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6/2/15	
  
1	
  
How	
  Agile	
  Can	
  We	
  Go?	
  
Lessons	
  Learned	
  Moving	
  from	
  Waterfall	
  
Max	
  McGregor	
  -­‐	
  2	
  June	
  2015	
  
What	
  Are	
  You	
  Today?	
  
SW	
  Development	
  Methodology	
  
Waterfall	
  
Scrummerfall	
  
Scrum	
  
Lean	
  Agile	
  
Kanban	
  
Other	
  
6/2/15	
  
2	
  
The	
  Way	
  We	
  Were	
  
Analysis	
  
Requirements	
  
Design	
  
Implementation	
  
Testing	
  
Maintenance	
  
Planning:	
  Agile	
  vs.	
  Plan-­‐Driven	
  
Agile	
   Plan-­‐Driven	
  
Adaptive	
  Planning	
   Predictive	
  Planning	
  
People-­‐first	
   Process-­‐first	
  
•  Success	
  =	
  delivering	
  working	
  
software	
  frequently,	
  at	
  a	
  sustainable	
  
pace	
  that	
  gives	
  our	
  customers	
  value	
  
and	
  competitive	
  advantage	
  
•  Success	
  =	
  on	
  time	
  &	
  on	
  budget,	
  
according	
  to	
  the	
  plan	
  
•  Dependency	
  on	
  exact	
  requirements	
  
knowledge	
  and	
  requirements	
  stability	
  
http://martinflowler.com/articles/newMethodology.html	
  
6/2/15	
  
3	
  
Predictive	
  vs.	
  Iterative	
  
Analysis	
  
Design	
  
Development	
  
Testing	
  
Deployment	
  
Handoffs	
  
Lack	
  of	
  Commitment	
  
Compromised	
  Quality	
  
Analysis	
  
Design	
  
Dev	
  
Test	
  
Deploy	
  
Lack	
  of	
  Ownership	
  
Task	
  Switching	
  
Delays	
  
Less	
  Productive	
  
Shared	
  Commitment	
  
Shared	
  Ownership	
  
Shared	
  Focus	
  
More	
  Productive	
  
Quality	
  Built	
  In	
  
Finds	
  Risk	
  Early	
  
Easily	
  Allows	
  for	
  Change	
  
Scrum	
  Framework	
  
4-­‐6	
  
Iterations	
  
2	
  Week	
  
Sprint	
  
Daily	
  
Standup	
  
Product	
  Owner	
  (PO)	
  creates,	
  
organizes,	
  prioritizes	
  and	
  
manages	
  a	
  backlog	
  of	
  epics,	
  
feature	
  requests,	
  etc.	
  
Prioritized	
  
Release	
  Backlog	
  
Prioritized	
  
Sprint	
  Backlog	
  
Deliverable	
  
Working	
  
Increments	
  
Mid-­‐Sprint	
  
Planning	
  
6/2/15	
  
4	
  
Release	
  Cycle	
  Meetings	
  
What	
   When	
   Who	
   Time	
  Box	
  
Backlog	
  grooming	
  &	
  
prioritization	
  
Pre-­‐cycle	
   Product	
  Owners	
   Ongoing	
  
Release	
  Planning/Kickoff	
   Pre-­‐cycle	
   All	
  team	
  members	
  &	
  managers	
  (Dev	
  &	
  QA)	
   1-­‐2	
  Days	
  
Backlog	
  grooming	
  &	
  
prioritization	
  
Pre-­‐cycle	
   Each	
  scrum	
  team	
  &	
  managers	
   60-­‐90	
  Min	
  
Sprint	
  planning	
   First	
  Day	
  of	
  each	
  Sprint	
   Each	
  scrum	
  team	
  &	
  managers	
   60-­‐90	
  Min	
  
Sprint	
  standup	
   Daily	
   Each	
  scrum	
  team	
  &	
  managers	
   15	
  Min	
  
Scrum	
  of	
  Scrums	
   Tue	
  &	
  Wed	
   One	
  member	
  from	
  each	
  scrum	
  team	
  &	
  managers	
   15	
  Min	
  
Sprint	
  review	
   Last	
  Day	
  of	
  each	
  Sprint	
   Each	
  scrum	
  team,	
  dept.	
  managers	
  &	
  stakeholders	
   30-­‐60	
  Min	
  
Sprint	
  retrospective	
   Last	
  Day	
  of	
  each	
  Sprint	
   Each	
  scrum	
  team	
  (no	
  managers)	
   30-­‐60	
  Min	
  
Bug	
  reviews	
   Weekly	
  or	
  as	
  needed	
   Managers,	
  architects,	
  POs,	
  CS,	
  SMs	
   30-­‐60	
  Min	
  
Product	
  release	
  status	
   Weekly	
   Managers,	
  Scrum	
  Masters,	
  Product	
  Owners	
   30-­‐60	
  Min	
  
Mid-­‐sprint	
  planning/grooming	
   Middle	
  of	
  each	
  Sprint	
   All	
  team	
  members	
  –	
  managers	
  optional	
   30-­‐60	
  Min	
  
Got	
  Agile?	
  How	
  Much?	
  
Agile	
  Fluency	
  
6/2/15	
  
5	
  
A	
  Team’s	
  Path	
  Through	
  Agile	
  Fluency	
  
We	
  
write	
  
code	
  
We	
  
focus	
  on	
  
value	
  
We	
  
deliver	
  
value	
  
We	
  
optimize	
  
value	
  
We	
  
optimize	
  
for	
  systems	
  
Team	
  Culture	
  Shift	
   Team	
  Skills	
  Shift	
   Org	
  Structure	
  Shift	
   Org	
  Culture	
  Shift	
  
Note:	
  Not	
  a	
  maturity	
  model.	
  	
  	
  Based	
  on	
  Agile	
  Fluency	
  by	
  	
  James	
  Shore	
  and	
  Diana	
  Larsen	
  ©	
  2012	
  	
  
A	
  Team’s	
  Path	
  Through	
  Agile	
  Fluency	
  
§  How	
  a	
  team	
  develops	
  
software	
  when	
  it’s	
  under	
  
pressure	
  
§  Team	
  fluency,	
  not	
  
individual	
  or	
  organization	
  
§  Depends	
  on	
  management	
  
structures,	
  relationships,	
  
and	
  organizational	
  culture	
  
©	
  2012	
  	
  Agile	
  Fluency	
  by	
  	
  James	
  Shore	
  and	
  Diana	
  Larsen	
  
6/2/15	
  
6	
  
A	
  Team’s	
  Path	
  Through	
  Agile	
  Fluency	
  
Benefit Investment Core	
  Metric Time	
  to	
  achieve
Achievement	
  
Rate
★
Greater	
  visibility	
  into	
  
teams’	
  work;	
  ability	
  to	
  
redirect.
Team	
  development	
  and	
  
work	
  process	
  design.
Team	
  regularly	
  reports	
  
progress	
  from	
  a	
  
business	
  value	
  
perspective.
2-­‐6	
  months 45%
★★
Low	
  defects	
  and	
  high	
  
productivity.
Lowered	
  productivity	
  
during	
  technical	
  skill	
  
development.
Team	
  ships	
  on	
  market	
  
cadence.
3-­‐24	
  months 35%
★★★
Higher	
  value	
  deliveries	
  
and	
  better	
  product	
  
decisions.
Social	
  capital	
  expended	
  on	
  
incorporating	
  business	
  
expertise	
  into	
  team.
Team	
  provides	
  
concrete	
  business	
  
metrics.
1-­‐5	
  years 5%
★★★★
Alignment	
  with	
  
organizational	
  goals;	
  
synergistic	
  effects.
Significant	
  effort	
  in	
  
establishing	
  organizational	
  
culture;	
  inventing	
  new	
  
practices.
Team	
  reports	
  how	
  its	
  
actions	
  impact	
  the	
  
overall	
  organization.
unknown very	
  few
Note:	
  Not	
  a	
  maturity	
  model.	
  	
  	
  ©	
  2012	
  James	
  Shore	
  and	
  Diana	
  Larsen	
  
What	
  can	
  hold	
  you	
  back?	
  
Impediments	
  to	
  Agile	
  
6/2/15	
  
7	
  
The	
  Release	
  
Delivery	
  Time	
  Frame	
  
Deliverables	
  
Resources	
  
Something	
  Has	
  To	
  Give	
  
Agility	
  Impediments:	
  SW	
  Complexity	
  
§  Enterprise	
  Software	
  
§  Fat	
  Client	
  or	
  On	
  Premise	
  Installation	
  
§  Many	
  Architectural	
  Dependencies	
  
§  Many	
  Remote	
  Team	
  Members	
  
§  3rd	
  Party	
  Integrations	
  
§  Security	
  &	
  Compliance	
  Requirements	
  
§  Legacy/Multiple	
  Version	
  Support	
  
§  High	
  Liability	
  
§  Large	
  Databases	
  (that	
  begin	
  with	
  “O”)	
  
§  Legacy	
  Browser	
  Support	
  
§  Web	
  Apps	
  
§  Light	
  Consumer	
  
§  Low	
  Risk	
  
§  Low	
  Liability	
  
§  Limited	
  Platforms	
  
§  Co-­‐located	
  Teams	
  
§  SAAS/Cloud	
  Based	
  
Agility	
  Impediments	
  
6/2/15	
  
8	
  
Agility	
  Impediments	
  
§  Lack	
  of	
  Management	
  Support	
  
§  Lack	
  of	
  	
  Trust	
  
§  Poor	
  communications	
  
§  Lack	
  of	
  Transparency	
  
§  Managers	
  hold	
  team	
  members	
  
accountable	
  instead	
  of	
  teams	
  
holding	
  each	
  other	
  accountable	
  
§  The	
  teams	
  and	
  organization	
  do	
  
not	
  adhere	
  to	
  or	
  believe	
  in	
  the	
  
Agile	
  Principles	
  
§  Attrition	
   Stuck	
  in	
  a	
  rut?	
  Kick	
  some	
  butt!	
  
Where	
  Are	
  We?	
  (Survey	
  Examples)	
  
Soliciting	
  Feedback	
  
6/2/15	
  
9	
  
Delivering	
  Value	
  
Validation	
  
6/2/15	
  
10	
  
Stakeholder	
  Involvement	
  
Self	
  Organization	
  
6/2/15	
  
11	
  
Continuous	
  Improvement	
  
Lowest	
  Rated	
  Areas	
  
4.2	
   We	
  utilize	
  non-­‐solo	
  development	
  techniques,	
  such	
  as	
  peer	
  programming	
  
4.4	
  
We	
  have	
  a	
  demo	
  sandbox	
  where	
  stakeholders	
  can	
  get	
  hands	
  on	
  experience	
  
with	
  our	
  completed	
  solutions	
  
4.7	
   We	
  incorporate	
  static	
  code	
  analysis	
  in	
  our	
  builds	
  
5.0	
   We	
  utilize	
  test	
  automation	
  
5.0
We	
  have	
  regular	
  communication	
  with	
  our	
  personas	
  to	
  understand	
  their	
  
business	
  problems	
  and	
  workflow
5.4	
  
Our	
  Epics	
  and	
  Stories	
  clearly	
  describes	
  the	
  business	
  problem	
  and	
  acceptance	
  
criteria	
  
5.5	
   We	
  actively	
  work	
  on	
  blockers	
  identified	
  in	
  retrospectives	
  
5.5	
   We	
  track	
  our	
  progress	
  of	
  adopting	
  improvements	
  to	
  our	
  process	
  
5.6	
   We	
  demo	
  completed	
  increments	
  of	
  work	
  to	
  stakeholders	
  to	
  get	
  their	
  feedback	
  
5.6 My	
  team	
  knows	
  its	
  velocity
6/2/15	
  
12	
  
What	
  We	
  Learned	
  
§  Planning	
  was	
  too	
  long	
  
§  Stories	
  were	
  too	
  big	
  or	
  not	
  adequately	
  defined	
  
§  Not	
  allowing	
  enough	
  time	
  for	
  research,	
  learning	
  and	
  
technical	
  debt	
  
§  Estimates	
  were	
  off,	
  velocity	
  was	
  unknown	
  
§  Quarterly	
  releases	
  are	
  a	
  challenge	
  
§  Points	
  of	
  friction	
  between	
  product	
  owners	
  and	
  the	
  teams	
  
§  Work	
  in	
  progress	
  is	
  an	
  issue	
  –	
  non	
  iterative	
  
§  Product	
  complexity	
  makes	
  it	
  difficult	
  at	
  times	
  
Areas	
  We	
  Want	
  To	
  Improve	
  
§  Better	
  clarification	
  on	
  Epics	
  and	
  Stories	
  
§  Calculate	
  Team	
  Velocities	
  based	
  sprint	
  histories	
  
§  Better	
  understanding	
  of	
  and	
  communication	
  with	
  our	
  
personas	
  
§  Actively	
  work	
  on	
  blockers	
  identified	
  in	
  retrospectives	
  
§  Continue	
  to	
  work	
  on	
  test	
  automation	
  
6/2/15	
  
13	
  
Putting	
  Your	
  Feedback	
  Into	
  Action	
  
Continuous	
  Improvement	
  
Release	
  Planning:	
  How	
  Much?	
  
§  Too	
  many	
  stories	
  and	
  too	
  much	
  detail	
  at	
  the	
  beginning	
  of	
  
release	
  planning	
  could	
  result	
  in	
  wasted	
  work	
  and	
  reduced	
  
learning	
  through	
  experience	
  
§  Learn	
  as	
  you	
  go	
  by	
  completing	
  the	
  MVP	
  stories	
  that	
  are	
  
highest	
  risk	
  /	
  value	
  then	
  get	
  rapid	
  feedback	
  that	
  can	
  be	
  
fed	
  back	
  into	
  the	
  next	
  Sprint	
  
§  Iterative	
  and	
  emergent	
  design:	
  learning	
  and	
  designing	
  by	
  
doing	
  can	
  avoid	
  the	
  waist	
  caused	
  by	
  over	
  planning	
  
	
  
	
  
Bob	
  Fischer,	
  Big	
  Visible	
  Agile	
  Coach	
  
6/2/15	
  
14	
  
Planning:	
  Story	
  Maps	
  
MVP	
  Line	
  
Time	
  
	
  	
  More	
  	
  	
  -­‐	
  	
  Importance	
  -­‐	
  Less	
  
MVP:	
  Minimum	
  Viable	
  Product	
  as	
  determined	
  by	
  the	
  Product	
  Owner	
  
Planning:	
  UX	
  Mockups	
  
EPIC	
   STORY	
  MOCKUP	
   STORIES	
   TASKS	
  
Custom	
  Fields	
  
“As	
  a	
  system	
  user	
  I	
  
need	
  custom	
  fields	
  
for	
  device	
  objects	
  
that	
  allow	
  me	
  to	
  keep	
  
track	
  of	
  their	
  related	
  
meta	
  data.”	
  
Create	
  Object	
   wMockup	
  wMenu	
  wCreate	
  Controller	
  
wCreate	
  View	
  wCreate	
  Model	
  wTest	
  Case	
  
wCode	
  Review	
  wUnit	
  Test	
  wQuality	
  
Testing	
  w	
  Documentation	
  
Object	
  Class	
  
Association	
  
wCreate	
  New	
  Class	
  wUnit	
  Test	
  wTest	
  
Case	
  wCode	
  Review	
  wQuality	
  Testing	
  
String	
  Input	
  
Validation	
  
wCreate	
  Validation	
  Logic	
  wUnit	
  Test	
  
wTest	
  Case	
  wCode	
  Review	
  wQuality	
  
Testing	
  
Fields	
  Preview	
   wMockup	
  wMenu	
  wCreate	
  Controller	
  
wCreate	
  View	
  wCreate	
  Model	
  wUnit	
  Test	
  
wTest	
  Case	
  wCode	
  Review	
  wQuality	
  
Testing	
  w	
  Documentation	
  
Data	
  Entry	
  for	
  
Devices	
  
wMockup	
  wMenu	
  wCreate	
  Controller	
  
wCreate	
  View	
  wCreate	
  Model	
  wUnit	
  Test	
  
wTest	
  Case	
  wCode	
  Review	
  wQuality	
  
Testing	
  w	
  Documentation	
  
6/2/15	
  
15	
  
Story	
  Structure	
  Example	
  
Title	
   User	
  Portal	
  Work	
  Object	
  Types	
  
Description	
   As	
  Bill	
  I	
  want	
  a	
  way	
  to	
  configure	
  the	
  Self-­‐Service	
  Portal	
  from	
  the	
  main	
  console	
  that	
  
allows	
  me	
  to	
  control	
  the	
  features	
  and	
  behaviors	
  of	
  how	
  the	
  portal	
  behaves	
  and	
  it’s	
  
role	
  based	
  restrictions	
  
Size	
   13	
  Points	
  
Notes	
   The	
  work	
  object	
  will	
  contain	
  all	
  fields	
  and	
  values	
  for	
  each	
  label,	
  including	
  
instructions	
  for	
  configuration	
  
Acceptance	
  Criteria	
   1.  Portal	
  will	
  establish	
  an	
  HTTPS	
  connection	
  
2.  UI	
  provides….	
  
3.  UI	
  text	
  associated	
  with	
  the	
  labels…	
  
4.  Portal	
  text….	
  
5.  Session	
  timeout	
  is	
  configurable	
  in	
  seconds	
  
6.  Etc.	
  
21	
  
13	
  
8	
  
5	
  3	
  
Sprint	
  Planning	
  
§  Prioritized	
  backlog	
  stories	
  are	
  defined	
  and	
  sized	
  by	
  
the	
  team	
  
§  Stories	
  are	
  assigned	
  to	
  the	
  2	
  week	
  Sprint	
  to	
  the	
  
amount	
  of	
  work	
  the	
  team	
  agrees	
  to	
  commit	
  to	
  
(average	
  team	
  velocity	
  and	
  other	
  impediments	
  
should	
  be	
  considered,	
  like	
  PTO,	
  holidays,	
  etc.)	
  
§  Task	
  and	
  task	
  hours	
  are	
  defined	
  for	
  each	
  story	
  
§  Large	
  stories	
  should	
  be	
  scrutinized	
  for	
  redefinition	
  
into	
  smaller	
  ones	
  
§  Consideration	
  made	
  for	
  QA	
  involvement	
  early	
  in	
  the	
  
iterative	
  process	
  
§  Consideration	
  for	
  documentation	
  team	
  –	
  when	
  can	
  
they	
  capture	
  screens?	
  
6/2/15	
  
16	
  
Story	
  Sub	
  Task	
  Examples	
  
Dev:	
  
Configuration	
  
Schema	
  
	
  
3	
  Hrs	
  
Dev:	
  
New	
  API	
  Calls	
  
	
  
	
  
2	
  Hrs	
  
Dev:	
  
Object	
  Tasks	
  
	
  
	
  
2	
  Hr	
  
QA:	
  
Write	
  Test	
  Cases	
  –	
  
for	
  Work	
  Objects	
  
	
  
12	
  Hrs	
  
QA:	
  
Execute	
  Test	
  Cases	
  
for	
  Work	
  Objects	
  
	
  
8	
  Hrs	
  
UX:	
  
Mockup	
  for	
  
Certificate	
  Task	
  
Object	
  
14	
  Hrs	
  
User	
  Assistance:	
  
Tool	
  Tip	
  text	
  for	
  
Download	
  
function	
  
10	
  Hrs	
  
Measuring,	
  Assessing,	
  Training,	
  Improving	
  
Velocity	
  
6/2/15	
  
17	
  
Scrum	
  Team	
  Metrics	
  -­‐	
  Burndown	
  
§  Story	
  task	
  hours	
  burn	
  
down	
  
-­‐  Current	
  target	
  goal	
  
-­‐  Original	
  target	
  
-­‐  Current	
  actual	
  
§  Story	
  points	
  burn	
  up	
  
-­‐  Current	
  target	
  points	
  
-­‐  Actual	
  points	
  
§  Team	
  Velocity	
  =	
  average	
  
points	
  per	
  sprint	
  
Scrum	
  Team	
  Metrics	
  -­‐	
  Velocity	
  
§  Amount	
  of	
  completed	
  work	
  increments	
  (features/
stories	
  that	
  are	
  done)	
  in	
  a	
  Sprint	
  
§  i.e.	
  the	
  number	
  of	
  story	
  points	
  completed	
  
§  Average	
  velocity	
  over	
  multiple	
  sprints	
  
§  Represents	
  the	
  team’s	
  ability	
  to	
  turn	
  ideas	
  into	
  
completed	
  stories/new	
  functionality	
  
©	
  2015	
  Mountain	
  Goat	
  Software	
  
6/2/15	
  
18	
  
Should	
  Points	
  Include	
  Bugs?	
  
§  Velocity	
  points	
  may	
  or	
  may	
  not	
  include:	
  
-­‐  Bug	
  Fixing	
  
-­‐  Refactoring	
  
-­‐  Research	
  and	
  other	
  activities	
  not	
  directly	
  related	
  to	
  
delivering	
  new	
  features	
  
§  Just	
  keep	
  it	
  consistent	
  
§  Most	
  teams	
  only	
  assess	
  points	
  on	
  new	
  features	
  –	
  
those	
  stories	
  that	
  deliver	
  new	
  value	
  to	
  the	
  customer	
  
Team	
  Velocities	
  
Team	
  A	
   Team	
  B	
  
•  Bill	
  and	
  Ted	
  on	
  PTO	
  
•  Stan	
  Moved	
  to	
  CA	
  
•  Penny	
  Resignation	
  
•  Stacy	
  on	
  PTO	
  for	
  two	
  weeks	
  
•  Holidays	
  in	
  Europe	
  
IMPEDIMENTS	
  
Average	
   Sprint	
  1	
   Sprint	
  2	
   Sprint	
  3	
  
Points	
  
Bugs	
  
Average	
   Sprint	
  1	
   Sprint	
  2	
   Sprint	
  3	
  
6/2/15	
  
19	
  
Continually	
  Remind	
  Everyone	
  
§  Agile	
  is	
  an	
  ideology	
  not	
  a	
  methodology	
  
§  Adaptive	
  approach	
  to	
  doing	
  work	
  
§  There	
  are	
  many	
  ways	
  to	
  do	
  Agile	
  
§  Putting	
  the	
  principles	
  and	
  values	
  into	
  practice	
  is	
  Agile	
  
§  Frameworks	
  such	
  as	
  Scrum	
  are	
  “agile”	
  as	
  long	
  as	
  they	
  
support	
  the	
  Agile	
  principles	
  
§  First	
  step	
  to	
  Agile	
  is	
  to	
  understand	
  the	
  values	
  and	
  
principles	
  
Note:	
  They	
  Are	
  Principles	
  Not	
  Methods	
  
1.  Our	
  highest	
  priority	
  is	
  to	
  satisfy	
  the	
  customer	
  
through	
  early	
  and	
  continuous	
  delivery	
  of	
  
valuable	
  software	
  
2.  We	
  welcome	
  changing	
  requirements,	
  even	
  late	
  
in	
  the	
  development	
  cycle,	
  if	
  it	
  gives	
  our	
  
customers	
  value	
  and	
  competitive	
  advantage	
  
3.  Our	
  goal	
  is	
  to	
  deliver	
  working	
  software	
  
frequently	
  
4.  We	
  work	
  daily	
  with	
  product	
  owners	
  throughout	
  
the	
  project	
  
5.  We	
  trust	
  our	
  talented	
  and	
  motivated	
  teams	
  to	
  
get	
  the	
  job	
  done	
  
6.  We	
  strive	
  for	
  sustainable	
  development	
  by	
  
maintaining	
  a	
  constant	
  pace	
  indefinitely	
  
7.  Working	
  software	
  is	
  our	
  primary	
  measure	
  of	
  
progress	
  and	
  success	
  
8.  Whenever	
  possible	
  we	
  convey	
  information	
  
face-­‐to-­‐face	
  
9.  We	
  continually	
  commit	
  attention	
  to	
  technical	
  
excellence	
  and	
  good	
  design	
  
10.  We	
  strive	
  for	
  simplicity	
  by	
  perfecting	
  the	
  art	
  of	
  
maximizing	
  work	
  not	
  done	
  
11.  We	
  believe	
  the	
  best	
  architectures,	
  
requirements	
  and	
  designs	
  come	
  from	
  self-­‐
organized	
  teams	
  
12.  We	
  regularly	
  review	
  our	
  process,	
  reflect	
  on	
  how	
  
to	
  become	
  more	
  effective	
  and	
  adjust	
  our	
  
behavior	
  and	
  process	
  accordingly	
  
6/2/15	
  
20	
  
MVP:	
  Minimum	
  Viable	
  Product/Feature	
  
§  Historically:	
  50%	
  of	
  everything	
  we	
  build	
  rarely	
  or	
  never	
  
gets	
  used	
  by	
  the	
  customer	
  
§  “Our	
  highest	
  priority	
  is	
  to	
  satisfy	
  the	
  customer	
  through	
  
early	
  and	
  continuous	
  delivery	
  of	
  valuable	
  software.”	
  
§  “Our	
  goal	
  is	
  to	
  deliver	
  working	
  software	
  frequently.”	
  
§  Ask	
  hard	
  questions:	
  	
  what	
  is	
  the	
  minimum	
  amount	
  of	
  
work/code/testing	
  we	
  need	
  to	
  do	
  in	
  order	
  to	
  deliver	
  a	
  
minimum	
  viable	
  product	
  in	
  the	
  shortest	
  time	
  possible	
  
that	
  provides	
  value	
  
§  Meets	
  all	
  quality	
  gates	
  (Definition	
  of	
  Done)	
  
WIP:	
  Work	
  in	
  Progress	
  
§  Focus	
  on	
  business	
  value,	
  rather	
  than	
  figuring	
  out	
  the	
  optimal	
  
plan	
  to	
  get	
  to	
  done	
  
§  Everything	
  added	
  to	
  WIP	
  creates	
  potential	
  dependencies	
  that	
  
can	
  keep	
  us	
  from	
  shipping	
  
§  Too	
  much	
  WIP	
  =	
  lots	
  of	
  work	
  with	
  nothing	
  to	
  show	
  for	
  it	
  but	
  a	
  
death	
  march	
  of	
  missed	
  ship	
  dates,	
  late	
  nights,	
  weekends,	
  
energy	
  drinks	
  and	
  pizza	
  
§  Make	
  sure	
  the	
  highest	
  value	
  items	
  work	
  first	
  using	
  a	
  single	
  
stream	
  flow,	
  completing	
  one	
  thing	
  at	
  a	
  time	
  
§  Mind	
  the	
  WIP	
  to	
  Become	
  Effective,	
  Not	
  Merely	
  Efficient	
  
	
  
Howard	
  Deiner,	
  Big	
  Visible	
  Agile	
  Coach	
  
6/2/15	
  
21	
  
Team	
  Release	
  Cycle	
  Calendars	
  
For	
  each	
  team	
  track:	
  
§  PTO	
  
§  Holidays	
  
§  Sprint	
  Iterations	
  
§  Meetings	
  
§  Release	
  Activities	
  &	
  
Deadlines	
  
Communication	
  Effectiveness	
  
§  Face-­‐to-­‐face	
  wins!	
  
§  Add	
  2x	
  effort	
  to	
  support	
  
remote	
  members	
  
§  Use	
  video	
  conference	
  
where	
  possible	
  to	
  help	
  
§  If	
  you	
  can	
  reach	
  out	
  right	
  
away,	
  do	
  it!	
  
§  Don’t	
  rely	
  on	
  the	
  bug	
  
notifications	
  or	
  email	
  to	
  
always	
  get	
  the	
  job	
  done	
  
6/2/15	
  
22	
  
Daily	
  Standup	
  
§  What	
  did	
  you	
  finish	
  yesterday?	
  
§  What	
  will	
  you	
  complete	
  today?	
  
§  Any	
  blockers?	
  
§  Update	
  the	
  Story/Task	
  board	
  
§  Review	
  the	
  burn-­‐down	
  charts	
  
§  Identify	
  any	
  risks	
  and	
  dependencies	
  
§  Be	
  strict	
  on	
  the	
  time	
  box!	
  	
  
15	
  
Minutes	
  
Affective	
  Standups	
  
§  Help	
  teams	
  stay	
  focused	
  on	
  the	
  work	
  and	
  what	
  they	
  
are	
  doing	
  to	
  complete	
  the	
  story	
  at	
  the	
  top	
  of	
  the	
  list	
  
§  If	
  a	
  topic	
  seems	
  to	
  be	
  taking	
  over	
  the	
  time,	
  stop	
  the	
  
conversation	
  to	
  complete	
  the	
  standup	
  then	
  finish	
  the	
  
topic	
  after	
  or	
  schedule	
  another	
  meeting	
  
§  The	
  team	
  should	
  walk	
  away	
  from	
  standup	
  knowing	
  
what	
  was	
  completed	
  yesterday	
  and	
  what	
  everyone	
  is	
  
working	
  today	
  day	
  
6/2/15	
  
23	
  
Other	
  Scrum	
  Stuff	
  
What	
  Else?	
  
Scrum	
  of	
  Scrums	
  
6/2/15	
  
24	
  
Scrum	
  of	
  Scrums	
  
§  Multiple	
  team	
  consolidation	
  of	
  story	
  cards	
  
§  Shows	
  cross-­‐team	
  dependencies	
  
§  Shows	
  progress	
  and	
  status	
  for	
  each	
  team	
  
Statu	
  n	
  Not	
  Started	
  	
  	
  	
  l	
  In	
  Progress	
  «Completed	
  
§  Once	
  or	
  twice	
  a	
  week	
  for	
  15	
  minutes	
  or	
  less	
  
§  One	
  representative	
  from	
  each	
  team	
  +	
  Managers	
  
§  Out	
  in	
  an	
  open	
  space	
  for	
  company	
  transparency	
  
Sprint	
  Reviews	
  
§  Demo	
  and	
  review	
  completed	
  stories	
  	
  
(deliverable	
  work	
  increments)	
  
§  Invite	
  stake	
  holders	
  	
  
(PS,	
  SE,	
  CS,	
  PM,	
  managers)	
  
§  Solicit	
  feedback	
  
§  Product	
  owner	
  helps	
  the	
  team	
  incorporate	
  the	
  
feedback	
  based	
  on	
  current	
  or	
  new	
  priorities	
  
§  Demo	
  is	
  typically	
  presented	
  by	
  the	
  product	
  owner	
  
6/2/15	
  
25	
  
Sprint	
  Retro	
  
§  Includes	
  just	
  the	
  team	
  and	
  no	
  managers	
  
§  Using	
  an	
  activity	
  to	
  draw	
  feedback,	
  the	
  team	
  
identifies	
  what	
  went	
  right	
  and	
  what	
  held	
  them	
  back	
  
or	
  inhibited	
  them	
  from	
  being	
  more	
  effective	
  
§  Team	
  picks	
  the	
  top	
  2-­‐3	
  things	
  they	
  want	
  to	
  improve	
  
§  Team	
  makes	
  a	
  plan	
  for	
  how	
  those	
  things	
  will	
  be	
  
implemented	
  in	
  the	
  next	
  sprint	
  or	
  release	
  
This	
  Sprint	
  Was…	
  
J L
Bug	
  Reviews	
  
§  Issues	
  found	
  in	
  one	
  or	
  more	
  currently	
  released	
  versions	
  are	
  qualified	
  
by	
  and	
  logged	
  by	
  engineers	
  or	
  customer	
  service	
  reps	
  
§  Customer	
  reported	
  bugs	
  are	
  tracked	
  as	
  their	
  own	
  issue	
  type	
  and	
  are	
  
usually	
  prioritized	
  over	
  bugs	
  found	
  internally	
  based	
  on	
  severity	
  
§  Product	
  Owner	
  continually	
  reviews	
  and	
  prioritizes	
  bugs	
  for	
  their	
  
team(s)	
  
§  Product	
  Owners,	
  Managers	
  	
  and	
  a	
  Representative	
  from	
  CS	
  review	
  
unassigned	
  bugs	
  to	
  determine	
  severity	
  and	
  team	
  assignment	
  
§  Bug	
  Review	
  is	
  held	
  once	
  per	
  week	
  for	
  1	
  hour	
  or	
  less,	
  more	
  often	
  if	
  
needed	
  
6/2/15	
  
26	
  
Definition	
  of	
  Done	
  for	
  Sprints	
  
Task/Action	
   Quality	
  Checks	
  
Code	
  Complete	
   ü  Written	
  
ü  Peer	
  reviewed	
  
ü  Unit	
  tested	
  
ü  Version	
  control	
  
ü  Meets	
  coding	
  standards	
  
ü  Runs	
  on	
  all	
  platforms	
  
Acceptance	
  Test	
  Passed	
   ü  Definition	
  of	
  tests	
  exists	
  
ü  Quality	
  Assurance	
  Complete	
  
ü  Automated	
  functional	
  tests	
  
User	
  Assistance	
  Materials	
  
Complete	
  
ü  Help,	
  UI/Tool	
  Tips	
  text	
  completed	
  
ü  Guides	
  completed	
  
ü  Readme	
  completed	
  
ü  Error	
  Messages	
  completed	
  
ü  Doc	
  reviewed	
  
ü  PDFs	
  printed	
  
UX	
  Accepted	
   ü  Design	
  specifications	
  met	
   ü  Functionality	
  validated	
  
Product	
  Owner	
  Accepted	
   ü  MVP	
  features	
  demoed,	
  validated	
  and	
  
accepted	
  
ü  Other	
  features	
  demoed,	
  validated	
  and	
  
accepted	
  
Integration	
  Tested	
  as	
  Specified	
   ü  Acceptance	
  criteria	
  met	
  
ü  Installation	
  validated	
  
ü  Upgrades	
  validated	
  
System	
  Tested	
  as	
  Specified	
   ü  Acceptance	
  criteria	
  met	
  
Configuration	
  Managed	
  
Definition	
  of	
  Done	
  for	
  the	
  Release	
  
ü Regression	
  tested	
  
ü Integration	
  tested	
  
ü System	
  tested	
  
ü Configuration	
  managed	
  
ü Archive	
  &	
  escrow	
  completed	
  
ü Release	
  readme	
  file	
  completed	
  
ü Technical	
  handoff	
  to	
  the	
  Venafi	
  field	
  completed	
  (PS,	
  SE,	
  CS)	
  
ü Customer	
  webinar	
  scheduled	
  
ü Training,	
  marketing	
  &	
  text	
  collateral	
  completed	
  
6/2/15	
  
27	
  
Resources	
  
§  http://www.plans-­‐for-­‐retrospectives.com	
  
§  http://tastycupcakes.org/	
  
§  http://www.seenowdo.com/	
  
§  http://martinfowler.com/articles/agileFluency.html	
  
§  https://weisbart.com/	
  
§  http://research.microsoft.com/pubs/56015/
AgileDevatMS-­‐ESEM07.pdf	
  
§  http://www.ambysoft.com/surveys/
howAgileAreYou2013.html	
  
§  http://store.mountaingoatsoftware.com/	
  
6/2/15	
  
28	
  
General	
  Disclaimer	
  
This	
  document	
  is	
  not	
  to	
  be	
  construed	
  as	
  a	
  promise	
  by	
  any	
  participating	
  company	
  to	
  develop,	
  deliver,	
  or	
  market	
  a	
  product.	
  Venafi,	
  Inc.	
  makes	
  no	
  
representations	
  or	
  warranties	
  with	
  respect	
  to	
  the	
  contents	
  of	
  this	
  document,	
  and	
  specifically	
  disclaims	
  any	
  express	
  or	
  implied	
  warranties	
  of	
  merchantability	
  
or	
  fitness	
  for	
  any	
  particular	
  purpose.	
  	
  Further,	
  Venafi,	
  Inc.	
  reserves	
  the	
  right	
  to	
  revise	
  this	
  document	
  and	
  to	
  make	
  changes	
  to	
  its	
  content,	
  at	
  any	
  time,	
  without	
  
obligation	
  to	
  notify	
  any	
  person	
  or	
  entity	
  of	
  such	
  revisions	
  or	
  changes.	
  All	
  Venafi	
  marks	
  referenced	
  in	
  this	
  presentation	
  are	
  trademarks	
  or	
  registered	
  
trademarks	
  of	
  Venafi,	
  Inc.	
  in	
  the	
  United	
  States	
  and	
  other	
  countries.	
  All	
  third-­‐party	
  trademarks	
  are	
  the	
  property	
  of	
  their	
  respective	
  owners.	
  
	
  
©	
  2015	
  Venafi	
  

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How Agile Can We Go? Lessons Learned Moving from Waterfall

  • 1. 6/2/15   1   How  Agile  Can  We  Go?   Lessons  Learned  Moving  from  Waterfall   Max  McGregor  -­‐  2  June  2015   What  Are  You  Today?   SW  Development  Methodology   Waterfall   Scrummerfall   Scrum   Lean  Agile   Kanban   Other  
  • 2. 6/2/15   2   The  Way  We  Were   Analysis   Requirements   Design   Implementation   Testing   Maintenance   Planning:  Agile  vs.  Plan-­‐Driven   Agile   Plan-­‐Driven   Adaptive  Planning   Predictive  Planning   People-­‐first   Process-­‐first   •  Success  =  delivering  working   software  frequently,  at  a  sustainable   pace  that  gives  our  customers  value   and  competitive  advantage   •  Success  =  on  time  &  on  budget,   according  to  the  plan   •  Dependency  on  exact  requirements   knowledge  and  requirements  stability   http://martinflowler.com/articles/newMethodology.html  
  • 3. 6/2/15   3   Predictive  vs.  Iterative   Analysis   Design   Development   Testing   Deployment   Handoffs   Lack  of  Commitment   Compromised  Quality   Analysis   Design   Dev   Test   Deploy   Lack  of  Ownership   Task  Switching   Delays   Less  Productive   Shared  Commitment   Shared  Ownership   Shared  Focus   More  Productive   Quality  Built  In   Finds  Risk  Early   Easily  Allows  for  Change   Scrum  Framework   4-­‐6   Iterations   2  Week   Sprint   Daily   Standup   Product  Owner  (PO)  creates,   organizes,  prioritizes  and   manages  a  backlog  of  epics,   feature  requests,  etc.   Prioritized   Release  Backlog   Prioritized   Sprint  Backlog   Deliverable   Working   Increments   Mid-­‐Sprint   Planning  
  • 4. 6/2/15   4   Release  Cycle  Meetings   What   When   Who   Time  Box   Backlog  grooming  &   prioritization   Pre-­‐cycle   Product  Owners   Ongoing   Release  Planning/Kickoff   Pre-­‐cycle   All  team  members  &  managers  (Dev  &  QA)   1-­‐2  Days   Backlog  grooming  &   prioritization   Pre-­‐cycle   Each  scrum  team  &  managers   60-­‐90  Min   Sprint  planning   First  Day  of  each  Sprint   Each  scrum  team  &  managers   60-­‐90  Min   Sprint  standup   Daily   Each  scrum  team  &  managers   15  Min   Scrum  of  Scrums   Tue  &  Wed   One  member  from  each  scrum  team  &  managers   15  Min   Sprint  review   Last  Day  of  each  Sprint   Each  scrum  team,  dept.  managers  &  stakeholders   30-­‐60  Min   Sprint  retrospective   Last  Day  of  each  Sprint   Each  scrum  team  (no  managers)   30-­‐60  Min   Bug  reviews   Weekly  or  as  needed   Managers,  architects,  POs,  CS,  SMs   30-­‐60  Min   Product  release  status   Weekly   Managers,  Scrum  Masters,  Product  Owners   30-­‐60  Min   Mid-­‐sprint  planning/grooming   Middle  of  each  Sprint   All  team  members  –  managers  optional   30-­‐60  Min   Got  Agile?  How  Much?   Agile  Fluency  
  • 5. 6/2/15   5   A  Team’s  Path  Through  Agile  Fluency   We   write   code   We   focus  on   value   We   deliver   value   We   optimize   value   We   optimize   for  systems   Team  Culture  Shift   Team  Skills  Shift   Org  Structure  Shift   Org  Culture  Shift   Note:  Not  a  maturity  model.      Based  on  Agile  Fluency  by    James  Shore  and  Diana  Larsen  ©  2012     A  Team’s  Path  Through  Agile  Fluency   §  How  a  team  develops   software  when  it’s  under   pressure   §  Team  fluency,  not   individual  or  organization   §  Depends  on  management   structures,  relationships,   and  organizational  culture   ©  2012    Agile  Fluency  by    James  Shore  and  Diana  Larsen  
  • 6. 6/2/15   6   A  Team’s  Path  Through  Agile  Fluency   Benefit Investment Core  Metric Time  to  achieve Achievement   Rate ★ Greater  visibility  into   teams’  work;  ability  to   redirect. Team  development  and   work  process  design. Team  regularly  reports   progress  from  a   business  value   perspective. 2-­‐6  months 45% ★★ Low  defects  and  high   productivity. Lowered  productivity   during  technical  skill   development. Team  ships  on  market   cadence. 3-­‐24  months 35% ★★★ Higher  value  deliveries   and  better  product   decisions. Social  capital  expended  on   incorporating  business   expertise  into  team. Team  provides   concrete  business   metrics. 1-­‐5  years 5% ★★★★ Alignment  with   organizational  goals;   synergistic  effects. Significant  effort  in   establishing  organizational   culture;  inventing  new   practices. Team  reports  how  its   actions  impact  the   overall  organization. unknown very  few Note:  Not  a  maturity  model.      ©  2012  James  Shore  and  Diana  Larsen   What  can  hold  you  back?   Impediments  to  Agile  
  • 7. 6/2/15   7   The  Release   Delivery  Time  Frame   Deliverables   Resources   Something  Has  To  Give   Agility  Impediments:  SW  Complexity   §  Enterprise  Software   §  Fat  Client  or  On  Premise  Installation   §  Many  Architectural  Dependencies   §  Many  Remote  Team  Members   §  3rd  Party  Integrations   §  Security  &  Compliance  Requirements   §  Legacy/Multiple  Version  Support   §  High  Liability   §  Large  Databases  (that  begin  with  “O”)   §  Legacy  Browser  Support   §  Web  Apps   §  Light  Consumer   §  Low  Risk   §  Low  Liability   §  Limited  Platforms   §  Co-­‐located  Teams   §  SAAS/Cloud  Based   Agility  Impediments  
  • 8. 6/2/15   8   Agility  Impediments   §  Lack  of  Management  Support   §  Lack  of    Trust   §  Poor  communications   §  Lack  of  Transparency   §  Managers  hold  team  members   accountable  instead  of  teams   holding  each  other  accountable   §  The  teams  and  organization  do   not  adhere  to  or  believe  in  the   Agile  Principles   §  Attrition   Stuck  in  a  rut?  Kick  some  butt!   Where  Are  We?  (Survey  Examples)   Soliciting  Feedback  
  • 9. 6/2/15   9   Delivering  Value   Validation  
  • 10. 6/2/15   10   Stakeholder  Involvement   Self  Organization  
  • 11. 6/2/15   11   Continuous  Improvement   Lowest  Rated  Areas   4.2   We  utilize  non-­‐solo  development  techniques,  such  as  peer  programming   4.4   We  have  a  demo  sandbox  where  stakeholders  can  get  hands  on  experience   with  our  completed  solutions   4.7   We  incorporate  static  code  analysis  in  our  builds   5.0   We  utilize  test  automation   5.0 We  have  regular  communication  with  our  personas  to  understand  their   business  problems  and  workflow 5.4   Our  Epics  and  Stories  clearly  describes  the  business  problem  and  acceptance   criteria   5.5   We  actively  work  on  blockers  identified  in  retrospectives   5.5   We  track  our  progress  of  adopting  improvements  to  our  process   5.6   We  demo  completed  increments  of  work  to  stakeholders  to  get  their  feedback   5.6 My  team  knows  its  velocity
  • 12. 6/2/15   12   What  We  Learned   §  Planning  was  too  long   §  Stories  were  too  big  or  not  adequately  defined   §  Not  allowing  enough  time  for  research,  learning  and   technical  debt   §  Estimates  were  off,  velocity  was  unknown   §  Quarterly  releases  are  a  challenge   §  Points  of  friction  between  product  owners  and  the  teams   §  Work  in  progress  is  an  issue  –  non  iterative   §  Product  complexity  makes  it  difficult  at  times   Areas  We  Want  To  Improve   §  Better  clarification  on  Epics  and  Stories   §  Calculate  Team  Velocities  based  sprint  histories   §  Better  understanding  of  and  communication  with  our   personas   §  Actively  work  on  blockers  identified  in  retrospectives   §  Continue  to  work  on  test  automation  
  • 13. 6/2/15   13   Putting  Your  Feedback  Into  Action   Continuous  Improvement   Release  Planning:  How  Much?   §  Too  many  stories  and  too  much  detail  at  the  beginning  of   release  planning  could  result  in  wasted  work  and  reduced   learning  through  experience   §  Learn  as  you  go  by  completing  the  MVP  stories  that  are   highest  risk  /  value  then  get  rapid  feedback  that  can  be   fed  back  into  the  next  Sprint   §  Iterative  and  emergent  design:  learning  and  designing  by   doing  can  avoid  the  waist  caused  by  over  planning       Bob  Fischer,  Big  Visible  Agile  Coach  
  • 14. 6/2/15   14   Planning:  Story  Maps   MVP  Line   Time      More      -­‐    Importance  -­‐  Less   MVP:  Minimum  Viable  Product  as  determined  by  the  Product  Owner   Planning:  UX  Mockups   EPIC   STORY  MOCKUP   STORIES   TASKS   Custom  Fields   “As  a  system  user  I   need  custom  fields   for  device  objects   that  allow  me  to  keep   track  of  their  related   meta  data.”   Create  Object   wMockup  wMenu  wCreate  Controller   wCreate  View  wCreate  Model  wTest  Case   wCode  Review  wUnit  Test  wQuality   Testing  w  Documentation   Object  Class   Association   wCreate  New  Class  wUnit  Test  wTest   Case  wCode  Review  wQuality  Testing   String  Input   Validation   wCreate  Validation  Logic  wUnit  Test   wTest  Case  wCode  Review  wQuality   Testing   Fields  Preview   wMockup  wMenu  wCreate  Controller   wCreate  View  wCreate  Model  wUnit  Test   wTest  Case  wCode  Review  wQuality   Testing  w  Documentation   Data  Entry  for   Devices   wMockup  wMenu  wCreate  Controller   wCreate  View  wCreate  Model  wUnit  Test   wTest  Case  wCode  Review  wQuality   Testing  w  Documentation  
  • 15. 6/2/15   15   Story  Structure  Example   Title   User  Portal  Work  Object  Types   Description   As  Bill  I  want  a  way  to  configure  the  Self-­‐Service  Portal  from  the  main  console  that   allows  me  to  control  the  features  and  behaviors  of  how  the  portal  behaves  and  it’s   role  based  restrictions   Size   13  Points   Notes   The  work  object  will  contain  all  fields  and  values  for  each  label,  including   instructions  for  configuration   Acceptance  Criteria   1.  Portal  will  establish  an  HTTPS  connection   2.  UI  provides….   3.  UI  text  associated  with  the  labels…   4.  Portal  text….   5.  Session  timeout  is  configurable  in  seconds   6.  Etc.   21   13   8   5  3   Sprint  Planning   §  Prioritized  backlog  stories  are  defined  and  sized  by   the  team   §  Stories  are  assigned  to  the  2  week  Sprint  to  the   amount  of  work  the  team  agrees  to  commit  to   (average  team  velocity  and  other  impediments   should  be  considered,  like  PTO,  holidays,  etc.)   §  Task  and  task  hours  are  defined  for  each  story   §  Large  stories  should  be  scrutinized  for  redefinition   into  smaller  ones   §  Consideration  made  for  QA  involvement  early  in  the   iterative  process   §  Consideration  for  documentation  team  –  when  can   they  capture  screens?  
  • 16. 6/2/15   16   Story  Sub  Task  Examples   Dev:   Configuration   Schema     3  Hrs   Dev:   New  API  Calls       2  Hrs   Dev:   Object  Tasks       2  Hr   QA:   Write  Test  Cases  –   for  Work  Objects     12  Hrs   QA:   Execute  Test  Cases   for  Work  Objects     8  Hrs   UX:   Mockup  for   Certificate  Task   Object   14  Hrs   User  Assistance:   Tool  Tip  text  for   Download   function   10  Hrs   Measuring,  Assessing,  Training,  Improving   Velocity  
  • 17. 6/2/15   17   Scrum  Team  Metrics  -­‐  Burndown   §  Story  task  hours  burn   down   -­‐  Current  target  goal   -­‐  Original  target   -­‐  Current  actual   §  Story  points  burn  up   -­‐  Current  target  points   -­‐  Actual  points   §  Team  Velocity  =  average   points  per  sprint   Scrum  Team  Metrics  -­‐  Velocity   §  Amount  of  completed  work  increments  (features/ stories  that  are  done)  in  a  Sprint   §  i.e.  the  number  of  story  points  completed   §  Average  velocity  over  multiple  sprints   §  Represents  the  team’s  ability  to  turn  ideas  into   completed  stories/new  functionality   ©  2015  Mountain  Goat  Software  
  • 18. 6/2/15   18   Should  Points  Include  Bugs?   §  Velocity  points  may  or  may  not  include:   -­‐  Bug  Fixing   -­‐  Refactoring   -­‐  Research  and  other  activities  not  directly  related  to   delivering  new  features   §  Just  keep  it  consistent   §  Most  teams  only  assess  points  on  new  features  –   those  stories  that  deliver  new  value  to  the  customer   Team  Velocities   Team  A   Team  B   •  Bill  and  Ted  on  PTO   •  Stan  Moved  to  CA   •  Penny  Resignation   •  Stacy  on  PTO  for  two  weeks   •  Holidays  in  Europe   IMPEDIMENTS   Average   Sprint  1   Sprint  2   Sprint  3   Points   Bugs   Average   Sprint  1   Sprint  2   Sprint  3  
  • 19. 6/2/15   19   Continually  Remind  Everyone   §  Agile  is  an  ideology  not  a  methodology   §  Adaptive  approach  to  doing  work   §  There  are  many  ways  to  do  Agile   §  Putting  the  principles  and  values  into  practice  is  Agile   §  Frameworks  such  as  Scrum  are  “agile”  as  long  as  they   support  the  Agile  principles   §  First  step  to  Agile  is  to  understand  the  values  and   principles   Note:  They  Are  Principles  Not  Methods   1.  Our  highest  priority  is  to  satisfy  the  customer   through  early  and  continuous  delivery  of   valuable  software   2.  We  welcome  changing  requirements,  even  late   in  the  development  cycle,  if  it  gives  our   customers  value  and  competitive  advantage   3.  Our  goal  is  to  deliver  working  software   frequently   4.  We  work  daily  with  product  owners  throughout   the  project   5.  We  trust  our  talented  and  motivated  teams  to   get  the  job  done   6.  We  strive  for  sustainable  development  by   maintaining  a  constant  pace  indefinitely   7.  Working  software  is  our  primary  measure  of   progress  and  success   8.  Whenever  possible  we  convey  information   face-­‐to-­‐face   9.  We  continually  commit  attention  to  technical   excellence  and  good  design   10.  We  strive  for  simplicity  by  perfecting  the  art  of   maximizing  work  not  done   11.  We  believe  the  best  architectures,   requirements  and  designs  come  from  self-­‐ organized  teams   12.  We  regularly  review  our  process,  reflect  on  how   to  become  more  effective  and  adjust  our   behavior  and  process  accordingly  
  • 20. 6/2/15   20   MVP:  Minimum  Viable  Product/Feature   §  Historically:  50%  of  everything  we  build  rarely  or  never   gets  used  by  the  customer   §  “Our  highest  priority  is  to  satisfy  the  customer  through   early  and  continuous  delivery  of  valuable  software.”   §  “Our  goal  is  to  deliver  working  software  frequently.”   §  Ask  hard  questions:    what  is  the  minimum  amount  of   work/code/testing  we  need  to  do  in  order  to  deliver  a   minimum  viable  product  in  the  shortest  time  possible   that  provides  value   §  Meets  all  quality  gates  (Definition  of  Done)   WIP:  Work  in  Progress   §  Focus  on  business  value,  rather  than  figuring  out  the  optimal   plan  to  get  to  done   §  Everything  added  to  WIP  creates  potential  dependencies  that   can  keep  us  from  shipping   §  Too  much  WIP  =  lots  of  work  with  nothing  to  show  for  it  but  a   death  march  of  missed  ship  dates,  late  nights,  weekends,   energy  drinks  and  pizza   §  Make  sure  the  highest  value  items  work  first  using  a  single   stream  flow,  completing  one  thing  at  a  time   §  Mind  the  WIP  to  Become  Effective,  Not  Merely  Efficient     Howard  Deiner,  Big  Visible  Agile  Coach  
  • 21. 6/2/15   21   Team  Release  Cycle  Calendars   For  each  team  track:   §  PTO   §  Holidays   §  Sprint  Iterations   §  Meetings   §  Release  Activities  &   Deadlines   Communication  Effectiveness   §  Face-­‐to-­‐face  wins!   §  Add  2x  effort  to  support   remote  members   §  Use  video  conference   where  possible  to  help   §  If  you  can  reach  out  right   away,  do  it!   §  Don’t  rely  on  the  bug   notifications  or  email  to   always  get  the  job  done  
  • 22. 6/2/15   22   Daily  Standup   §  What  did  you  finish  yesterday?   §  What  will  you  complete  today?   §  Any  blockers?   §  Update  the  Story/Task  board   §  Review  the  burn-­‐down  charts   §  Identify  any  risks  and  dependencies   §  Be  strict  on  the  time  box!     15   Minutes   Affective  Standups   §  Help  teams  stay  focused  on  the  work  and  what  they   are  doing  to  complete  the  story  at  the  top  of  the  list   §  If  a  topic  seems  to  be  taking  over  the  time,  stop  the   conversation  to  complete  the  standup  then  finish  the   topic  after  or  schedule  another  meeting   §  The  team  should  walk  away  from  standup  knowing   what  was  completed  yesterday  and  what  everyone  is   working  today  day  
  • 23. 6/2/15   23   Other  Scrum  Stuff   What  Else?   Scrum  of  Scrums  
  • 24. 6/2/15   24   Scrum  of  Scrums   §  Multiple  team  consolidation  of  story  cards   §  Shows  cross-­‐team  dependencies   §  Shows  progress  and  status  for  each  team   Statu  n  Not  Started        l  In  Progress  «Completed   §  Once  or  twice  a  week  for  15  minutes  or  less   §  One  representative  from  each  team  +  Managers   §  Out  in  an  open  space  for  company  transparency   Sprint  Reviews   §  Demo  and  review  completed  stories     (deliverable  work  increments)   §  Invite  stake  holders     (PS,  SE,  CS,  PM,  managers)   §  Solicit  feedback   §  Product  owner  helps  the  team  incorporate  the   feedback  based  on  current  or  new  priorities   §  Demo  is  typically  presented  by  the  product  owner  
  • 25. 6/2/15   25   Sprint  Retro   §  Includes  just  the  team  and  no  managers   §  Using  an  activity  to  draw  feedback,  the  team   identifies  what  went  right  and  what  held  them  back   or  inhibited  them  from  being  more  effective   §  Team  picks  the  top  2-­‐3  things  they  want  to  improve   §  Team  makes  a  plan  for  how  those  things  will  be   implemented  in  the  next  sprint  or  release   This  Sprint  Was…   J L Bug  Reviews   §  Issues  found  in  one  or  more  currently  released  versions  are  qualified   by  and  logged  by  engineers  or  customer  service  reps   §  Customer  reported  bugs  are  tracked  as  their  own  issue  type  and  are   usually  prioritized  over  bugs  found  internally  based  on  severity   §  Product  Owner  continually  reviews  and  prioritizes  bugs  for  their   team(s)   §  Product  Owners,  Managers    and  a  Representative  from  CS  review   unassigned  bugs  to  determine  severity  and  team  assignment   §  Bug  Review  is  held  once  per  week  for  1  hour  or  less,  more  often  if   needed  
  • 26. 6/2/15   26   Definition  of  Done  for  Sprints   Task/Action   Quality  Checks   Code  Complete   ü  Written   ü  Peer  reviewed   ü  Unit  tested   ü  Version  control   ü  Meets  coding  standards   ü  Runs  on  all  platforms   Acceptance  Test  Passed   ü  Definition  of  tests  exists   ü  Quality  Assurance  Complete   ü  Automated  functional  tests   User  Assistance  Materials   Complete   ü  Help,  UI/Tool  Tips  text  completed   ü  Guides  completed   ü  Readme  completed   ü  Error  Messages  completed   ü  Doc  reviewed   ü  PDFs  printed   UX  Accepted   ü  Design  specifications  met   ü  Functionality  validated   Product  Owner  Accepted   ü  MVP  features  demoed,  validated  and   accepted   ü  Other  features  demoed,  validated  and   accepted   Integration  Tested  as  Specified   ü  Acceptance  criteria  met   ü  Installation  validated   ü  Upgrades  validated   System  Tested  as  Specified   ü  Acceptance  criteria  met   Configuration  Managed   Definition  of  Done  for  the  Release   ü Regression  tested   ü Integration  tested   ü System  tested   ü Configuration  managed   ü Archive  &  escrow  completed   ü Release  readme  file  completed   ü Technical  handoff  to  the  Venafi  field  completed  (PS,  SE,  CS)   ü Customer  webinar  scheduled   ü Training,  marketing  &  text  collateral  completed  
  • 27. 6/2/15   27   Resources   §  http://www.plans-­‐for-­‐retrospectives.com   §  http://tastycupcakes.org/   §  http://www.seenowdo.com/   §  http://martinfowler.com/articles/agileFluency.html   §  https://weisbart.com/   §  http://research.microsoft.com/pubs/56015/ AgileDevatMS-­‐ESEM07.pdf   §  http://www.ambysoft.com/surveys/ howAgileAreYou2013.html   §  http://store.mountaingoatsoftware.com/  
  • 28. 6/2/15   28   General  Disclaimer   This  document  is  not  to  be  construed  as  a  promise  by  any  participating  company  to  develop,  deliver,  or  market  a  product.  Venafi,  Inc.  makes  no   representations  or  warranties  with  respect  to  the  contents  of  this  document,  and  specifically  disclaims  any  express  or  implied  warranties  of  merchantability   or  fitness  for  any  particular  purpose.    Further,  Venafi,  Inc.  reserves  the  right  to  revise  this  document  and  to  make  changes  to  its  content,  at  any  time,  without   obligation  to  notify  any  person  or  entity  of  such  revisions  or  changes.  All  Venafi  marks  referenced  in  this  presentation  are  trademarks  or  registered   trademarks  of  Venafi,  Inc.  in  the  United  States  and  other  countries.  All  third-­‐party  trademarks  are  the  property  of  their  respective  owners.     ©  2015  Venafi