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Scrum

SPM 2017 © Ron Poet Lecture 14 1

Introduction

Scrum

� Scrum is a framework for management of iterative and incremental
product development.

o It can be used for non-software products.

� It was invented in Japan in 1986 for development of commercial
products that gave increased speed and flexibility.

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products that gave increased speed and flexibility.

o A scrum is used to restart a game of Rugby after a minor
infringement.

� It was applied to software projects in the early 90s.

� It is a framework for managing complex projects.

o The details can use other approaches such as XP.

Scrum Theory

� Experiential learning theory (Learn by doing).
� Knowledge and understanding come from:

o Planning something.
o Doing it.
o Reviewing how it went.o Reviewing how it went.
o Adapting the process to be used in the next iteration.

� Transparency
o The process used is visible to everyone.

� Inspection
o Frequently check how the work is going.

� Adaptation
o Change the process if improvements can be made.

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The Scrum Team

� Product Owner: responsible for the business value of the product
(customer). Selects what gets done and when

� Scrum Master: ensures the team is motivated and productive.
Removes obstacles. Ensures proper processes are followed.

� Team:

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� Team:

o Between 3 and 9 people including product owner and scrum
master.

o Developers and Testers.

o User Experience analyst.

o Customer / User.

The Scrum Master

� Not a team leader! The team is self-organising!

� Works with the Product Owner

o Helps them define the product backlog (stories)

o Translates the product owners language into words the team will o
understand.

� Works with the team members

o Facilitates the events.

o Coaching and teaching.

o Removing impediments.

� Works with the rest of the organisation.

o Liase with other scrum masters.

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Sprints (Iterations)

� From a forward’s point of view, a game of rugby consists of a series of
sprints between scrums.

� Between 1 and 4 weeks, typically 2 weeks.

� They are timeboxed (must end on time).

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� The goals, sprint backlog and team are fixed.

� If a story can’t be finished, it is put back in the product backlog.

� If problems come to light during a sprint, the team will try and fix
them in the sprint.

� Problems that can’t be fixed in the sprint generate stories to be added
to the product backlog.

� An entire sprint can be dedicated just to fixing problems.

Sprints (2)

� Risk managements

o Inspection of the product and process happens at the end of each
sprint.

o The maximum amount of work that could be wasted is one sprint’s
worth.worth.

o This reduces the risk that the project goes down a dead end for a
long time.

� Sprints can be cancelled by the product owner before the end of the
timebox.

o New information from the sprint shows it is not worth continuing.

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Scrum Events

� Sprint (iteration) Planning at the start:

o The team and Product Owner agree on what to do in the sprint.

o The meeting is timeboxed for 4 hours (for a 2 week sprint).

o The stories to be included are chosen.

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o

o The product owner then leaves and the work is divided up.

� Daily Scrum: Team stand up meeting at the start of each day.

o Timeboxed at 15 minutes. Only the team members speak.

o What did you do yesterday

o What will you do today.

o Are there any impediments standing in your way. The scrum
master will try and remove them.

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Scrum Events (2)

� Sprint Review: at end of the sprint.

o Timeboxed to 2 hours (for 2 week sprint)

o Product owner identifies what has been done.

o Team discuss what went well, what not so well.o

o Team demonstrate the work they have done.

o Product owner discusses the remaining product backlog and likely
completion date.

o Discussion on what to do for the next sprint.

9SPM 2017 © Ron Poet Lecture 14

Scrum Events (3)

� Sprint Retrospective: Look for possible improvements.

�Timeboxed to 1.5 hours ( for 2 week sprint)

�How the sprint went: people, relationships, processes and tools.

�What went well.

�Develop a plan to implement improvements.

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Iteration Length and Velocity

� Iterations are all the same length, to establish a rhythm.

� Typical iteration lengths are between 1 and 4 weeks.

� The iteration velocity will then be the expected number of story points
(ideal days) that can be completed in each iteration.

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o An initial estimate of the velocity must be made for the first
iteration, but it can be modified for later ones in light of
experience.

� The estimated project length in iterations will then be the total number
of story points on all the user stories divided by the velocity.

o The velocity is the same for all iterations.

SPM 2017 © Ron Poet Lecture 14 11

Planning an Iteration

� An iteration will consist of a small number of stories.

� The team discuss the stories in priority order.

o The customer must be there to answer questions.

� Each story is split into individual tasks.

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o This is where detailed design happens.

� The developers pick the tasks that they want to work on.

� They estimate the time needed for all their tasks.

o Usually in ideal hours.

� They make sure they are not overcommitted.

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Monitoring Velocity

� It is useful to measure predicted and actual effort expended on each
story and the iteration as a whole each time an iteration is completed.

o Actual velocity is calculated by only measuring completed stories.

o Don’t create an incentive to have many nearly finished stories at
the end of an iteration.

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the end of an iteration.

� Each story will have two numbers, predicted and actual effort.

� Only use the predicted effort to calculate actual velocity.

o Encourage accurate predictions.

o Don’t reward taking too long.

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Story Points Completed Graph

� This is similar to the value added graphs in other methodologies.

� The x-axis measures the iterations.

� The y-axis measures story points completed, with two sets of points:
predicted and actual.

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� Additional stories and story points can be added during the project.

� The actual points and number of iterations for the predicted and actual
graphs can be different.

� New stories don’t appear on this graph, so …

SPM 2017 © Ron Poet Lecture 14 14

Iteration Burndown Chart

� This is similar to the story points completed graph but …

� It measures the work still to be done rather than the work already done.

� Both predicted and actual graphs start with the initial estimate of total
story points.

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� This value is adjusted at the end of each iteration by:

o Subtracting the story points completed.

o Adding points for new stories creating.

o Adjusting for changed estimates of existing stories that have not
started.

� The graphs can go up at the end of an iteration if a lot more work is
discovered while working on it.

SPM 2017 © Ron Poet Lecture 14 15

Planning Releases

� Not every iteration results in a new release.

� We might fix the release date in advance.

o This will give us a limit on the number of story points that can be
achieved.

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o We can then decide what goes into a release, based on this
constraint.

� We might want a given functionality for the release.

o Decide which user stories are needed to achieve this functionality.

o Add up the story points and decide how many iterations are
needed.

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The Release Plan

� Each release will consist of a number of iterations.

� Each iteration will be a pile of story cards.

� Decide which pile a story card goes into depending on priority.

� Make sure each iteration is roughly the same length.

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Story Priorities

� Thinking about releases will encourage the customer to decide on the
priorities for each user story.

o Must have …

� The priority will often depend on the cost.

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o Expensive stories that provide little additional functionality will
have a lower priority.

� There are 2 approaches to risky stories.

o Do easy stories first and learn. Risky stories then become easier.

o Do the risky bits first if the story is essential.

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The Lives of Stories

� Stories are discovered in the initial requirements gathering stage and added to
the product backlog.

� They are given a priority.

o High priority items are refined in more details, perhaps turning into
several stories.several stories.

o Low priority items remain at a lower level of detail (epics).

� They are ready to be added to a sprint backlog when:

o Any prerequisites have been completed.

o They have a reliable estimate of effort required.

� Estimates can be updated and items re-sequenced as the product is developed.

� They are finished when they are ready to be used by the product owner.

o Thoroughly tested.

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Scrum Artefacts

� Product Backlog: Prioritised list of stories.

o Rough estimates of business value, priority (by the product owner).

o And effort involved, story points (by the team).

� Sprint Backlog: Stories for this sprint.

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o Stories broken down into tasks.

o Each task between 4 and 16 ideal hours work.

o Tasks chosen by team members.

� Burn Down Charts: work remaining on the current sprint, current
release and the overall project.

o Sprint chart updated daily.

� Hit rate: how much of each sprint was completed.

Scrum Meetings

� The sprint planning meeting lasts half a day day.

o The product owner describes the highest priority items and defines
a goal for this sprint.

o The developers select the items they think they can complete
during the sprint.

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during the sprint.

� The sprint review meeting is at the end of the sprint. No more than 2
hours are allowed for preparation and powerpoint is banned!

� Daily short scrum meetings: what did you do yesterday, what will you
do today, are there any obstacles?

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Signs of Problems

� A frequent need to revise estimates could mean that the stories are too
small.

� Difficulties planning iterations because of dependencies between
stories.

o Try splitting bigger stories differently.

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o Try splitting bigger stories differently.

� Gold plating by developers – adding features that were not planned.

o Avoid making things more complicated than needed.

� Run out of space on the cards could mean too much time spent writing
about a story.

o Could also be caused by thinking too far ahead.

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Signs (2)

� Don’t keep splitting stories to make each iteration have just the right
number of story points.

o Estimates of effort are not that precise.

� The customer has trouble prioritising.

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o The stories are probably too big.

� The customer won’t write and prioritise stories.

o Usually a symptom of a blame-based organisation.

o Find ways for customers and users to express an opinion without
the customer taking responsibility if it goes wrong.

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