PMI-ACP Training Course
PMI-ACP Training Course
Training Course
(21 Contact Hours/PDUs)
Days Title
• About PMI & PMI-ACP Certification
• About Exam Content Outline
Day - 1
• Introduction to Agile Methodology
8 Hours
• Domain I — Agile Principles and Mindset
• Practice Questions
• Domain II - Value Driven Delivery
Day - 2 • Domain Ill - Stakeholders engagement
8 Hours • Domain IV —Team Performance
• Practice Questions
• Domain V — Adaptive Planning
• Domain VI — Problem detection and resolution
Day - 3
• Domain VII —Continuous Improvement (Product,
8 Hours
Process, People)
• Practice Questions
Time: 09 AM – 05 PM
4
Project Management Institute
Project Management Institute (PMI®) is a
Worldwide organization which was
established in 1969
“PMI is one of the world's largest not-for-profit
membership associations for the project
management profession, with more than 1
Million credential holders in more than 185
countries”.
(PMI website)
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Project Management Institute
• PMI®’s headquarters is located near Philadelphia,
Pennsylvania, USA.
• Service centres
– New Delhi, India;
– Singapore; and
– Lelystad, Netherlands.
• Offices
– Beijing and Shenzhen, China;
– Brussels, Belgium;
– Bengaluru and Mumbai, India;
– Porto Alegre, Brazil;
– Montevideo,
– Uruguay; and
– Washington, D.C.
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PMI® > Membership
1. Individual Membership
✓ USD 129 + USD 10 for application
You can also take
2. Student Membership Chapter membership
Fee vary
✓ USD 32 + USD 10 for application
3. Retiree Membership
✓ USD 65
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PMI® > Membership Benefits
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PMI® > Global Standards
Foundational Standards
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PMI® > Global Standards
Practice Standards and Frameworks
10
PMI® > Global Standards
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PMI® in Pakistan
Chapters in Pakistan PMI®
PMI®
PMI®
PMI® in Pakistan
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PMI® Lahore Chapter
www.pmilhr.org.pk
▪ Established in 2004
▪ Not-for-profit organization
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Activities of PMI®Lahore Chapter
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PMI-ACP® Certification
PMI® > Certifications
Project Management Institute offers 8 Certifications
1. CAPM® – Certified Associate in Project Management
2. PMP® – Project Management Professional
3. PfMP® - Portfolio Management Professional
4. PgMP® – Program Management Professional
5. PMI-RMP® – Risk Management Professional
6. PMI-SP® – Scheduling Professional
7. PMI-PBA® - Professional in Business Analyses
8. PMI-ACP® – Agile Certified Professional Started 2010
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PMI-ACP® Certification
• Started in 2010
• Fastest growing certification
• Over 35,000 certified practitioners
• For Business Leaders, CIOs & IT Managers,
Product Managers
• For PMO Leaders, Project Managers and
Business Analysts
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PMI-ACP® Certification
Books to Consult
• PMI publications
– PMI Agile Certified Practitioners Handbook
– PMI Agile Certified Practitioners - Examination
Content Outline
• Other books
– PMI-ACP Exam Prep by Mike Griffiths
– Agile Practice Guide
– PMI-ACP Exam Prep QAs & Explanations by Tim Bagnall
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Certification Handbook
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Certification
and eligibility
Application
Process
23
PMI-ACP® Certification
▪ Education
▪ Experience
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Eligibility
25
Exam fee
26
Questions
Pay on-line
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Critical Success Factors
• Create a study plan
• Study 30 – 40 hours
• Join a study group
• Read the book 3 times, at least
• Take the sample tests
• Exam is not easy
• If you don’t study, you will fail
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How to maintain your PMI-ACP® Certification
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Exam Content Outline
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Examination content outline
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Examination content
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Examination content
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Domains, Sub Domains, and Tasks
Domains > Sub-Domains >Tasks
Domains
Sub-Domains
Tasks
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Domains and Tasks for PMI-ACP®
Agile project practitioners engage in a number of tasks. These 62 tasks
have been divided into seven domains:
Domain I: Agile Principles and Mindset (9 Tasks)
Prioritization
3 Tasks
9 tasks
14 tasks
39
Domain IV Domain V Domain VI Domain VII
Team Adaptation
Empowerment 2 Tasks
3 Tasks
Team
Agile Sizing &
Collaboration &
Estimation
Commitment
5 Tasks
4 Tasks
10 tasks
9 tasks
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Tools & Techniques
41
Tools & Techniques
42
Tools & Techniques
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Knowledge & Skills
Each statement is preceded implicitly by Knowledge of or Skill in
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Knowledge & Skills
• Training, coaching, and mentoring
• Developmental mastery models (for example, Tuckman, Dreyfus, Shu Ha
Ri)
• Self-assessment tools and techniques
• participatory decision ( for example, convergent. shared collaboration)
• Principles of systems thinking (for example, complex adaptive, chaos)
• problem solving
• Incremental delivery
• Agile discovery
• Agile sizing and estimation
• Value based analysis and decomposition
• process analysis
• Continuous improvement
• Agile hybrid
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Knowledge & Skills
• Managing with agile KPIs
• Agile project chartering
• Agile contracting
• Agile project accounting principles
• Regulatory compliance
• PMI's Of Ethics and Professional Conduct
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Questions/Answers
Introduction to Agile
Methodology
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Knowledge Revolution
Agriculture Industrial Knowledge
Revolution Revolution Revolution
17th-18th centuries 18th-20th Centuries Late 20th century ….
Focus on information
and collaboration
Planting Crops Development of
Herding animals machines and factories Emergence of
Knowledge workers,
People started living People started living in subject matter experts,
in one place cities taking part in analyses,
development and IT
related projects
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Industrial Workers vs. Knowledge Workers
Characteristics of Industrial worker Characteristics Knowledge worker
• Work is visible • Work is invisible
• Work is stable • Work is changing
• Emphasis on running things • Emphasis is on changing things
• More structure with fewer decisions • Less structure with more decisions
• Focus on right answers • Focus on right questions
• Define the task • Understand the task
• Command and control • Give autonomy
• Follow the Standards • Continuous innovation
• Focus on quantity • Focus on quality
• Measure performance to standard • Continuously learn and teach
• Minimize cost of workers for a task • Treat workers as assets, not cost
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Waterfall approach in handling
projects …
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Waterfall …
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http://community.sysev.com/pmo-series-part-4/
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Challenges faced by IT Projects using Waterfall approach
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New methodology for IT Projects
• Need to have a new methodology for IT
related projects.
– Flexible approach to requirement
– Incremental development
– Involvement of Business function in Projects
– Fast deliverables
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Emergence of
Agile Methodologies
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Meaning of Agile…
• Quick and well coordinated in movement;
an agile leap
• Active, lively;
an agile person
• Marked by an ability to think quickly;
he is 75 and still very agile
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http://community.sysev.com/pmo-series-part-4/
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Work is done in short
sprints or iterations
Working Software is
delivered at the end of
each sprint/iteration
Agile Method
http://community.sysev.com/pmo-series-part-4/
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Improvement using Agile Methodologies
Failed
Failed
Challenged
Challenged
Successful
Successful
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Common Agile Misconceptions
• The Pizza Box Methodology (needs work)
• All-or-Nothing Thinking (can be mixed with
waterfall)
• Traditional Development Approaches are Dead
(Waterfall is still alive)
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Common Agile Misconceptions
• Just Do It Faster (may not be faster)
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Domain I
Agile Principles and Mindset
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Domain I Domain II Domain III
Prioritization
3 Tasks
9 tasks
14 tasks
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Domain I – Agile Principles and
Mindset
• Task 1:
– Advocate for agile principles by modeling those principles and
discussing agile values in order to develop a shared mindset
across the team as well as between the customer and the team.
• Task 2:
– Help ensure that everyone has a common understanding of the
values and principles of agile and a common knowledge around
the agile practices and terminology being used in order to work
effectively.
• Task 3:
– Support change at the system or organization level by educating
the organization and influencing processes, behaviors, and
people in order to make the organization more effective and
efficient.
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Domain I – Agile Principles and
Mindset
• Task 4
– Practice visualization by maintaining highly visible
information radiators showing real progress and real team
performance in order to enhance transparency and trust.
• Task 5:
– Contribute to a safe and trustful team environment by
allowing everyone to experiment and make mistakes so
that each can learn and continuously improve the way he
or she works.
• Task 6:
– Enhance creativity by experimenting with new techniques
and process ideas in order to discover more efficient and
effective ways of working.
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Domain I – Agile Principles and
Mindset
• Task 7:
– Encourage team members to share knowledge by collaborating
and working together in order to lower risks around knowledge
silos and reduce bottlenecks.
• Task 8:
– Encourage emergent leadership within the team by establishing
a safe and respectful environment in which new approaches can
be tried in order to make improvements and foster self-
organization and empowerment.
• Task 9:
– Practice servant leadership by supporting and encouraging
others in their endeavors so that they can perform at their
highest level and continue to improve.
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Agile Manifesto
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Agile Manifesto
Agile manifesto came about as a result of a meeting
in Utah in February 2001. The meeting was attended
by 17 Agile Experts
http://www.agilemanifesto.org/
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Agile Manifesto for Software Development
http://www.agilemanifesto.org/
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Agile Manifesto for Software Development
http://www.agilemanifesto.org/
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Agile Manifesto for Software Development
http://www.agilemanifesto.org/ 75
Agile Manifesto for Software Development
http://www.agilemanifesto.org/ 76
Agile Manifesto for Software Development
http://www.agilemanifesto.org/
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Agile Manifesto for Software Development
http://www.agilemanifesto.org/
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12 Guiding Principles
for Agile Manifesto
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12 Guiding Principles for agile
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12 Guiding Principles for agile
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software
http://www.agilemanifesto.org/
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12 Guiding Principles for agile
5. Build projects around motivated individuals. Give them the
environment and support they need, and trust them to get the job
done
http://www.agilemanifesto.org/
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12 Guiding Principles for agile
9. Continuous attention to technical excellence and good design
enhances agility.
10. Simplicity – the art of maximizing the amount of work not done
– is essential
http://www.agilemanifesto.org/
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Declaration of Interdependence
In 2005 Agile Leadership Network (ALN) created a Declaration of
Interdependence for agile project management.
We are community of project leaders that are highly successful at
delivering results. To achieve these results:
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Declaration of Interdependence
4. We unleash creativity and innovation by recognizing that individuals
are the ultimate source of value, and creating an environment where
they can make a difference.
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Agile Mindset
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Agile methods
Agile s/w Development
• Iterative & incremental development, where requirements
and solutions evolve through collaboration between self-
organizing & cross-functional teams.
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Agile methods
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Agile is a Blanket Term for Many
Approaches
Is agile an approach, a method, a
practice, a technique, or a
framework?
Any or all of these terms could
apply depending on the situation.
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Agile methods
1. Scrum – lightweight model easy to understand
2. XP (Extreme Programing) – Software development model
3. Lean Software Development – Principles of development
4. Kanban Development – Visual board, limits WIP
5. Disciplined Agile Delivery - DAD
6. FDD (Features Driven Development) – Model based on
features
7. DSDM (Dynamic System Development Method) –
Includes feasibility and business in development model
8. Crystal – Clear, Yellow, Orange and Red
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Some definitions used in Agile
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Artifact – The output of a process or work, typically in the form of a
document, drawing, model, or code
Ceremony – Regular meeting of an agile project, such as iteration
planning meeting.
Chicken – Someone who is involved in the project but not
committed and should not be part of the core team
Done – Term used to define that a piece of work is complete. All
teams members should agree on the exact definition of done.
Grooming – Cleaning up the product backlog, by removing items,
refining items, or estimating items.
Ground rules/ Team Agreement – Unwritten rules that apply to all
team members.
Ideal time – Amount of time the assignment will take if there were
no interruptions.
Timebox - A previously agreed period of time during which a team
works steadily towards completion of some goal.
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Information radiator – A group of artifacts that is used
communicate project status and other information
Metaphor – Substituting common name for a technical name,
so that non-technical stakeholders can understand
Osmotic communication – Communication that occurs as a
result of people sitting in an environment by over hearing
others.
Parking lot chart – Chart used for gathering requirements for
later discussion.
Persona – an imaginary person or identity created by the
team to model interactions with the system to gather
requirements
Pig – Someone on the project who is committed and is
impacted by the outcome.
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Planning poker – a method of estimating size of a story.
Members are given cards with numbers and they show their
cards simultaneously to show the number of points they want
to give to a story.
Refactoring – Reorganizing the working code without having
an effect on the functionality or performance.
Smells – Symptoms of problems that effect the team
indicating that something is not right
Spike – A quick experiment used to help the team answer a
question and the path forward
Velocity – The number of features or user stories a team can
deliver in a fixed iteration.
War room – A location were the entire team can work in one
dedicated space.
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Scrum Framework
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Meaning of ‘scrum’
scrum
• Noun
• an ordered formation of players, used to restart play in Rugby,
in which the forwards of a team form up with arms
interlocked and heads down, and push forward against a
similar group from the opposing side. The ball is thrown into
the scrum and the players try to gain possession of it by
kicking it backwards towards their own side.
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Meaning of ‘scrum’
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Scrum
• Scrum is a Lightweight process framework for agile development.
• Easy to understand, designed to deliver working software in short sprints
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Pillars of Scrum
1. Transparency: Gives visibility to all stakeholder, of the outcome
– Vision Statement, Prioritized Backlog, Daily Scrum, Sprint Review, Burn Down Chart
2. Inspection: Checks to look for problems & deviations
3. Adaption: Adjusting processes to reduce future issues
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Scrum Roles
• Product owner – Responsible for managing the product
backlog.
• Scrum master – Servant leader to the development team.
Responsible for removing impediments to progress
• Team – Group of professional who build the product. The
team is empowered to mange its own work.
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Scrum Roles
PRODUCT OWNER
• Product owner decides what will be built and in which order i.e., grooms
the Product backlog
• Defines the features of the product or desired outcomes in form of
releases of the project and chooses release date of releases and content
for qualifying for being potentially shippable commodity after the release
• Ensures profitability (ROI) as being custodian for the customer and
prioritizes features according to market value and helps in finalizing
Minimally Marketable Functionality
• Adjusts initially and re-adjusts features, combination of features, releases,
etc. and their subsequent priority as and when needed
• Accepts or rejects work results during demo ceremony & Facilitates scrum
planning ceremony
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Scrum Roles
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Scrum Roles
SCRUM MASTER
• Scrum Master is a facilitative team leader who ensures that the team
adheres to its chosen process & also ensures eradication of obstacles
• Ensures full functionality and productivity of team & Enables close
cooperation across all roles and functions; Shields the team from external
interferences
• Ensures that the process is followed, all ceremonies are appropriately
staged and conducted including issuing invitations to daily scrums, sprint
reviews/demo and sprint planning meetings
• Facilitates the daily scrums and scrum of scrums if there is big team
• Ensures open, candid and participative environment during retrospective
meeting to extract maximum benefit in form of process improvement and
the lessons learnt
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Scrum Roles
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Scrum Roles
TEAM
• Team should be generalist i.e., cross-functional
• Team’s appropriate size is suggested to be seven plus or minus two
individuals; often splits the team if more than nine individuals and
conduct scrum of scrums
• Team is self organized and self motivated and it selects for its own
sprint goals and also specifies its work results
• Team generally does not pledges for velocity more than their
previous sprint & team should be innovative to look for all practical
options to achieve their goals within specified project guidelines
• Team demonstrates its work results to the product owner and then
goes for their internal retrospective along with the Scrum Master
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Scrum Roles
108
Scrum Roles
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Scrum Ceremonies/Events
• The Sprint
• Sprint Planning
– Done to determine what is to be delivered in the scrum
• Daily scrum
• Sprint Review
• Sprint Retrospective
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The Sprint – Time Boxed
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Scrum Ceremonies
SPRINT PLANNING
• Takes place at start of each sprint.
• Team meets with the product owner and discusses next stage of the
project by setting highest priority items from the product backlog
• The second part of the sprint planning meeting results in converting
this recently prioritized sprint backlog (by the consent of product
owner) into tasks with explicit estimate for each task and the
volunteer responsible persons
• Team also agrees with the product owner on the sprint goal
• The probable shippable deliverable commitment coming from the
team is generally based on the teams known velocity and their
precedence history
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Scrum Ceremonies
SPRINT REVIEW
• Takes place at the end of each sprint demonstrating functionality to
product owners and to those who are interested
• Team meet with the product owner and demonstrate the working
software produced during the recent sprint
• Gives opportunity to team and product owner to inspect and adapt the
product
RETROSPECTIVE
• Occurs at the closing stage of each sprint after demo
• Team now meets with its Scrum Master and looks retrospectively at what
went well and what went wrong in the previous sprint and what can be
improved and how it can be improved
• Individual actions are taken or assigned for futuristic improvement of the
process
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Scrum Ceremonies
DAILY SCRUM
• Team meets for a maximum of 15 minutes per day with the Scrum Master
around the team task board
• Team members update the task board
• Team also aligns itself with one another on tasks
• Team answers the following three questions
– What has the team member done in the last 24 hours?
– What will s/he be doing in the next 24 hours?
– What might be the probable obstacles for his recent activity?
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Scrum Artifacts
PRODUCT BACKLOG
• Prioritized by Product Owner and divided into Releases (grouping of
features which should go together as per business requirement and
customer’s suggestion)
• Product backlog should be appropriately Detailed, Estimable, Emergent &
Prioritized (DEEP)
SPRINT BACKLOG
• Stories that the team plans to take up in the upcoming sprint are placed
here
PRODUCT INCREMENT
• Sum of all PBIs completed during a Sprint, Must be in useable condition,
PO decides whether to release it, Meet the Scrum Team’s Definition of
Done
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Scrum
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Scrum flow diagram
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Scrum roles
Scrum Roles
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Scrum Ceremonies
Scrum
Ceremonies/Events
119
Scrum Artifacts
Scrum Artifacts
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Step 1
Create backlog
20 features
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Step 2
Define
Sprint backlog
5 features
per sprint.
4 sprints 3 tasks
of 2 weeks. for
Total 8 weeks each
feature.
Total
15
tasks
20 features
122
Step 3
The Sprint
5 features
per sprint.
4 sprints
of 2 weeks.
Total 8 weeks
15
tasks
2 weeks
20 features
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Step 4
5 features
Product shipment
per sprint.
4 sprints
of 2 weeks.
Total 8 weeks
15
tasks
2 weeks
Product
with 5
features
20 features
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5 features
per sprint.
4 sprints
of 2 weeks.
Total 8 weeks
15
tasks
2 weeks
Product
with 5
features
20 features
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XP – Extreme Programing
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XP – Extreme Programing, Values
Extreme programming is a software development methodology which
is intended to improve software quality and responsiveness to
changing customer requirements.
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XP – Extreme Programing, Values
4. Courage: Refactoring, Deleting Obsolete
Code
– no matter how much effort was used to create.
– Developers work is entirely visible.
5. Respect: yourself by striving for higher
quality, others by not change the code that
will delay your peer code, or make his
feature stop working.
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XP – Extreme Programing, Activities
1. Listening:
2. Designing: Good design, changing one part of system will
not affect the other part.
– Create spike solutions to reduce risk.
– Re-factor whenever and wherever possible
3. Coding: can also be helpful to communicate thoughts for
programming problems
– Programmer finding it difficult to explain to explain solution
might code in simplifier manner and use the code for what is
meant.
– Other programmers can give feedback by including comments in
code as part of code review session.
4. Testing:
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XP – Extreme Programing, Roles
1. Coach – Mentor/ Guide/ Facilitator/
Communicator similar to the Scrum Master
2. Customer – The individual who provides
requirements priorities and direction for the
project similar to the Product Owner
3. Programmer – The developers who write the
code
4. Testers – Define and write the acceptability test
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XP – Extreme Programing
13 Core Practices
1. Whole team
2. The Planning Game
3. Small Releases
4. Customer Tests
5. Collective Code Ownership
6. Coding Standards
7. Sustainable Pace
8. Metaphor
9. Continuous Integration
10.Test driven development
11.Refactoring
12.Simple Design
13.Pair Programming
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XP – Rules
RULE # 1: WHOLE TEAM
• The practice is that the whole team sit together at one location.
• The team includes the customer/business representative who provides the
requirements.
• Customer Acts to “steer” the project
• Gives quick and continuous feedback to the development team
Advantages include
• Customer can give quick and knowledgeable answers to real development questions
• Customer makes sure that what is developed is what is needed
• Functionality is prioritized correctly
Disadvantages include
• Difficult to get an On-Site Customer
• The On-Site customer that is given may not be fully knowledgeable on requirements
• May not have authority to make many decisions
• Loss of work to the customer’s company
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XP – Rules
RULE # 2: THE PLANNING GAME
Advantages include
• Reduction in time wasted on useless features
• Greater customer appreciation of the cost of a feature
• Less guesswork in planning
Disadvantages include
• Customer availability
• Is planning this often necessary?
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XP – Rules
RULE # 3: SMALL RELEASES
Advantages include
• Frequent feedback
• Tracking
• Reduce chance of overall project slippage
Disadvantages include
• Not easy for all projects
• Not needed for all projects
• Versioning issues
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XP – Rules
RULE # 4: CUSTOMER TESTS
Advantages include
• Frequent that the software is working
• Reduce chance of overall project slippage
Disadvantages include
• Not all test may be possible
• May delay development if tests not defined well
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XP – Rules
RULE # 5: COLLECTIVE OWNERSHIP
Advantages include
• Helps mitigate the loss of a team member leaving
• Promotes developers to take responsibility for the system as a whole rather then
parts of the system
Disadvantages include
• Loss of accountability
• Limitation to how much of a large system that an individual can practically ‘own’
136
XP – Rules
RULE # 6: CODING STANDARDS
Advantages include
• Reduces the amount of time developers spend reformatting other peoples’ code
• Reduces the need for internal commenting
• Call for clear, unambiguous code
Disadvantages include
• Degrading the quality of inline documentation
137
XP – Rules
RULE # 7: SUSTAINABLE PACE – THE 40 HOUR WEEK
Advantages include
• Most developers lose effectiveness past 40-Hours
• Value is placed on the developers well-being
• Management is forced to find real solutions
Disadvantages include
• The underlying principle is flawed
• 40-Hours is a magic number
• Some may like to work more than 40-Hours
138
XP – Rules
RULE # 8: USE OF METAPHOR
Advantages include
• Encourages a common set of terms for the system
• Reduction of buzz words and jargon
• A quick and easy way to explain the system
Disadvantages include
• Often the metaphor is the system
• Another opportunity for miscommunication
• The system is often not well understood as a metaphor
139
XP – Rules
RULE # 9: CONTINUOUS INTEGRATION
• New features and changes are worked into the system immediately
• Code is not worked on without being integrated for more than a day
Advantages include
• Reduces to lengthy process
• Enables the Small Releases practice
Disadvantages include
• The one day limit is not always practical
• Reduces the importance of a well-thought-out architecture
140
XP – Rules
RULE # 10: TEST DRIVEN DEVELOPMENT
• Unit testing
• Test-first design
• All automated
Advantages include
• Unit testing promote testing completeness
• Test-first gives developers a goal
• Automation gives a suite of regression test
Disadvantages include
• Automated unit testing isn’t for everything
• Reliance on unit testing isn’t a good idea
• A test result is only as good as the test itself
141
XP – Rules
RULE # 11: REFACTORING
• Changing how the system does something but not what is done
• Improves the quality of the system in some way
Advantages include
• Prompts developers to proactively improve the product as a whole
• Increases developer knowledge of the system
Disadvantages include
• Not everyone is capable of refactoring
• Refactoring may not always be appropriate
• Would upfront design eliminate refactoring?
142
XP – Rules
RULE # 12: SIMPLE DESIGN
Advantages include
• Time is not wasted adding superfluous functionality
• Easier to understand what is going on
• Refactoring and collective ownership is made possible
• Helps keeps programmers on track
Disadvantages include
• What is “simple?”
• Simple isn’t always best
143
XP – Rules
RULE # 13: PAIR PROGRAMMING
• Two Developers, One monitor, One Keyboard
• One “drives” and the other thinks
• Switch roles as needed
Advantages include
• Two heads are better than one
• Focus on work
• Two people are more likely to answer the following questions:
• Is this whole approach going to work?
• What are some test cases that may not work yet?
• Is there a way to simplify this?
Disadvantages include
• Many tasks really don’t require two programmers
• A hard sell to the customers
• Not for everyone
144
Feedback Loops
145
146
Step 1
Release
Planning
147
Step 2
Iteration
planning
148
Step 3
Product
Development
149
Step 4
Product
Shipment
150
Feature-Driven Development (FDD)
Model based on features
Develop an Build by
Build a Plan by Design by
overall feature
feature list feature feature
model
152
Feature-Driven Development (FDD)
• You can ensure all the features that you are working on; that you
are delivering follow the feature naming template.
– [Determine] the [Credit Limit] of a [Customer paying with a Master
Card]
153
Dynamic System Development Method
(DSDM-Atern)
• Dynamic System Development Method (DSDM) is used for software
development.
• DSDM fixes cost, quality and time at the outset and uses the MoSCoW
prioritization of scope into musts, should, could and would haves to adjust
the project deliverable to meet the stated time constraint.
154
Dynamic System Development Method
(DSDM-Atern)
155
Crystal – S/w Development Method
• Color of crystal method depend on the team size and project criticality
156
Crystal – S/w Development Method
Combination of these two dimensions will guide your
team when selecting which specific crystal method is best
to implement on your project.
– Lighter Color and Lower Hardness are best for smaller and
less critical project.
– Darker Color and more hardness are best for larger and
more critical projects.
Characterized as
– Comfort (C), Discretionary Money (D), Essential Money (E)
and Life (L)
– Clear (1-6), Yellow (7-20), Orange (21-40), Red (41-80) and
Maroon (81-200)
157
Crystal
Solutions are built
in increments
Size of team L100
depends of work to
be done
E20 E40 E100
Features
159
Lean Software Development
• Lean software development is not an agile methodology,
however lean and agile principles are closely aligned.
160
Avoid partially done
work, delays,
Facilitate unnecessary features
communications for Eliminate
knowledge sharing Waste Let the team
make local
decisions
Amplify Empower
Learning the Team
Maximize ROI by
Decide as late as delivering
possible to pick valuable software
best user stories
Defer
LEAN
Deliver
Decision Fast
161
Seven Wastes Of Lean
• Partially done work
• Extra processes
• Extra features
• Task switching
• Waiting
• Motion
• Defects
162
Kanban Development
(sign board)
163
Kanban Development
(sign board)
• Kanban has been derived from lean production system in
Toyota. Kanban means ‘sign-board’ or ‘task-board’.
• Kanban limits the work in progress (WIP).
• Kanban is a method for managing knowledge work with an
emphasis on just-in-time delivery while not overloading the
team members.
• The process, from definition of a task to its delivery is
displayed for participants to see.
• Team members pull work from a queue.
• It is a visual process management system that tells what to
produce, when to produce it, and how much to produce.
164
Kanban Core Values
1. Visualize the workflow
– Have some method for visualizing how the work is flowing
2. Limit WIP
– Keep the amount to work in progress low to increase visibility
3. Manage Flow of work
– Tracking work can identify issues
4. Make process policies explicit
– Ensure everybody understand the requirements of the process
5. Improve collaboratively
– Team should collectively own and improve the processes
165
KANBAN BOARD
Work In
To Do Done
Progress
Stock Stock Data
search update base
Item Amend scheme
details order
Create
Order Process Order
list order
Order Log-in
refund
166
KANBAN BOARD
167
168
KANBAN BOARD
169
170
171
172
Disciplined Agile
• Disciplined Agile (DA) is a process-decision
toolkit that provides straightforward guidance
to help people, teams, and organizations to
streamline their processes in a context-
sensitive manner.
173
Disciplined Agile
Seven Principles of DA
174
Disciplined Agile
High Level Delivery Life Cycle
175
Disciplined Agile
Multiple Life Cycles supported by DA
176
Disciplined Agile
The Agile Life Cycle
177
Disciplined Agile
Scrum Roles
178
Disciplined Agile
Primary Roles in DA
179
Disciplined Agile
Secondary Roles in DA – for Scaling
180
Questions/Answers
Test
Domain II
Value Driven Delivery
Day 2
183
Domain I Domain II Domain III
Prioritization
3 Tasks
9 tasks
14 tasks
184
Domain II - Value-Driven Delivery
185
Domain II - Value-Driven Delivery
1. DEFINE POSITIVE VALUE - 3 TASKS
Task 1:
– Define deliverables by identifying units that can be produced
incrementally in order to maximize their value to stakeholders while
minimizing non-value added work.
Task 2:
– Refine requirements by gaining consensus on the acceptance criteria
for features on a just-in-time basis in order to deliver value.
Task 3:
– Select and tailor the team’s process based on project and organizational
characteristics as well as team experience in order to optimize value
delivery.
186
Domain II - Value-Driven Delivery
187
Domain II - Value-Driven Delivery
3. PRIOTORITZATION - 3 TASKS
Task 7:
Prioritize the units of work through collaboration with stakeholders in order to
optimize the value of the deliverables.
Task 8:
– Perform frequent review and maintenance of the work results by prioritizing
and maintaining internal quality in order to reduce the overall cost of
incremental development.
Task 9:
– Continuously identify and prioritize the environmental, operational, and
infrastructure factors in order to improve the quality and value of the
deliverables.
188
Domain II - Value-Driven Delivery
4. INCREMENTAL DEVELOPMENT - 5 TASKS
Task 10:
– Conduct operational reviews and/or periodic checkpoints with stakeholders in
order to obtain feedback and corrections to the work in progress and planned
work.
Task 11:
– Balance development of deliverable units and risk reduction efforts by
incorporating both value producing and risk reducing work into the backlog in
order to maximize the total value proposition over time.
Task 12:
– Re-prioritize requirements periodically in order to reflect changes in the
environment and stakeholder needs or preferences in order to maximize the
value.
Task 13:
– Elicit and prioritize relevant non-functional requirements (such as operations and
security) by considering the environment in which the solution will be used in
order to minimize the probability of failure.
Task 14:
– Conduct frequent reviews of work products by performing inspections, reviews,
and/or testing in order to identify and incorporate improvements into the overall
process and product/service.
189
Domain II - Value-Driven Delivery
This chapter has following 5 sections
Practice Tool/technique Knowledge/skill
Assessing value ➢ Return on Investment (ROI)
➢ Net Present Value (NPV)
➢ Internal rate of return (IRR)
Planning value ➢ Chartering ➢ Prioritization (L-1)
➢ Value stream mapping ➢ Agile contracting methods (L-3)
➢ Customer-valued prioritization
➢ Relative prioritization/ranking
➢ Product roadmap
➢ Risk-adjusted backlog
Delivering value ➢ Task/Kanban boards ➢ Incremental delivery (L-1)
➢ WIP limits
Confirming value ➢ Customer value prioritization ➢ Feedback through prototypes,
simulations, and
demonstrations (L-1)
Track and reporting value ➢ Earned value management
➢ Cumulative flow diagrams
➢ Risk burn down charts
➢ 190
Tasks/Kanban boards
Domain II - Value-Driven Delivery >
Assessing Value
191
Domain II - Value-Driven Delivery >
Assessing Value
192
Domain II - Value-Driven Delivery >
Assessing Value
RETURN ON INVESTMENT (ROI) T&T
Example:
– Establishing cost for 12 months 100,000
– Revenue at the end of 12 months 120,000
– ROI (120,000-100,000)/100,000
= 2/10x100= 20%
193
Domain II - Value-Driven Delivery >
Assessing Value
• NPV means the cost of setting up the project is deducted from the present worth
of the project
Example:
If the revenue from a project after 12 month is 100,000. And 50,000 was
spent in setting up the business. Then the NPV will be:
(100,000-50,000) = 50,000. Due to 10% inflation its net present value will be
45,000.
In both cases higher PV and higher NPV will better for the project.
194
Domain II - Value-Driven Delivery >
Assessing Value
T&T
INTERNAL RATE OF RETURN (IRR)
195
Domain II - Value-Driven Delivery >
Planning Value
196
Domain II - Value-Driven Delivery >
Planning Value
T&T
CHARTERING
• Chartering in Agile is similar to the Develop Project Charter in PMBOK.
• However the level of details and assumptions is different.
• Agile Charters can be lightweight worksheets or fairly detailed documents.
197
Domain II - Value-Driven Delivery >
Planning Value
T&T
VALUE STREAM MAPPING
198
Domain II - Value-Driven Delivery >
Planning Value T&T
VALUE STREAM MAPPING
199
Domain II - Value-Driven Delivery >
Planning Value
T&T
CUSTOMER VALUED PRIORITIZATION
200
MoSCoW Prioritization
• All requirements are important but they are prioritized to deliver the
greatest and most immediate business benefits early. Developers will
initially try to deliver all the Must have, Should have and Could have
requirements but the Should and Could requirements will be the first to
be removed if the delivery timescale looks threatened.
• Must Have:
– These are requirements that are absolutely fundamental to the solution in
order to meet the business need, with out these, the solution will be
unworkable.
– They define the minimum usable subset that a project must have to guarantee
the delivery of a working solution as well as an overall project success.
– Requirements can be downgraded from Must have, by agreement with all
relevant stakeholders; for example, when new requirements are deemed
more important.
201
MoSCoW Prioritization
• Should Have:
– Requirements labelled as Should have are important but not
necessary for delivery in the current delivery timebox.
– Should have requirements can be as important as Must have,
they are often not as time-critical or there may be another way
to satisfy the requirement
– can be held back until a future sprint.
• Could Have:
– These are the requirements that can be more easily left out of
the solution.
– These could improve user experience or customer satisfaction
for little development cost.
– These will typically be included if time and resources permit.
202
MoSCoW Prioritization
• Won't Have:
– These are requirement that the project team has agreed; will not be delivered on the project
at all, are least-critical, lowest-payback items, or not appropriate at this time.
– Occasionally the term Would like to have is used; however, that usage is incorrect, as this last
priority is clearly stating something is outside the scope of delivery.
• Note:
– Gain consensus on the meaning of each of these terms
– must write them down and post them where every one can see them, and most importantly
follow these definitions consistently through out their specific projects.
– Just imagine; what happen if you change halfway through project the Must Have to Might
Have; it would be disaster.
– Highly recommended, no more than 60 % of the development effort is going to be spend on
Must Have,
• The remaining 40% effort is spent on Should Have and Could Have
• Any thing higher than 60% possess a significant risk to the success and the predictability of the project
unless the environment is well understood i.e. the team has been established for a reasonable amount
of time & the external risks are minimal.
203
The Kano Model
• Kano Analysis designed to help categorize how to achieve customer
satisfaction and loyalty with in the product development process. Product
attributes are broken down in to following categories.
• Product Categories
• Basic Quality
• Performance Quality
• Attractive Quality
• Indifferent Quality
• Reverse Quality
204
The Kano Model
• Basic Quality
– This product quality attribute/ feature may also be refer as "Must-be"
or "Threshold" attribute.
– This attribute is typically taken for granted when it is provided but
when this type of attribute is not provided, It causes customer
dissatisfaction.
– Provides obvious features and those might be expected by customer.
– Basic or essential attribute does not improve customer experience by
being part of product.
• Example
– Cell Phone that can make a phone call, if it can't make a call the
customer would understandably be dissatisfied with the product.
– It's not necessary that customer would tell the company about this
when asked about a quality attribute. If this type of feature is
overlooked in the product development process then product is simply
incomplete & does not cover basic needs.
205
The Kano Model
• Performance Quality
– This can differentiate your product and help it stand out from the
competition, also called "Satisfier" or "Linear" attribute.
– This product attribute result in customer satisfaction when it is
fulfilled, however when not provided the customer once again feel
sense of dissatisfaction.
– Unlike basic attribute customer explicitly demands this type of
attribute, and they use this type of attribute when choosing a product.
– Customer satisfaction increases proportionally as these features are
provided.
• Example:
– Cell Phone's Battery Life, the better this feature or attribute is
executed by the manufacturer the better the customer experience will
be with the phone
206
The Kano Model
• Attractive Quality:
– This product quality attribute/ feature may also be refer as "Delighter" or
"Exciter" attribute.
– This type of attribute is unexpected from the customer's perspective.
– It provide satisfaction when you can achieve it fully but it does not really cause
dissatisfaction when it is not fulfilled.
– If asked the customer would not know how to describe or ask for such a
feature, because it is a new concept, a new innovation.
– This has the highest potential to lead to high profits because they exceed the
customer expectation.
– WOW Factor of a new product, and can be a huge differentiator for producers.
• Example:
– Camera, when mobile phone first came out with camera functionality the
feature was quite limited but still very attractive for buyers
– camera phone will differentiate them from normal phones and have an extra
wow factors because consumers did not expected to find in a telephone.
207
The Kano Model
• Indifferent Qualities:
– do not result in customer satisfaction or dissatisfaction,
this type of product attribute is not good and not bad.
– The customer does not associate any value with this kind
of feature.
• Reverse Quality:
– attribute brings customer satisfaction when it is not
present in the product.
– in other words, if the feature or product attribute were not
in the product the customer would have a better overall
experience.
– This kind of feature is most often overly complicated.
208
The Kano Model
• Note:
– Attribute can shift to different categories over time, a feature
that was once exciting to the customer may change over time
and become a liner feature and finally shift to become a
necessary requirement.
– This happens because customer grows a custom to product
feature and then comes to expect more out of product that they
purchase and use.
– Based on Kano model a well received product is one that include
basic, performance and exciter features.
– Indifferent Quality & Reverse Quality categories are less
common because product teams try to avoid these type of
product attributes or features.
• Additional features built into a product don't necessarily leads to
happier customers
209
Domain II - Value-Driven Delivery >
Planning Value
T&T
RELATIVE PRIORITIZATION/RANKING
• Features are prioritized based on the business needs and the business
value of the feature.
• Relative prioritization provides a framework for deciding if and when to
incorporate changes.
• Question should be asked to the business: “What items are more
important?”
A
Minimum
B marketable release
C
D Cut off to meet
Budget/time
210
Domain II - Value-Driven Delivery >
Planning Value
T&T
• Risk Value Prioritization Quadrant
211
Domain II - Value-Driven Delivery >
Planning Value
T&T
PRODUCT ROADMAP
212
Domain II - Value-Driven Delivery >
Planning Value
T&T
PRODUCT ROADMAP
213
Domain II - Value-Driven Delivery >
Planning Value
T&T
PRODUCT ROADMAP
214
Domain II - Value-Driven Delivery >
Planning Value
T&T
PRODUCT ROADMAP
215
Domain II - Value-Driven Delivery >
Planning Value
T&T
PRODUCT ROADMAP - Question
216
Domain II - Value-Driven Delivery >
Planning Value
T&T
PRODUCT ROADMAP - Answer
217
Domain II - Value-Driven Delivery >
Planning Value
T&T
218
Domain II - Value-Driven Delivery >
Planning Value
T&T
219
Domain II - Value-Driven Delivery >
Planning Value
T&T
PRODUCT ROADMAP
220
Domain II - Value-Driven Delivery >
Planning Value
T&T
Goal Oriented PRODUCT ROADMAP
221
Domain II - Value-Driven Delivery >
Planning Value
T&T
Goal Oriented PRODUCT ROADMAP
222
Domain II - Value-Driven Delivery >
Planning Value
RISK ADJUSTED BACKLOG T&T
• Risks are anti-value.
• They take time and resources away from the efforts that deliver value and
threaten the project benefits. So risk mitigation and avoidance should be done
early. Features that have higher risk score should be given lower priority. Create
spikes to work on risks. Adjust backlog to include risks.
Business Business
Plan risk feature feature
management Perform
Identify Risk Risk
qualitative
risks response response
analyses
Business Business
Perform feature feature
Monitor
and Control quantitative
Risks Plan risk analyses Business Selected
response feature
Risk
response
223
Domain II - Value-Driven Delivery >
Planning Value
K&S
Level-3
AGILE CONTRACTING METHODS
224
AGILE CONTRACTING METHODS
Inverted Triangle Model
Scope or
Functionality Resources Time
Fixed
Agile
Traditional
Variable
225
Domain II - Value-Driven Delivery >
Planning Value
K&S
Level-3
AGILE CONTRACTING METHODS
Example of contracts:
226
Domain II - Value-Driven Delivery >
Planning Value
K&S
Level-3
AGILE CONTRACTING METHODS
227
Domain II - Value-Driven Delivery >
Delivering Value
228
Domain II- Value-Driven Delivery >
Delivering Value
DELIVERING VALUE
• Goal is to deliver value throughout the Agile project by minimizing waste
and maximizing value. Examples:
Waste Description Example
Partially done work Work started but not Code waiting for testing
complete
Extra process Work that does not add value Unnecessary documentation
Extra features Features that are not Gold plating
required or ‘nice to have’ Technology features
Waiting Delays in reviews Waiting for prototype
reviews/approvals
Motion Efforts required to Distributed teams
communicate or move
information
Defects Defective software or Software bugs
documents
229
Domain II - Value-Driven Delivery >
Delivering Value
TASK AND KANBAN BOARDS T&T
• Task and Kanban boards can help deliver value on agile projects. These
are simple low tech, high touch displays that provide basic information on
the progress. These can be used instead of Gantt Charts
Work In
To Do Done
Progress
Stock Stock Data
search update base
Item Amend scheme
details order
Create
Order Process Order
list order
Order Log-in
refund
230
Domain II - Value-Driven Delivery >
Delivering Value
WIP LIMITS T&T
• Work in Progress (WIP) is the work that has been started but has not
been completed.
• Having more WIP is not good for the project as it increases waste.
• WIP consumes capital.
• WIP can also hide bottle necks in the processes and workflow
• Agile aims to limit the WIP.
• This is done through Kanban Boards.
• Limits of WIP is written in the WIP section of the board.
231
Domain II - Value-Driven Delivery >
Delivering Value
WIP LIMITS T&T
WIP LIMIT
Work In
To Do Done
Progress (3)
Stock Stock Data
search update base
Item Amend scheme
details order
Create
Order Process Order
list order
Order Log-in
refund
232
Domain II - Value-Driven Delivery >
Delivering Value
K&S
Level-1
INCREMENTAL DELIVERY
• Incremental delivery is a way to
optimize the delivery value on Higher
the project.
2
• Delivering feature for a release
in increments can help in testing
the functionality of the feature, Lower
which can help in making 1
changes if required.
• If the product is tested after
completing all features, then the
cost of change will be much
higher.
233
Domain II - Value-Driven Delivery >
Confirming Value
234
Domain II - Value-Driven Delivery >
Confirming Value
T&T
CUSTOMER-VALUED PRIORITIZATION
235
Domain II - Value-Driven Delivery >
Confirming Value K&S
Level-1
236
Domain II - Value-Driven Delivery >
Tracking and Reporting Value
Domain II - Value-Driven Delivery >
Tracking and Reporting Value
T&T
TRACKING AND REPORTING VALUE
• Various methods are used to monitor the rate at which features and value
are being delivered to make sure that the project is on track.
• These methods include:
S-Curve Graph
Domain II - Value-Driven Delivery >
Tracking and Reporting Value
EARNED VALUE MANAGEMENT T&T
S-Curve Graph
Domain II - Value-Driven Delivery >
Tracking and Reporting Value
T&T
CUMULATIVE FLOW DIAGRAMS (CFD)
• Cumulative flow diagrams are tools for tracking and forecasting agile
projects
• CFDs can help us gain insight into project issues, cycle times, and likely
completion dates.
• Different sections of the diagrams can be used to identify potential issues.
Domain II - Value-Driven Delivery >
Tracking and Reporting Value
CUMULATED FLOW DIAGRAMS (CFDs) T&T
Not started
Completed
Started
Domain II - Value-Driven Delivery >
Tracking and Reporting Value
CUMULATED FLOW DIAGRAMS (CFDs) T&T
Domain II - Value-Driven Delivery >
Tracking and Reporting Value
T&T
RISK BURNDOWN CHARTS
• Risk are anti-value as they waste time and produce not value
• High-risk activities should be into earlier iterations of the project and
incorporate mitigation actions into the backlog.
• Risk severity is determined as = Risk probability x Risk impact
• Risk and prioritized and response strategy developed
• Risk progress is tabulated on Risk Burn Down Graphs
Domain II - Value-Driven Delivery >
Tracking and Reporting Value
RISK BURN DOWN CHARTS T&T
Domain II - Value-Driven Delivery >
Tracking and Reporting Value
T&T
RISK BURN DOWN CHARTS
• Tasks boards and Kanban boards are a very good visual tool for tracking
and reporting value of the project.
• As they are highly visible they can show how the work is progressing over
in the project.
Domain II - Value-Driven Delivery >
Tracking and Reporting Value
TASK AND KANBAN BOARDS T&T
Domain II - Value-Driven Delivery >
Tracking and Reporting Value
TASK AND KANBAN BOARDS T&T
Questions/Answers
Test
Domain III
Stakeholders Engagement
256
Domain I Domain II Domain III
Prioritization
3 Tasks
9 tasks
14 tasks
257
Domain III - Stakeholders Engagement
Effective Communication and Stakeholders
258
Domain III - Stakeholders Engagement
FOCUS ON STAKEHOLDERS
259
Domain III - Stakeholders Engagement
260
Domain III - Stakeholders Engagement
261
Domain III - Stakeholders Engagement
262
Domain III - Stakeholders Engagement
This chapter has the following 4 sections:
Practice Tool/Technique Knowledge/Skill
Aligning ➢ Wireframes ➢ Incorporate stakeholder values (L-
Stakeholders ➢ Personas 1)
understanding ➢ User stories ➢ Stakeholder management (L-1)
➢ Story maps ➢ Vendor management (L-3)
Communicating ➢ Information radiators ➢ Communication management (L-1)
with stakeholders ➢ Burn down/burn up
charts
➢ Agile modeling
Using critical soft ➢ Negotiation ➢ Active listening (L-1)
skills ➢ Conflict resolution ➢ Facilitation methods (L-2)
➢ Distributed teams (L-2)
➢ Participatory decision models (L-2)
➢ Globalization, culture, and team
diversity (L-3)
Leading effectively ➢ Servant leadership ➢ Leadership tools/techniques (L-1)
263
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
264
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
– Wireframes
– Personas
– User stories
– Story Maps
265
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
T&T
WIREFRAMES
• Wireframe models are used to create a quick mock-up of the product. It can
depict individual screens and the flow between the screens.
• The diagram helps to confirm that everyone has the same understanding of the
product.
• Customer can give feedback and discrepancies can be identified and adjusted
266
T&T
Examples of Wireframe models
267
Examples of Wireframe models
T&T
268
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
T&T
PERSONAS
• Personas are imaginary personalities that are developed and would be using
the software.
• Personas may be based on profiles of real people or composites of multiple
users
• Personas generally include the following:
– Provide description of users
– Be grounded in reality
– Be goal-oriented, specific, and relevant
– Be noticeable and actionable
– Generate focus
• Personas can help keep the team focused on delivering the features that will
be valuable.
The advantages describing the user story in this way is to force the team to
identify the user, functionality required, and the business benefit.
271
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
T&T
USER STORIES
272
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
T&T
CHARACTERISTICS OF EFFECTIVE USER STORY
• User stories should be simple which has following characteristics
Reduced dependencies, easy
Independent planning
273
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
T&T
HIERARCHY REQUIREMENTS
Feature
User Story
User story
Task 1
Task 2
Task 3
274
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
T&T
• Epic is a large story that can be further divided into
multiple stories
• Theme is a collection of related stories
For example, “A user can search for job” can be split into
multiple stories:
– Search by Location, Salary Range, etc.
– View Job Detail
– View Company Profile
275
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
T&T
STORY MAPS
• Story maps are used to show the customer how the project will
progress over time and when certain features will be delivered.
• Story maps are a good tool to show what will come in the first
release, second release, and so on.
• Story map are usually posted on ‘information radiators’ so that they
can be seen by all stakeholders.
276
Aligning Stakeholders’ Understanding T&T
STORY MAPS
1st release
2nd release
3rd release
277
Aligning Stakeholders’ Understanding T&T
STORY MAPS
Back Bone
Roadmap
1st
release
2nd
release
3rd
release
278
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
K&S
Level-1
INCORPORATE STAKEHOLDERS VALUE
• Incorporating stakeholders value is about bringing project
priorities in line with stakeholders priorities.
• This means that we don't initiate work that stakeholders do not
support.
• This can be done in following ways:
– Engage business representatives in prioritization of the backlog so that the
project delivers the highest priority items early to the business.
– Another way is to invite stakeholders to the retrospectives and planning
meetings so that they can give their views on higher priority items.
279
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
K&S
STAKEHOLDER MANAGEMENT Level-1
280
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
K&S
Level-3
VENDOR MANAGEMENT
• Vendor Management is also a very important factor in Agile
methods.
• Vendors may require to be educated about Agile methods so that
they will respond to the changing requirements.
• Contracting methods to be used for vendor in Agile are also
different to traditional methods due to changes in scope, hence
will require understanding by the vendor.
281
Domain III - Stakeholders Engagement >
Aligning Stakeholders’ Understanding
FREQUENTLY DISCUSS WHAT “DONE” LOOKS LIKE
• Creating a shared definition of “done” is crucial for managing
stakeholders’ expectations
• While developing the definition of “done” following elements should be
discussed and included if applicable:
283
Domain III - Stakeholders Engagement >
Communicating with Stakeholders
K&S
Level-1
COMMUNICATION MANAGEMENT
K&S
Level-1
285
Domain III - Stakeholders Engagement >
Communicating with Stakeholders
T&T
INFORMATION RADIATORS
• Information radiator is an umbrella term for a number of highly visible
ways to display information.
• These include charts, graphs, project data, boards ….
• These “visual controls” inform the stakeholders about the project status.
• “Information radiator” is opposite of “information refrigerator” where
the information is kept locked up.
• Information radiators use highly visible charts or graphs to convey, or
radiate information about the project quickly to anyone who is
interested.
287
INFORMATION RADIATOR T&T
288
Domain III - Stakeholders Engagement >
Communicating with Stakeholders
T&T
• Burndown charts are used to predict your team's likelihood of completing their
work in the time available. They're also great for keeping the team aware of any
scope creep that occurs.
• Burndown charts are useful because they provide insight into how the team
works, For example:
– If you notice that the team consistently finishes work early, this might be a sign that they aren't
committing to enough work during sprint planning.
– If they consistently miss their forecast, this might be a sign that they've committed to too much
work.
– If the burndown chart shows a sharp drop during the sprint, this might be a sign that work has not
been estimated accurately, or broken down properly.
291
BURN DOWN CHART T&T
292
BURN UP CHART
293
Domain III - Stakeholders Engagement >
Communicating with Stakeholders
T&T
VELOCITY
295
Domain III - Stakeholders Engagement >
Communicating with Stakeholders
T&T
Average VELOCITY
Best Velocity = 11
Worst Velocity = 8
296
Domain III - Stakeholders Engagement >
Communicating with Stakeholders
T&T
AGILE MODELLING
• Agile modelling refers to various modelling techniques that are used on
Agile projects.
• Agile models are used to capture designs for predictive purposes to help
clarify designs, identify risks, and elements that require testing.
297
Domain III - Stakeholders Engagement >
Using Critical Soft Skills
298
Domain III - Stakeholders Engagement >
Using Critical Soft Skills
USING CRITICAL SOFT SKILLS
Soft skills are critical for the success of the project. Good soft skills can help
in keeping the stakeholders engaged.
Following are the critical soft skills that are important for Agile Practitioners
exam point of view
1. Negotiations
2. Active listening
3. Facilitation methods
4. Globalization, culture and team diversity
5. Conflict resolution
6. Distributed teams
7. Participatory decision models
299
Domain III - Stakeholders Engagement >
Using Critical Soft Skills
T&T
NEGOTIATIONS
• Negotiation is a very critical part of agile projects as negotiations are
used through out the agile project.
• Negotiations are not for win or loose, it is for finding a way ahead
• Negotiation can be with customers and within the team
• Negotiations are most effective when interactions between participants
are positive.
• Viewpoint of all should be kept in view while negotiating.
300
Domain III - Stakeholders Engagement >
Using Critical Soft Skills
K&S
ACTIVE LISTENING Level-1
Goals: Establish clear goals from the start so that all participants understand the
objective and are focused on it.
Rules: Establish some basic ground rules. E.g. use of cell phones, crosstalk,
respecting views of participants, starting and ending on time.
Timing: Duration of the meeting should be determined beforehand so that all
know how much time will be spent in the meeting.
Assisting: The session facilitator should make the meeting productive and
ensure that everyone gets a chance to contribute. This may include ground
rules to make sure that junior members have the opportunity to express their
thoughts.
303
Domain III - Stakeholders Engagement >
Using Critical Soft Skills
K&S
Level-3
GLOBALIZATION, CULTURE AND TEAM DIVERSITY
• Communicating in a diversified global team is a challenge for agile
methodology.
• Extra efforts are required to understand the cultural difference between
various teams.
• Communication challenges due to differences in languages need to be
addresses and understood.
• Holding frequent meetings, face-to-face or through video/audio links can
help in bridging this gap.
• Cultural diversity can also affect the team even if they are co-located.
304
Domain III - Stakeholders Engagement >
Using Critical Soft Skills
T&T
CONFLICT RESOLUTION
Level 1 Problem to solve Information sharing Open and fact based Different opinions
307
Domain III - Stakeholders Engagement >
Using Critical Soft Skills
K&S
PARTICIPATORY DECISION MODELS Level-2
no
yes
Fist of five voting
Domain III - Stakeholders Engagement >
Using Critical Soft Skills
K&S
PARTICIPATORY DECISION MODELS Level-2
no
yes
Fist of five voting
Domain III - Stakeholders Engagement >
Using Critical Soft Skills
K&S
PARTICIPATORY DECISION MODELS Level-2
311
Domain III - Stakeholders Engagement >
Leading Effectively
LEADING EFFECTIVELY
• Leading effectively needs understanding the people. Why they are
working and what are their individual goals.
• When we align project objectives with personal objectives we get higher
level of productivity.
• Leadership is tapping into people’s intrinsic motivations.
• As leaders we need to discover why our people want to do things,
understand what motivates them and align their tasks and goals
accordingly.
• We also need to understand the difference between Management and
Leadership
312
Domain III - Stakeholders Engagement >
Leading Effectively
MANAGEMENT VERSUS LEADERSHIP
Tasks/things People
Control Empowerment
Efficiency Effectiveness
Speed Direction
Practices Principles
Command Communication
313
Domain III - Stakeholders Engagement >
Leading Effectively
T&T
SERVANT LEADERSHIP
• Agile promotes a servant leadership model that recognizes that it is the
team members who get the work done.
• The servant leader approach redefines the role of a team leader.
• Role of a servant leader is to:
1. Shield the team from interruptions: Isolate and protect the team from
diversions, interruptions, request of work that are not part of the
project.
2. Remove impediments to progress: Clear obstacles from team path that
could cause delays or non-value work.
3. Re-communicate project values: Ensure that the project objectives are
well understood.
4. Carry food and water: Provide essential resources. Tools,
compensation, encouragement, training and professional development,
etc. 314
Domain III - Stakeholders Engagement >
Leading Effectively
SERVANT LEADERSHIP T&T
Twelve principles of Leading Agile Projects:
1. Learn the team members’ needs.
2. Learn the project requirements.
3. Act for simultaneous welfare of the team and the project.
4. Create an environment of functional accountability.
5. Have a vision of a completed project.
6. Use the project vision to drive your own behavior.
7. Serve as a central figure in successful project team development.
8. Recognize team conflict as a positive step.
9. Manage with an eye towards ethics.
10. Remember that ethics is not an afterthought, but an integral part of our
thinking
11. Take time to reflect on the project
12. Develop the trick of thinking backwards.
Domain III - Stakeholders Engagement >
Leading Effectively
K&S
Level-1
LEADERSHIP TOOLS/TECHNIQUES
• Leadership tools and techniques on agile projects involve taking a soft-skill
approach, rather than a directing, command-and-control project structure.
• Instead of telling people what to do, we need to create an environment where
people want to do what needs to be done.
319
Domain IV Domain V Domain VI Domain VII
Team Adaptation
Empowerment 2 Tasks
3 Tasks
Team
Agile Sizing &
Collaboration &
Estimation
Commitment
5 Tasks
4 Tasks
10 tasks
9 tasks
320
Domain IV - Team Performance
BOOSTING TEAM PERFORMANCE
321
Domain IV - Team Performance
TEAM FORMATION - 2 TASKS
Task 1:
– Cooperate with the other team members to devise ground rules and internal
processes in order to foster team coherence and strengthen team members’
commitment to shared outcomes.
Task 2:
– Help create a team that has the interpersonal and technical skills needed to
achieve all known project objectives in order to create business value with
minimal delay.
322
Domain IV - Team Performance
TEAM EMPOWERMENT - 3 TASKS
Task 3:
– Encourage team members to become generalizing specialists in order to
reduce team size and bottlenecks, and to create a high performing cross-
functional team.
Task 4:
– Contribute to self-organizing the work by empowering others and
encouraging emerging leadership in order to produce effective solutions and
manage complexity.
Task 5:
– Continuously discover team and personal motivators and de-motivators in
order to ensure that team morale is high and team members are motivated
and productive throughout the project.
323
Domain IV - Team Performance
TEAM COLLABORATION AND COMMITMENT– 4 TASKS
Task 6:
– Facilitate close communication within the team and with appropriate external
stakeholders through co-location or the use of collaboration tools in order to
reduce miscommunication and rework.
Task 7:
– Reduce distractions in order to establish a predictable outcome and optimize the
value delivered.
Task 8:
– Participate in aligning project and team goals by sharing project vision in order to
ensure the team understands how their objectives fit into the overall goals of the
project.
Task 9:
– Encourage the team to measure its velocity by tracking and measuring actual
performance in previous iterations or releases in order for members to gain a
better understanding of their capacity and create more accurate forecasts.
324
Domain IV - Team Performance
This chapter has the following two sections:
325
Domain IV - Team Performance >
Understanding Team Performance
326
Domain IV - Team Performance > Understanding
Team Performance
T&T
ADAPTIVE LEADERSHIP
• Adaptive leadership refers to the concept how we adapt while forming
and leading a team.
• Team formation follows 4 stages
1. Forming
2. Storming
3. Norming
4. Performing
5. Adjourning
327
Domain IV - Team Performance > Understanding Team
Performance
T&T
Team formation
328
Domain IV - Team Performance > Understanding Team
Performance
T&T
Team formation
Directing Coaching
Supporting
329
Delegating
Domain IV - Team Performance >
Understanding Team Performance
T&T
EMOTIONAL INTELLIGENCE
330
Domain IV - Team Performance > Understanding Team
Performance
EMOTIONAL INTELLIGENCE
T&T
Self Others
Self-control Regulate
Self-control Inspirational leadership
Adaptability Developing others
Drive and motivation Teamwork & collaboration
332
Domain IV - Team Performance > Understanding
Team Performance
K&S
Level-1
BUILD EMPOWERED TEAMS
Empowered teams are self-organizing and self-directing.
Self-Directing Team
• Self-Directing teams are teams that work collectively to create team
norms and make their own local decisions.
• They figure out what is best for them to accomplish the work they
are to do.
• The Project manager supports the team in forming and storming
phases.
333
Domain IV - Team Performance > Understanding
Team Performance
K&S
Level-2
BUILD HIGH PERFORMANCE TEAMS
High performance teams are defined as a small number of people with
complimentary skills who are committed to a common purpose,
performance goals and approach for which they hold themselves
mutually accountable.
1. Create a shared vision for the team
2. Set realistic goals
3. Limit the team size to 12 or less
4. Build a sense of team identity
5. Provide strong leadership
334
Domain IV - Team Performance > Understanding
Team Performance
K&S
BUILD HIGH PERFORMANCE TEAMS Level-2
335
Domain IV - Team Performance > Understanding
Team Performance
K&S
Level-1
TEAM MOTIVATION
• Team motivation is the art of encouraging people towards commitment and
dedication to bring passion and innovation to the organization
• To achieve team motivation one needs to find out motivator for individual
members and then align them in one direction.
• Good communication can help in discovering motivation factors .
Levels of Motivations +
337
Domain IV - Team Performance >
Team Practices
T&T
DAILY STANDUPS
Daily stand-up are the core part of the Agile teams. They are short,
focused and time-boxed to 15 minutes (max).
Attendees are asked to answer 3 questions only:
338
Domain IV - Team Performance >
Team Practices
DAILY STANDUPS T&T
339
Domain IV - Team Performance >
Team Practices
T&T
DAILY STANDUPS
340
Domain IV - Team Performance >
Team Practices
K&S
Level-1
COACHING AND MENTORING
341
Domain IV - Team Performance >
Team Practices
K&S
Level-1
COACHING AND MENTORING
342
Domain IV - Team Performance >
Team Practices
K&S
Level-1
BRAINSTORING TECHNIQUES
Brainstorming is used to identify options, solve issues, and find ways to
improve processes. Such as:
• Product roles that will be featured in personas
• The items that should go in the minimal marketable features list for
release
• Potential risk that could impact the project
• Solutions to a problem raised at retrospective
343
Domain IV - Team Performance >
Team Practices
K&S
Level-1
BRAINSTORMING TECHNIQUES
Following techniques can be used:
1. Quite Writing
– Team members are given time to write ideas individually. This limits
peer influence. The ideas are discussed facilitated by the facilitator.
2. Round-Robin
– In this format the facilitator goes around the table to give everyone a
chance to express their ideas. This format has the advantage of
allowing ideas to be built on each other.
3. Free-for-All
– This format allows all to give their ideas spontaneously which are
discussed. The disadvantage is that quieter individuals may not get a
chance to speak.
344
Domain IV - Team Performance >
Team Practices
T&T
TEAM SPACE
345
Domain IV - Team Performance >
Team Practices
T&T K&S
Level-1
CO-LOCATED TEAMS
346
Domain IV - Team Performance >
Team Practices
T&T K&S
CO-LOCATED TEAMS Level-1
349
Questions/Answers
Test
Domain V
Adaptive Planning
352
Domain IV Domain V Domain VI Domain VII
Team Adaptation
Empowerment 2 Tasks
3 Tasks
Team
Agile Sizing &
Collaboration &
Estimation
Commitment
5 Tasks
4 Tasks
10 tasks
9 tasks
353
Domain V - Adaptive Planning
ADAPTIVE PLANNING
354
Domain V - Adaptive Planning
LEVELS OF PLANNING – 3 TASKS
Task 1:
– Plan at multiple levels (strategic, release, iteration, daily) creating
appropriate detail by using rolling wave planning and progressive
elaboration to balance predictability of outcomes with ability to exploit
opportunities.
Task 2:
– Make planning activities visible and transparent by encouraging participation
of key stakeholders and publishing planning results in order to increase
commitment level and reduce uncertainty.
Task 3:
– As the project unfolds, set and manage stakeholder expectations by making
increasingly specific levels of commitments in order to ensure common
understanding of the expected deliverables.
355
Domain V - Adaptive Planning
ADAPTATION – 2 TASKS
Task 4:
– Adapt the cadence and the planning process based on results of periodic
retrospectives about characteristics and/or the size/complexity/criticality of
the project deliverables in order to maximize the value.
Task 5:
– Inspect and adapt the project plan to reflect changes in requirements,
schedule, budget, and shifting priorities based on team learning, delivery
experience, stakeholder feedback, and defects in order to maximize business
value delivered.
356
Domain V - Adaptive Planning
AGILE SIZING AND ESTIMATION – 5 TASKS
Task 6:
– Size items by using progressive elaboration techniques in order to determine
likely project size independent of team velocity and external variables.
Task 7:
– Adjust capacity by incorporating maintenance and operations demands and other
factors in order to create or update the range estimate.
Task 8:
– Create initial scope, schedule, and cost range estimates that reflect current high
level understanding of the effort necessary to deliver the project in order to
develop a starting point for managing the project.
Task 9:
– Refine scope, schedule, and cost range estimates that reflect the latest
understanding of the effort necessary to deliver the project in order to manage
the project.
Task 10:
– Continuously use data from changes in resource capacity, project size, and
velocity metrics in order to evaluate the estimate to complete.
357
Domain V – Adaptive Planning
Adaptive planning is based on the premise that all early plans are likely
to be flawed, therefore re-planning and adaptation activities should be
scheduled in the project.
This chapter has 3 sections
Practice Tool/Technique Knowledge/Skill
Planning concepts ➢ Time boxing ➢ Value based analyses (L-2)
➢ Progressive Elaboration ➢ Value based decomposition
➢ Process tailoring (L-1)
➢ Minimally marketable ➢ Agile games (L-3)
feature
Estimation ➢ Wideband Delphi ➢ Time, budget, and cost
➢ Planning poker estimation (L-1)
➢ Ideal time ➢ Agile project accounting
➢ Affinity estimating principles (L-3)
Agile Plans ➢ Iteration and release ➢ Agile Charters (L-2)
planning ➢ Business case development
358 (L-2)
Domain V – Adaptive Planning
Exam will test knowledge and ability on:
360
Product Vision Statement - Format
• It allows the project team members the ability to explain the
project to someone within two minutes - sort of the elevator
pitch.
361
Strategy Meeting
• The Strategy meeting is held to kick off the project, and it driven by a vision
associated with a specific strategic business need or goal.
• Strategy Meeting - Steps: Each of these step has an output and artifact.
– This is the first gathering of our project, it's important to create these statements as a starting
point for requirements or features definitions and for initial estimating purposes. These epic
user stories will later on be decomposed through out the project until they become detailed
enough to assign the specific task that are necessary to complete them and implement them
as part of our product.
362
Strategy Meeting
• Determine Initial User Story Prioritization:
– Which user story pose highest risk to the organization, and where to organization has
most control over which of these user stories and features, and which one of these will
be easiest to implement and demonstrate.
363
Release Planning Meeting
• Steps:
• PO reviews product attributes with meeting attendees, so they get a high level
understanding of the project as a whole and why it will need to be broken into
different releases.
– At minimum this should always include the Review of Product Vision Statement.
• Key dates and milestones are determined and reviewed to ensure all major
constraints are identified, and discussed in detail, in order to determine their
effect on your project.
• PO will present initial product backlog that was created during the strategy
meeting, and this product backlog may contain both epic and detailed user stories.
• PO will present each user story and development team will ask questions to
understand user stories.
• Development team will know more about the specifics of what is involved in
developing each user story that are presented.
• Perform user story estimation using relative sizing.
364
Release Planning Meeting
• Determine the length of sprints (1-4 weeks) for the project.
• Determine Release Theme, which describes the overall goal of the release and
what features are expected to be delivered at the end of the release. Release 12 or
Packaging Release
• PO creates the release product backlog by putting all user stories from initial
product backlog that have been identified for first release in the release backlog
which is a subset of overall backlog.
• PO asks each stakeholder attending the meeting and get their consensus on the
specific user stories that will be developed and delivered as part of the release.
– It's difficult to achieve consensus depending on the number of stakeholder present in the
meeting and their individual needs.
– if an impas is reached, either a majority vote can be taken or the PO have to make the final
decision since the PO is the representative of the customer voice.
365
Release Planning Meeting
Note:
• At this time in project, the development team may not be finalized
however PO and SM may want certain initial development team members
to be present to help with prioritization and estimation of the features
that are in the initial and future releases.
• Some organizational departments are looking for high level scope and
high level estimates at the beginning of the project. This occurs during the
release planning meeting, and this is why it is important to have key
management stakeholders or at least their representatives present at this
meeting.
366
Domain V – Adaptive Planning >
Planning Concepts
367
Domain V – Adaptive Planning >
Planning Concepts
T&T
TIME-BOXING
368
Domain V – Adaptive Planning >
Planning Concepts
TIME-BOXING T&T
should could
Iteration
Time-box
Features for iteration
Domain V – Adaptive Planning >
Planning Concepts
TIME-BOXING T&T
could
Iteration
Time-box
371
Domain V – Adaptive Planning >
Planning Concepts
T&T
PROCESS TAILORING
• Process Tailoring is the process of identifying areas where the improvement
can be made.
• Retrospective reviews are the main triggers for driving process changes
carried out at the end of each iteration with team and business
stakeholders.
Following questions are asked in retrospectives:
1. What is going well?
2. What areas could use improvement?
3. What should we be doing differently?
372
Domain V – Adaptive Planning >
Planning Concepts
T&T
373
Domain V – Adaptive Planning >
Planning Concepts
T&T
374
Domain V – Adaptive Planning >
Planning Concepts
K&S
Level-2
VALUE-BASED ANALYSES
• Value based analyses is the process of considering the business value
of work items and acting accordingly.
1000
2000 Which one to select
Business
Benefit Business
5000 Benefit
3000
Cost to build
Cost to build 1000
4000
Feature 2
Feature 1
Domain V - Adaptive Planning >
Planning Concepts
K&S
Level-1
Examples:
1. Remember the future
2. Prune the product tree
3. Speedboat or sailboat
Domain V - Adaptive Planning >
Planning Concepts
AGILE GAMES (COLLABORATIVE/INNOVATION GAMES) K&S
Level-3
1. Remember the future:
Stakeholders are asked to imagine that the release is out and write a
report to their manager saying how the release went. The notes from
various stakeholders help in determining features for the product.
Domain V - Adaptive Planning >
Planning Concepts
AGILE GAMES (COLLABORATIVE/INNOVATION GAMES) K&S
Level-3
2. Prune the Product tree:
A tree is drawn on a board and stakeholders are asked add features
using sticky notes considering the tree to be a release.
Domain V - Adaptive Planning >
Planning Concepts
AGILE GAMES (COLLABORATIVE/INNOVATION GAMES) K&S
Level-3
3. Speedboat or Sailboat:
Stakeholder identify risks and opportunities and stick them on boat
drawn on the white board.
Opportunities will keep the boat floating
382
Domain V - Adaptive Planning >
Estimation
ESTIMATION for knowledge workers is difficult because these projects
are complex and often new to the organization.
Following are some points to consider while developing estimates:
• Why do we estimate? Estimates are required for sizing and approving
projects.
• How are estimates created? By determining size, effort, schedule,
cost.
• When to make estimate? Estimates should not be done upfront when
we have least knowledge about the project. Instead estimate should
be done throughout the project.
• Who should estimate? Estimate should not be done by the Project
Manager who has less knowledge about the project rather it should
be done by the whole team who have more knowledge about the
project.
383
Domain V - Adaptive Planning >
Estimation
WIDEBAND DELPHI T&T
384
Domain V - Adaptive Planning >
Estimation
T&T
IDEAL TIME
• Ideal time is the time required to do a certain work without any
interruptions.
• It is used for estimation.
• Interruptions are taken into account based on the environmental
factors
• For example in a 40 hour week, 5 hours may not be available for work
due to lunch breaks. (i.e. 12.%).
385
Domain V - Adaptive Planning >
Estimation
T&T
RELATIVE SIZING / STORY POINTS
• To overcome the difficulty of estimation in absolute terms relative
sizing is used.
• If we say that the market is 2 streets away, it is easily understood as
compared to that is 1.2km away.
• So Agile uses the method of using story points for estimating work.
• Task are divided into story points based on how easy or complex they
are.
• For example fixing the color of a screen may be 1 point, compared to
developing a screen which may be 4 story points.
386
Domain V - Adaptive Planning >
Estimation
T&T
RELATIVE SIZING / STORY POINTS
To use this system the team needs to the following:
1. Team should own the story points: This means that the story point
should be created by the team’s through consensus.
2. Story point estimates should be all inclusive: All known activities
should be included in story points.
3. Sizes should be relative: Meaning a 2 point user story should take
twice the effort as required for a 1 point user story.
4. Complexity, work effort, and risk should all count: The total time
required to complete the work depends on the work’s complexity,
the effort involved, and its risk. All three attributes are assessed
when the team is estimating user stories.
387
Domain V - Adaptive Planning >
Estimation
T&T
RELATIVE SIZING / STORY POINTS
• Fibonacci Sequence
– Number sequence used in Agile Estimation techniques
– Each number is sum of previous two numbers
– 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144
388
Afiniti Estimating
• Facilitator reviews the user stories with Project Team
• Without talking, the team works together to arrange the
stories in size order
• Facilitator leads a discussion of initial estimate
• Team has additional opportunities to silently make
adjustments until the team reaches a consensus for all user
stories.
389
Afiniti Estimating
• Useful to quickly and easily estimate a large number of user
stories
• Helpful when starting a new project with a large project
backlog
390
Domain V - Adaptive Planning >
Estimation
T&T
AFFINITY ESTIMATING
• Affinity estimating is the process of grouping requirements into
categories or collections.
• One way is to make columns based on sizes on the board and stick
user stories card in the appropriate column.
• This way new user stories can be checked to see where they would fit.
391
Domain V - Adaptive Planning >
Estimation
T&T
AFFINITY ESTIMATING
392
Domain V - Adaptive Planning >
Estimation
T&T
AFFINITY ESTIMATING
393
Domain V - Adaptive Planning >
Estimation
PLANNING POKER T&T
394
Domain V - Adaptive Planning >
Estimation
PLANNING POKER T&T
• Chaired by a Moderator
• Feature is read to the team with explanation by Product owner
• Team ask Questions, discuss Constraints, Assumptions
• Each member places his card face down
• All cards are turned over at same time
395
Domain V - Adaptive Planning >
Estimation
PLANNING POKER T&T
396
Domain V - Adaptive Planning >
Estimation
PLANNING POKER T&T
Anchoring
• When a team member exerts an undue influence on the rest of the
team.
• Concepts we discussed are designed to avoid this as much as possible.
397
Domain V - Adaptive Planning >
Estimation
PLANNING POKER - Cards T&T
398
Domain V - Adaptive Planning >
Estimation
K&S
Level-1
TIME, BUDGET, AND COST ESTIMATION
• Steps involved in estimating:
1. Determine the size of the project in story points or ideal time
2. Calculate the effort for work in hours or person days (or person
weeks or months) based on the team’s availability and capacity of
the team.
3. Convert the effort into schedule by factoring the team size, required
resources, and dependencies
4. Calculate the cost by applying labor rates and adding in other project
cost elements
399
Domain V - Adaptive Planning > Estimation K&S
Level-1
400
Domain V - Adaptive Planning >
Estimation
K&S
Level-3
401
Domain V - Adaptive Planning >
Estimation
AGILE PROJECT ACCOUNTING PRINCIPLES K&S
Level-3
403
Domain V - Adaptive Planning >
Agile Plans
AGILE PLANS
• Agile planning is different from the traditional planning:
404
Traditional Project Management Approach
EFFORT
TIME
405
Agile Project Management Approach
406
Domain V - Adaptive Planning >
Agile Plans
AGLIE CHARTERS K&S
Level-2
407
Domain V - Adaptive Planning >
Agile Plans
AGLIE CHARTERS K&S
Level-2
• Typically Agile Charters answer a subset of 5Ws&H questions
408
Domain V - Adaptive Planning >
Agile Plans K&S
Level-2
410
Domain V - Adaptive Planning >
Agile Plans
T&T
ITERATION PLANNING
• In iteration planning we ask the team to select user stories that the
customer has indicated as high priority items and that can be
developed, tested and delivered within the iteration.
• Based on the velocity of the team, the teams in consultation with the
product owner decides feature/tasks to do in the iteration.
• The product owner comes with a fresh list of features to be included
in the iteration in the planning meeting. This is discussed in the first
half of the meeting. In the second half of the meeting the team
discuss the selected feature and plan the iteration.
• The number of features selected are based on the velocity of the
team.
411
ITERATION PLANNING
412
ITERATION PLANNING
413
Questions/Answers
Test
Domain VI
Problem Detection, Resolution
416
Domain IV Domain V Domain VI Domain VII
Team Adaptation
Empowerment 2 Tasks
3 Tasks
Team
Agile Sizing &
Collaboration &
Estimation
Commitment
5 Tasks
4 Tasks
10 tasks
9 tasks
417
Domain VI – Problem detection and
resolution
5 TASKS
Task 1:
– Create an open and safe environment by encouraging conversation and
experimentation, in order to surface problems and impediments that are slowing
the team down or preventing its ability to deliver value.
Task 2:
– Identify threats and issues by educating and engaging the team at various points
in the project in order to resolve them at the appropriate time and improve
processes that caused issues.
Task 3:
– Ensure issues are resolved by appropriate team members and/or reset
expectations in light of issues that cannot be resolved in order to maximize the
value delivered.
Task 4:
– Maintain a visible, monitored, and prioritized list of threats and issues in order to
elevate accountability, encourage action, and track ownership and resolution
status.
Task 5:
– Communicate status of threats and issues by maintaining threat list and
incorporating activities into backlog of work in order to provide transparency.
418
Domain VI – Problem Resolution and
This chapter has two sections
detection
Practice Tool/technique Knowledge/skill
Identifying problems ➢ Cycle time ➢ Project and Quality Standard
➢ Escaped defects (L-1)
➢ Failure modes and
alternatives (L-3)
➢ Variance and trend analyses
(L-3)
➢ Control limits (L-3)
419
Domain VI - Problem detection and
resolution > Identifying Problems
420
Domain VI - Problem detection and resolution >
Identifying Problems
421
Domain VI - Problem detection and resolution >
Identifying Problems
T&T
CYCLE TIME
• Cycle time is the measure of how long to get things done.
• Cycle time is related to work in progress (WIP).
• Formula for calculating cycle time:
Cycle time = WIP/throughput
• Example: A factory makes 25 AC units per day. They have 100 under
production on any given time. Calculate the average time it takes to
manufacture one AC unit
WIP = 100. Throughput = 25.
Cycle time = 100/25 = 4 days.
It takes 4 days to make one AC unit
• If the cycle time increases, it would indicate some problem in the
process.
422
Domain VI - Problem detection and resolution >
Identifying Problems
T&T
ESCAPED DEFECTS
• Escaped defects are those defects that are not discovered during the
processes of testing and validating and make it to the customer.
• Escaped defect are most costly to fix.
• Projects track escaped defects back to the release they originated in or
escaped from.
• This helps the quality assurance and quality control process over time.
423
ESCAPED DEFECTS
424
Domain VI - Problem detection and resolution >
Identifying Problems
K&S
Level-1
425
Domain VI - Problem detection and resolution >
Identifying Problems K&S
Level-3
FAILURE MODES AND ALTERNATIVES
Despite all the efforts that goes into planning, failure do occur. Some of the reason
why failures happen are as follow:
426
Domain VI - Problem detection and resolution >
Identifying Problems
K&S
Level-3
• Variance: is the measure of how far apart things are (how much the
data vary from one another)
– e.g. the distribution of data points, small variance indicates the data
tend to be close to the mean (expected value)
427
Domain VI - Problem detection and resolution >
Identifying Problems
K&S
Level-3
VARIANCE AND TREND ANALYSES
• Variance can be expected, however we need to understand the tolerance
limit of variance.
• Another thing to consider is that threshold should also be determine so
that it can be know when to intervene and correct things.
• Some level of variance can be tolerated is some cases.
428
Domain VI - Problem detection and resolution >
Identifying Problems
K&S
Level-3
Control limits/Threshold for Agile projects
By plotting the time to delivery / velocity / escaped defects / etc. as a
control chart
• if some data fall outside the upper / lower control limits, a root cause
analysis should be performed to rectify the issue
– common cause – systematic issue, need to be dealt with through
trend analysis
– special cause – happens once only due to special reasons
• another example is the WIP limit in Kanban boards
429
Control Charts
430
Variance and Trend Analysis
431
Domain VI - Problem detection and
resolution > Resolving Problems
432
Domain VI - Problem detection and resolution >
Resolving Problems
CONTINUOUS INTEGRATION
Continuous
Source Code Integration
Source Control System
Code
Fail Pass
Source Code
Fail Pass
Test
Domain VI - Problem detection and resolution >
Resolving Problems
T&T
RISK BASED SPIKE
• Risk based spike is a short proof of concept exercise that the team
undertakes to investigate an issue.
• It is a short experiment to investigate risks related to the project.
• On software project risk based spikes are undertaken to test new
technologies early in the project before proceeding too far with
development.
• E.g. Questions like “can we interface with a legacy system from a mobile
device?” would be investigated before proceeding with the project.
436
RISK BASED SPIKE
437
Domain VI - Problem detection and resolution >
Resolving Problems
T&T
FREQUENT VERIFICATIONS AND VALIDATION
• Frequent verifications and validations help in determining if things are
going as they should.
439
Domain VI - Problem detection and resolution
> Resolving Problems T&T
441
Domain VI - Problem detection and resolution >
Resolving Problems K&S
Level-1
PROBLEM SOLVING
• Agile methods encourages engaging the team in identifying, diagnosing
and solving problems.
• There are 3 steps to problem solving
1. Gather data – Data gathering helps in shared view of the problem.
Various techniques can be used such as Timeline in which the
participants write what they perceive about the problem on sticky
notes and put them on a white board in timelines.
2. Generate insights – This step is for analyzing the data. Techniques
include Brainstorming and 5Whys.
3. Decide what to do – At this stage the team decides what to do. One of
the Technique used is SMART (Specific, Measurable, Attainable,
Relevant, Timely) goals in which the goals are defined to resolve the
issue.
442
5 Whys
• The Five WHYs a systematic approach to analyzing and identifying the root
cause of a problem / cause-and-effect for the problem or issue
• perform by repeatedly asking the question “Why” for at least 5 times until
the root cause has been identified
• imaginary example: Looking for the root cause for failing the PMI-ACP®
Exam
– Why did I fail the PMI-ACP® Exam?
– Because I got a lower mark than the passing mark
– Why did I get a lower mark?
– Because I was not sure about the answers to many questions.
– Why was I not sure about the answers to many questions?
– Because I could not remember some facts for the exam.
– Why couldn’t I remember some facts for the exam?
– Because I was not familiar with the PMI-ACP® Exam content.
– Why was I not familiar with the PMI-ACP® Exam content?
– Because I did not spend enough time revising the PMI-ACP® Exam notes.
443
Fishbone Diagram
• Another tool for carrying out cause and effect analysis to
help discover the root cause of a problem or the bottle-
necks of processes
• aka cause and effect diagrams/Ishikawa diagrams
• to use Fishbone diagram technique:
– write down the problem/issue as the “fish head” and draw a
horizontal line as the “spine” of the fish
– think of major factors (at least four or above) involved in the
problem/issue and draw line spinning off from the spine
representing each factor
– identify possible causes and draw line spinning off the major
factors (your diagram will look like a fishbone now)
– analyze the fishbone diagram to single out the most possible
causes to carry out further investigation
444
Fishbone Diagram
445
Questions/Answers
Test
Domain VII
Continuous Improvement
448
Domain IV Domain V Domain VI Domain VII
Team Adaptation
Empowerment 2 Tasks
3 Tasks
Team
Agile Sizing &
Collaboration &
Estimation
Commitment
5 Tasks
4 Tasks
10 tasks
9 tasks
449
Domain VII - Continuous Improvement
6 TASKS
Task 1:
– Tailor and adapt the project process by periodically reviewing and integrating
team practices, organizational culture, and delivery goals in order to ensure
team effectiveness within established organizational guidelines and norms.
Task 2:
– Improve team processes by conducting frequent retrospectives and
improvement experiments in order to continually enhance the effectiveness
of the team, project, and organization.
Task 3:
– Seek feedback on the product by incremental delivery and frequent
demonstrations in order to improve the value of the product.
Task 4:
– Create an environment of continued learning by providing opportunities for
people to develop their skills in order to develop a more productive team of
generalizing specialists.
450
Domain VII - Continuous Improvement
8 TASKS
Task 5:
– Challenge existing process elements by performing a value stream analysis
and removing waste in order to increase individual efficiency and team
effectiveness.
Task 6:
– Create systemic improvements by disseminating knowledge and practices
across projects and organizational boundaries in order to avoid re-
occurrence of identified problems and improve the effectiveness of the
organization as a whole.
451
Domain VII - Continuous Improvement
452
Domain VII - Continuous Improvement >
Continuous Improvement Practices
453
Domain VII - Continuous Improvement >
Continuous Improvement Practices T&T
RETROSPECTIVES
• A retrospective is a special meeting that takes place after each iteration.
• The objective of the meeting is inspect and improve methods and
teamwork.
• The lessons and improvements that result from them are applied in
subsequent iterations.
Total
• The retrospective process has 5 stages. 120 min
10-15%
15-20% 20 min
20 min
20-30%
30-50% 25 min
5% 40 min
6 min 454
Domain VII - Continuous Improvement >
Continuous Improvement Practices T&T
RETROSPECTIVES
Brainstorming.
5 Whys.
Fishbone Plus/Delta
Helped/Hindered/
hypothesis
Getting ROTI – Return on time
people ready Create a invested
to participate. shared picture Short subjects. Appreciations
Outline the of the SMART goals
approach. problems or
Getting the issues.
people in the
mood to talk.
10-15%
15-20% 20 min
20 min
20-30%
30-50% 25 min
5% 40 min
6 min 455
Domain VII - Continuous Improvement >
Continuous Improvement Practices
K&S
KNOWLEDGE SHARING Level-1
456
Domain VII - Continuous Improvement >
Continuous Improvement Practices T&T
PROCESS TAILORING
• Processing tailoring is customizing processes to suite business
requirements.
• Scrum and XP do not encourage process tailoring, however Kanban can
be tailored to include other areas.
• While process tailoring take the following into account:
1. Get used to the normal agile methods before attempting to change it.
2. Carefully examine the motivation, to drop, amend, or append a
practice before changing it.
457
Domain VII - Continuous Improvement >
Continuous Improvement Practices
K&S
Level-2
PROCESS ANALYSES
• Process analyses is closely relate to process tailoring. It is used
analyzing Agile methods to determine if they require any tailoring.
• While analyzing points to consider are to select that process that
are “heavy, intolerant, untried, etc.
• If the processes are successful the project will get shipped and the
people on the project will work in the same way again.
458
Domain VII - Continuous Improvement >
Continuous Improvement Practices
K&S
CONTINUOUS IMPROVEMENT PROCESSES Level-2
459
Domain VII - Continuous Improvement >
Continuous Improvement Practices
K&S
Level-2
SELF ASSESSMENT
460
Testing (Exploratory and Usability)
• Exploratory testing
– seeks to find out how the software actually works,
– and to ask questions about how it will handle difficult and
easy cases by asking test subjects to try the software
• Usability testing
– a special type of exploratory testing with emphasis on the
usability of the software interface
– whether the test subject will be able to perform core tasks
on the interface without instructions and help
461
Testing (Exploratory and Usability)
• Help to provide insights on the design of the
software:
– Users’ expectations / habits
– Users’ ability to understand / comprehend the design of
the interface
– Users’ value of the functions of the software
462
Intraspectives
• intra = inside / within (per)spective = a particular way
of viewing things / inspection: intraspective
= inspecting within / seeing inwardly
463
PreMortem
• A premortem is the hypothetical opposite of a postmortem in
which team members are asked to generate plausible
reasons for the project’s assumed failure.
464
465
Questions/Answers
Test
End
Thank you
469