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Planning and Tracking on Agile Projects

Mike Cohn - background

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© Mountain Goat Software, LLC

Scrum: a typical agile process

Cancel Gift wrap Return

Iteration 2-4 weeks Return

Iteration goal

Iteration

backlog Potentially shippable

product increment

Product backlog

24 hours

Review and planning

Cancel Gift wrap

Iteration 2-4 weeks Return

Iteration goal

Potentially shippable product increment

Coupons Gift wrap

Coupons Cancel

Iteration backlog

24 hours

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Imagine...

• That you’re fed up with software development as a career

• And you decide to go into the landscaping business

• Your first job is moving this pile of rock from the front of my house to the back

How might you estimate this?

One way:

• Look at the pile of rock and estimate how many wheelbarrow loads it represents

• After an hour, see how many wheelbarrow loads you’ve moved then

extrapolate the total duration

• I think that’s 80 wheelbarrow loads

• After an hour I’ve moved 20 loads

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My landscaping

0 20 40 60 80

0900 1000 1100 1200 1300

Wheelbar ro w Loads

Time

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© Mountain Goat Software, LLC

The planning onion

Relating the different planning levels

Iteration 2 Iteration 1

Product Backlog Iteration Backlog

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Iteration

An agile approach to planning

Release

Feedback

Feedback

Estimating

Release planning Burndown charts

Agenda

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© Mountain Goat Software, LLC

Story points

• The most common way for agile teams to estimate these days is in “Story Points”

• Name is derived from agile teams commonly expressing requirements as “user stories”

• Based on a combination of the size and complexity of the work

• Unitless but numerically relevant estimates

• A 10-point user story is expected to take twice as long as a 5-point user story

Consider these two piles of work

What story point values might we put on these?

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© Mountain Goat Software, LLC

Zoo points

Assign “zoo points” to the following breeds

Three key advantages

• Estimating in story points

1. Forces the use of relative estimating

• Studies have shown we’re better at this

2. Focuses us on estimating the size, not the duration

• We derive duration empirically by seeing how much we complete per iteration

3. Puts estimates in units that we can add together

• Time based estimates are not additive

Lederer and Prasad, 1998. A Causal Model for Software Cost Estimating Error and Vicinanza et al., 1991. Software Effort Estimation: An Exploratory Study of Expert Performance.

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© Mountain Goat Software, LLC

Planning poker for estimating

• An iterative approach to estimating, loosely based on wideband Delphi

Steps

1. Each estimator is given a deck of cards, each card has a valid estimate written on it

2. Customer/Product owner reads a story and it’s discussed briefly

3. Each estimator selects a card that’s his or her estimate

4. Cards are turned over so all can see them

5. Discuss differences (especially outliers)

6. Re-estimate until estimates converge

Planning poker - an example

13 20 5 8

2 3 1

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© Mountain Goat Software, LLC

Why planning poker works

1

Jørgensen, Magne. 2004. A Review of Studies on Expert Estimation of Software Development Effort.

2

Hagafors, R., and B. Brehmer. 1983. Does Having to Justify One’s Decisions Change the Nature of the Decision Process?

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Brenner, et al. 1996. On the Evaluation of One-sided Evidence.

4

Miranda, Eduardo. 2001. Improving Subjective Estimates Using Paired Comparisons.

5

Saaty, Thomas. 1996. Multicriteria Decision Making: The Analytic Hierarchy Process.

Why planning poker works

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Hoest, Martin, and Claes Wohlin. 1998. An Experimental Study of Individual Subjective Effort Estimations and Combinations of the Estimates.

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Jørgensen, Magne, and Kjetil Moløkken. 2002. Combination of Software Development Effort Prediction Intervals: Why, When and How?

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© Mountain Goat Software, LLC 0

-16 -12 -8 -4 4 8 12

Before

Planning Poker

After

Planning Poker

0

-8 -4 4 8

Overcommit by 186 hours per iteration

Overcommit by 106 hours per iteration

Estimating

Release planning Burndown charts

Agenda

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© Mountain Goat Software, LLC

Release planning

To answer questions such as:

• How much will be done by 30 June?

• When can we ship with this set of features?

• How many people or teams should be on this project?

Purpose

Velocity

• The amount of work completed in an iteration

• The length of the project

• Prioritized product backlog Inputs

An example with velocity=14

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© Mountain Goat Software, LLC

Updating the release plan

0 10 20 30 40

1 2 3 4 5 6 7 8 9

Iterations

Mean (Worst 3) = 28 Mean (Last 8) = 33 Last Observation = 36

• Use multiple views of observed velocity

Extrapolate from velocity

At our long-term average we’ll finish here At our slowest velocity we’ll finish here

At current velocity we’ll finish here

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© Mountain Goat Software, LLC

Estimating

Release planning Burndown charts

Agenda

How’s my landscaping coming?

0 20 40 60 80

0900 1000 1100 1200 1300

Wheelbar ro w Loads

Time

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© Mountain Goat Software, LLC

Remember the different levels?

Iteration 2 Iteration 1

Product Backlog Iteration Backlog

An iteration burndown chart

0 200 400 600 800 1,000

Hours

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© Mountain Goat Software, LLC

A release burndown chart

Stor y P oints

Iterations 600

450 300 150

0 1 2 3 4 5

Mike Cohn contact info

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References

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