Agile Estimation and Planning V3
Agile Estimation and Planning V3
Course Book
“Give me six hours to chop down a tree and I will spend the first four sharpening the axe.”
― Abraham Lincoln
Agenda
2
But before…
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Module 1
4
Origins
1970: “Waterfall”
1986: Scrum
1996: RUP
2001: Agile
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1900…: TPS -> Lean
History
• Beginning of 20th century: Jidoka (automated supervisory functions) – Sakichi Toyoda
• 1934: JIT (Just In Time - Kanban signals) – Taiichi Ohno
• 1936: Kaizen (Good change - Continuous Improvement) - Taiichi Ohno
• – …
• TPS (Toyota Production System) –> Lean (US)
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1970: “Waterfall”
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1986: Scrum
“In today's fast-paced, fiercely competitive world of commercial new product development, speed and
flexibility are essential. Companies are increasingly realizing that the old, sequential approach to
developing new products simply won't get the job done.” in “The New Product Development Game” by
Hirotaka Takeuchi and Ikujiro Nonaka, 1986
Six characteristics:
Built-in instability
Self-organizing project teams
Overlapping development phases
"Multilearning”
Subtle control
Organizational transfer of learning
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1996: RUP (Rational Unified Process)
6 best practices:
Develop iteratively, with risk as the primary iteration driver
Manage requirements
Employ a component-based architecture
Model software visually
Continuously verify quality
Control changes
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1996: XP (Extreme Programming)
All of the 12 Agile Principles define the way we need to plan and estimate Agile products:
Continuous delivery
Welcome changing requirements, even late in development
Face-to-face communication
Working software is the primary measure of progress
Technical excellence
Simplicity
Self-organizing teams
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2001: Scrum
Events
Product Refinement
Sprint Planning
Daily Scrum
Sprint Review
Pillars
Transparency
Inspection
Adaptation
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What is agile?
In one sentence
• Everything we can do to continuously deliver maintainable value within a mutable
environment
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Agile & Lean
Agile
Individuals and interactions over processes and tools
Working software over comprehensive documentation Lean
Customer collaboration over contract negotiation Eliminate waste
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Lean: Seven Muda (Waste)
Manufacture Software
Over Production Too many features within a MVP
Time on Hand Too many features to review
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Agile: From theory to practice
Mind-set Act
SAFe
DAD
DSDM
LeSS
Nexus
Scrum
Kanban
XP Agile Scrum, DSDM, Iteration, Choose the Define the Apply the
Manifesto DAD, XP, Backlog, techniques rules process
Kanban, SAFE Boards
Agile
Agile, Lean: Premises, Values, Principles
Lean XP: Practical techniques to improve software quality
Scrum, Kanban: Framework to define a team cadence
LeSS, SAFe, DAD, DSDM, Nexus: Framework to scale Agile
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Module 2
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Why we plan?
We need to ensure that we are always working on the most important thing we need to do.
When unexpected events occur we need to understand the consequences for the first two.
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Planning premises
Priorities: The Team must choose the best possible features to implement.
Resilience: The Team must react as positively as possible to the inevitable setbacks.
Transparency: The Team must not over commit, or they will slow down. The team must not under
commit, or customers won't get value for their money.
Inspect and Adapt: The Team must figure out clearly where they are and report this accurately, so
that everyone can adjust their plans accordingly.
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What are customers afraid of?
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What are the developers afraid of?
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What is an estimate?
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Estimate Definitions
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Estimation and Planning: Relationship
EXECUTIVE: How long do you think this project will take? We need to have this software ready in 3
months for a trade show. I can't give you any more team members, so you'll have to do the work with
your current staff. Here's a list of the features we'll need.
PROJECT LEAD: OK, let me crunch some numbers, and get back to you.
v
Later…
PROJECT LEAD: We've estimated the project will take 5 months.
EXECUTIVE: Five months!? Didn't you hear me? I said we needed to have this software ready in 3
months for a trade show!
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What is a good estimate?
The one that at a certain moment can be more accurate and will help the Team to make valuable
decisions.
Don't intentionally underestimate. The penalty for underestimation is more severe than the penalty for
overestimation.
Include all necessary software-development activities in your estimates, not just coding and testing.
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Module 3
“Tradition becomes our security, and when the mind is secure it is in decay.”
― Jiddu Krishnamurti
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Planning – Agile Vs Traditional
Agile Traditional
Emergent and simple analysis and design Big upfront analysis design
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Traditional planning
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Module 4
“Life is what happens to you while you are busy making other plans.”
― Allen Saunders
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Levels of Agile Planning
Company Vision
Business Strategy
Product Strategy
Product Roadmap
Release Plan
Iteration Plan
Daily
Plan
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Frequency of Change
Company Vision
Less
Business Strategy
Frequent
Change
Product Strategy
Product Roadmap
Release Plan
More
Iteration Plan
Frequent
Change
Daily
Plan
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Level of Accountability
Company Vision
Executives
Business Strategy
Department Leaders
Architecture
Product Strategy
Customer
Advocates
Product
Product Roadmap
Management
Partners
Product Owner Release Plan
Implementation
Iteration Plan
Team
Daily
Plan
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Artefacts of Agile Planning
Company Vision
Mission or Vision Statements
Business Strategy
Business Plans / Revenue Targets
Product Strategy
Architecture
Product Roadmap
Product Backlog
Release Plan
Agile Teams
Iteration Backlog
Live Here
Iteration Plan
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Our Main Focus
Product Backlog
Iteration Backlog
Daily Plan
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Blueprint for PMP® Exam Preparation Success
Inspection
Vision Service Epic Story Task
(Review)
Iteration / WIP
Vision Wall Programme Wall Product Wall
Wall
Adaptation
(Visibility)
Roadmap
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Inception Phase - Example
Incremental
Initiation Feasibility Foundation
Delivery
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Inception Phase Events - Example
Initiation
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Agile Product Flow - Example
PRODUCT FLOW
Ready for
Ready for Ready for
Elaborating
Product
Refinement Sprint UAT Live
Product Lead
Ready for Ready for In Sprint Ready for Time
Technical Sprint Live
Planning Planning
Elaboration Cycle
Time
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Agile Development Flow - Example
DEVELOPMENT FLOW
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Module 5
Planning Techniques
Delivering What Matters
“Remember : don’t let the uncertainty about your future paralyze your present.”
― Stefanie Weisman
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What do we need to plan?
Roadmap
Product Backlog
WIP\Iteration
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Product Workshop
Not in the
How? scope
Not in the
When? scope
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Product Workshop
Emergent
How? architecture
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Product Workshop
Define
What? roadmap
Align roadmap
with team's
When? capacity
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Main goal
Depending on the complexity of the product, we need to have less or more product planning.
How?
Continuous review of the Roadmap
Continuous review of the Product Backlog
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Define Priorities – Other Techniques
MoSCoW Priority
Must Very High
Should High
Could Normal
Won’t Low
Very Low
Scale: Fibonacci
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Planning requirements
Product Refinement
Stories may need more analysis or they become ready for Sprint Planning
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Planning the stories
Scrum/XP
Sprint Planning – Defined cycle
Goal: What and how much we can bring to an iteration
Output: List of stories and tasks, usually with further estimates
Kanban
Planning – Whenever the team decides to do it
Goal: What can be ready to be developed
Output: List of stories and tasks usually with less details, estimates
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Planning Ownership
Product Owner owns what needs to be done and in what order. Therefore, he\she decides what will
be in the product Refinement.
Development Teams own how stories need to be done, so they are the ones deciding what can
be included in each sprint.
Therefore, POs need to make sure the stories are solid enough to be developed, but
Development Teams need to be open to a level of uncertainty as well.
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Planning in a nutshell
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Multiple Teams for the same Product
Have a session to distribute stories across teams. This session should be before Product
Refinement. Usually PO\BAs and the Scrum Master run this session.
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Module 6
Estimating Techniques
Making Informed Decisions
“All you need is a product vision and enough top priority items on the backlog to
begin one iteration...”
― Ken Schwaber
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Long term estimates
Initial rough estimates help the business to order the Product Backlog.
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T – Shirt Size
When starting a new product it is difficult to make a relationship between t-shirt size and
weeks\story points.
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Short term estimates
Story points
- Fibonacci: 1, 2, 3, 5, 8, 13, 20, 40, 100
- Should be defined during Product Refinement
Days
- Examples: 0.5 days, 1 day, 2 days…
- Option for Work Planning for stories and\or tasks
Hours
- Examples: 1 hour, 2 hours, 10 hours…
- Option for Work planning for stories and\or tasks
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Estimates and Iteration Planning
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Iteration: Snapshot technique
Ricardo Story T
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Planning Poker
After discussion, each estimator privately selects a Planning Poker card representing his or her
agile estimation.
Once each estimator has made a selection, cards are simultaneously turned over and shown so
that all participants can see one another’s estimate.
If the estimates differ too much, people can talk more and re-estimate again.
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Estimates - Review
User's average velocity over time or Team commits based on what they believe to
user’s velocity of last iteration be true right now
Most useful with long historical record Likely to lead to realistic expectations
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Estimates - Review
Programme Delivery
Ownership Ownership
Portfolio Product
Ownership Ownership
Inspection
Vision Service Epic Story Task
(Review)
Days or Hours
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Tasks breakdown
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Velocity
It is calculated by summing the number of story points assigned to each user story the team
completes during the iteration.
If the team completes 3 stories each estimated at 5 points, their velocity is 15.
Because story points are a relative measure, it does not matter if the team works on two 5 point
stories or 5 two point stories.
By summing the total story points estimates of all desired features, we can come up with a
total size estimate for the project.
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Capacity model
Based on the current velocity and the refined backlog with rough estimates (t-shirt size or story
points), try to better understanding when some epics\stories can be done.
In simple terms:
Team’s velocity in average is 50 story points
We estimated 233 story points in the Product Backlog
Therefore, 233 / 50 = 4.2 = 5 Iterations
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Levels of contingency
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How to communicate?
Product Backlog
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Module 7
Planning Requirements
“… I am Convinced that I shall never see a man whom I can really love. I require so much!”
― Jane Austen
67
A requirement is…
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Effective requirements
NASA IEEE
Complete Interfaces
Consistent Functional Capabilities
Correct Performance Levels
Modifiable But can I Data Structures / Elements
Ranked
explain it to Safety
my mom?
Traceable Reliability
Unambiguous Security/Privacy
Verifiable Quality
Constraints & Limitations
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Invest
Independent
I Negotiable
N
Valuable
V
E Estimable
S
T Sized Appropriately
Testable
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Typical hierarchy
Business need A
Epic 1 Epic n…
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Requirements hierarchy: Example
Account
Manager Online FAQ
Updating
Accounts Single Sign on
Simplify UI Improve
form validation rules
UI
Development Integration Test
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Story
Card
Conversation
When the story is selected for a Sprint, further details are finalized in
conversations with the Product Owner or Business Analysts.
Confirmation
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Story Template
I want <Feature>
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Stories - Benefits
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Stories - Good sign
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Acceptance Criteria
Acceptance Criteria for a Story specify exactly how it must behave, look or respond to be regarded
as “Done”.
Suggested format:
They are a much finer grained requirements definition than the Story.
They help form the basis of functional test cases.
They assist the developers and testers when estimating the Story.
They can be supported by other information like screenshots or UI wireframes, design
documents, or anything that provides more detail about what should be implemented.
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Acceptance Criteria: Example
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Types of stories
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What about bugs?
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Technical bugs
Automation
• Unit tests
• Automation tests
• Right balance between low, medium and high tests
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Bugs and an Iteration
Bugs indeed affect the Iteration. If a bug appears unexpectedly and requires 5 days from a developer,
probably one or more stories won’t be done during that Iteration.
Define the right priority of the Bug.
Example:
• Blocker: must be fixed right away. Hotfix must be deployed.
• Critical: must be fixed during the current iteration and deployed in the next release.
• Major: must be developed during the next couple of Iterations.
• Nice to have: fixed when the team has capacity.
• Not a bug: not to be fixed.
When a bug appears and it is blocker, critical or major, try to get a rough estimate and understand
what stories need to be removed.
Some capacity models already include a percentage for bugs.
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Module 8
Increase in scope/
added new features Indicator of performance relative to
goal
7 Iterations
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Iteration Burn-down Chart
Updated Daily
Story Points
10 Day
Iteration
Days
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Continuous Delivery
Ideal Mini
Waterfall
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Release Burn-down Chart
7 Iterations
Iteration
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Velocity Chart
40 Mean (Best 3) = 37
Mean (Last 8) = 33
Points 30 Mean (Worst 3) = 28
20
10
0
1 2 3 4 5 6 7 8 9 Sprints
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Kanban Cumulative Chart
500
Story Points
400
Done
300
Doing
200 To Do
100
0
Week 1 Week 2 Week 3 Week 4 Week 5 Week 6
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End of Agile Estimating and Planning
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Thank You and Good Luck !!!
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