.
Jack Blount, President and CEO of Dynix and now CTO of the
merged SirsiDynix company, negotiated an outsource agreement
with StarSoft who staffed the project with over 20 qualified
engineers in 60 days. Significant development milestones were
completed in a few weeks and joint development projects are
efficiently tracked and continue to be on schedule.
StarSoft Development Labs, Inc. is a software outsourcing service
provider in Russia and Eastern Europe. Headquartered in Cambridge,
Massachusetts, USA, StarSoft operates development centers in St.
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Team Formation
The second major challenge for large projects is process
management, particularly synchronizing work between sites. This
was achieved by splitting teams across sites and fine tuning daily
Scrum meetings.
Teams at SirsiDynix were split across the functional areas needed
for an integrated library system. Half of a Scrum team is typically in
Provo, Utah, and the other half in St. Petersburg. There are usually
3-5 people on the Utah part of the team and 4 or more on the St.
Petersburg portion of the team. The Search and Reporting Teams are
smaller. There are smaller numbers of team members in Seattle,
Denver, St. Louis, and Waterloo, Canada.
Scrum Meetings
Teams meet across geographies at 7:45am Utah time which is 17:45
St. Petersburg time. Teams found it necessary to distribute answers to
the three Scrum questions in writing before the Scrum meeting. This
shortens the time needed for the join meeting teleconference and
helps overcome any language barriers. Each individual reports on
what they did since the last meeting, what they intend to do next, and
what impediments are blocking their progress.
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Sprints
Sprints are two weeks long on the SirsiDynix project. There is a
Sprint planning meeting similar to an XP release planning meeting in
which requirements from User Stories are broken down into
development tasks. Most tasks require a lot of questions from the
Product Owners and some tasks take more time than initial estimates.
The lag time for Utah Product Owner response to questions on
User Stories forces multitasking in St. Petersburg and this is not an
ideal situation. Sometimes new tasks are discovered after querying
Product Owners during the Sprint about feature details.
Code is feature complete and demoed at the end of each Sprint.
Up until 2006, if it met the Product Owners functional requirement,
it was considered done, although full testing was not completed. It
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Product Specifications
Requirements are in the form of User Stories used in many Scrum
and XP implementations. Some of them are lengthy and detailed,
others are not. A lot of questions result after receiving the document
in St. Petersburg which are resolved by daily Scrum meetings, instant
messaging, or email.
For this project, St. Petersburg staff like a detailed description
because the system is a comprehensive and complex system designed
for specialized librarians. As a result, there is a lot of knowledge that
needs to be embedded in the product specification.
The ways libraries work in St. Petersburg are very different than
English libraries. Russian libraries operate largely via manual
operations. While processes look similar to English libraries on the
surface, the underlying details are quite different. Therefore, user
stories do not have sufficient detail for Russian programmers.
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Testing
Developers write unit tests. The Test team and Product Owners do
manual testing. An Automation Test team in Utah creates scripts for
an automated testing tool. Stress testing is as needed.
During the Sprint, the Product Owner tests features that are in the
Sprint backlog. Up until 2006, testers received a stable Sprint build
only after the Sprint demo. The reason for this was a lower tester/
developer ratio than recommended by the Scrum Alliance.
There are 30 team members in North America and 26 team
members in St. Petersburg on this project. The St. Petersburg team
has one project leader, 3 technical team leaders, 18 developers, 1 test
lead, and 3 testers. This low tester/developer ratio initially made it
impossible to have a fully tested package of code at the end of the
Sprints.
The test-first approach was initially encouraged and not mandated.
Tests were written simultaneously with code most of the time. GUIs
were not unit tested.
Functional Area
Task Description
Check that items from Item List is placed under Reserve with Inactive status
Condition
Entry Point
Launcher is opened
Test Data
No specific data
Action
Expected Results
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Configuration Management
SirsiDynix was using CVS as source code repository when the
decision was made to engage an outsourcing firm. At that time,
SirsiDynix made a decision that CVS could not be used effectively
because of lack of support for distributed development, largely seen
in long code synchronization times. Other tools were evaluated and
Perforce was chosen as the best solution.
StarSoft had seen positive results on many projects using Perforce.
It is fast, reliable and offers local proxy servers for distributed teams.
Although not a cheap solution, it has been very effective for the
SirsiDynix project.
Automated builds run every hour with email generated back to
developers. It takes 12 minutes to do a build, 30 minutes if the
database changes. StarSoft would like to see faster builds and true
concurrent engineering. Right now builds are only stable every two
weeks at Sprint boundaries.
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Measuring Progress
The project uses the Jira <http://www.atlassian.com> issue tracking
and project management software. This gives everyone on the project
a real-time view into the state of Sprints. It also provides
comprehensive management reporting tools.
Data from Jira can be downloaded into Excel to create any
requested data analysis. High velocity projects need an automated
tool to track status across teams and geographies. The best tools
support bug tracking and status of development tasks in one system
and avoid extra work on data entry by developers. Such tools should
track tasks completed by developers and work remaining. They
provide more detailed and useful data than time sheets, which should
be avoided. Time sheets are extra overhead that do not provide useful
information on the state of the project, and are de-motivating to
developers.
SirsiDynix Horizon 8.0 Project Dashboard showing the Sprint burn-down chart,
a snapshot of Earned Business, and a synopsis of bug status.
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Person Months
Java LOC
Function Points
FP per dev/
month
Scrum
Waterfall
SirsiDynix
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50.083
959
17.8
540
54000
900
2.0
827
671.688
12673
15.3
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CHAPTER 6
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Appendix 1
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Appendix 2
References
For a complete list of Jeff Sutherland papers, please visit http://scrum.jeffsutherland.com/.
C. Jakobsen and J. Sutherland, Scrum and CMMI Going from Good to Great: are you
ready-ready to be done-done?, in Agile 2009, Chicago, 2009.
K. Schwaber and J. Sutherland. The Scrum Guide. Scrum.org, 2010.
A. Sutherland, J. Sutherland, and C. Hegarty, Scrum in Church: Saving the World One
Team at a Time, in Agile 2009, Chicago, 2009.
J. Sutherland, Future of Scrum: Parallel Pipelining of Sprints in Complex Projects, in
AGILE 2005 Conference Denver, CO: IEEE, 2005.
J. Sutherland and I. Altman, Organizational Transformation with Scrum: How a Venture
Capital Group Gets Twice as Much Done with Half the Work, in 43rd Hawaii
International Conference on Software Systems, Kauai, Hawaii, 2010.
J. Sutherland, S. Downey, and B. Granvik, Shock Therapy: A Bootstrap for a HyperProductive Scrum in Agile 2009, Chicago, 2009.
J. Sutherland, G. Schoonheim, and M. Rijk, Fully Distributed Scrum: The Secret Sauce
for Hyperproductive Offshored Development Teams, in Agile 2008, Toronto,
2008.
J. Sutherland and K. Schwaber, The Scrum Papers: Nuts, Bolts, and Origins of an Agile
Method. Boston: Scrum, Inc., 2007.
J. Sutherland, A. Viktorov, J. Blount, and N. Puntikov, Distributed Scrum: Agile Project
Management with Outsourced Development Teams, in HICSS'40, Hawaii
International Conference on Software Systems Big Island, Hawaii: IEEE, 2007.
H. Takeuchi and I. Nonaka, The New New Product Development Game, Harvard
Business Review, 1986.
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Author Jeff Sutherland Ph.D, created the first Scrum in 1993 and formalized the
Scrum development process with Scrum Co-Creator Ken Schwaber. Jeff is Chairman
of the Scrum Training Institute, CEO of Scrum, Inc. and Senior Advisor and Agile
Coach to OpenView Venture Partners.
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