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Lect 4 Agile - Course - Domain 1 Agile Methodologies

The document provides an overview of Agile Project Management methodologies, including XP, FDD, DSDM, Crystal, Scrum, Lean Software Development, and Kanban. It details the principles, roles, ceremonies, and artifacts associated with Scrum, emphasizing the importance of collaboration, transparency, and iterative development. Additionally, it discusses Lean principles and Kanban's focus on visualizing workflow and limiting work in progress.

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0% found this document useful (0 votes)
17 views67 pages

Lect 4 Agile - Course - Domain 1 Agile Methodologies

The document provides an overview of Agile Project Management methodologies, including XP, FDD, DSDM, Crystal, Scrum, Lean Software Development, and Kanban. It details the principles, roles, ceremonies, and artifacts associated with Scrum, emphasizing the importance of collaboration, transparency, and iterative development. Additionally, it discusses Lean principles and Kanban's focus on visualizing workflow and limiting work in progress.

Uploaded by

pm 4days
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Agile Project Management

MS Project Management

Muhammad Waseem PMP


[email protected]
03005257700
Introduction to Agile
Methodology

2
Agile methods
1. XP (Extreme Programing) – Software development model
2. FDD (Features Driven Development) – Model based on
features
3. DSDM (Dynamic System Development Method) –
Includes feasibility and business in development model
4. Crystal – Clear, Yellow, Orange and Red
5. Scrum – lightweight model easy to understand
6. Lean Software Development – Principles of development
7. Kanban Development – Visual board, limits WIP
Extreme Programming (XP)

4
XP Practices and Loops

5
XP Roles

6
Feature Driven Development (FDD)

FDD Recommended Good Practices:

1. Domain Object Modeling (Explore the domain/business environment)


2. Developing by feature
3. Individual class (code) ownership
4. Feature teams
5. Inspections
6. Configuration management (labeling code, tracking changes, managing source code)
7. Regular builds
8. Visibility of progress and results 7
Dynamic Systems Development Method (DSDM)

Principles:

1. Focus on the business need


2. Deliver on time
3. Collaborate
4. Never compromise quality
5. Build incrementally from
firm foundations
6. Develop iteratively
7. Communicate continuously
and clearly
8. Demonstrate control

8
Crystal Methodology

9
Crystal Methodology

Crystal Methods are considered and described as “lightweight


methodologies”. The use of the word Crystal comes from the gemstone
where, in software terms, the faces are a different view on the “underlying
core” of principles and values. The faces are a representation of
techniques, tools, standards and roles.
Crystal methods are focused on:
• People
• Interaction
• Community
• Skills
• Talents
• Communications 10
Scrum Methodology
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.
Meaning of ‘scrum’
Scrum
• Scrum is a popular lightweight model, easy to understand.
• Designed to delivery working software in short sprints

• Has three roles, foure ceremonies, and three artifacts

• Roles: Product Owner, Scrum Master, Team;


• Ceremonies: Sprint Planning, Sprint Review, Daily Scrum Meeting; and
Sprint Retrospective
• Artifacts: Product Backlog, Sprint Backlog, Burn down charts

• Based on 3 pillars
1. Transparency: Gives visibility to all of the outcome
2. Inspection: Checks to look for problems & deviations
3. Adaption: Adjusting processes to reduce future issues

14
Scrum Definitions
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.
Scrum Definitions
CEREMONIES
• Sprint planning meeting – Done to determine what is
to be delivered in the scrum
• Sprint Review – Takes place at the end of each sprint
• Daily scrum – 15 minute time boxed meeting
– What has been done since last meeting
– What will be done before the next meeting
– What are the impediments
• Sprint Retrospective – Occurs at the closing of each
sprint after demo, Lesson Learned

16
Scrum Roles
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 .
• Ensures profitability (ROI) .
• Prioritizes features according to market value
• Adjusts initially and re-adjusts features, combination of features,
releases, etc.
• Accepts or rejects work results during demo ceremony .
• Facilitates scrum planning ceremony
Scrum Roles

SCRUM MASTER
• Scrum Master is a facilitative team Leader
• 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. 18
Scrum Roles

SCRUM MASTER
• Ensures that all ceremonies are appropriately
staged and conducted.
• Facilitates the daily scrums and scrum of scrums if
there is big team
• Ensures open, candid and participative
environment during retrospective meeting for
process improvement and the lessons learnt
Scrum Roles
TEAM
• Should be cross-functional and appropriate size (7+ or -2)
• More than 09, splits the team and conduct scrum of scrums
• Self organized and self motivated, selects for only sprint
goals
• Generally does not pledges for velocity > than their
previous sprint .
• Should be innovative to look for all practical options to
achieve goals
• Team demonstrates its work
20 results to the product owner
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
• In second part, converting the prioritized sprint backlog into
tasks with explicit estimate & responsible persons
• The probable shippable deliverable commitment coming
from the team is generally based on the teams known
velocity and their precedence history
Scrum Ceremonies
SPRINT REVIEW
• Takes place at the end of each sprint.

• Demonstrating functionality to product


owners and to those who are interested

• Gives opportunity to team and product owner


to inspect and adapt the product
Scrum Ceremonies
RETROSPECTIVE
• Occurs at the closing of each sprint after demo.

• Team with Scrum Master , looks retrospectively at


what went well and what went wrong and what can
be improved and how it can be improved

• Individual actions are taken or assigned for futuristic


improvement of the process

23
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 is done in the last 24 hours?
• What will be doing in the next 24 hours?
• What might be the probable obstacles for his recent
activity?
Scrum Artifacts
PRODUCT BACKLOG
• Prioritized by Product Owner and divided into Releases
(grouping of items as per business and customer’s need.
• 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
BURNDOWN CHARTS
• Chart used to communicate progress during or end of
sprint; As the project progresses the burn down chart also
burns downs (melts)
Scrum flow diagram
Scrum Process flow diagram

27
28
Scrum Process

29
Scrum Process
Scrum Events Scrum values
• Sprint
• Sprint Planning
• Daily Scrum
• Sprint Review
• Sprint Retrospective

SCRUM ARTIFACTS

• Product Backlog
• Sprint Backlog
• Increment
30
Scrum of Scrum Team

31
Scrum of Scrum Team

32
Let’s Test Our Understanding
Item Development Team Product Owner Scrum Master
Estimates
Backlog Priorities
Agile Coaching
Coordination of Work
Definition of “Done”
Process adherence
Technical decisions
Sprint Planning

33
Let’s Test Our Understanding
Item Development Team Product Owner Scrum Master
Estimates X
Backlog Priorities X
Agile Coaching X
Coordination of Work X
Definition of “Done” X X X
Process adherence X
Technical decisions X
Sprint Planning X X X

34
Lean Software Development
Lean Software Development
• Lean software development is not an agile methodology,
however lean and agile principles are closely aligned.

• It is taken from Lean manufacturing approach and applied


to software development

• It is based on seven core principles


Lean Principles
• Eliminate Waste - Avoid partially done work, delays,
unnecessary features
• Empower the team - Let the team make local decisions
• Deliver fast -
• Optimize the whole - See how the system aligns with the
organization
• Build in Quality - Ensure quality during the development
process
• Defer Decision - Decide as late as possible to pick best user
stories
• Amplify Learning - Facilitate communications for knowledge
sharing
37
Lean Product Development
Lean Core Concepts

38
Lean Manufacturing Principles
• Eliminate waste
• Kaizen (continuous improvement)
• Respect human elements
• Heijunka (level production) output remains the same every day)
• JIT (Just In Time) production
• One piece flow: limiting WIP to a single item
• Quality built-in:
• Poka-Yoke (mistake proofing): every process can be
engineered to inherently prevent mistakes
• Jidoka (detecting defects through automation)
39
Lean 05 Core Principle

40
Seven Wastes of Lean
People assigned to multiple
Requirements defects, projects
software bugs

Code Waiting for


testing. Specs waiting
for development

Gold plating,
Technology features

Distributed teams.
Handoffs

Waiting for prototype


Unused documentation, reviews. Waiting for
unnecessary approvals document approvals
41
Can You Identify The Waste?
Waste Activity Type
Queuing for elevator
Rebooting a computer after a program crash

Saving documents in old formats for compatibility

Creating notices in French and Spanish to comply


with company standards, even though nobody at
your location speaks these languages

Submitting stationery and letterhead orders for


approval

42
Can You Identify The Waste?
Waste Activity Type
Queuing for elevator Waiting
Rebooting a computer after a program crash Defects, Waiting

Saving documents in old formats for compatibility Extra process, Motion

Creating notices in French and Spanish to comply Extra Processes, Extra


with company standards, even though nobody at Features
your location speaks these languages

Submitting stationery and letterhead orders for Extra processes, motion,


approval partially done work

43
Lean Principles 5s

44
45
46
Kanban Development
(sign board)
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 doing work with an emphasis on just-in-time
delivery while not overloading the team members.
• The process, in which work is displayed to see by the team
• 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.
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
Kanban Principles

50
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

Kanban board is placed in the ‘war room’.


KANBAN BOARD
Work in progress

Kanban board is placed in the ‘war room’.


KANBAN BOARD
Kanban Board

55
Kanban Board

56
57
Limiting WIP (Work In Progress)
• Lowering WIP actually increases a team’s productivity – it speeds up the rate
at which the work is completed.

• A WIP limit helps teams focus on correct decisions, completion, and quality.

• WIP consumes investment capital and delivers no Return on Investment until


it is converted into an accepted product.

• WIP hides bottlenecks in processes that slow overall workflow (or


throughput) and masks efficiency issues.

• WIP represents risk in the form of potential rework, since there may still be
change to items until those items have been accepted. Larger the WIP, larger
the risk of scrap/rework – if not accepted

58
Visualizing WIP

59
Generalizing Specialists
• Team members have both a focus specialty plus a breadth
of experience across multiple skills, rather than a single
specialization.

• “I-shaped people” – Specialists. Have depth, but not much


breadth. E.g. A developer, a tester.

• “T-shaped people” supplement their expertise in one area


with supporting, but less-developed skills in associated
areas and good collaboration skills. E.g. A specialist
developer, but can perform testing as well, when needed.
60
Some definitions used in Agile

61
Ó PMI – Lahore Chapter 2013 - All rights reserved.
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,
disaggregating items, or estimating items.
Ground rules – 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.

62
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.
63
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.
64
Glossary of Scrum Terms
• Scrum: Framework for team collaboration on complex projects.

• Scrum Board: A board that visualizes progress for team.

• Scrum Master: The Scrum master role is akin to a coach who helps team with their expertise.

• Scrum Team: Product owner, team and Scrum master. Learn more about the Scrum roles.

• Self-Organization: Team autonomy within bounds of project objectives.

• Sprint: Short tasks, one following immediately after the completion of another.

• Sprint Backlog: What the team needs to complete the sprint.

• Sprint Goal: The purpose of the sprint, stated succulently.

• Sprint Planning: Short plan for upcoming sprint.

• Sprint Retrospective: Short post-mortem of sprint.

• Sprint Review: Short review of sprint to help add improvements to the next one.

• Stakeholder: Non-team member who is usually the initiator of project.


65
• Velocity: The average amount of product backlog turned into increment of project during sprint.
Quiz
Thank you

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