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Choosing Columns for Agile Team Boards
"And let Reform her columns roll. With thunder peal, and lightning flash..." - Ignis, "The Genius of Liberty" Vol III No. 2 Introduction In the past couple of articles we've seen how a Kanban board is able to help in the attainment of transparency and the stabilization of an agile team. Today we'll see if we can resolve one of the most common queries that result from this usage: how does a team decide which columns should appear on the board for tracking the progress of work items? The simplest case...and why it may not be enough When we set up a Kanban board in the last article, there were only three columns - or to use the correct term, "stations". These were a "Backlog" station (essentially a "To Do" list of work that has not yet been started), a station for showing which work is "In Progress", and a finally a station for representing the work that has been completed. You can't get much simpler than that, and it begs the question as to why you would want to make it more complicated. In practice however, there are at least two situations in which this minimalist approach will be found wanting: A team isn't cross-trained, and its members effectively work in skill silos. Consequently we can expect dependencies between team members, some of whom may become blocked while waiting for others to complete their part of the work. The incurral of this wasted time will not be apparent if it is all considered to be "work in progress". For example, the team may be split into developers and testers, and bottlenecks may arise as work passes between them. We may need to break Work In Progress down into further stations in order to expose this waste more fully. Bottlenecks arise due to constraints in the workflow, which is a different problem. In this situation a team might be fully cross-trained, and none of its members become blocked waiting for another. Rather, waste arises because the work itself is inefficiently staged. This often happens with activities like development, review, and test. For example if two people are required for a review, but only one is needed for development and test, then a bottleneck may well occur. Work will build-up awaiting review due to contention for these resources and the value of the investment in effort will start to depreciate. Again the incurral of this waste will not be apparent if it is all considered to be "work in progress". More stations are needed to expose it. Adding further stations These then are the two key things to consider when choosing additional stations. We're out to expose waste caused by work silos, or by the inappropriate staging of activities. Either of these can introduce constraints and become the source of bottlenecks in a value stream. Sometimes blockages can occur due to a dependency on something that must be done outside of the team. When this happens, it implies that the team are not fully in control of their own process, and consequently are unable to meet their own Definition of Done. They don't have all of the skills or resources needed. This is a problem and a contra-indication to agile practice. If it happens it's essential to make the dependency clear so that it can be challenged and removed. We may therefore choose to have an "externally blocked" column on the board to expose problems of this nature. It isn't really a station, because it doesn't represent a state in which value is added. Rather, it shows that an item has stalled within the value stream and that the team are not in a position to provide remedy. Another option is to place a red, day-glo sticky note on the ticket highlighting the seriousness of the problem. This is a clear signal that an impediment has occurred...that is to say, in Lean-Kanban terminology, it is an andon flag. In this case the flag shows that a major blockage has arisen and needs resolving. Challenging the boundaries Now we need to turn our attention to the boundaries of the board. There are two principal areas we should look at. Firstly, on the leftmost side of the board, we can see the work that a team inducts into its "Backlog" prior to actioning it. Secondly, on the rightmost side, we can see the work that the team considers to be "Done". These two boundaries are very often a source of waste. To understand why, just consider how backlogs are often allowed to grow without effective limit, and at how completed work may be permitted to accumulate in a "Done" column. These stations may not represent work in progress as far as the team is concerned, but it would be foolish to deny that they are batches too. After all, they are still part of the value stream. They represent inventory that is depreciating in value, or relevance, until something useful is done with it all. It behooves us to query the waste that is incurred, and to ask how the size of these batches may be constrained. Specifically: How can work be inducted into a backlog with minimal accumulation and delay? How can value be delivered to consumers as soon as work is completed? In short, what can be done to "lean" these process boundaries, so that inventory in the team's part of the value stream enters and exits in a "just-in-time" fashion? We can answer these questions by improving transparency still further. This can mean the refinement of the "Backlog" and "Done" columns into other, more finely-grained stations. For example, work might be building up in a Product Backlog because it is not being triaged appropriately, or perhaps because acceptance criteria are insufficiently well defined. We might be able to expose these problems by replacing a backlog with "Triaged", "Accepted", and "Ready" stations. At the other side of the board, completed work may be building up in the "Done" column because a release cannot yet be made. Additional stations such as "System Integrated", "In User Acceptance", and "Awaiting Release" could add clarity here. Removing stations The simple, 3 column board we started has now exploded into a behemoth of perhaps ten columns or more. This may seem like an excessively complex structure for a workflow and a casual observer may criticize it for being fundamentally unagile. After all, inventory should either be work in progress by an agile team, or it will be awaiting their attention or have already been completed. The criticism is a valid one but we need to bear one thing in mind: these stations are there to expose problems. Only once transparency has been attained can we hope to provide remedy. The bottlenecks, along with the diagnostic stations we added to reveal them, can then be removed. Conclusion Knowing how many "columns" to include on an agile board, and what they should be, is something of a black art to many agile teams. In this article we've looked at the issues involved in making this decision. The board of a fully cross-trained team should be elegant in its simplicity, but when problems arise we must be prepared to do some digging in order to root out their causes.
February 25, 2014
by $$anonymous$$
· 12,477 Views · 2 Likes
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Hunting for an SWT Test Framework? Say Hello to Red Deer
This is the first in a series of posts on the new “Red Deer” (https://github.com/jboss-reddeer/reddeer) open source testing framework for Eclipse. In this post, we’ll introduce Red Deer, and take a look at the some of the advantages that it offers by building a sample test program from scratch. Some of the features that Red Deer automated offers are: An easy to use, high-level API for testing standard Eclipse components Support for creating custom extensions for your own applications A requirements validation mechanism to assist you in configuring complex tests Eclipse Tooling to Assist in Creating new Projects A record and playback tool to enable you to quickly create automated tests An integration with Selenium for testing web based applications Support for running tests in a Jenkins CI environment Note that as of this writing, Red Deer is in an incubation stage. The current release is at level 0.5. The target date for the 1.0 release of Red Deer is late 2014. But, as a community-based, open source project, now is a great time to try Red Deer and make suggestions or even contribute code! A Look at Red Deer’s Architecture The Red Deer project itself is comprised of utilities and the API that supports the development and execution of automated tests. The API (the parts of the above diagram that are enclosed in dashed line boxes) can be thought of as having three layers: The top layer consists of extensions to Red Deer’s abstract classes or implementations for Eclipse components such as Views, Editors, Wizards, or Shells. For example, if you are writing tests for a feature that uses a custom Eclipse View, you can extend Red Deer’s View class by adding support for the specific functions of the feature. The advantage that this API layer gives you is that your test programs do not have to focus on manipulating the individual UI elements directly to perform operations. Your programs can instead instantiate an instance of an Eclipse component such as a View, and then use that instance’s methods to perform operations on the View. This layer of abstraction makes your test programs easier to write, understand, and maintain. The middle layer consists of the Red Deer implementations for SWT UI elements such as: Button, Combo, Label, Menu, Shell, TabItem, Table, ToolBar, Tree. This API layer supports the API’s higher level by providing the building blocks for the API’s Views, Editors, Shells, and WIzards. This middle layer of the API also provides Red Deer packages that enable your tests to enforce requirements, so that necessary setup tasks are performed before a test is run. The bottom layer consists of Red Deer packages that support the execution of tests such as: Conditions, Matchers, Widgets, Workbench, and Red Deer extensions to JUnit. What Makes Red Deer different from other Tools? A Layer of Abstraction The top-most layer of the API enables you to instantiate Eclipse UI elements as objects, and then manipulate them through their methods. The resulting code is easier to read and maintain, instead of being brittle and subject to failures when the UI changes. For example, for a test that has to open a view and press a button, without Red Deer, the test would have to navigate the top level menu, find the view menu, then the view type in that menu, then find the view open dialog, then locate the “OK” button, etc. Your test would have to spend a lot of time navigating through the UI elements before it could even begin to perform the test’s steps. With Red Deer, the code to open a view (in this case, the servers view) is simply: ServersView view = new ServersView(); view.open(); Furthermore, within that ServersView, your test program can perform operations on the View through methods which are defined in the view (and are incidentally also well debugged by the Red Deer team), instead of having to explicitly locate and manipulate the UI elements directly. For example, to obtain a list of all the servers, instead of locating the UI tree that contains the server list, and extracting that list of servers into an array, your Red Deer program can simply call the “getServers()” method. Likewise, the code to open a PackageExplorer, and then select a project within that PackageExplorer is as follows: PackageExplorer packageExplorer = new PackageExplorer(); packageExplorer.open(); packageExplorer.getProject("myTestProject").select(); And, the code to retrieve all the projects within that PackageExplorer is simply: packageExplorer.getProjects(); The result are that your tests are easier to write and maintain and you can focus on testing your application’s logic instead of writing brittle code to navigate through the application. Installing Red Deer The only prerequisites to using Red Deer are Eclipse and Java. In this post, we’ll use Eclipse Kepler and OpenJDK 1.7, running on Red Hat Enterprise Linux (RHEL) 6. To install Red Deer 0.4 (this is the latest stable milestone version as of this writing) follow these steps: Open up Eclipse Navigate to: Help->Install New Software Define a new download site using the Red Deer update site URL: http://download.jboss.org/jbosstools/updates/stable/kepler/core/reddeer/0.4.0/ Select Red Deer, click on the Finish button and Red Deer will install Now that you have Red Deer installed, let’s move onto building a new Red Deer test. Building your First Red Deer Test To create a new Red Deer test project, you make use of the Red Deer UI tooling and select New->Project->Other->Red Deer Test: Before we move on, let’s take a look at the WEB-INF/MANIFEST.MF file that is created in the project: Manifest-Version: 1.0 Bundle-ManifestVersion: 2 Bundle-Name: com.example.reddeer.sample Bundle-SymbolicName: com.example.reddeer.sample;singleton:=true Bundle-Version: 1.0.0.qualifier Bundle-ActivationPolicy: lazy Bundle-Vendor: Sample Co Bundle-RequiredExecutionEnvironment: JavaSE-1.6 Require-Bundle: org.junit, org.jboss.reddeer.junit, org.jboss.reddeer.swt, org.jboss.reddeer.eclipse The line we’re interested in is the final line in the file. These are the bundles that are required by Red Deer. After the empty project is created by the wizard, you can define a package and create a test class. Here's the code for a minimal functional test. The test will verify that the eclipse configuration is not empty. package com.example.reddeer.sample; import static org.junit.Assert.assertFalse; import java.util.List; import org.jboss.reddeer.swt.api.TreeItem; import org.jboss.reddeer.swt.impl.button.PushButton; import org.jboss.reddeer.swt.impl.menu.ShellMenu; import org.jboss.reddeer.swt.impl.tree.DefaultTree; import org.junit.Test; import org.junit.runner.RunWith; import org.jboss.reddeer.junit.runner.RedDeerSuite; @RunWith(RedDeerSuite.class) public class SimpleTest { @Test public void TestIt() { new ShellMenu("Help", "About Eclipse Platform").select(); new PushButton("Installation Details").click(); DefaultTree ConfigTree = new DefaultTree(); List ConfigItems = ConfigTree.getAllItems(); assertFalse ("The list is empty!", ConfigItems.isEmpty()); for (TreeItem item : ConfigItems) { System.out.println ("Found: " + item.getText()); } } } After you save the test's source file, you can run the test. To run the test, select the Run As->Red Deer Test option: And - there's the green bar! Simplifying Tests with Requirements Red Deer requirements enable you to define actions that you want happen before a test is executed. The advantage to using requirements is that you define the actions with annotations instead of using a @BeforeClass method. The result is that your test code is easier to read and maintain. The biggest difference between a Red Deer requirement and the the @BeforeClass annotation from the JUnit framework is that if a requirement cannot be fulfilled the test is not executed. Like everything else in Red Deer, you can make use of predefined requirements, or you can extend the feature by adding your own custom requirements. These custom requirements can be made complex and for convenience can be stored in external properties files. (We’ll take a look at defining custom requirements in a later post in this series when we examine how to create and contribute extensions to Red Deer.) The current milestone release of Red Deer provides predefined requirements that enable you to clean out your current workspace and open a perspective. Let’s add these to our example. To do this, we need to add these import statements: import org.jboss.reddeer.eclipse.ui.perspectives.JavaBrowsingPerspective; import org.jboss.reddeer.requirements.cleanworkspace.CleanWorkspaceRequirement.CleanWorkspace; import org.jboss.reddeer.requirements.openperspective.OpenPerspectiveRequirement.OpenPerspective; And these annotations: @CleanWorkspace @OpenPerspective(JavaBrowsingPerspective.class) And, we also have to a reference to org.jboss.reddeer.requirements to the required bundle list in our example’s MANIFEST.MF file: Require-Bundle: org.junit, org.jboss.reddeer.junit, org.jboss.reddeer.swt, org.jboss.reddeer.eclipse, org.jboss.reddeer.requirements When we’re done, our example looks like this: package com.example.reddeer.sample; import static org.junit.Assert.assertFalse; import java.util.List; import org.jboss.reddeer.swt.api.TreeItem; import org.jboss.reddeer.swt.impl.button.PushButton; import org.jboss.reddeer.swt.impl.menu.ShellMenu; import org.jboss.reddeer.swt.impl.tree.DefaultTree; import org.junit.Test; import org.junit.runner.RunWith; import org.jboss.reddeer.junit.runner.RedDeerSuite; import org.jboss.reddeer.eclipse.ui.perspectives.JavaBrowsingPerspective; import org.jboss.reddeer.requirements.cleanworkspace.CleanWorkspaceRequirement.CleanWorkspace; import org.jboss.reddeer.requirements.openperspective.OpenPerspectiveRequirement.OpenPerspective; @RunWith(RedDeerSuite.class) @CleanWorkspace @OpenPerspective(JavaBrowsingPerspective.class) public class SimpleTest { @Test public void TestIt() { new ShellMenu("Help", "About Eclipse Platform").select(); new PushButton("Installation Details").click(); DefaultTree ConfigTree = new DefaultTree(); List ConfigItems = ConfigTree.getAllItems(); assertFalse ("The list is empty!", ConfigItems.isEmpty()); for (TreeItem item : ConfigItems) { System.out.println ("Found: " + item.getText()); } } } Notice how we were able to add those functions to the test code, while only adding a very small amount of actual new code? Yes, it can pay to be a lazy programmer. ;-) What’s Next? What’s next for Red Deer is its continued development as it progresses through its incubation stage until its 1.0 release. What’s next for this series of posts will be discussions about: The Red Deer Recorder - To enable you to capture manual actions and convert them into test programs How you can Extend Red Deer - To provide test coverage for your plugins’ specific functions. And How you can Contribute these extensions to the Red Deer project. How you can Define Complex Requirements - To enable you to perform setup tasks for your tests. Red Deer’s Integration with Selenium - To enable you to test web interfaces provided by your plugins. Running Red Deer tests with Jenkins - To enable you to take advantage of Jenkins’ Continuous Integration (CI) test framework. Author’s Acknowledgements I’d like to thank all the contributors to Red Deer for their vision and contributions. It’s a new project, but it is growing fast! The contributors (in alphabetic order) are: Stefan Bunciak, Radim Hopp, Jaroslav Jankovic, Lucia Jelinkova, Marian Labuda, Martin Malina, Jan Niederman, Vlado Pakan, Jiri Peterka, Andrej Podhradsky, Milos Prchlik, Radoslav Rabara, Petr Suchy, and Rastislav Wagner.
January 7, 2014
by Len DiMaggio
· 7,679 Views
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The GO Product Roadmap – a New Agile Product Management Tool
A product roadmap is a high-level, strategic plan, which provides a longer-term outlook on the product. This creates a continuity of purpose, and it helps product managers and owners acquire funding for their product; it sets expectations, aligns stakeholders, and facilitates prioritization; it makes it easier to coordinate the development and launch of different products, and it provides reassurance to the customers (if the product roadmap is made public). Unfortunately, I find that many product managers and product owners struggle with their roadmaps, as they are dominated by features: There are too many features, and the features are often too detailed. This turns a roadmap into a tactical planning tool that competes with the Product Canvas or product backlog. What’s more, the features are sometimes regarded as a commitment by senior management than part of a high-level plan that is likely to change. The GO Product Roadmap Explained Faced with this situation, I have developed a new goal-oriented agile roadmap — the GO product roadmap, or “GO” for short. GO is based on my experience of teaching and coaching product managers and product owners, as well as using product roadmaps in my own business. The following pictures shows what the GO product roadmap looks like. You can download a PDF and Excel template by simply clicking on the picture. The first row of the GO roadmap depicted above contains the date or timeframe for the upcoming releases. You can work with a specific date such as 1st of March, or a period such as the first or second quarter. The second row states the name or version of the releases, for instance, iOS 7 or Windows 8.1. The third row provides the goal of each release, the reason why it is worthwhile to develop and launch it. Sample goals are to acquire or to activate users, to retain users by enhancing the user experience, or to accelerate development by removing technical debt. Working with goals shifts the conversation from debating individual features to agreeing on desired benefits making strategic product decisions. The development team, the stakeholders, and the management sponsor should all buy into the goals. The fourth row provides the features necessary to reach the goal. The features are means to an end, but not an end in themselves: They serve to create value and to reach the goal. Try to limit the number of features for each release to three, but do not state more than five. Refrain from detailing the features, and focus on the product capabilities that are necessary to meet the goal. Your product roadmap should be a high-level plan. The details should be covered in the Product Canvas or product backlog, and commitments should be limited to individual sprints. The last row states the metrics, the measurements or key performance indicators (KPIs) that help determine if the goal has been met, and if the release was successful. Make sure that the metrics you select allow you to measure if and to which extent you have met the goal. A Sample GO Product Roadmap To illustrate how the GO template can be applied, imagine we are about to develop a new dance game for girls aged eight to 12 years. The app should be fun and educational allowing the players to modify the characters, change the music, dance with remote players, and choreograph new dances. Here is what the corresponding GO roadmap could look like: While the roadmap above will have to be updated and refined at a later stage (particularly the metrics), I find it good enough to show how the product may evolve and make an investment decision. When creating your GO roadmap make sure you determine the goal of each release before you identify the features. This ensures that the features do serve the goal. Filling in the roadmap template from top to bottom and from left to right works well for me. Wrap-up The GO product roadmap provides a new, powerful way to do product roadmapping. Rather than focussing on features, GO emphasizes the importance of shared goals. This makes it easier to communicate the roadmap, create alignment, and use it as a strategic planning tool that provides an umbrella for the Product Canvas and the product backlog. The metrics provided by the tool ensure that the goals are measurable rather than lofty and fuzzy ideas. Download the template now, and try it out! You can learn more about creating effective product roadmap and working with the GO product roadmap by attending my Agile Product Planning training course. I would love to hear your questions about the roadmap and your experiences of creating product roadmaps. Please leave a comment below, or contact me.
December 3, 2013
by Roman Pichler
· 15,341 Views
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Wet agile or agile waterfall?
The second blog post in the Exploring the landscape of large scale agile frameworks - series “Wet agile”, “the agile waterfall” and “the Agile-Waterfall Hybrid” … this controversial, mixed-method baby has as many names as formats. Some have received a lot of dedicated thought, are fit-for-purpose and manage to preserve the main benefits of the more pure methods. Other hybrid models have resulted by accident; either as a consequence of… … a half-way-stopped agile transitioning program that dropped dead somewhere between waterfall and scrum in an unsuccessful change initiative … a compromise between method-promoters of different ideologies (often management being on the more waterfall friendly side vs. developers generally promoting more agility) The result of the latter two cases can be horrible to witness and worse to experience for everyone involved regardless if they sit within the development organization or are on the receiving end waiting for the product. However, I do not think the frequent occurrence of poor agile-waterfall hybrids we can witness in the industry is a reason to consistently argue against mixing the two arts as many agilists do. Rather, these cases highlight the need to bring the successful and proven versions of agile-waterfall hybrids into the light and reserve a place for them among their purer cousins in the landscape for large scale agile frameworks. Founders of more successful hybrid versions often come from product development companies that deal with both software and hardware. The driver behind the method mixing in these cases is, if we simplify to the extreme, the realization that many aspects of hardware development benefit from waterfall processes, whereas software development has much to gain from an agile approach. The Agile-Waterfall Hybrid described by Erick Bergmann and Andy Hamilton from Schneider Electric is a great example of a model that merges Agile and Project Management Process/waterfall in a good way without compromising the methods’ core principles to much. Erick Bergmann and Andy Hamilton presented the Agile-Waterfall Hybrid at Agile 2013 and the key concepts of the model can be well understood from the presenting material; https://submissions.agilealliance.org/system/sessions/attachments/000/000/760/original/Agile-Waterfall_Hybrid_01AUG2013.pdf The model allows software teams to adapt agile practices while hardware development and overall product management is handled through a traditional PMP/waterfall approach The overall PMP process has a well-defined interface to the agile software development which is continuous right from the start of the concept/feasibility study up until validation and production. The interface has the format of close collaboration for all activities ranging from definition of requirements and scoping to continuous software deliveries and feedback between the agile side and the waterfallish PMP side The model accommodates development where the same/similar software is used in several products with separate POs. Eg., the software teams need to deliver features to multiple stakeholders continuously in a similar fashion as component teams typically need to act towards feature teams. The very challenging backlog management situation resulting for teams in environments like this is addressed in a good way by the model. In short, it describes how you can achieve swift product releases by putting effort into the feature releases planning on the software side There is no perfect alternative. Just like any other hybrid model, this Agile-Waterfall Hybrid compromises with some of the principles of the non-hybrid methods. The waterfall side of development is forced to live with the flexibility surrounding the software requirements and the agile teams must commit to time-fixed delivery dates, cost forecasts and risk assessment. Hybrid development models face many challenges. It is not easy to combine the dependency tracking and clarity of waterfall with the flexibility and openness to change of Agile development without diluting the benefits and create complex work processes. However, examples like the one referred to above prove that it is possible and as the industry need for these types of models is evident I hope to see more of these being published in the future.
November 4, 2013
by Ebba Kraemer
· 25,692 Views
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Adding Appsec to Agile: Security Stories, Evil User Stories and Abuse(r) Stories
Because Agile development teams work from a backlog of stories, one way to inject application security into software development is by writing up application security risks and activities as stories, making them explicit and adding them to the backlog so that application security work can be managed, estimated, prioritized and done like everything else that the team has to do. Security Stories SAFECode has tried to do this by writing a set of common, non-functional Security Stories following the well-known “As a [type of user] I want {something} so that {reason}” template. These stories are not customer- or user-focused: not the kind that a Product Owner would understand or care about. Instead, they are meant for the development team (architects, developers and testers). Example: As a(n) architect/developer, I want to ensure AND as QA, I want to verify that sensitive data is kept restricted to actors authorized to access it. There are stories to prevent/check for the common security vulnerabilities in applications: XSS, path traversal, remote execution, CSRF, OS command injection, SQL injection, password brute forcing. Checks for information exposure through error messages, proper use of encryption, authentication and session management, transport layer security, restricted uploads and URL redirection to un-trusted sites; and basic code quality issues: NULL pointer checking, boundary checking, numeric conversion, initialization, thread/process synchronization, exception handling, use of unsafe/restricted functions. SAFECode also includes a list of secure development practices (operational tasks) for the team that includes making sure that you’re using the latest compiler, patching the run-time and libraries, static analysis, vulnerability scanning, code reviews of high-risk code, tracking and fixing security bugs; and more advanced practices that require help from security experts like fuzzing, threat modeling, pen tests, environmental hardening. Altogether this is a good list of problems that need to be watched out for and things that should be done on most projects. But although SAFECode’s stories look like stories, they can’t be used as stories by the team. These Security Stories are non-functional requirements (NFRs) and technical constraints that (like requirements for scalability and maintainability and supportability) need to be considered in the design of the system, and may need to be included as part of the definition of done and conditions of acceptance for every user story that the team works on. Security Stories can’t be pulled from the backlog and delivered like other stories and removed from the backlog when they are done, because they are never “done”. The team has to keep worrying about them throughout the life of the project and of the system. As Rohit Sethi points out, asking developers to juggle long lists of technical constraints like this is not practical: If you start adding in other NFR constraints, such as accessibility, the list of constraints can quickly grow overwhelming to developers. Once the list grows unwieldy, our experience is that developers tend to ignore the list entirely. They instead rely on their own memories to apply NFR constraints. Since the number of NFRs continues to grow in increasingly specialized domains such as application security, the cognitive burden on developers’ memories is substantial. OWASP Evil User Stories – Hacking the Backlog Someone at OWASP has suggested an alternative, much smaller set of non-functional Evil User Stories that can be "hacked" into the backlog: A way for a security guy to get security on the agenda of the development team is by “hacking the backlog”. The way to do this is by crafting Evil User Stories, a few general negative cases that the team needs to consider when they implement other stories. Example #1. "As a hacker, I can send bad data in URLs, so I can access data and functions for which I'm not authorized." Example #2. "As a hacker, I can send bad data in the content of requests, so I can access data and functions for which I'm not authorized." Example #3. "As a hacker, I can send bad data in HTTP headers, so I can access data and functions for which I'm not authorized." Example #4. "As a hacker, I can read and even modify all data that is input and output by your application." Thinking like a Bad Guy – Abuse Cases and Abuser Stories Another way to beef up security in software development is to get the team to carefully look at the system they are building from the bad guy's perspective. In “Misuse and Abuse Cases: Getting Past the Positive”, Dr. Gary McGraw at Cigital talks about the importance of anticipating things going wrong, and thinking about behaviour that the system needs to prevent. Assume that the customer/user is not going to behave, or is actively out to attack the application. Question all of the assumptions in the design (the can’ts and won’ts), especially trust conditions – what if the bad guy can be anywhere along the path of an action (for example, using an attack proxy between the client and the server)? Abuse Cases are created by security experts working with the team as part of a critical review – either of the design or of an existing application. The goal of a review like this is to understand how the system behaves under attack/failure conditions, and document any weaknesses or gaps that need to be addressed. At Agile 2013 Judy Neher presented a hands-on workshop on how to write Abuser Stories, a lighter-weight, Agile practice which makes “thinking like a bad guy” part of the team’s job of defining and refining user requirements. Take a story, and as part of elaborating the story and listing the scenarios, step back and look at the story through a security lens. Don’t just think of what the user wants to do and can do - think about what they don’t want to do and can’t do. Get the same people who are working on the story to “put their black hats on” and think evil for a little while, brainstorm to come up with negative cases. As {some kind of bad guy} I want to {do some bad thing}… The {bad guy} doesn’t have to be a hacker. They could be an insider with a grudge or a selfish customer who is willing to take advantage of other users, or an admin user who needs to be protected from making expensive mistakes, or an external system that may not always function correctly. Ask questions like: How do I know who the user is and that I can trust them? Who is allowed to do what, and where are the authorization checks applied? Look for holes in multi-step workflows – what happens if somebody bypasses a check or tries to skip a step or do something out of sequence? What happens if an action or a check times-out or blocks or fails – what access should be allowed, what kind of information should be shown, what kind shouldn’t be? Are we interacting with children? Are we dealing with money? With dangerous command-and-control/admin functions? With confidential or pirvate data? Look closer at the data. Where is it coming from? Can I trust it? Is the source authenticated? Where is it validated – do I have to check it myself? Where is it stored (does it have to be stored)? If it has to be stored, should it be encrypted or masked (including in log files)? Who should be able to see it? Who shouldn’t be able to see it? Who can change it, and to the changes need to be audited? Do we need to make sure the data hasn't been tampered with (checksum, HMAC, digital signature)? Use this exercise to come up with refutation criteria (user can do this, but can’t do that; they can see this but they can’t see that), instead of, or as part of the conditions of acceptance for the story. Prioritize these cases based on risk, add the cases that you agree need to be taken care of as scenarios to the current story, or as new stories to the backlog if they are big enough. “Thinking like a bad guy” as you are working on a story seems more useful and practical than other story-based approaches. It doesn’t take a lot of time, and it’s not expensive. You don’t need to write Abuser Stories for every user Story and the more Abuser Stories that you do, the easier it will get – you'll get better at it, and you’ll keep running into the same kinds of problems that can be solved with the same patterns. You end up with something concrete and functional and actionable, work that has to be done and can be tested. Concrete, actionable cases like this are easier for the team to understand and appreciate – including the Product Owner, which is critical in Scrum, because the Product Owner decides what is important and what gets done. And because Abuser Stories are done in phase, by the people who are working on the stories already (rather than a separate activity that needs to be setup and scheduled) they are more likely to get done. Simple, quick, informal threat modeling like this isn’t enough to make a system secure – the team won’t be able to find and plug all of the security holes in the system this way, even if the developers are well-trained in secure software development and take their work seriously. Abuser Stories are good for identifying business logic vulnerabilities, reviewing security features (authentication, access control, auditing, password management, licensing) improving error handling and basic validation, and keeping onside of privacy regulations. Effective software security involves a lot more work than this: choosing a good framework and using it properly, watching out for changes to the system's attack surface, carefully reviewing high-risk code for design and coding errors, writing good defensive code as much as possible, using static analysis to catch common coding mistakes, and regular security testing (pen testing and dynamic analysis). But getting developers and testers to think like a bad guy as they build a system should go a long way to improving the security and robustness of your app.
October 31, 2013
by Jim Bird
· 21,798 Views · 1 Like
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Scrum to Lean Kanban: Some Problems and Pitfalls
Some months ago I wrote an article on how to transition between Scrum and a Lean Kanban operation. It's an important capability for an organization to have, because when a Scrum project finishes it is likely to enter a "leaner" BAU (Business As Usual) support phase. There are consequences arising from such a move which experienced Scrum hands may find surprising, and perhaps even a little off-putting. In this article we'll look at the shift in mindset that is required to do this. "Whoa! Something screwy has happened to our task board, it looks different" Kanban boards are subtly different to the task boards commonly used in Scrum. At first blush they might look similar. Both have columns showing the progress of user story "tickets" from a backlog through states such as in progress, peer review, in test, and done. In either case there might also be a blocked column, although it is equally acceptable to add a "blocked" sticker, or to simply invert the ticket on the board. As the name suggests, a task board will show the progress of the tasks that are needed to complete user stories. Often these tasks will be kept within horizontal swim lanes - one lane per user story. When all of the tasks are done, the user story will also move into done. Each user story therefore "chases" its tasks across the board. A Kanban board on the other hand - which is meant to deal with smaller and finer-grained pieces of work - will typically track the progress of user stories themselves across the board. The requirements should be well understood and there should be little appreciable depth to the solutioning; there will be few if any explicit tasks associated with the user stories. There is therefore no need for horizontal swim lanes to keep tasks and user stories aligned. You might also notice that Work in Progress limits are given particular emphasis in Lean Kanban. This is because scope is not timeboxed into sprints. The only way to throttle the rate of ticket throughput, and to keep it to manageable levels, is therefore by making sure that WIP limits are rigorously enforced. These are often annotated to the column headers on a Kanban board. For example, if there are 3 developers and 1 tester, the WIP for in progress would be 3, and 1 for in test. "Hey…there's just one backlog" That's right. Since there are no sprints in Lean Kanban, there can be no meaningful separation between a "sprint backlog" and a "product backlog". Instead there's just a single backlog of enqueued work items being brought into progress. This has repercussions for product ownership because you no longer have a clear separation between the prioritization that a team does for itself on a sprint backlog, and the prioritization done by a Product Owner on the product backlog. In effect you've just got a product backlog. In this situation clear product ownership can become more important then ever…or it can become a complete non-issue. "The Product Owner has too much power, he keeps jerking our chain" Since there is only one backlog, the Product Owner (or customer representative) must constantly reprioritize the user stories within it. The Product Owner needs to have more operational control in Lean Kanban than in Scrum. Developers can action tickets from the backlog on a daily or even hourly basis. There is no notion of getting a product backlog in shape before "the next sprint starts". Product Owners are therefore much more closely involved in day-to-day delivery than they would be in Scrum, and their involvement in daily standups becomes much more important. Note that the extent of a Product Owner's decision making should not extend beyond the backlog, and a good Kanban Leader will protect the team and its work in progress just like a good ScrumMaster would. "Now the Product Owner has disappeared altogether" Business as Usual work often boils down to the maintenance of existing systems post-delivery. Depending upon the level of demand, it's quite plausible to have one Lean-Kanban team responsible for the maintenance of multiple systems. In this situation there is no product being delivered as such, and consequently there is no clear product ownership. Instead, work items are raised as change requests and triaged by the team who then manage and prioritize their own backlog. This means that the team needs a strong and shared sense of direction and purpose. "There's no vision for this project" That's because a Lean Kanban operation typically isn't a project at all. A defined end point is likely to be missing… remember that it's covering "Business as Usual work". These are small, repeatable changes that may affect diverse systems and without any sort of narrative to bind them together. There'll certainly be a purpose and a rationale for operating a Lean Kanban… but don't expect a project vision. "We don't even seem to have decent sprint goals any more" Yep, they've gone too. Since there is no project vision and no sprints on a Lean Kanban, we won't have any "sprint goals" either. What we might get is a grouping of work requests that fall within a larger epic of changes…but if we do, it could well be a cause for concern. We must ask: are those related changes really representative of "Business as Usual" work, or are they too high risk? Do they constitute a project? "Lean Kanban work seems very bitty. I can't get a decent chunk to chew on" The diet of a Lean Kanban should consist of small, "digestible" pieces of work that do not require much breaking down in order to action them. By definition they must be well-understood and low-risk. A team must know how to handle them without the need for impact analysis or de-scoping. You're unlikely to get a meaty piece of work; you're more likely to be sucking these things up through a straw. Velocity and lead times are particularly significant metrics in Lean Kanban. Having said that, substantial and time consuming pieces of work can be taken on board if they satisfy the criteria of low risk and clear scope. An example would be the sort of work that conforms to a templated change. Of course, this sort of work might not appeal to an agile developer. So let's be clear: it takes a different temperament to do Lean Kanban BAU work than project work in Scrum. They are different skill sets. Agile developers who are happy doing one can find it unsettling, or even unrewarding, if they are switched to the other. "Why aren't we doing planning poker any more?" Without a sprint backlog there is no budget of story points to be brought into a sprint. This in turn means that estimation exercises such as planning poker lose much of their significance. In a Lean Kanban operation velocity can be measured not in terms of story points - either estimated or actual - but simply as the number of tickets actioned over a set period. This also provides an indication of the lead time before a ticket is handled. If tickets are of too variable a size - for example, if they include small ones as well as larger templated changes - then they can be awarded points for how long, or how much effort, they took. T-Shirt sizes is one approach. Remember that these points should represent the actuals, not estimates, so there's still no need for planning poker. Velocity can be averaged for each size. Alternatively the sizes can be mapped to points (e.g. small = 1, medium = 3, large = 7) and an aggregate velocity calculated. "Some of the BAU work that's been coming through looks like project work to me" You could well be right. It's important that you raise your suspicions with your team lead. There's often politics involved, but here's the lowdown. In many organizations "Business as Usual" work is classed - you could almost say "written off" - as an operational expenditure (OpEx), and is not drawn from the capital expenditure (CapEx) assigned to projects. Internal customers often have an incentive to sneak through initiatives as BAU work so as not to incur capital expense on their departmental budgets. This is indeed a political issue. But be on your guard otherwise your team could be hobbled with project work being slipped in on the sly. Be particularly wary of significant numbers of related changes, large changes, a seemingly high level of risk with any work items, or changes of uncertain scope. These suggest, but do not prove, that a fast one might be being pulled. Your team lead (who is analagous to a ScrumMaster) should try and defend against this, so if you as a team member have your suspicions, it's important to bring them to your lead's attention. Conclusion, and what's next In this post we've looked at the important differences between Lean Kanban and Scrum, and what that means for a team. We've also reviewed how a reasonably informed choice can be made between them. In my next post we'll look at a hybrid approach known as ScrumBan which can potentially address both project and BAU work. ScrumBan is becoming increasingly popular and has significant ramifications for project scalability.
October 16, 2013
by $$anonymous$$
· 13,631 Views · 1 Like
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3 Styles of Agile: Iterative, Incremental, and Evolutionary
When I’m teaching training courses (as I was this week at Skills Matter) or advising clients on the requirements-side of software development (which I’m doing a lot of just now), I talk about a model I call the “3 Styles of Agile.” Incredibly, I’ve never blogged about this -- although the model is hidden inside a couple of articles over the years. So now the day has come… I don’t claim the “3 Styles Model” is the way it should be, I only claim that it is the way I find the world. While “doing Agile” on the code side of software development always comes back to the same things (stand-up meetings, test/behavior driven development, code review/pair programming, stories, boards, etc.) the requirements side is very very variable. The advice that is given is very variable and the degree to which that advice is compatible with corporate structures and working is very variable. However, I find three reoccurring styles in which the requirements side operates and interfaces to development. I call these styles: Iterative, Incremental and Evolutionary, and I usually draw this diagram: I say style because I’m looking for a neutral word. I think you can use Scrum, XP and Kanban (or any other method) in any of the three styles. That said, I believe Kanban is a better fit for evolutionary while Scrum/XP are a better fit for Iterative and Incremental. I try not to be judgmental, I know a lot of Agile folk will see Evolutionary as superior, they may even consider Evolutionary to be the only True Agile but actually I don’t think that is always the case. There are times when the other styles are “right.” Let me describe the three styles: Iterative In this style the development team is doing lots of good stuff like: stand up meetings, planning meetings, short iterations or Kanban flow, test driven development, code review, refactoring, continuous integration and so on. I say they are doing it but it might be better to say “I hope they are doing” because quite often some bit or other is missing. That’s not important for this model. The key thing is the dev team are doing it! In this model, requirements arrive in a requirements document en mass. In fact, the rest of the organization carries on as if nothing has changed, indeed this may be what the organization wants. In this model you hear people say things like “Agile is a delivery mechanism” and “Agile is for developers." The requirement document may even have been written by a consultant or analyst who is now gone. The document is “thrown over the fence” to another analyst or project manager who is expected to deliver everything (scope, features) within some fixed time frame for some budget. Delivery is most likely one “big bang” at the end of the project (when the team may be dissolved). In order to do this they use a bacon slicer. I’ve written about this before and called it Salami Agile. The requirements document exists and the job of the “Product Owner” is to slice off small pieces for the team to do every iteration. The development team is insulated from the rest of the organization. There is probably still a change review board and any increase scope is seen as a problem. I call this iterative because the team is iterating but that’s about it. This is the natural style of large corporations, companies with annual budgets, senior managers who don’t understand IT and in particular banks. Incremental This style is mostly the same as Iterative, it looks similar to start with. The team are still (hopefully) doing good stuff and iterating. There is still a big requirements document, the organization still expects it all delivered and it is still being salami sliced. However, in this model, the team is delivering the software to customers. At the very least, they are demonstrating the software and listening to feedback. More likely, they are deploying the software and (potential) users can start using it today. As a result, the customer/users give feedback about what they want in the software. Sometimes this is an extra feature and functionality (scope creep!) and sometimes it is about removing things that were requested (scope retreat!). The “project” is still done in the traditional sense that everything in the document is “done,” but now some things are crossed out rather than ticked. Plus some additional stuff might be done over and above the requirements document. I call this incremental because the customers/users/stakeholders are seeing the thing grow in increments -- and hopefully early value is being delivered. I actually believe this is the most common style of software development -- whether that work is called Agile, waterfall or anything else. However, in some environments this is seen as wrong, wrong because the upfront requirements are “wrong” or because multiple deliveries need to be made, or because the team aren’t delivering everything they were originally asked to deliver. Evolutionary Here again the development team are iterating much as before. However, this time there is no requirements document. Work has begun with just an idea. Ideally I would want to see a goal, an objective, an aim, which will guide work and help inform what should be done -- and this goal should be stated in a single sentence, a paragraph at most. But sometimes even this is missing, for better or worse. In this model the requirements guy and developers both start at the beginning. They brainstorm some ideas and select something to do. While Mr. Requirements runs off to talk to customers and stakeholders about what the problem is and what is needed, the tech team (maybe just one person) gets started on the best idea so far. Sometime soon (2 weeks tops) they get back together. Mr. Requirements talks about what he has found and the developers demonstrate what they have built. They talk some more and decide what to do next. With that done, the developers gets on with building and Mr. Requirements gets on his bike again, he shows what has been built and talks to people -- some people again and some new people. As soon as possible the team starts to push software out to users and customers to use. This delivers value and provides feedback. And so it goes. It finishes, if it finishes, when the goal is met to the organization decided to use its resources somewhere else. Evolutionary style is most at home in Palo Alto, Mountain View, and anywhere else that start-ups are the norm. Evolutionary is actually a lot more common than is recognized but it is called maintenance or “bug fixing” and seen as something that shouldn’t exist. Having set out the three styles I’ll leave discussion of how to use the model and why you might use each style to another entry. If you want to know more about each model and how I see Agile as spectrum have a look my 2011 “The Agile Spectrum” from ACCU Overload or the recently revised (expanded but unfinished) version by the same title: “Agile Spectrum” (the 2013 version I suppose, online only).
October 1, 2013
by Allan Kelly
· 25,094 Views
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The Real Cost of Change in Software Development
There are two widely opposed (and often misunderstood) positions on how expensive it can be to change or fix software once it has been designed, coded, tested and implemented. One holds that it is extremely expensive to leave changes until late, that the cost of change rises exponentially. The other position is that changes should be left as late as possible, because the cost of changing software is – or at least can be – essentially flat (that’s why we call it software). Which position is right? Why should we care? And what can we do about it? Exponential Cost of Change Back in the early 1980s, Barry Boehm published some statistics (Software Engineering Economics, 1981) which showed that the cost of making a software change or fix increases significantly over time – you can see the original curve that he published here. Boehm looked at data collected from Waterfall-based projects at TRW and IBM in the 1970s, and found that the cost of making a change increases as you move from the stages of requirements analysis to architecture, design, coding, testing and deployment. A requirements mistake found and corrected while you are still defining the requirements costs almost nothing. But if you wait until after you've finished designing, coding and testing the system and delivering it to the customer, it can cost up to 100 times as much. A few caveats here. First, the cost curve is much higher in large projects (in smaller projects, the cost curve is more like 1:4 instead of 1:100). Those cases when the cost of change rises up to 100 times are rare, what Boehm calls Architecture-Breakers, where the team gets a fundamental architectural assumption wrong (scaling, performance, reliability) and doesn't find out until after customers are already using the system and running into serious operational problems. This analysis was all done on a small data sample from more than 30 years ago, when developing code was much more expensive and time-consuming and paperworky, and the tools sucked. A few other studies have been done since then that mostly back up Boehm's findings – at least the basic idea that the longer it takes for you to find out that you made a mistake, the more expensive it is to correct it. These studies have been widely referenced in books like Steve McConnell’s Code Complete, and used to justify the importance of early reviews and testing: Studies over the last 25 years have proven conclusively that it pays to do things right the first time. Unnecessary changes are expensive. Researchers at Hewlett-Packard, IBM, Hughes Aircraft, TRW, and other organizations have found that purging an error by the beginning of construction allows rework to be done 10 to 100 times less expensively than when it's done in the last part of the process, during system test or after release (Fagan 1976; Humphrey, Snyder, and Willis 1991; Leffingwell 1997; Willis et al. 1998; Grady 1999; Shull et al. 2002; Boehm and Turner 2004). In general, the principle is to find an error as close as possible to the time at which it was introduced. The longer the defect stays in the software food chain, the more damage it causes further down the chain. Since requirements are done first, requirements defects have the potential to be in the system longer and to be more expensive. Defects inserted into the software upstream also tend to have broader effects than those inserted further downstream. That also makes early defects more expensive. There’s some controversy over how accurate and complete this data is, how much we can rely on it, and how relevant it is today when we have much better development tools and many teams have moved from heavyweight sequential Waterfall development to lightweight iterative, incremental development approaches. Flattening the Cost of Changing Code The rules of the game should change with iterative and incremental development – because they have to. Boehm realized back in the 1980s that we could catch more mistakes early (and therefore reduce the cost of development) if we think about risks upfront and design and build software in increments, using what he called the Spiral Model, rather than trying to define, design and build software in a Waterfall sequence. The same ideas are behind more modern, lighter Agile development approaches. In Extreme Programming Explained (the first edition, but not the second) Kent Beck states that minimizing the cost of change is one of the goals of Extreme Programming, and that a flattened change cost curve is “the technical premise of XP”: Under certain circumstances, the exponential rise in the cost of changing software over time can be flattened. If we can flatten the curve, old assumptions about the best way to develop software no longer hold … You would make big decisions as late in the process as possible, to defer the cost of making the decisions and to have the greatest possible chance that they would be right. You would only implement what you had to, in hopes that the needs you anticipate for tomorrow wouldn't come true. You would introduce elements to the design only as they simplified existing code or made writing the next bit of code simpler. It’s important to understand that Beck doesn't say that with XP the change curve is flat. He says that these costs can be flattened if teams work toward this, leveraging key practices and principles in XP, such as: Simple Design, doing the simplest thing that works, and deferring design decisions as late as possible (YAGNI), so that the design is easy to understand and easy to change Continuous, disciplined refactoring to keep the code easy to understand and easy to change Test-First Development – writing automated tests upfront to catch coding mistakes immediately, and to build up a testing safety net to catch mistakes in the future Developers collaborating closely and constantly with the customer to confirm their understanding of what they need to build and working together in pairs to design solutions and solve problems, and catch mistakes and misunderstandings early Relying on working software over documentation to minimize the amount of paperwork that needs to be done with each change (write code, not specs) The team’s experience working incrementally and iteratively – the more that people work and think this way, the better they will get at it. All of this makes sense and sounds right, although there are no studies that back up these assertions, which is why Beck dropped this change curve discussion from the second edition of his XP book. But, by then, the idea that change could be flat with Agile development had already become accepted by many people. The Importance of Feedback Scott Amber agrees that the cost curve can be flattened in Agile development, not because of Simple Design, but because of the feedback loops that are fundamental to iterative, incremental development. Agile methods optimize feedback within the team, developers working closely together with each other and with the customer and relying on continuous face-to-face communications. Following technical practices like test-first development, pair programming and continuous integration makes these feedback loops even tighter. But what really matters is getting feedback from the people using the system – it’s only then that you know if you got it right or what you missed. The longer that it takes to design and build something and get feedback from real users, the more time and work that is required to get working software into a real customer’s hands, the higher your cost of change really is. Optimizing and streamlining this feedback loop is what is driving the lean startup approach to development: defining a minimum viable product (something that just barely does the job), getting it out to customers as quickly as you can, and then responding to user feedback through continuous deployment and A/B testing techniques until you find out what customers really want. Even Flat Change Can Still Be Expensive Even if you do everything to optimize these feedback loops and minimize your overheads, this still doesn’t mean that change will come cheap. Being fast isn’t good enough if you make too many mistakes along the way. The Post Agilist uses the example of painting a house: Assume that it costs $1,000 each time you paint the house, whether you paint it blue, red or white. The cost of change is flat. But if you have to paint it blue first, then red, then white before everyone is happy, you’re wasting time and money. “No matter how expensive or cheap the "cost of change" curve may be, the fewer changes that are made, the cheaper and faster the result will be … Planning is not a four letter word.” (However, I would like to point out that “plan” is.) Spending too much time upfront in planning and design is waste. But not spending enough time upfront to find out what you should be building and how you should be building it before you build it, and not taking the care to build it carefully, is also a waste. Change Gets More Expensive Over Time You also have to accept that the incremental cost of change will go up over the life of a system, especially once a system is being used. This is not just a technical debt problem. The more people using the system, the more people who might be impacted by the change if you get it wrong, the more careful you have to be. This means that you need to spend more time on planning and communicating changes, building and testing a roll-back capability, and roll changes out slowly using canary releases and dark launching – which add costs and delays to getting feedback. There are also more operational dependencies that you have to understand and take care of, and more data that you have to change or fix up, making changes even more difficult and expensive. If you do things right, keep a good team together and manage technical debt responsibly, these costs should rise gently over the life of a system – and if you don’t, that exponential change curve will kick in. What is the real cost of change? Is the real cost of change exponential, or is it flat? The truth is somewhere in between. There’s no reason that the cost of making a change to software has to be as high as it was 30 years ago. We can definitely do better today, with better tools and better, cheaper ways of developing software. The keys to minimizing the costs of change seem to be: Get your software into customer hands as quickly as you can. I am not convinced that any organization really needs to push out software changes 10 to 50 to 100 times a day, but you don’t want to wait months or years for feedback, either. Deliver less, but more often. And because you’re going to deliver more often, it makes sense to build a continuous delivery pipeline so that you can push changes out efficiently and with confidence. Use ideas from lean software development and maybe Kanban to identify and eliminate waste and to minimize cycle time. We know that, even with lots of upfront planning and design thinking, we won’t get everything right upfront -- this is the Waterfall fallacy. But it’s also important not to waste time and money iterating when you don’t need to. Spending enough time upfront in understanding requirements and in design to get it at least mostly right the first time can save a lot later on. Whether you’re working incrementally and iteratively, or sequentially, it makes good sense to catch mistakes early when you can, whether you do this through test-first development and pairing, or requirements workshops and code reviews -- whatever works for you.
September 20, 2013
by Jim Bird
· 21,918 Views
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XP Values: Courage
In a complex system such as a software development team, it's easy for fear to arise.
August 28, 2013
by Giorgio Sironi
· 6,772 Views
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Kanban Paper Airplane Factory
i went to the local capital kanban meetup yesterday evening. it was a bunch of project managers discussing kanban and waste in it. seemed completely out of my comfort zone and a way to meet new people in tech here in town so i attended. it turned out to be really cool and way more interesting than my expectations were. i wanted to mention some of those here, specifically some of the it wastes that were mentioned i see all the time, the insights i got from the paper airplane factory game, and some after meeting talk that changed my perspective on what i perceive as problems in our industry with good software east of california (hah, trick question, there is no good software done east of california…). it wastes andrea ross did a presentation about waste in it. kanban, the production process used by toyota then turned into a project management and software development, has 7 or 8 forms of what it calls waste. these are primarely in the factory line production process, so you have to draw your own metaphors and similes, and that’s what andrea’s presentation extrapolated on. from a high level, these are: defects / rework overproduction waiting non-standard over processing transportation / logistics intellect motion excess inventory her slides that have bullet point examples for each one are pretty self-explanatory. what was interesting to me was the sheer volume of bullet points i see all the time, together, in the same projects i work on. some can’t be avoided, nature of the business and all that. still, it was pretty eye opening to see that a traditional factory production process has identified these items as the core waste items, and software development has plenty of them with just about the same meanings. i won’t cover them in detail here as her slides do. kanban, bottlenecks, and waste the concept of kanban is to quickly identify bottlenecks in the existing production process, and iterate to improve the process to fix them. notice i said “existing” and “process”. the existing part is where kanban has been easier to market than say six sigma which is bought into wholesale, hence why it’s easier to be a six sigma consultant than a kanban one. kanban you basically overlay on top of what you have and it surfaces the problems your existing process has pretty clearly. meaning, if you see a bunch of cards on a kanban board that are in the “analysis” column, and very few in the rest, it’s pretty clear where the bottle neck is located. now the “process” part is analogous to the production line; in this case all that goes into making software from the traditional waterfall perspective: design, development, deployment. however, the key here is you aren’t fixing the “bottleneck”, but rather the process itself. that is what i learned through our paper airplane factory exercise quite clearly. there are a series of games like this that can be modified, but the point is they help teach the bottleneck vs. process modification process extremely clearly. the key takeaway for me was fixing the bottleneck, like the 5 developers + 1 manager in a war room during a troubling moment during a software project, is actually a form of waste. yes, it’s great teams rise up to tackle these problems in the moment. however, it’s important to note that it’s the project manager’s job to both recognize this as waste and fix the actual process problem. i’ll explain this below. note: if you’re concerned about spoilers, please be aware of 2 things. first, there are more than just the airplane factory game that you can find online. second, if you do read the following section and later participate in the exercise, please either let the teacher/presenter know, or try not to modify the process too much to allow others to learn. airplane factory the game is like so (abridged version, you can find the full instructions here ): divide your people into 4 groups, each sitting adjacent to each other. circle or semi-circular seating arrangements works best to encourage intentional bottleneck adjustment engagement. cut up the airplane folding instructions alone the designated lines. give the first part of the instructions to the first group in the line. give the second part of the instructions to the second group, and repeat on down the line. some people may not necessarily have designated jobs beyond passing papers, etc. this is intentional to illustrate the intellect waste of not using human ip… and also to note how they’ll often become efficient passers, helpers, or even qa. ensure the group/person who’s last in line is aware of how far the plane must fly as a metric of defining a successful plane. setup a 5 minute timer, start it, and yell “go!” after 5 minutes, identify how many successfully flown airplanes were made as well as how much waste (crumpled papers, non-flying planes, etc) were created. that’s the round 1 score. iterate. the iterate step is where you reflect on what just happened and attempt to modify the process. i’ll go over how ours went down so you get an idea. round 1 line setup : we had 8 people in our line. round 1, we had 1 lady do the half fold, the 2nd guy do the additional 2 folds + paper sides cut, andrea and i pass the paper to our left, another lady handle the 1st wing folds, and a gentleman at the end to make the wings and throw it. our last person was a lady who handled qa and scoring. process : very quickly we had a bottleneck with the lady at my stations left. the instructions weren’t very clear and she struggled to learn how to do the first one. both andrea and i quickly went to help; andrea attempting to do it with her, me taking a picture of the instructions with my iphone, and attempting to duplicate at my desk while ensuring i kept passing the planes to my left into an ever growing pile. once i figured it out (i had actually built the exact same plane last week for my daughters birthday present which has an electronic propeller you attach), i told the ladies to ignore the “requirements” as they were crap and i walked them through how to successfully complete their step. i then quickly returned to my desk which had a pile of unmoved inventory. the only person who didn’t struggle with their assembly was the 1st in the line who had to fold paper in half. i believe we ended up with 2 planes and 1 waste. takeaway : our teacher quickly pointed how we went “downstream” to fix the production line process. this is a reactionary, and completely normal mode, to fix production line problems. it’s also wrong. you’re supposed to identify the upstream problem causing it and fix that. additionally, we didn’t stop the line to ensure we fixed this problem first before continuing, also wrong. car companies like toyota do this via a chain that’s pulled to stop the line so they can ensure the problem is resolved. sometimes they even take part of their line off the main line to ensure things keep moving. as a side note, apparently gm used to keep going. door doesn’t fit right? keep going; jam the mofo on there. they’d end up with a lot full of cars pretty quickly… even if they were low quality. ford was similar, but they’d ensure the cars were actually sold first before they sold them, thus not resulting in lots full of inventory they couldn’t sell like gm… even if the quality of pre-sold cars was still low. we also noted various other problems such as no training in each plane’s building instructions, no one stopping if the station after them go overwhelmed with their ever growing stack, and sometimes idle resources (people with not much to do). round 2 improvements : first, the teacher actually implemented designated stack areas with a piece of paper on each station, and then wrote a number on the paper; this was the max amount of completed planes you could place for the next station to build so you didn’t exacerbate a bottleneck. second, i become a designated passer to my left while my partner moved to the left station to have a 2 women team doing the complicated folding. process : my job was pretty easy; pass, and ensure i don’t bottleneck it. every single station was faster since they had practiced their portion. the guy to my right had actually done his first 3 paper cuts wrong in round 1 which caused confusion to my left station, but had it down pat in round 2. the last station still experimented with various angles of folding to see how far the plane could actually fly. we actually had the last women in the line, qa, send a messed up plane back through the line as an unfolded piece of paper because it didn’t fly right; w00t, less waste! a bottleneck, again, formed to my left, but the girls found a way to divide up the 2 step process between them to be more efficient. as our 5 minutes progressed, they got faster and eventually started making progress on the backlog. we made 5 planes, 1 waste. takeaway : we built 4 planes with 1 waste. the first person, as usual, was too fast. the guy to my right had an inefficient process because he’d have to fold, pick up the scissors, cut, then put ‘em down again. we had all abandoned our airplane instructions by this point. round 3 improvements : everything else was fine, so we decided to give me the cutting job and the guy to my right would just fold. the girls to my left on-the-fly modification was good and we kept it. process : my first 3 were slow, but once i practiced, i was uber fast and we were humming. the girls to my left were killing it. i managed to keep my right stack always below or at 2 in the pile. very quickly it became apparent the 1st person was too fast; she was constantly folding and then waiting before she was allowed to make another. we made 8 airplanes, no waste. takeaway : those of with spouses were already getting texted like mad to leave, but we all wanted to see round 3 succeed better than 2, and see if we made the process perfect. we didn’t; it went the complete opposite direction to the front of the line needing minor modifications. overall, though, our output increased a lot, our waste went down, and it was very clear that the adjustments we made + the teachers maximum stack amounts were working well. my overall takeaways i went to this meeting to both meet new people in town to network with as well as to get out of my comfort zone. i find when i do the latter, i learn a lot and sometimes get a new perspective. it gave me a new appreciation for project managers who have not just 1, but 5 projects they have to manage to make an attempt to do this on. this also assumes they get enough time to really learn about each teams issues, where those bottlenecks are, and what the best ways are to address them. not by just fixing the bottlenecks, but by fixing the process itself, ensuring stop guards are in place not as many items/cards in a column, etc. it also made me intimately aware of how i, as a consultant, immediately want to fix the bottleneck, and have learned ways (such as the war room) to solve them… when in reality, it’s a pm issue for a greater process problem. the other thing that makes it more complex is the whole “all things being equal”. for example, a kanban board a pm would use on the whole process vs. just the kanban board my software team would use. if my team fails to do tdd and ends up with a variety of bugs in the system because we’re forced to develop quickly and produce bad work, this show up on hers as us being the bottleneck. without time to talk to us and really empower us to change our process, nothing will change. i see this time and time again. the excuses, which are sometimes valid, range from “the software’s good enough even with the bugs”, or “tdd is too much work for not enough value” or “we can’t write a test suite for a huge mess that isn’t even testable”. …and that’s just a small portion of what i’ve seen gone wrong. if you’ve ever worked for a design agency, or even a large firm that has a huge new client, it’s very apparent many teams have a hard time getting sign off from clients which causes a bottleneck in the analysis column on the kanban board because the items either pile up, or priority constantly shifts… yet they never actually make it out of their column. a pm there who works with the government offered his strategies for dealing with the strange qa cycles government agencies will have where it goes into a black hole for 6 weeks thus really screwing up his kanban metrics. overall, it was neat to be in a room with people who were geeking out on improving process. you see a lot of software developers get bored with programming or frustrated with how their lack of process is going, so they read up on xp and agile. when you look at what these pm’s deal with, it makes you feel like just a small part in a larger overall process. more importantly, my preconceptions about leadership being the problem 99% of my problem projects really had a wrench thrown in. i was bitching about it to one of the pm’s, and quickly explained, in great detail, why some big companies which don’t have a hard line metric such as money to predict performance will often use lean methodologies since “ensuring customer satisfaction” is hard to measure depending on your business, and requires a more exploratory way of doing business. that said, it was great to hear that the common problems i experience in software dev with solutions were the same, just 1 of many that pm’s have to deal with. i highly encourage software developers to partake in one of these exercises, even if you do scrum vs. kanban. really eye opening stuff.
August 14, 2013
by James Warden
· 12,035 Views · 1 Like
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Limiting WIP: Stories vs. Tasks
We’re all works in progress, honey. And believe me when I tell you that I’ve had to work harder than most. ― Susan Elizabeth Phillips, "Ain't She Sweet" It's pretty well understood that limiting Work In Progress - or WIP as it is often abbreviated - is a good thing. Ideally, WIP should be limited to one item in progress at a time. Having multiple pieces of inventory on-hand is a form of waste, since each incurs a handling cost, and any work done on one of them will depreciate while another is being worked on. In theory at least, restricting WIP to one item at a time will reduce this waste and get value out of the door as quickly as possible. This principle of Single Piece Flow (SPF) is central to Lean-Kanban ways of working, especially in a manufacturing context. In a software context the accepted WIP limits tend to be rather higher. It is often limited to one item per developer, such as by allowing each developer only one avatar to place on an item, and it can be reduced further if pair-programming is in use. As such, software teams might not often achieve SPF but the value of limiting WIP as far as possible is still understood. There are however problems in interpreting limited WIP in Scrum. This is because a Scrum board will often take the form of a task board ... not a Kanban board. In other words, the work being limited by Scrum teams is not always a user story or similar requirement. It is often a task. Task-limited WIP allows developers to progress tasks from any user story in any order. They could potentially limit themselves to one or two tasks from a story, complete them, then move on to a task from a different story and maybe a task from a third. In effect multiple stories - perhaps even the entire Sprint Backlog of stories - can be in progress before so much as one story gets completed. None of this breaks Scrum rules. There's nothing to stop a team, in Sprint Planning, from organizing the Sprint Backlog into any number of tasks which can be progressed in any order they choose, and from delivering all of the user stories in one go at the end of the Sprint. The Sprint Goal can of course be met by this approach, and there should still be a nice task burn-down to show the associated technical risks being managed. The problem is that it defers approval of each user story to the end of the Sprint (i.e. the Sprint Review), when it is best-practice to get continual sign-off by a Product Owner throughout the iteration. On-going inspection allows the business risks of delivery to be managed well, and not just the technical risks. This is an issue that all Scrum teams must consider when they formulate a Sprint Plan. Is it important to limit WIP in terms of user stories rather than tasks, and thereby facilitate early approval of those stories by a Product Owner? Or would this compromise the team's principle of incremental delivery ... and amount to Lean-Kanban by the back door?
August 6, 2013
by $$anonymous$$
· 5,480 Views
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Sprint Retrospectives in Practice
Remembrance and reflection, how allied; What thin partitions sense from thought divide. - Alexander Pope Retrospectives, and why you need them A couple of months ago we looked at how to conduct a Sprint Review. We saw that a Review considers what work was done, and distinguished it from a Sprint Retrospective which reflects upon how work is being done. The distinction between the two can appear to be rather academic, and slurring a Review and a Retrospective together is a mistake that is often made by immature teams. After all, both take a reflective view of a Sprint that has just finished, and both can be said to fulfill a remit of historical inquiry. Yet while the separation of concerns might seem to be a narrow one, it is nonetheless quite precise, and there is great value to be had in maintaining the appropriate focus. A Review looks candidly at what has been achieved, and soberly at what remains to be achieved, with regard to product completion. A Retrospective on the other hand is an opportunity for the Scrum Team to inspect and adapt their actual implementation of the Scrum process. The rationale behind this inspection is methodological but it is in no sense abstract. It is grounded firmly in the desire to achieve worthwhile and practical reform. Perhaps there are certain working practices which the team can make more efficient, or which can otherwise be improved upon. If so, a Retrospective presents the ideal opportunity for those improvements to be discussed and brought into action. Failing to inspect and adapt in this manner will condemn a team to perpetual infancy and the repetition of past mistakes. Sprint Retrospectives help keep a Scrum team on the road to continual improvement. When these sessions are done well, team members will not be afraid to challenge the status quo, and will do so in a constructive and informed manner. The result will be an improved delivery of value – in fact, the sort of productivity gain that might well be identified in the Sprint Review we considered earlier. In this article we’ll switch our attention fully to Retrospectives, and examine the matter of how they should be conducted. Setting up a Retrospective As any event manager will tell you, the key to a successful gig lies in the preparation. Okay…I’ll concede that a holding a Retrospective isn’t as mammoth an undertaking as hosting the Thinking Digital conference, nor can it be said to demand the organizational skills of Bruce Springsteen’s road manager. Nevertheless it’s still important to get a few ducks in a row. Let’s start by lining them up and giving them some admittedly rather unimaginative names: Why, Who, Where, When, and What. We’ve just covered the issue of why a Retrospective needs to be held…that duck’s down. Let’s pop the rest. Who should attend a Sprint Retrospective? The invitation list for a Sprint Retrospective should be simple and uncontroversial. According to the Scrum Guide all Scrum Team members are expected to attend. That’s the Developers, the Scrum Master (who may facilitate the session), and the Product Owner. No others are expected. In fact, it would be quite irregular to extend the invitation to other people, even if they consider themselves to be important players or stakeholders. That’s because it is the Scrum Team who are responsible for the way they have implemented the Scrum Framework. Only they are in a position to inspect and adapt their very own ways of working. For this reason, all members have a duty to be present, to contribute, and to help make each Retrospective a success. Some teams exclude the Product Owner from this activity, arguing that if he or she was present, the team would not be able to have an open and frank discussion. This is a common issue and we’ll return to it later. For now though, just take it as read that a good Retrospective must include all Scrum Team members, and will give each a voice in molding the processes and working environment that they collectively own. Where should a Retrospective be held? Let’s answer this one with another question. If all of the Scrum Team members are co-located, and if they have the necessary equipment to hand (such as their Scrum board, plus a whiteboard for notes), why not hold the retrospective in situ? In other words, why not just hold the session at the team’s desks? Well, although this might sound like a capital idea, there can be problems. Perhaps it would create too much of a disturbance and annoy other teams within earshot? Then again, perhaps the physical layout of the working area is simply not conducive to holding a meeting. Perhaps the team is not entirely co-located in the first place. Any one of these things can tip the balance in favour of booking an actual meeting room, and getting everyone to decamp there for a Sprint Retrospective. If so, remember to book such a room in advance…if possible as a recurring appointment for the anticipated duration of the project. Make sure it has sufficient capacity and the resources needed. When should a Retrospective happen? The glib answer is to say that a Retrospective should happen “at the end of each Sprint”. A more useful answer would say whether or not it should precede or follow the Sprint Review. In my experience it is generally better to do the Review first, because that helps to establish a context within which the Retrospective can happen. The next thing to consider is how long to allow for the session. As with all Scrum events, a Sprint Retrospective is time-boxed. This means that it isn’t allowed to exceed a set length. The rules of Scrum are exact: for a one month Sprint the limit for a Retrospective is 3 hours, which is reduced to one-and-a-half hours for a two week Sprint. You should adjust this value by the same ratio if needed. Note that if a Retrospective finishes before the time-box expires, that’s fine and dandy. You aren’t obliged to use all of the available time. The rule is simply that the time-box must never be exceeded. Scrum is not a philosophy in which matters are allowed to drag on. What topics should the Retrospective cover? This is the biggest duck in the row, and it’ll take a few pings to knock it down. What we have to do is to establish a suitable agenda for a Sprint Retrospective. We have to formulate it in such a way that the inspection of the team’s Scrum implementation does indeed happen. We also have to make sure that any recommendations for its adaptation are elicited, agreed, and turned into achievable action items. The Scrum Guide provides us with something of a starting point. It isn’t much, but I reckon that if you look at it through a beer glass with your head sideways and one eye closed, you can just about discern a notional agenda for holding a Sprint Retrospective. A notional agenda The Scrum Guide is sparing in the advice it gives on how to conduct a Retrospective. We are told that a Scrum Team must: Inspect how the last Sprint went with regards to people, relationships, process, and tools; Identify and order the major items that went well and potential improvements; and, Create a plan for implementing improvements to the way the Scrum Team does its work…[including]…ways to increase product quality by adapting the Definition of “Done” as appropriate. Yes, I know that’s not much to go on, but each of these items is clearly significant. They seem to address the very rubric of agile practice; we can recognize in them a succinct appeal to the three legs of Transparency, Inspection, and Adaptation. In them, we can see not only a notional agenda, but also how critical a Sprint Retrospective is to the Scrum process. A Retrospective is arguably the most important time-boxed event that any agile process can have. If we want to turn these points into a more formal agenda for the session, we’ll have to make sure that each of them is addressed carefully. Towards a canonical format Scrum has been around for well over a decade now, and a fairly standard agenda for conducting a Sprint Retrospective has emerged. Here’s what it looks like. Set the scene. Ways to do this can include any or all of the following: Sketching out a timeline of significant events that occurred in the Sprint, so its historical context can be established Holding the Sprint Review shortly beforehand, so the project context is fresh in attendees’ minds Declaring the Prime Directive in order to define a professional context of mutual respect and openness Assess prior action items. Unless this is the first sprint, there will have been an earlier retrospective in which some improvements will have been proposed. Look back over each of them. Have they been followed through? In short, has the process actually been adapted following that earlier inspection? If any action items remain undone, make a note of them. They’ll have to be considered when determining actions for the future. Set up a Retrospective Board. This can be a whiteboard, or even a large sheet of paper stuck to a wall. Divide it into four quadrants and label each in the following manner. The precise terminology does tend to vary a bit. There can be subtle and not-so-subtle differences in meaning (consider the difference between “good points” and “things to continue doing”). Be aware of these differences, as they will shape the responses and ultimately the results. “What went well” (or “good points”, or “things to continue doing”) “What didn’t go well” (or “bad points”, or “things to stop doing”) “Ideas for improvement” (or things to “start doing”) “Shout-outs” (i.e. recognition of noteworthy individual contributions) Storm the Board. There are several ways in which this can be done. Here are some of the more common ones: Sticky notes. This method is fairly democratic in that each attendee gets a clear say by putting sticky notes on a board. Assertive individuals are therefore less able to dominate others. However, it can be disjointed as attention shifts from one person’s topics to another person’s. As such, it can be hard to develop a line of thought for group discussion. Here’s the process: Blocks of notes are distributed to the attendees. They are given a small time-box (5 or 10 minutes) to jot down their ideas…good points, bad points, improvements, and shouts. Each attendee should write one point per sticky note. There is no limit to the number of points they can make. After the time is up, attendees take it in turn to put their notes on the board and in the relevant quadrants As an attendee puts their sticky note on the board, they briefly state what the point is to the rest of the team Once the last attendee has finished, duplicate points will be identified by the group and removed. Facilitator-as-arbitrator. In this approach a facilitator will act as a scribe for the group, and write their ideas on the board. Group discussion of ideas is encouraged, and the facilitator can arbitrate in the event of disagreement. The downside is that it can favor the more assertive type of individual who ends up doing most of the talking. Here’s how it’s done: The facilitator stands in front of the board with a marker pen Any attendee who has a suggestion to make will make it – a good point, bad point, idea, or shout-out The facilitator writes each suggestion into the appropriate quadrant, disallowing any duplicates. The group discuss the merits of each suggestion The facilitator will erase, keep, or revise each suggestion according to group opinion Hybrid. This uses a mix of techniques, such as a facilitated session for identifying good points and bad points, and a sticky-note approach in order to elicit ideas for improvement. Changing the techniques used in a Retrospective every now and then can help keep the sessions fresh, and is certainly a good idea if you reckon they are getting a bit stale. Propose actions. I have five rules that I apply when “storming the board” with a team: For every bad point there must be an idea for improvement. In other words, for everything that people are being asked to stop doing an alternative and better course of action must be proposed. This rule helps to keep attendees focused on the need to adapt the process constructively, and not to use the session for mere complaint. If you have been storming for “good points” rather than for things to “start doing”, make sure that each of those points is matched with an idea for further improvement. It isn’t enough to look back appreciatively whenever something positive has happened. Your challenge is to translate that observation into an even bigger future win. Re-assess undone action items from the previous Retrospective. If any remain undone, ask if they are worth bringing forward. Ask why they weren’t implemented, with a view to finding out what really needs to happen to expedite them. If these outstanding actions are impractical, or are no longer relevant, jettison them and concentrate on those improvements which are valuable and achievable. Ask the “Five Whys”. For each action item you produce, you need to be sure that you have understood the root cause and that the action will be appropriate. A shallow retrospective is no retrospective at all. It has to be deep and probing. Improve the Definition of Done. The Scrum Guide doesn’t provide much advice about holding Retrospectives, but it is quite clear about the need to revisit the Definition of Done. This is something that many teams, including some quite experienced ones, forget or otherwise fail to do. So be careful to identify any room for improvement in the team’s understanding of what “done” means, and what it should take for work to be considered potentially releasable. Vote. It’s quite possible that the list of proposed actions will be extensive. In aggregate they could amount to too much change if all were to be implemented in the forthcoming Sprint. You can resolve this by getting team members to vote on action items, so that only the most important ones are taken forward. For example, if the team can take forward five items, allow each attendee to vote for five of them. The most popular can then be actioned. Other observations Here are some other things to consider when conducting a Sprint Retrospective. Decide whether or not to precede it with the Scrum “Prime Directive”. This is an assertion which is meant to be said, in earnest, before each and every Retrospective. It isn’t mentioned in the Scrum Guide, but it is widely recognized and some teams do choose to recite it. “Regardless of what we discover, we understand and truly believe that everyone did the best job they could, given what they knew at the time, their skills and abilities, the resources available, and the situation at hand” We considered the significance of this assertion in an earlier article on Agile Teamwork in Practice, so I’m not going to say much more about it here. However, Martin Fowler has expressed his thoughts on the Prime Directive, and I suggest you read his opinion piece in full. All I’ll add is that I am in agreement with his observations and that I share his sense of revulsion. Determine what to do about Product Owner representation. According to the Scrum Primer the Product Owner may attend a Sprint Retrospective. Only “Development Team” members are actually required to be there. Yet according to the Scrum Guide, all “Scrum Team” members must attend. The Scrum Team is a wider group than the Development team and includes the Product Owner. The reason for this discrepancy probably lies in the interpretation of process ownership. If we see the Development Team as owning the process through which iterative and incremental value will be delivered to a Product Owner, then the PO would not indeed have a say in the adaptation of that process. He or she would merely be a consumer of its outputs, and would therefore be a stakeholder in a Sprint Review but not in a Sprint Retrospective. However, if we view the process as a more collaborative one, in which the Development Team works with the Product Owner to deliver potentially releasable increments of value every Sprint, then the PO would indeed be a stakeholder in how that process is managed, and must therefore attend. It’s therefore important to determine what relationship the Development Team has, or should have, with the Product Owner. It’s unquestionably best if a Product Owner is on-side as a team player, and can handle root cause analysis and the exposure of potentially uncomfortable truths. Whether or not that is the case though is only something that the team can decide. Remember they’re human. Bring snacks and drinks to keep attendees refreshed, and allow enough time for breaks – at least 10 minutes every hour. Consider wrapping up the session with a “touchy feely graph” of some sort, which captures the mood and confidence of the team. Allow everyone to mark a dot or cross on a chart to show how positive or negative they feel about things, and then see how the mood changes…hopefully for the better…from one Sprint to the next. Conclusion A Sprint Retrospective is arguably the most important event that a team can hold. It provides the means to inspect and adapt the team’s actual implementation of the Scrum framework. In this article we’ve looked at how to create an agenda for the session and how to facilitate it, and at the issues of when and where it should be held, and who should attend. Those who cannot remember the past are condemned to repeat it. - George Santayana
August 4, 2013
by $$anonymous$$
· 19,214 Views
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Story Point
Story points are a common name for sizing stories in agile projects. Combined with XpVelocity they provide a technique to aid planning by providing a forecast of when stories can be completed. When estimating work, a common approach is to estimate in terms staff-hours, such as a programmer saying "this will take me two days to do". Many people in the early days of agile, especially those in the ExtremeProgramming community, found that teams struggled to come up with useful estimates using this approach, even when they applied an approach of IdealTime. We found the most effective way to estimate was to size stories relative to each other, and then use past experience to determine how much could be done in an iteration. [1] To determine the points for a story, we compare rough relative sizes. If we are estimating the "fibble the foobar" story, we look for a story of similar size that we've already estimated. We sense it's about the same size as "flipping the synergy bit". Then we look at the story point score for "flipping the synergy bit" and score the "fibble the foobar" the same amount. A team using story points uses a small range of story points to work with. Common examples might be 1,2,4,8 or 1,2,3,5,8 [2]. Often the top number in the series represents "too big" and should be broken down further. [3] Allocating story points should be rapid activity. Discussion should only break out when people have contrasting views on the estimate, in which case its useful to have a discussion as it usually means that something about the story isn't clear. Using a ThrownEstimate is a good technique to move things along quickly. To form a plan with time, you use XpVelocity. Some teams don't like using story points, preferring instead to use StoryCounting. I don't have a preference between the two - both seem to work equally well so it's up to the team to try out and go with whichever suits them best. Further Reading The ThoughtWorks ebook on estimation provides includes a good Q&A on story points. Kent and I discussed them in more depth in the tasteful green book. Most books that talk about planning and estimation in an agile context discuss story points in more detail. Notes 1: "Story Points" is the most common name that I hear these days, but various terms have been used over the years, often with whimsical names that emphasized their arbitrary nature. I particularly like Joseph Pelrine's gummi bears and Josh Kerievsky's: NUTs (Nebulous Units of Time). 2: This is a Fibonacci sequence 3: Using the top number as too big is saying that a story sized at '8' really means '8 or more'. If you do this beware of using this top number when making forecasts of things like completion time, since '8' can turn into all sorts of numbers when it finally gets broken down. It's usually better to explicitly say its too big to be estimated rather than use a false marker number.
July 18, 2013
by Martin Fowler
· 17,778 Views
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Sprint Backlogs in Practice
"A whole leisure day before you, a good novel in hand, and the backlog only just beginning to kindle..." - Backlog Studies, by Charles Dudley Warner A Recap on Backlogs A few weeks ago we took a critical look at Product Backlogs. We considered their purpose, how they are meant to be used, and why the aspirations they represent can so easily fall into a state of "Lost Remembrance". We also saw that a Product Backlog is an ordered list of requirements that are in scope, and if a project is to deliver value, then certain portions of that scope must be delivered in a timely manner. The Product Backlog is an instrument for managing this process. In short it is a queue, and one that is constantly tended and revised by a Product Owner. It is an artifact of diligent curation in which some requirements are determined to be more important than others, and which therefore ought to be delivered first. On the other hand some requirements will be observed to depend upon others, and must therefore be delivered afterwards. Introducing the Sprint Backlog In a very simple agile process - such as an elementary Kanban implementation - there will only be one backlog. Team members will action each item from the backlog in turn. They will be careful to draw only from the top of the queue, in order of priority. More sophisticated methods can include refinements such as “fast track” lanes in which the Quality of Service will be varied. We've already seen how this approach works in the context of managing critical incidents, and also in the context of hybrid agile methods such as Scrumban. Yet when we consider Scrum itself, we see that the Product Backlog is complemented by another of these queues...the Sprint Backlog. The idea is that if the team deliver something of value at regular intervals then the risks of the project can be better managed, and metrics can be generated that show progress towards its completion. Those regular intervals are known as Sprints. The chunk of requirements that the team agrees to work on during Sprint Planning is the Sprint Backlog. All of this is well known to agile developers, and the chances are that most of you reading this will have been working along these lines for years. So now let's challenge some common assumptions that are made about Sprint Backlogs and how a Scrum team is meant to handle them. Have any of these assumptions been made by your team? Assumption: The Sprint Backlog is a subset of the Product Backlog During Sprint Planning, a team will agree with the Product Owner which requirements from the Product Backlog will be worked on and met by the end of the forthcoming iteration. This has lead to the widespread practice of placing corresponding index cards into the Sprint Backlog on the Scrum board. In effect, it's a subset of the Product Backlog. What many teams fail to realize is that although the identification of an appropriate subset of Product Backlog requirements may be fine as a statement of intent, it can hardly be said to represent an actual plan for delivery. Admittedly a suitable plan doesn't have to be documented; it can live entirely in the developers' heads. A Scrum board's Sprint Backlog may indeed only show that subset of Product Backlog requirements which have been chosen for the Sprint. In fact the whole thing may look very like a Kanban board, even to the point that a casual observer might not be able to tell whether Scrum or Kanban rules are in force just by looking at it. The important thing is that a Sprint plan is agreed upon, shared, and understood by the team. Alternatively a task board may be used. Each selected requirement will be planned into tasks, and these will in turn be transcribed onto index cards or sticky notes. The tasks will move across the board in horizontal swim lanes that align each one to its parent requirement. In this model the Sprint Backlog is not represented by a subset of the Product Backlog, but rather by the corresponding tasks that have been planned for delivery. Assumption: A Sprint Backlog consists of tasks If we can see that each User Story has been broken down into tasks, it implies that some attempt has been made at Sprint Planning. It doesn't prove it of course. For all we know, each one of those tasks could have been identified by one person in the back of the pub last night. In other words, the tasks themselves do not amount to a plan. They merely infer by their presence that a team planning session is likely to have occurred, and that a team understanding regarding the delivery of the Sprint Goal has been reached. This means that a Sprint Backlog doesn't have to consist of tasks. It could be that “clean subset” of the Product Backlog we mentioned earlier, and therefore it might consist of User Stories. What matters is whether or not the team have a plan. While tasks imply that such a plan may have been formulated, they are not conclusive evidence of this, and they are certainly not the only way to compose a Sprint Backlog. Assumption: The Sprint Backlog is the Sprint Goal Identifying a meaningful Sprint Goal is usually the hardest part of Sprint Planning. Deciding how many User Stories can be accommodated, and what they should be, is comparatively straightforward. After all the team should know their budget. Time and again, Sprint Planning will boil down to horse-trading with the Product Owner over how many story points can be absorbed. “We've got 13 points left”, is a common refrain in Planning Poker. “We can't do that 20 pointer”. “OK”, says the Product Owner. “I'll bring forward a 5 and an 8 from the next Sprint”. While this satisfies the brutal arithmetic of planning, it does little to help create an increment of value. When the Sprint Backlog consists of disjointed requirements that don't play together as part of a cohesive potential release, the business value you might expect from such a release can hardly be delivered. Product Owners who expect otherwise are doing themselves and the product a disservice, and team members should not be party to such shenanigans. So, can each one of your team members articulate the goal for their current Sprint? Or is the “goal” just to deliver everything that's on the Sprint Backlog? A Sprint Goal is more than the sum of stories to be delivered or the tasks to be performed. It's about releasing business value incrementally and continually. Without that, the Product Owner probably has no idea when the project will reach completion. The common question “When will the project be done” is most often heard when incremental delivery is weak and the corresponding Sprint Goals are shoddy. Assumption: The Product Owner puts the Sprint Backlog in order This assumption is commonly held, but in Scrum terms it's plain wrong. The Development Team wholly own their Sprint Backlog, and it's up to them how they choose to order it. All the Product Owner should care about is whether or not the Sprint Goal is likely to be met by the end of the Sprint. This assumption is commonly held because Scrum is sometimes conflated with Kanban practice. In Kanban, there will normally be just one backlog and a Product Owner might well put it in order, and thereby exercise fine control over what gets delivered and when. Scrum is a different agile method and a different deal. In Scrum, value will be released at the end of the Sprint, not at discrete or arbitrary points within it. Granted, the Development Team should engage with the Product Owner throughout the Sprint, including on such matters as review and signoff, but the schedule for this is up to them. They decide, by creating their Sprint Plan, how the Sprint Backlog will be structured and how the corresponding work will be actioned. Assumption: Developers shouldn't cherry-pick from the Sprint Backlog This is a very good rule, but it is also one that is subject to misunderstanding. The underlying principle is a sound one. Agile teams should be fully cross-trained, and they should action work from a backlog as a team. Kanban team members, for example, should always take the next highest priority item from the backlog, assuming that there is no other work in progress or which is impeded and needs their attention. No team member should ever try and “pre-book” an item on the backlog, regardless of whether they simply want it or because they think they are best qualified to handle it. Each team member should go to where the work is, whatever that work is, and exactly when it needs doing. Scrum fully supports this principle but there is a further consideration that has to be borne in mind...a Scrum Development Team will have a Sprint Plan. When formulating this plan, they will self-organize to meet the Sprint Goal. That means it's quite possible for the team to decide up front, during Sprint Planning and subsequently during each daily Stand-Up, who will do what. It's important to be able to distinguish this behavior from cherry picking. It's also important for a Scrum Master to be able to smell a rat, and to sense when teams genuinely have a good plan or have started to cherry pick or to form undesirable skill silos. Assumption: A team commits to deliver everything in the Sprint Backlog This is a tricky assumption to deal with because until recently it was seen as being quite valid. For a long time, commitment-based planning was pivotal to a Scrum based way of working. Then, in 2011, the Scrum Guide was revised and the Sprint Backlog was positioned as a forecast of what a team could reasonably be expected to deliver. Clearly, a “forecast” is a weaker use of language than “commitment”. The rationale underlying this change is sensible. There are many things that can change during a Sprint, including requirements understanding or the perception of business value. Moreover, estimates are precisely that – estimates. There's something else we have to remember. The Development Team wholly own their Sprint Backlog. Regardless of whether they forecast their deliverables or commit to them, the content of this backlog is up to them and they can revise it at any time. It's the Sprint Goal, and the concomitant potential release of functionality, that is either committed to or forecast for delivery. Assumption: The Sprint Backlog cannot be changed once the Sprint has started This assumption is incorrect, although it is true that the Product Owner can't change the Sprint Backlog unilaterally. Only the Development Team can make such a change, because they wholly own it. If a Product Owner wishes to change something on the Sprint Backlog then that must be negotiated with the team. Now, let's also bear in mind that Scrum does not prescribe how the requirements within a Sprint Backlog are enumerated. User Stories, or the tasks to realize such stories, are the most common form of expression. Since User Stories do not document requirements exhaustively, but are placeholders for a future conversation, it follows that a change in understanding does not necessarily mean a change in the Sprint Backlog itself. Conclusion Sprint Backlogs mean different things to different teams. Some may populate them with tasks, while others may simply transfer over agreed User Stories from the Product Backlog. Either approach is acceptable given that the Development Team wholly own the Sprint Backlog. The important thing is that the team should have a plan for meeting a well defined Sprint Goal that has been agreed with the Product Owner, and they should form their Sprint Backlog in accordance with that plan. The backlog itself should never be mistaken for, or used in lieu of, a coherent goal for delivering a potentially releasable increment of value.
July 5, 2013
by $$anonymous$$
· 24,653 Views · 1 Like
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Patterns of Effective Delivery (Dan North)
The following are some highlights from Dan North‘s excellent, inspiring, and insightful talk Patterns of Effective Delivery at RootConf 2011. North has a unique take on what agile development is, going beyond the established (and rather rigid) views. I really recommend this talk to learn more about effective teams, about North’s “shocking,” beyond-agile experience, and for great ideas on improving your team. The talk challenges the dogma of some widely accepted principles of “right” software development such as TDD, naming, and the evilness of copy/paste. However the challenge is in a positive way: it makes us think in which contexts these principles really help (in many) and when it might be more effective to (temporarily) postpone them. The result is a much more balanced view giving you a better understanding of their value. A lot of it is inspired by the theory (and practice) of Real Options. What are Patterns of Effective Delivery? Patterns – Strategies that work in a particular context – and not in another (too often we forget the context and to consider the context where a strategy doesn’t work / is counter-productive). Beware: a part of the context is the experience of the developer. For inexperienced devs it might be better to just stick to a process and apply TDD all the time instead of trying to guess when they it is appropriate and when it is not. Effective – Optimize for something: Volume of software produced? Time to market? Learning/discovery? Certanity? User experience? Any of these will work. Delivery – Get stuff that is useful out of the door. Software is not important, the utility it provides is. Know why you write the software. Some of the patterns take years to master and require significant investment before you start seeing the benefits. You might need to fail a few times before getting them right. Disclaimer: These are notes that make sense to me. They will likely make only limited or no sense to people that haven’t heard the talk. It would be best to go and listen to it instead. Selected patterns Spike and Stabilize (or throw away): traditionally we decide whether we are writing production-grade code (with high rigor such as TDD) or just a throw-away spike before we start coding – i.e. at the moment when we know the least about it. We should not decide this up front but “exercise the option of investing in the quality” later, based on experience. Start as a spike and if the code proves valuable, stabilize it, refactor, test etc. Evolve the code based on experience (good naming, quality). Defer the commitment to the quality of the code and optimize for learning An example of spike-and-stabilize regarding test naming: take a test originally named blah – you don’t know what it should do yet but you're experimenting. When the code evolves into something meaningful, name it properly, according to that. Ginger Cake – Copy and paste code, rip irrelevant things out until only the important things are left, then write tests around it. You may end up with code that is similar, but not in the ways you expected. If you started with abstracting, it would be the wrong abstraction. The pattern says: “We know and respect DRY but are not slaves to it.” Short Software Half-Life: 1) We don’t care about the software but the utility it gives us. If writing it gives us better ideas, we can delete it and do the better thing. 2) How would you write the code if 1/2 of it – but you don’t know which half – would be gone in a few weeks? The answer is, start simple (see Spike & St.), extract commonalities, improve quality, etc. For code that has already been around for a while and has proven itself useful; Some architecture styles lend themselves better to such quick evolution – such as small, focused services, popularly known as micro services (see slides, esp. p.42+). “Look at the code as it evolves and decide what to invest in.” (The investment includes thinking about the design.) All code is not equal. Create Urgency – To change a paradigm, the way of thinking, people must be desperate and have no more options along with the knowledge of what to do. Apply this pattern when learning something new. Do it on something real, under self-inflicted pressure. For example, you could commit to do an app with a crazy deadline using some new tech. This would give you a sense of urgency, with no more options. It forces you to learn only the parts you really need. Socratic Testing (coaching style) – Don’t tell the team what’s wrong with their code, which is threatening and thus hard to accept. Pair with them on writing a test and to support the test, make “helper” classes etc. that you’d like to see in the production code. If they really are useful, they will spot it and decide to pull them into the production code. Make them the hero. Respond to their questions with another question. Fits In My Head – we need code that we can understand and reason out (big classes, methods, complex models, etc.). Keep the code simple, optimize for understandability, readability, and obviousness. Build Shared Idioms in the team so that the team members would, given the same context, arrive at the same decisions/design. Something should only differ from the usual way of doing it when there is a good reason for it. Thus a difference provides a hint, difference is data. For example, putting all communication over ZeroMQ at only one place through shared memory. This indicates there is some (most likely performance) reason for it. Communication strategies shouldn’t be picked randomly or ad-hoc. TDD – A pattern that, in a particular context, may make you much more effective. Most of you reading this know what TDD is. Bonus: Micro Services Rough notes from James Lewis’s talk Micro Services: Java, the Unix Way (2013) – especially slides 42+: Use web, do not bypass it – REST, JSON; standardized application protocols and message semantics Small with a single responsibilities (does one thing, fits into one’s head, small enough to rewrite and throw away rather than maintain) Containerless and installed as well-behaved Unix services (executable jar with embedded Jetty + rc.d start scripts and config files) Avoid unnecessary coupling; Domains in different bounded contexts should be distinct; It's ok to have duplication with physical separation to enforce it; There will be common code, but it should be library and infrastructure code; Leverage Conway’s Law to support decoupling Provisioned automatically: “The way to manage the complexity of many small applications is declarative provisioning” (including instance count, scaling, load balancing) Status aware and auto-scaling; In-app status pages; monitoring to autoscaling Each service is entirely decoupled from its clients, scalable, testable and deployable individually Decomposition: This technique goes from product to a set of capabilities (e.g. monitoring, reporting, fulfillment, user) and then to each capability being implemented by a set of small apps/services exposing a uniform interface of Atom Collections. The capabilities form the project by interacting via a uniform interface – HTTP (reverse proxies etc.), HATEOS (link relations drive state changes; its an anti-corruption layer that allows the capability to evolve independently of its clients), and standard media types (usable by many types of clients). Explicit tips from the talk: Divide and conquer – Start on the outside and model business capabilities. Use Conway’s Law to structure teams (and enforce decoupling). The Last Responsible Moment – Don’t decide everything at the point when you know the least. Be of the web, not behind the web. If something is important, make it an explicit part of your design (reify) – an exampoe would be an instance of services creating users by posting to /user. They post a user creation request and get response immediately. The user is then created eventually (reminds me of futures). Favor service choreography over orchestration. Use hypermedia controls to decouple services. Some tools used: SimpleWeb/Jetty, Abdera for Atom, Smoothie charts (JS charts for streaming data), Coda Hale’s metrics, Graphite. Ops: Fabric with boto, AWS, Puppet, … . Remember there are NO SILVER BULLETS. This stuff is hard. Versioning, Integration, Testing, Deployment and eventual consistency are hard for people to wrap their heads around. Note: Comoyo.com, powered by a number of ex-googlers and other smart people, does the same thing. So does Netflix, I believe. Related If you liked this, you might also like Dan North's presentations Accelerating Agile: hyper-performing teams without the hype and Patterns of Effective Teams at NDC Oslo 2013.
June 25, 2013
by Jakub Holý
· 41,161 Views · 1 Like
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The Agile Response to a P1 Incident
How should a team respond to change? The simple answer is “they should respond by being agile”. If there’s one concept about agility that sceptical managers have caught onto it’s this one. When change happens, they expect that a truly agile team will be able to turn on a dime. You can hardly blame them, it sounds like a great idea. It suggests that perhaps managers don’t need to stabilise the working environment. They just need to pass change on. The teams will be able to deal with the impact…if they’re any good. After all, aren’t they meant to be agile? Of course, team members will have a rather different interpretation of this. They’ll tell you that agility isn’t about being reactive – it’s about responding to change in a controlled manner. With seemingly limitless demands on the team, and clearly finite resources, prioritisation becomes essential. Agile teams will work from an ordered backlog, and they’ll plan to deliver value by drawing work requests out of that queue. In other words they plan to follow an agile process…and that means things like “Sprint Planning” can still happen. So let’s ask the question again – how should a team respond to change? A better answer is “they should respond by following agile rules”. It isn’t about turning on a dime, it’s about following rules, and it’s important to understand how those rules differ between agile methods. Nowhere is this made more clear than in the way agile teams respond to a “P1 Incident”. It’s common in service management to rank incidents by priority. A P1 (Priority 1) is considered to be the highest – the business itself is threatened. When a P1 happens the expectation is that all hands will man the pumps. So what does that mean for an agile team that plays by the rules of backlog management? Well, in the case of a Lean-Kanban team, the response model is fairly straightforward. Priority incidents can be moved to the top of the backlog so they are actioned as soon as the next team member becomes available. Alternatively the quality of service can be varied. As soon as a P1 is raised a ticket (card) will be placed in a fast-track lane on the Kanban board. The team will stop what they are working on, mark their tickets as impeded, and swarm over the P1. Once a response has been planned those members who won’t be involved can return to their original work. A Scrum team has a different agile response. They’re rigged for the incremental de-risking of project scope, and plan to meet a Sprint Goal each iteration. If they have to drop everything for a P1, then that goal may no longer be achievable and the iteration could have to be terminated. Clearly they aren’t geared to be as immediate in their response as a Lean Kanban, but not all managers will understand or appreciate that point. Interestingly, some companies have dedicated “incident rooms” to which key personnel are expected to decamp should a P1 occur. These are clearly modelled on the incident rooms of the emergency services, the idea being that if responders are co-located then the crisis should be handled more efficiently. In an agile context however, they are something of an anti-pattern. In a genuinely agile organisation the responders will already be co-located along with the resources needed, and information radiators will be in place to keep stakeholders updated. As long as the agile models in use are understood a P1 incident can be handled without recourse to special measures.
June 20, 2013
by $$anonymous$$
· 10,603 Views
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Agile Teamwork in Practice
"Don't tell people how to do things, tell them what to do and let them surprise you with their results" - General George S. Patton What's the best way to encourage agile teamwork? It's a tricky question, because so much of Scrum and Kanban practice is predicated on the assumption that collaborative behavior will "happen". Empowerment is often presented as the mechanism for achieving this success. If you just press the empowerment button, developers will then choose to self-organize and will go on to deliver sterling results. Patently however, that isn't the case. I'm sure that many of us will have experienced teams that are actually less than the sum of their parts. Technically skilled people can be more focused on stack traces than on individuals and interactions, and may view each other as unwanted complications or impediments. All too often the social graces that underpin effective agile teamwork have to be elicited painfully, like drawing teeth. Whenever I consider this matter, the above quote by Patton often comes into my mind. It isn't the perspicacity of his argument that I find compelling, or even that it was said so long ago. I suppose that these days we have just become more accepting of such observations. No...to me the interesting thing about this quote is that someone of Patton's background and temperament said it. You see, George Smith Patton was arguably the most hard-boiled U.S. General in World War 2. He was spit-and-polish to the core, and an absolute stickler for discipline. Even tiny misdemeanours would incur his wrath. His idea of a touchy-feely management style was to kick people in the pants after slapping them about the chops, and he frequently railed against "malingerers" who he reckoned ought to be court-martialed and shot. We have yet to hear Esther Derby or Johanna Rothman prescribe such remedies for disaffected team members. Perhaps the most politically correct thing we can do is to categorize his beliefs as an alternative viewpoint. Anyway, it's difficult to imagine anyone less likely than Patton to be sympathetic to agile principles, nor anyone more likely to try and micro-manage those they might consider to be their sub-ordinates. It seems we need a deeper insight if we are to explain this unlikely patronage of a central maxim of agile development. I suspect that Patton knew that if a team is to self-organize and deliver value successfully, then discipline will be key. It can't really be about empowerment, because an empowered team can still be sloppy and never cut the mustard. While good management isn't about telling people how to do their jobs, it is about making sure that they understand the rules of best practice and are competent to follow them, preferably with very little oversight. Strangely perhaps, this is a route to freedom rather than constraint. It releases individual initiative. I think that's what Patton was getting at. Who are we to empower others, after all? What gift is that? Where is the transfer of value? How much better it is to instil the best practices that make people more effective, and thereby become more valued themselves. Development Team Membership Now, a development team is made up of individuals, so when we talk about the rules of team membership we are largely talking about what those individuals do. More specifically, it's about what they do in respect to themselves, and with respect to the wider team of stakeholders including the Scrum Master and Product Owner. So before we go any further, let's look at the behaviors that we can expect a disciplined agile developer to exhibit. What a good team member will do: Agree with other team members and the Product Owner to deliver a valuable and achievable piece of work every Sprint Understand the Sprint Backlog and how it correlates to the Sprint Goal Participate fully and actively in daily standups, planning sessions, reviews, and retrospectives Work with the rest of the team to meet each Sprint Goal (self-organize) Help other team members and the Product Owner to clarify requirements, such as by writing user stories and acceptance criteria Pro-actively remove skill silos, such as by pair programming or cross training, and without being told to do so Work with the Product Owner on an ongoing basis, so that work is understood, reviewed, and approved continually Make sure that the work done is transparent, such as by updating Scrum and Kanban boards Understand that they, and all team members, are stakeholders in the agile process Estimate work so that the Product Owner and other stakeholders can plan ahead (e.g. for release planning) Fully support and encourage the elicitation of metrics, and be able to interpret them and act on them Resolve outstanding or impeded work before actioning new work from the backlog Limit work in progress so as to maximize throughput Act immediately on impediments by appraising other team members and the Scrum Master of any issues, and help to resolve them Accept personal responsibility for the team's success Accept personal responsibility for their work meeting the team’s Definition of Done What a good team member doesn’t do… Fail to give the best unpadded estimates that can be provided at the time. Estimates should be given and received in good faith. Cherry pick work from the Sprint Backlog. The backlog is owned by the team and must be actioned in accordance with the team's Sprint Plan. Attempt to work on more than one item at a time. A good team member will pro-actively limit work in progress. Expect somebody else, such as a Scrum Master, to update the Scrum board or Kanban boards. Information radiators are owned by the team. Work in a "skills silo". A good team member does not view their work as a speciality that only he or she is able to work on. Claim that work has been completed if it does not satisfy the team’s Definition of Done Claim that work is complete if it does not meet the specific acceptance criteria that have been agreed for it Shot at Dawn: Teamwork and the Prime Directive If we were to apply the Patton philosophy in extremis, I suppose that an agile team would shoot its own malingerers following a retrospective, the Scrum Master standing by to deliver the coup-de-grace if needed. Although this lurid concept is absurd, how many experienced Scrum Masters have never secretly wished for a revolver in their desks, even for just a fleeting moment? It highlights a problem that the agile community is often evasive about. What should actually be done about a developer who causes problems for the rest of the team? Is it possible, or even desirable, to correlate the occurrences of those problems to the individual concerned? In a Sprint Retrospective, for example, no blame is ever meant to be directed towards any one team member. In fact the format of the session precludes the establishment of such a correlation, or even the inference that a particular individual may have been remiss in some way. Known as the "Prime Directive", this article of faith is meant to be recanted at the beginning of each retrospective session, and it has to be said in earnest. "Regardless of what we discover, we understand and truly believe that everyone did the best job he or she could, given what was known at the time, his or her skills and abilities, the resources available, and the situation at hand." The question is: what if we don't believe it though? What if all the evidence in the world is stacked against it? Should we go along with the directive anyway, and just kid ourselves for the duration of the session? If so, how can it possibly help? Where is the transparency, which we covet in agile practice, if we subscribe to this devil's credo that makes a mockery of the truth? The answer is potentially quite shocking, and certainly little understood. Don't think of the Prime Directive as a creed, or even as the temporary suspension of disbelief for the sake of the meeting. Think of it as a pre-condition that must hold, and genuinely be true, before a retrospective can happen at all. The underlying principle is that all of the attendees must be fully able to participate. All are expected to be professionals who can fulfil their duty to each other and to the Scrum process, and inspect and adapt their working practices accordingly. It isn't enough just to leave your knives at the door. You actually have to trust the people you are working with. Really trust them. Given that most developers are assigned to their teams by managers, and not by each other, this expectation of trust is indeed potentially shocking. It gets even scarier than that. Think about what all of this really means should trust be absent, or somehow lost. It means that you can't have a Sprint Retrospective at all until the issues around trust are resolved. It means that if a team member must be removed, then that should happen beforehand. Scrum does not go so far as to prescribe a mechanism for this, but it is established that a team will self-organize to remove its own problems. Perhaps they will have to make collective representations to a line manager, or petition for a member's removal through the Scrum Master. It might even mean that the team can deselect a team member by their own consensus. Yet however it is done, it appears that the team aren't too far removed from assembling a firing squad after all. If this all seems very draconian, let's reassert the key principle here: when Scrum is done properly a team will solve its own problems, including distasteful matters like this. Now, it has to be admitted that most Scrum teams across industry today don't get to operate at such a high level of proficiency. The consequences of this cut both ways. On the one hand a team may not be allowed to get on with their jobs without interference from management, while on the other hand they usually don't have to deal with the nastiness of putting a sick dog down. A few conversations with that same pointy-haired boss could be enough to get him to do the deed. Yet as the industry transitions more fully towards agile practice, this "remedy" will no longer be sustainable. Problems regarding a team member's competence won't be someone else's responsibility; rather, it will be incumbent upon the team to find a solution. In an agile world, greater responsibility falls on self-managing teams, along with their greater rights. Professionalism: from Team Discipline to Self Discipline In this article we've identified a range of behaviors that typify good team membership, and we've looked squarely at what should happen when things go wrong. In short, it's up to the team to sort out its own problems when a team member doesn't measure up. Yet this is only part of what disciplined agile practice is about. It isn't enough to put the focus on punitive measures and the threat of sanction, even if the exercising of authority is driven entirely by the team itself. What we need to do is to take things a step further. We don't really want discipline to be enforced by the team, even though they should be the ultimate arbiters. What we want is to encourage a self-discipline that wells up from each individual team member, and which serves as an inspiration to others. Disciplined teamwork isn't about empowerment. It's about cascading the release of potential through the clear demonstration of value. I look at it this way. There is only one person in this world any of us can change. I don't think I need to spell out who that person is. So, wherever you and your team may be on your agile journey, there should always be at least one person who can be relied upon. If that person does their bit, then they are helping to make the team more than the sum of its parts. "Don't empower me. Release me. I'll find my own power, and it will be far greater than anything you can bestow on me" - Tobias Mayer
June 5, 2013
by $$anonymous$$
· 13,471 Views · 1 Like
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7 Agile Best Practices that You Don’t Need to Follow
There are many good ideas and practices in Agile development, ideas and practices that definitely work: breaking projects into Small Releases to manage risk and accelerate feedback; time-boxing to limit WIP and keep everyone focused; relying only on working software as the measure of progress; simple estimating and using velocity to forecast team performance; working closely and constantly with the customer; and Continuous Integration – and Continuous Delivery – to ensure that code is always working and stable. But there are other commonly accepted ideas and best practices that aren’t important: if you don’t follow them, nothing bad will happen to you and your project will still succeed. And there are a couple that you are better off not following at all. Test-Driven Development Teams that need to move quickly need to depend on a fast, efficient testing safety net. With Test First Development or Test-Driven Development (TDD), there’s no excuse for not writing tests – after all, you have to write a failing test before you write the code. So you end up with a good set of working automated tests that ensure a high level of coverage and regression protection. TDD is not only a way of ensuring that developers test their code. It is also advocated as a design technique that leads to better quality code and a simpler, cleaner design. A study of teams at Microsoft and IBM (Realizing Quality Improvement through Test Driven Development, Microsoft Research, 2008) found that while TDD increased upfront development costs between 15-35% (TDD demands developers change the way that they think and work, which slows developers down, at least at first), it reduced defect density by 40% (IBM) or as much as 60-90% (Microsoft) over teams that did not follow disciplined unit testing. But in Making Software Chapter 12 “How Effective is Test-Driven Development” researchers led by Burak Turhan found that while TDD improves external quality (measured by one or more of test cases passed, number of defects, defect density, defects per test, effort required to fix defects, change density, % of preventative changes) and can improve the quality of the tests (fewer mistakes in the tests, tests that are easier to maintain), TDD does not consistently improve the quality of the design. TDD seems to reduce code complexity and improve reuse, however it also negatively impacts coupling and cohesion. And while method and class-level complexity is better in code developed using TDD, project/package level complexity is worse. People who like TDD like it a lot, so if you like it, do it. And even if you are not TDD-infected, there are times when working test first is natural – when you have to solve a specific problem in a specific way, or if you’re fixing a bug where the failing test case is already written up for you. But the important thing is that you write a good set of tests and keep them up to date and run them frequently – it doesn't matter if you write them before, or after, you write the code. Pair Programming According to the VersionOne State of Agile Development Survey 2012, almost 1/3 of teams follow pair programming – a surprisingly high number, given how disciplined pair programming is, and how few teams follow XP (2%) or Scrum/XP Hybrid (11%) methods where pair programming would be prescribed. There are good reasons for pairing: information sharing and improving code quality through continuous, informal code reviews as developers work together. And there are natural times to pair developers, or sometimes developers and testers, together: when you’re working through a hard design problem; or on code that you’ve never seen before and somebody who has worked on it is available to help; or when you’re over your head in troubleshooting a high-pressure problem; or testing a difficult part of the system; or when a new person joins the team and needs to learn about the code and coding practices. Some (extroverted) people enjoy pairing up, the energy it creates and the opportunities it provides to get to know others on the team. But forcing people who prefer working on their own or who don’t like each other to work closely together is definitely not a good idea. There are real social costs in pairing: you have to be careful to pair people up by skill, experience, style, personality type and work ethic. And sustained pair programming can be exhausting, especially over the long term – one study (Vanhanen and Lassenius 2007) found that people only pair between 1.5 and 4 hours a day on average, because it’s too intense to do all day long. In Pair Programming Considered Harmful? Jon Evans says that pairing can have also negative effects on creativity: Research strongly suggests that people are more creative when they enjoy privacy and freedom from interruption … What distinguished programmers at the top-performing companies wasn’t greater experience or better pay. It was how much privacy, personal workspace and freedom from interruption they enjoyed,” says a New York Times article castigating “the new groupthink”. And in “Still Questioning Extreme Programming” Pete McBreen points out some other disadvantages and weaknesses of pair programming: Exploration of ideas is not encouraged, pairing makes a developer focus on writing the code, so unless there is time in the day for solo exploration the team gets a very superficial level of understanding of the code. Developers can come to rely too much on the unit tests, assuming that if the tests pass then the code is OK. (This follows on from the lack of exploration.) Corner cases and edge cases are not investigated in detail, especially if they are hard to write tests for. Code that requires detail thinking about the design is hard to do when pairing unless one partner completely dominates the session. With the usual tradeoff between partners, it is hard to build technically complex designs unless they have been already been worked out in a solo session. Personal styles matter when pairing, and not all pairings are as productive as others. Pairs with different typing skills and proficiencies often result in the better typist doing all of the coding with the other partner being purely passive. And of course pairing in distributed teams doesn't work well if at all (depending on distance, differences in time zones, culture, working styles, language), although some people still try. While pairing does improve code quality over solo programming, you can get the same improvements in code quality, and at least some of the information sharing advantages, through code reviews, at less cost. Code reviews – especially lightweight, offline reviews – are easier to schedule, less expensive and less intrusive than pairing. And as Jason Cohen points out even if developers are pair programming, you may still need to do code reviews, because pair programming is really about joint problem solving, and doesn’t cover all of the issues that a code review would. Back to Jon Evans for the final word on pair programming: The true answer is that there is no one answer; that what works best is a dynamic combination of solitary, pair, and group work, depending on the context, using your best judgement. Paired programming definitely has its place. (Betteridge’s Law strikes again!) In some cases that place may even be “much of most days.” But insisting on 100 percent pairing is mindless dogma, and like all mindless dogma, ultimately counterproductive. Emergent Design and Metaphor Incremental development works, and trying to keep design simple makes good sense, but attempting to define an architecture on the fly is foolish and impractical. There’s a reason that almost nobody actually follows Emergent Design: it doesn't work. Relying on a high-level metaphor (the system is an "assembly line" or a "bill of materials" or a "hive of bees") shared by the team as some kind of substitute for architecture is even more ridiculous. Research from Carnegie Mellon University found that … natural language metaphors are relatively useless for either fostering communication among technical and non-technical project members or in developing architecture. Almost no one understands what a system metaphor is any ways, or how it is to be used, or how to choose a meaningful metaphor or how to change it if you got it wrong (and how you would know if you got it wrong), including one of the people who helped come up with the idea: Okay I might as well say it publicly - I still haven't got the hang of this metaphor thing. I saw it work, and work well on the C3 project, but it doesn't mean I have any idea how to do it, let alone how to explain how to do it. Martin Fowler, Is Design Dead? Agile development methods have improved development success and shown better ways to approach many different software development problems – but not architecture and design. Daily Standups When you have a new team and everyone needs to get to know each other and more time to understand what the project is about; or when the team is working under emergency conditions trying to fix something or finish something under extreme pressure, then getting everyone together in regular meetings, maybe even more than once a day, is necessary and valuable. But whether everyone stands up or sits down and what they end up talking about in a meeting should be up to you. If your team has been working well together for a while and everyone knows each other and knows what they are working on, and if developers update cards on a task board or a Kanban board or the status in an electronic system as they get things done, and if they are grown up enough to ask for help when they need it, then you don’t need to make them all stand up in a room every morning. Collective Code Ownership Letting everyone work on all of the code isn't always practical (because not everyone on the team has the requisite knowledge or experience to work on every problem) and collective code ownership can have negative effects on code quality. Share code where it makes sense to do so, but realize that not everybody can – or should – work on every part of the system. Writing All Requirements as Stories The idea that every requirement specification can be written as User Stories in 1 or 2 lines on cards, that requirements should be too short on purpose (so that the developer has to talk to someone to explain what’s really needed) and insisting that they should all be in the same template form “As a type of user I want some goal so that some reason…” is silly and unnecessary. This is the same kind of simple minded orthodoxy that led everyone to try to capture all requirements in UML Use Case format with stick men and bubbles 15 years ago. There are many different ways to effectively express requirements. Sometimes requirements need to be specified in detail (when you have to meet regulatory compliance or comply with a standard or integrate with an existing system or implement a specific algorithm or…). Sometimes it’s better to work from a test case or a detailed use case scenario or a wire frame or some other kind of model, because somebody who knows what’s going on has already worked out the details for you. So pick the format and level of detail that works best and get to work. Relying on a Product Owner Relying on one person as the Product Owner, as the single solitary voice of the customer and the “one throat to choke” when the project fails, doesn't scale, doesn't last, and puts the team and the project and eventually the business at risk. It’s a naïve, dangerous approach to designing a product and to managing a development project, and it causes more problems than it solves. Many teams have realized this and are trying to work around the Product Owner idea because they have to. To succeed, a team needs real and sustained customer engagement at multiple levels, and they should take responsibility themselves for making sure that they get what they need, rather than relying on one person to do it all.
May 24, 2013
by Jim Bird
· 49,094 Views
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Definitions of Done in Practice
A couple of weeks ago we looked at how to do a quick "health check" of an agile team. We saw that a great deal can be learned just by attending one of their daily stand-ups and by inspecting the state of their Scrum and Kanban boards. Of course these are nothing more than cursory examinations, and serious ailments can lie behind an apparently robust façade of agile practice. If you have reason to believe that a team is dysfunctional, you might have to dig deeper than the superficial evidence suggested by its apparent morphology. In my experience the next thing to examine is the team's "Definition of Done". This is the standard to which all work is put before it can be considered to be complete. Each team is collectively responsible for its own Definition of Done. It's up to them to make sure that it is adequate, and that it is applied by all members to all of the work they do. Without such professional oversight there can be no assurance that any deliverable will truly be fit for release. A spiffy stand-up and a cracker of a Kanban board might suggest rude team health, but they are no guarantee that the Definition of Done is solid, or that it isn't being undercut by someone along the way. Technical debt and rework are the main symptoms to look for. The consequences of backsliding on a Definition of Done might not become apparent until long after the events that caused it. By then, that rework or debt can be difficult to trace to the specific behaviors of those who cheated the system. You see, unfortunately a Definition of Done is a bit like personal hygiene. If there is no oversight, everyone can pretend that they are following the rules for the sake of the team, even though the presence of E. Coli on the office keyboards will tell its own tale about compliance. Everyone knows that it has to be coming from somewhere, but won't admit to their own liability or involvement, perhaps not even to themselves. Just as team vomiting will follow one member's dubious hand-washing practices, a short-changed Definition of Done will lead to rework by the team or the creation of technical debt. This is why team ownership and enforcement of what "Done" means is so important. An effective Definition of Done has to be founded on a healthy balance between due diligence and professional trust. What does this mean for agile development? You can think of a Definition of Done as the key defensive bulwark in software development epidemiology. If you balance the right level of team oversight with the right level of trust, severe outbreaks of technical debt or rework will become rare. High levels of oversight may be needed to start with, since team members might not have bought in to the idea of "done" yet. Once people become conditioned to do the right thing and see themselves as stakeholders in the team and its success, the balance can swing more towards trust. People become reluctant to renege on a team investment if they can see that it adds value for everyone including them. What's more, a Definition of Done improves the more it is respected, and becomes better respected the more it improves. In terms of agile best practice a Definition of Done will be used to determine whether or not User Story implementations are release-ready. However, each team can implement many User Stories over the course of a sprint, and making sure that all of these stories meet the Definition of Done can be challenging. Teams that are new to agile methods often have more modest ambitions. For example, their Definition of Done may only extend as far as delivery into a pre-production environment. Of course, anything less than "fully release ready" incurs the risk of technical debt and the need to pay it back later. Yet like a sloppy approach to hand-washing, it has to be admitted that something is better than nothing at all. Applying a Definition of Done consistently to even a sub-optimal standard will at least permit the delivery of each User Story to a known level of quality. It might not be great but at least it's there, and it's something that can be built upon and improved. The Lessons of Lean-Kanban Lean-Kanban methodologies have an instructive relationship with the Definition of Done. In these approaches the optimization of the value stream is of great significance. Naturally though, if a value stream is to be optimized it must first be understood. This means breaking the stream down into multiple discrete steps that can be studied for bottlenecks and any other occurrences of waste. For example, "Work in Progress" can be broken down into finer-grained stations such as "In Development", "Peer Review", "QA Test", "Knowledge Transfer", and "In Deployment". Team members will be cross-trained and will move freely across those stations in order to expedite as smooth a workflow as possible. Now here's where it gets interesting. If a Lean-Kanban operation has multiple well-defined stations, the case for having a Definition of Done can seem rather harder to make. After all, by the time a User Story gets to "Done", you already know that it has gone through the key steps you care about in the development process. What value can a Definition of Done really add in such a situation? Doesn't it just become waste itself? To find the answer, we need to look back to the manufacturing roots of Lean-Kanban. In a car plant for example, the steps of construction are exceptionally well defined and team members can move freely over several dozen stations. Some of those stations will be for the chassis, others for the interior, others for the engine block and electrics and so on. Yet despite this the Definition of Done will be an absolute corker, and much of the process of verification will be automated. Each station might even have its own Definition of Done so inspection can occur as close as possible to the point of action and potential remedy. The total number of checks that happen before each vehicle leaves the factory will be exhaustive. Why is this thought to be necessary? Because the manufacturers know perfectly well that the verification of "done" adds value. Merely having well-defined stations is no guarantee that everything will be done well. Quality is built in and validated by inspection. One thing's for sure: no-one in IT should accuse car manufacturers of having a weak understanding of what "done" means. The Definition of Done versus Acceptance Criteria However, software projects have a wild-card to deal with that car manufacturers don't have to worry about. Unlike the car doors and carburettors that roll down an assembly line, each User Story is different and has to be treated as a special case. To deal with this, each User Story has Acceptance Criteria that are agreed by the team members and the Product Owner as part of a Sprint Planning Session. Acceptance Criteria have to be quite specific to particular User Stories, because each story can be unique. The Definition of Done, on the other hand, applies to all of the User Stories being worked on by a team. The associated conditions must be invariant. For example, if all work has to be peer reviewed and subjected to QA testing prior to release, then those criteria would be enumerated in the Definition of Done rather than being repeated in each User Story's Acceptance Criteria. If the definition is enforced properly, a developer could never claim that a User Story was “Done” if it hadn't both been reviewed and passed QA testing. Writing a Definition of Done The Scrum Guide describes a Definition of Done as a "shared understanding of what it means for work to be complete". No process is suggested for writing a Definition of Done, nor in fact is there any suggestion that one should be written down at all. However, a documented definition may go some way towards providing that shared understanding. Here's how you can set about eliciting one: Review Acceptance Criteria: Gather the Acceptance Criteria for work completed so far Look for common criteria that can be abstracted out and applied across work in general Use these common criteria as the basis for a Definition of Done Assess Technical Debt Identify any rework that needs to be done Identify the reasons why it wasn't done properly the first time Identify what measures can be put in place to stop similar rework from occurring Add these measures to the Definition of Done (DoD) Continually update the DoD In each Sprint Review, identify which (if any) work was rejected or which caused rework to be done, then In each Sprint Retrospective, challenge the DoD for relevance and completeness There isn't a prescribed format for a Definition of Done, but it can be beneficial to use the same as that which is used for Acceptance Criteria, either in whole or in part. This allows a flexible definition based on story type. Alternatively they can be written as simple lists. Here are some examples: Example of a Definition of Done in Acceptance Criteria Format Given that a user story has required a code change When BDD and unit tests have been written for the story and the code change has been reviewed and the code change has been approved by a peer and all BDD and unit tests have been run and no BDD or unit tests have broken (green bar) and the code change has been committed to the repository and QA testing has passed satisfactorily and the Product Owner has approved the change Then the user story will be deployed to production and it will be considered Done. Given that a user story has required the authoring of documentation When the documentation has been reviewed and approved by a peer and the documentation has been approved by the Product Owner Then a new version of the documentation will be committed and the user story will be considered Done. Example of a Definition of Done in List Format Code changes: BDD tests written and pass Unit tests written and pass Code peer reviewed & approved Code committed to repository QA testing done Product Owner signed off Documentation: Documentation has been peer reviewed & approved Documentation approved by Product Owner Version number updated Definitions of Done for IT Infrastructure Support We've seen that having a good Definition of Done is important, although in IT we also need Acceptance Criteria that address the particulars of each User Story. When used in combination they can approach the levels of rigor that have been shown to be possible in manufacturing. Those working in software development can adopt a similar commitment to quality. Now we need to turn our attention to another function within the IT department...Infrastructure Support. Infrastructure support teams are increasingly expected to work in an agile way. As part of an enterprise transformation that does not seem unreasonable. After all, the rest of the organization is highly dependent upon them. Their scope includes such things as deploying new workstations and laptops (possibly across entire sites), installing networks, performing miscellaneous diagnostics and repairs, and maintaining and upgrading local server resources. Clearly they will also need Definitions of Done and Acceptance Criteria if they are to be stakeholders in a joined-up agile enterprise. The question is, how on earth can a meaningful Definition of Done be abstracted across wildly different physical tasks? How can a Definition of Done cover everything from a phone installation to a printer driver upgrade or a memory enhancement, or a firewall configuration to a keyboard replacement? The answer is to focus on the value chain that is represented by each user story. Work is not "released" as such, but rather it is handed over to someone who can derive benefit from it (i.e. the person occupying the user story role). This is the key to understanding "done" in an infrastructure context. If you can identify the parties who derive value, and demonstrably pass that value on to them, then your work is done. Here's an example of a Definition of Done that might be used to close out a support ticket: The receiver of the work has been identified Handover instructions have been completed and given to the receiver The receiver has been notified of the intention to close the ticket, and has not raised an objection A security assessment has been conducted and approved There are three things to point out here. The absence of any reference to a Product Owner. This is because infrastructure teams have to support multiple products, and prioritization of work is traditionally handled not through any sense of ownership of those products, but rather through help-desk triage. It's certainly possible for work to be represented by Product Owners, but it would have to be ownership of the business support function rather than ownership of the actual products being supported. The need to identify and work with the actual receivers of value is still there. The "acceptance by default" position. Receivers typically have little incentive to sign work off as being complete. On the contrary, their incentive is to defer acceptance as long as possible, for potential use as a "banker" in case a requirement for additional unforeseen work transpires. They might hope to ride this new work on an existing ticket instead of having to raise a new one. Receivers can be expected to care about their own support needs, not about the big picture of enterprise delivery. If a Product Owner can be identified - even if it is just the most likely owner of the business support function - then this situation can be improved. A Product Owner can apply leverage for appropriate and timely sign-off, such as by not accepting new work from certain parties while their approval (or justified rejection) of prior work remains outstanding. The elicitation of solid Acceptance Criteria can help the Product Owner immensely. Security implications need to be given careful consideration. The reworking of organizational infrastructure offers great potential for security to be compromised. Approval from Information Security should be obtained for all work, either directly or through authorized agents. One approach is for each team to have a designated "security champion" who provides this function. Conclusion Teams that appear to be healthy can still incur rework and technical debt. A poor understanding of what "done" means often underlies such problems, and this should be one of the first things to be looked at if problems are suspected. Having a meaningful Definition of Done encourages a team's sense of ownership of their own process, and helps instil self-discipline into its members to follow agile best practices. The application of this standard requires finding the right balance between team oversight and trust.
May 15, 2013
by $$anonymous$$
· 40,681 Views · 1 Like
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Agile Estimation in Practice
The longer I spend working as an agile coach, the more I find myself in disagreement with Hamlet. To estimate, or not to estimate? That is the question. Out of all of the agile practices which have been adopted in recent years, few have proven more controversial than this one. The battle for and against rages like Shakespearean armies set against each other's teeth. (Free Estimation Ebook) At first blush there doesn't seem to be any reasonable cause for disagreement. The rationale for making estimates is ostensibly straightforward. If a team is to work in Sprints, and to deliver something at the end of each one, then the work must surely be estimated. Otherwise how can the team know if it is even possible to do the work within the Sprint? How can they commit to deliver something by the end of that time-box if the effort involved is of uncertain magnitude? Well, there are two things that we need to draw out at this point. Firstly, the above rationale assumes that Sprints will be used, and that delivery will therefore be time-boxed. That's a very Scrum oriented philosophy...but Scrum isn't the only agile way of working. Lean-Kanban teams, for example, don't use Sprints and rarely make use of estimates. Secondly, Scrum itself says nothing about estimation. It only says that each item in a backlog must be sized - how that sizing happens is up to the team. It should also be remembered that a Scrum team commits to a Sprint Goal that delivers value, not to the delivery of a certain number of estimated points. So then...to estimate, or not to estimate? Let's listen in at the camp-fires of each side, and pick out in more detail the arguments they make for and against. For (Ye Scrum Brigade of Sprinte and Stande-uppe) "Estimates allow us to predict when a Sprint Goal will be met, and therefore when a substantial increment of value will be delivered" "Our estimates help our stakeholders plan ahead. They are part of the value we provide" "Estimates help us to de-risk scope of uncertain size and complexity" "Estimated work can be traded in and out of scope for other work of similar size. Without estimates you can't trade" "The very process of estimation adds value. When we estimate we discuss requirements in more detail, and gain a better understanding of what is needed" Against (Ye Lean Kanban Brigade of Boarde Pullers) "Estimates are rarely accurate. All you are doing when you estimate a piece of work is to set false expectations" "In practice, estimation is seen as a commitment, not as a best guess. Every time you make an estimate, you make a rod for your own back" "Estimation is time consuming. The time a team spends playing planning poker or whatever is time that could have been spent on delivery. Estimation is waste." "It's the actuals that matter, not estimates. Agility requires metrics, and the only metrics that count are those that reflect actual delivery" Both sides are right If you see this debate in terms of whether a Scrum or Lean-Kanban process is being followed, then both sides are right. A Scrum process is optimized for project work where scope risk is high and an entire system is represented. The requirements tend to be uncertain, complex, and very heavily intertwined. By committing to a Sprint Goal and to the delivery of a substantial increment of value, that risk can be managed. Uncertain and interdependent requirements are batched together into a Sprint and dealt with as a group. When this is done well, you have a clear Sprint Goal and a coherent Sprint Backlog. When it is done badly, you have a vague or disjointed Sprint Goal, a mishmash of requirements that command no sense of team purpose, and no team commitment towards the delivery of an increment. A Lean-Kanban process, on the other hand, is usually focused on "Business As Usual" (BAU) activities. The diet of a Lean-Kanban operation should consist of small and repeatable changes. They don't have to be related at all...in fact they shouldn't be. Things like bug fixes, minor enhancements, and administrative tasks are representative of this kind of work. Scope risk is low because the process of making such changes is well understood. Estimates are generally held to be unnecessary because there is very little uncertainty to deal with. There is no need for work to be batched...each change can be actioned and delivered independently of all others. Work is enqueued and actioned according to priority and the required quality of service. Predictions are based on the actual rate of delivery, not on estimates. In a Lean-Kanban way of working, the actuals are indeed everything. Methods of estimation So then, estimates add value where scope is uncertain and there are associated risks to be managed. That's why Scrum teams engaged on projects typically make use of them, but Lean-Kanban BAU teams generally don't. Now let's look at three simple methods of estimation that Scrum teams, or other teams doing project work, can make use of. Planning Poker This is a well established technique popularised by Mike Cohn, and variations on his Planning Poker cards can be found in offices across the world. A typical Planning Poker set has cards with the following numbers: ½ 1 2 3 5 8 13 20 40 100. Nerds will observe and be irritated by the fact that this is roughly (but not quite) in line with the Fibonacci sequence. Here's how it's played: An identical hand of cards is given to each team member. Each team member will have a set of cards with numbers on the above pseudo-Fibonacci scale. The Product Owner describes the piece of work to be estimated. Normally this is a user story with acceptance criteria. Each team member mentally estimates the size of it on the scale. They can ask the Product Owner questions to clarify any points, but for the moment they will keep their estimate to themselves. Each team member places the card that corresponds to their mental estimate face down in front of them. At the facilitators instruction - usually the Scrum Master - the team turn their cards over. In an ideal case the cards will all have the same value, suggesting that the team have a common understanding of the requirements and the likely effort that will be involved. If the values are different, the team then need to discuss their estimates and their reasoning behind them. They need to understand each other’s thinking, and from that reach a consensus. It may be necessary to replay the cards several times before agreement is reached. By convention, estimates are written on the corner of a User Story card before being placed on a Scrum board. A variation of this takes from a suite of regular playing cards. The Ace (1), 2, 3, 5, 8, Jack, Queen, and King might be used. The Jack signifies that no or negligible work needs doing (jack all). The Queen indicates a larger story that should be broken down in the planning session and reconsidered, while the King indicates an epic that will need greater analysis and cannot be brought into scope for this Sprint. The Joker can be played if anyone wants a coffee break. As an estimation method, Planning Poker has the advantage of being fairly democratic. Every team member gets a hand of cards and is allowed to play, and has a clear opportunity to explain their reasoning to the others. The disadvantage of Planning Poker is that it can be rather time consuming in comparison with other methods. It can also encourage novice teams to estimate in terms of time, as they are often initially prejudiced to correlate points to hours or days. This prejudice must be challenged and eroded if the relative sizing of estimates is to be achieved. Team Sort (T-Shirt Sizing) This is a good way of doing team estimates if no planning poker cards are available. All you need are six scraps of paper and a set of index cards with the requirements (e.g. user stories) written on them. Normally these will be the same index cards that go on the Scrum board. Write one of the following sizes on each of the scraps of paper: Extra Small (XS), Small (S), Medium (M), Large (L), Extra Large (XL), and Extra Extra Large (XXL) Arrange the sizes in a horizontal line on a table, ordered from XS on the left to XXL on the right. Put the pile of index cards on the table in front of the sizing line. The team then collaborate to organise the requirements on the cards under the headings XS to XXL. They can ask the Product Owner to clarify any questions that they may have while doing so. Once the cards have all been sorted, story points can be allocated to each of them by mapping each T-Shirt size to a value. This allows metrics to be gathered about the flow of work, and used to populate a velocity or burndown chart. T Shirt Size Suggested Story Point Value XS 1 S 2 M 3 L 5 XL 8 XXL 13 An advantage of the team sort is that it is quick and easy to do. The complete set of requirements is estimated in one sweep. Also, it is a fairly direct way of achieving relative sizing. There is no temptation to correlate points to hours. The disadvantage is that it is potentially undemocratic, in that assertive team members can dominate meeker ones with their opinions. There is a variant of the team sort which encourages more egalitarian behavior. Each team member takes it in turns to move one card by one position. They also have the option to pass, i.e. to not move a card. Eventually a consensus should be reached and no more cards will be moved. However this is a more time consuming method and deadlocks can occur. These deadlocks can be difficult to spot if multiple card shifts are caught in the cycle. One Point One Card This method is a spin on the Lean-Kanban approach of tracking actuals. Instead of estimating the relative effort required for each story card, the team estimates how many stories it is likely to complete in the Sprint being planned. This can be as straightforward as using the yesterday's weather analogy for velocity estimation. Just as the weather today is most likely to resemble the weather yesterday, the velocity that will be achieved by a team in the upcoming Sprint will most likely match the velocity of its predecessor. So if two dozen cards were completed in the last sprint, approximately two dozen can be expected in the one that follows. The budget can be adjusted to allow for holiday, foreseeable absences, and other such changes that will impact the team's commitment. The advantage of this system is its raw simplicity. The estimation overhead is almost negligible. Also, it encourages the authoring of small user stories that will spend little time in progress and that stand little chance of being impeded. The liquidity of the board is therefore increased and further requirements analysis is encouraged. Some variation in size will be inevitable, and there will be statistical outliers, but the effects of these will average out as the flow rate increases. The disadvantage of this technique lies in the separation of fine-grained user stories from business value. There is a significant risk that they will become excessively technically focused and task-like. Conclusion Agile estimation is often seen as being invaluable, yet others dismiss it as waste. The reasons for this disagreement can be traced to disparities in Scrum and Lean-Kanban ways of working, and to the fundamental differences between project work and Business As Usual. When seen in the context of Scrum projects, some form of estimation process is valuable. Yet regardless of the method chosen, it must be acknowledged that a Scrum Team is responsible for its own estimates. No-one else can make a team's estimates for them. Going through that process of estimation, and understanding the size and scope of the work, is fundamental to the team's sense of Sprint Backlog ownership and to their commitment to a Sprint Goal.
May 3, 2013
by $$anonymous$$
· 54,532 Views · 3 Likes
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