Implementing Programs in Scrum
| Programs represent a collection of related projects. The objective of a program is to produce business results as they have been identified in the Program Vision Statement. The Prioritized Program Backlog includes Product Backlogs for every project within the program. According to the Scrum Body of Knowledge (SBOK), the Program level includes five (5) major processes.
Figure 1: Create a Program or Portfolio Components
Figure 2: Review and Update Scrum Guidance Body
Figure 3: Create and Groom Program or Portfolio Backlog
Figure 4: Coordinate Program or Portfolio Components
Figure 5: Retrospect Program or Portfolio Releases References: SCRUMstudy. (2016). A Guide to the Scrum Body of Knowledge (SBOKTM Guide.), 3rd Edition SCRUMstudy. (2014). Scrum Methodology in Projects, Programs, and Portfolios. Retrieved from https://www.scrumstudy.com/blog/scrum-methodology-in-projects-programs-and-portfolios/
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Planning for Uncertainty
| Agile projects often have a high degree of uncertainty; namely, there are absent features and time estimates that have a high probability of adversely impacting the business. To avoid a negative impact, estimates should be buffered to reflect levels of uncertainty that are intrinsic in estimation activities. This article is a discussion of the various types of buffers used to minimize uncertainty during planning with Agile Methods. Sprint Planning Buffer The rationale for conducting an Agile Planning meeting is for the purposes of presenting the User Stories to the Agile Team for estimation. The outcome of this meeting is the team being aligned with the business objective. The team is expected to be committed to accomplishing the work required to complete the User Stories in the Sprint Backlog. The first and most important process in the Agile Planning meeting should be determining the team’s velocity. Methods for calculating the team’s velocity include but are not limited to the following.
(6 members) X (10 days) X (6 hours per day) = 360 hours capacity. The daily burndown is then calculated as (360 hours of capacity) divided by (10-day Sprint) is equal to 36 hours. The Sprint capacity is determined using the assumption that all team members have only six-hour available hours to do work per day. This is a Sprint Planning Buffer that keeps the team from being over-obligated. This approach takes into consideration all team disruptions such as lunchtime, meetings, and any time away from the office. This buffer is applicable to Lean Software Development under the principle, “Limit work to capacity” which helps to ensure a highly productive and sustainable development pace. Feature Buffering Features have changing levels of importance to customers, and they represent the “must haves” and the “should haves”. An agile project is planned with the intention of delivering functionality and providing flexibility. The customer identifies the features that the project is required to deliver based on business value and then continues this process until most of the remaining work that is non-critical has been selected. During the process of estimating all user stories, it will become clear that the project will be besieged. This will require the removal of the additional features from the schedule so that the project will get back on track. The percentage of additional features to be included is based on the magnitude of uncertainty that needs to be buffered and the project size. Schedule Buffers To inject a buffer into the project schedule, the level of uncertainty needs to be identified. We should not randomly apply padding into the schedule, rather we should establish a valid range. To be more accurate with our uncertainty calculation, we need to start with two distinct numbers for estimation purposes.
If we add up all local safety values and use them as buffers, it will be inaccurate because it’s not probable that things will go incorrectly to this extent. Using two estimates is a better approach because it represents the uncertainty in the estimate and this allows us to come up with the risk linked to each user story. When we buffer our project to our 90% certainty estimate, we need a buffer that has two standard deviations. This means that we calculate the following:
See Table 1 below for an example:
Table 1. User Story Best & Worst Estimates Our calculations are shown in Table 2 below.
Combining Buffers So that we experience as much risk reduction as possible, it is helpful to combine buffers. This means that we could indicate that our project will finish the following:
Figure 1. Combining Buffers References: Mining Code. (2014). Agile Planning and Estimation. Retrieved from http://seantrobinson.co.uk/agile-planning-scheduling-2/ Scrum Alliance. (2008). Perfect Planning. Best Practices for Successful Planning. Retrieved from https://www.scrumalliance.org/community/articles/2007/august/perfect-planning |
Scrum Guidance Body Recommendations
| The Scrum Guidance Body (SGB) typically consists of a group of professionals that define the set of standards that pertain to quality, government regulations, and other important organizational considerations. The standards are developed to provide guidance for the Product Owner, Scrum Mater and the Scrum Team. The SGB also is responsible for capturing Scrum Best Practices for use by all Scrum projects within an organization. Decision-making at the project level is not supported by the SGB; rather it provides guidance and/or the consulting foundation for all organizational project related levels (i.e. portfolio, program, and project). The Scrum Team is free to utilize the SGB as they need advice. Recommendations from the Scrum Guidance Body should be used on Scrum projects to ensure of the proper alignment of the project vision and process compliance to the standard and guidelines that have been established by the Body. Although the SGB is an important role, it must be understood that the Body is optional. Scalability Recommendations Scalability refers to the ability to adapt to any type of expansion. For Scrum, it means that a single Scrum Team can be scaled for larger projects by means of multiple teams. The Guide to the Scrum Body of Knowledge (SBOK Guide) has provided specific steps that support Scrum’s ability to be scaled and applied on large projects. Scalability in Scrum can be applied at three levels: Projects, Programs and Portfolios. The process begins with the Scrum of Scrum (SoS) meetings that support harmonization between multiple Scrum Teams. A representative from each of team provide feedback regarding their team’s progress, issues confronted and synchronization activities. The frequency of the SoS meeting is based on recommendations from the SGB, complexity level, project size and dependencies between the teams. Other recommendations include co-location and face-to-face communication among the Scrum team. As many of us may have experienced, co-location is sometimes very difficult to achieve. Companies often use distributed teams that work in different time zones and a variety of geographies. Regarding scaling for large projects, geographically dispersed team use chats, social media, video conferencing and other virtual communication practices. Large Project Considerations With projects that create large components, it is important to understand the role of multiple Product Owners and the way that multiple Scrum Teams work together. We will now discuss the inputs that are necessary for creating large project components in Scrum. Basically, the role of the Product Owner stays for same for small and large projects. The difference is that for large projects, the PO will not make daily decision a priority. Instead, the PO provides input and recommendations to the Chief Product Owner. Stakeholder interactions are distributed between all Product Owners and each one continues to work with their designated team. Role and responsibilities are captured in the Product Owners Collaboration Plan. Large project planning often results in recommendations to revise or improve the Scrum Guidance Body recommendations. If the body accepts the proposed modifications or additions, they will be added as updates to the SGB documentation. Figure 1 outlines the workflow for the creation of the large project components.
Figure 1. Create Large Project Components – Data Flow Diagram Chief Product Owner The Chief Product Owner is responsible for making daily business decisions on large projects. This role is responsible for the coordination of work for multiple Product Owners. With feedback from the POs, the Chief PO is responsible for the preparation and maintenance of the Prioritized Product Backlog, which is used as the source of work for the Product Owners and their Scrum Teams. Finally, the Chief PO takes care of the final deliverable for the projects. Lastly, each PO for the Scrum Teams is responsible for only the component and features that are developed by their assigned Scrum Teams. Project Vision The project vision clarifies the business need for the project. This statement should not be specific and needs to have room to be very adaptable. The reasons behind this flexibility are because it is very probable that the project could be based on suppositions that could change as the project progresses. The project vision must be able to accommodate changes and it should focus on the problem and NOT on the solution. Chief Scrum Master The Chief Scrum Master has the responsibility for communicating information and managing dependencies between the Scrum Teams on large projects. Collaboration is required among the Scrum Team via the Scrum of Scrums (SoS) meetings. One of the main responsibilities of the Chief Scrum Master is to remove impediments and fostering a productive environment for the Scrum Teams. This role also collaborates with the Chief Product Owner, Scrum Masters, and Product Owners to establish a list of components and resources needed across all Scrum Teams. As expected, the Chief Scrum Master is expected to facilitate all ceremonies that exceed the responsibilities of a single Team Scrum Master. There is also consistent interfacing with the Program Scrum Master to make sure that there is the proper association of the large project with the goals and intentions of the related program. Large Project Environments For large projects, it is important to determine the number and types of environments needed for a large number of Scrum Teams to accomplish their work during their Sprints. These categories of environments include but are not limited to testing, development, work locations, resources or applicable procedural borders required for the Scrum Teams. Definition of Done The SGB generally defines and documents the Definition of Done. The “Done” criteria represent a set of rules that will be applied to all user stories in a specific Sprint, including but not limited to the following:
References: SCRUMstudy. (2016). A Guide to the Scrum Body of Knowledge (SBOKTM Guide.), 3rd Edition SCRUMstudy. (2017). Scalability of Scrum. Retrieved from https://www.scrumstudy.com/blog/scalability-of-scrum/ SCRUMstudy. (2017). Inputs Required for Creating Large Projects in Scrum. Retrieved from https://www.scrumstudy.com/blog/inputs-required-for-creating-large-project-components-in-scrum/ SCRUMstudy. (2017). What are Done Criteria? Retrieved from https://www.scrumstudy.com/blog/what-are-done-criteria/ |
Metrics and Measuring Techniques in the Retrospective Meeting
| A retrospective is a time-boxed ceremony where the Core Scrum Team (optional for the Product Owner) convenes to discuss the iteration that was most recently completed. This practice is very similar to the lessons learned meeting that takes place in waterfall projects. Pertinent information is collected during these meetings and is documented for utilization in future Sprints. Scrum Team members discuss their existing best practices, potential improvements, issues and blockages. The Scrum Master ensures that the high priority recommendations are implemented not later than the next Sprint. The retrospective is an Inspect and Adapt event that is facilitated by the Scrum Master. Discussions, based on what went right and what went wrong, are recorded for imminent accomplishment. Participation by all team members is expected. The main goals of the retrospective are to provide responses for three distinct assessments:
Metrics and Measuring Techniques There are a variety of metrics that a Scrum team can utilize to measure their performance on a Sprint by Sprint basis. These metrics have been identified in Table 1. below.
Table 1. Retrospective Metrics Velocity Velocity is a number that stands for the average number of user stories that have been completed during the Sprints. When a Scrum team has determined the average number of story points that they can complete, they can then calculate the estimated time frame that it will take to finish the project. The team will use the number of user stories that need to be completed and then divide this number among the remaining Sprints. For example, if a team has a total of 150 story points remaining, then the projection for completion is then 9. This assumes that the average velocity has been averaged at 17 story points per Sprint.
Completed Success Rate This metric is represented as a percentage of the story points completed based on what the team projected that they would complete. For example, if the team made a commitment to complete 50 story points and they only completed 49, the completed success rate would be 49/50 = 98%.
Estimation Accuracy This metric is represented as a percentage of the actual time spent on tasks and user stories and the time that the team estimated would be needed. For example, if the team estimated their total work as 50 hours and it took 45 hours to complete, then 45/50 = 90% estimation accuracy.
Feedback Ratings This metric is the feedback rating from the stakeholders on the project using subjective and/or objective ratings that measures the Scrum Team’s performance. For example, stakeholder may provide feedback as “Very Good, Excellent, or Outstanding”. This would be an subjective measurement of feedback. On the other hand, if a stakeholder responds on a scale of 1 to 5, where:
The above measurement represents an objective feedback rating.
Team Morale Ratings The Scrum Team members conduct self-assessments regarding their morale in relationship to the project. For example, team members provide information such as:
Peer Feedback This metric is used to provide feedback for Scrum team members where each team member choses a peer, conducts observation during an agreed upon time frame and then share the information to the selected peer. With Scrum, other members of the Core Scrum Team can participate in peer feedback (Scrum Master, Product Owner). Some firms use the 360-degree feedback model, a many-to-many feedback format. This model focuses on team member performance evaluation and a questionnaire is typically used. This model has little to no team collaboration.
Release Progress This metric is based on the amount of business value that is provided in each release based on story points. A Release Burnup Chart is used to identify the work completed for the release. A business uses this metric to determine how much work has been delivered. Burndown Charts can also be used for this metric. See Figure 1. below.
Figure 1. Release Burnup Chart (Agile Velocity Blog, 2014) In conclusion, companies have their organizational specific measurement techniques and metrics. The metrics presented here are just examples used during the Retrospective meetings and the choice of which ones to use are based on the project’s needs. Keywords: retrospective, metrics, measurements
References: Agile Alliance. (2015). Glossary. Velocity. Retrieved from https://www.agilealliance.org/glossary/velocity/ Agile Alliance. (2015). Peer Feedback. Retrieved from https://www.scrumalliance.org/community/articles/2015/january/new-innovation-to-scrum-ceremonies-peer-feedback Agile Velocity Blog. (2014). Improve Your Visibility into Release Progress. Retrieved from http://www.agilevelocity.com/blog/release-planning/ SCRUMstudy. (2016). A Guide to the Scrum Body of Knowledge (SBOKTM Guide.), 3rd Edition |
Impediment Logs in Scrum
| Impediments are barricades, hurdles or obstacles. In terms of Scrum, they are “blockers” that prevent the Scrum Team from completing work, which in return impacts velocity. Anything that prohibits the team from doing work is considered an impediment. Examples of Scrum impediments are listed in Table 1.
Table 1. Scrum Impediments The Scrum Master is responsible for tracking, monitoring and ensuring that impediments are removed. All Scrum Team members are responsible for continually identifying impediments for discussion during the Daily Standup Meeting. If for some reason an impediment does not disappear in a timely manner, this would indicate that the root causes have not been identified. The Sprint Retrospective is another place for impediments that reoccur. It is important to understand that the Scrum Master is not solely responsible for the removal of impediments. The team should work together to remove impediments that can be easily resolved and provide assistance with any additional support that may be required. A few things to note:
There are two main types of impediments, organizational and team related and they need different types of handling.
The expectation is that the team can learn to remove its own impediments without the Scrum Master’s intervention. This also means that impediments in the log should not be delegated to the team because many of them may be very difficult to resolve. On the other hand, the Scrum Master is not expected to resolve all impediments alone either. The entire Scrum Team needs to work together to determine which impediments it can resolve and what support may be needed. Over time, the team should become capable of removing more and more impediments on its own. Impediment Logs There should only be a single Impediment Log for a Scrum Master to manage. Table 2. outlines the process that is typically used to create, monitor and maintain the Impediments Log.
Table 2. Impediments Process in Scrum Table 3. identifies a description of each of the field on the Log. Figure 1. is an illustration of an Impediments Log. Let’s examine the data input fields to gain the proper understanding of their usage.
Table 3. Impediment Log Data Input Fields
Figure 1. Impediments Log Tips for Removing Impediments Following are several tips for the removal of impediments:
Keywords: Impediments, Logs, Scrum References: CoreWorks. (2014). The Impediments Backlog. Retrieved from http://www.coreworks.co/scrum-impediments-backlog Getting Agile. (2011). Organizational Impediment Management: Early Risk Detection for Agile. Retrieved from http://www.gettingagile.com/2011/01/24/organizational-impediment-management-early-risk-detection-for-agile/ LeanAgileTraining. (2017). What are Impediments? Retrieved from https://www.leanagiletraining.com/impediments/what-are-impediments/ Openbravo wiki. (2009). Scrum/Impediment. Retrieved from http://wiki.openbravo.com/wiki/Scrum/Impediment Overeem, Barry. (2016). The Scrum Master as an Impediment Remover. Retrieved from http://www.barryovereem.com/the-scrum-master-as-an-impediment-remover/ Scrum Alliance. (2011). Five Tips for Impediment Resolution With Scrum. Retrieved from https://www.scrumalliance.org/community/articles/2011/september/five-tips-for-impediment-resolution-with-scrum scruminc. (2017). Impediments. Retrieved from https://www.scruminc.com/impediments/ | ||||||||||||||||||||||||||||||||||||||












