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    AGILE-

    SCRUMBY: CHATHURANGA MANAMENDRA

    LECTURER

    DEPARTMENT OF IT

    CHATHURANGA.M@SLIIT .LK

    mailto:[email protected]:[email protected]
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    An average of 70% software development projects fail!! Reasons for FAILURE?

    Not meeting the timelines

    Costs overrun

    Customers have NOT got what they asked for

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    AGILITY

    In general, agility is defined as "the ability of a [system] torapidly respond to change by adapting its initial stableconfiguration

    [Wiki]

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    CHANGE?

    Changes in Requirements

    Changes in Design, Implementation

    Changes in Technology

    Changes in Team

    Changes in users/client contacts

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    WHAT IS AGILE?

    Philosophy + a set of Guidelines for software development

    P:

    customer satisfaction

    early incremental delivery

    small, highly motivated project teams

    overall development simplicity

    G:

    active continuous communication & collaboration between

    developers and users

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    Customer satisfaction by rapid delivery of useful software

    Welcome changing requirements, even late in development

    Working software is delivered frequently (weeks rather than months)

    Working software is the principal measure of progress

    Close, daily co-operation between business people and developers Face-to-face conversation is the best form of communication (co-

    location)

    Projects are built around motivated individuals, who should betrusted

    Continuous attention to technical excellence and good design

    Simplicity

    Self-organizing teams

    Regular adaptation to changing circumstances

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    COST OF CHANGE

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    Eliminate Waste

    Build Quality In

    Deliver Fast

    Improve the system

    Defer Commitment

    Respect People

    Create Knowledge

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    EVOLUTION OF AGILE

    SCRUM Jeff Sutherland, Ken Schwaber

    Xbreed - Mike Beedle

    DSDM - Arie van Bennekum

    XP

    Kent Beck, Ward Cunningham, Ron Jeffries , Robert C.Martin

    Martin Fowler (Thoughtworks)

    FDD Peter Coad, Jon Kern

    Testing - Brian Marick

    Adaptive Software development Jim Highsmith

    Crystal Family Alistair Cockburn

    Pragmatic programmers - Andrew Hunt , Dave Thomas

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    AGILE

    METHODOLOGIES

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    SCRUM -

    INTRODUCTION

    What is Scrum?

    An Agile methodology

    It is a iterative incremental process for software

    development

    An approach that controls the chaos of

    changing requirements

    A team based approach to development The whole team travels the distance as a unit

    (Rugby)

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    SCRUM STRUCTURE

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    Teams

    7 9 members (excluding PO & SM)

    Cross-functional

    Time-boxes

    Feedback and learning through frequent delivery

    Predictability

    Collective and Adaptive planning to build the right product

    Productivity & Quality

    Via Reduction of waste

    Through team and time-boxed focus

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    A Pig and a Chicken are walking down the road. The Chickensays,

    "Hey Pig, I was thinking we should open a restaurant!".

    Pig replies,"Hm, maybe, what would we call it?".

    The Chicken responds, "How about 'ham-n-eggs'?".

    The Pig thinks for a moment and says,

    "No thanks. I'd be committed, but you'd

    only be involved!"

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    Be a facilitator

    Remove obstacles faced by the team

    Assist the team in achieving the iteration goals

    Coach the team on SCRUM principles

    .

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    Share the product vision/goals with the team

    Identify the requirements

    Prioritize the requirement

    Be the GO TO person for requirement clarifications

    Provide feedback

    Negotiate with stakeholders

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    Product Owner

    Tech Lead

    UI

    Designer

    Scrum Master

    TechnicalWriter

    Developer

    Tester

    DevelopmentManager

    QA

    Manager

    Management

    OTHERS

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    Release Planning

    Iteration Planning

    Stand-Up Meetings

    Retrospective Meetings

    YOU CAN HAVE OTHER MEETINGS!!!

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    SCRUM - PHASES

    Pre-game

    Planning - define system. Product Backlog

    Architecture - high level design of system

    Sprints Iterative cycles (sprints) - new or enhanced functionality

    Post-game

    Requirements satisfied - no new items or issues

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    PRE-GAME

    This stage focuses on understanding the project in terms ofbusiness and technical requirements and setting the projectgovernance along with the initial project managementactivities.

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    PRE-GAME CONT

    Key Activities

    Conduct workshops to understand/clarify requirements

    Document, review and refine requirements. This will generate theproduct backlog.

    Estimate the effort required for the phase (high-level, ball park estimate)

    Required planning activities are performed for the entire phase

    Key Deliverables

    Software Requirements Specification (updated with use cases)

    High-level Architecture & Design Document

    Deployment Model

    Project Schedule (high-level milestones, etc)

    Quality Assurance Test Strategy / Plan

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    Break the Requirements into

    EPIC

    Epics are large user stories, typically ones which are too big

    to implement in a single iteration and therefore they need to

    be disaggregated into smaller user stories at some point.

    User Stories

    very slim and high-level requirements artifacts.

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    WRITING USER

    STORIES

    Write in the voice of the customer

    Use the following template

    As a ,

    I can

    so that

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    WRITING USER

    STORIES CONT

    Students can purchase monthly parking passes online.

    Parking passes can be paid via credit cards.

    Parking passes can be paid via PayPal .

    Professors can input student marks.

    Students can obtain their current seminar schedule.

    Students can order official transcripts.

    Students can only enroll in seminars for which they have

    prerequisites.

    Transcripts will be available online via a standard browser.

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    Lets SIZE !!!

    Estimates are too difficult early on so lets first have a sense

    of the complexity

    Planning Porker

    Stick to 0,1,2,3,5,8,13

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    Each Sprint involves:

    Sprint planning

    Sprint preparation

    Daily Activities Sprint Demo

    Sprint Retrospective

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    SPRINT CYCLE

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    DURING THE SPRINT

    Once team has committed, no changes to Sprint scope

    No Changes to Deliverable

    Details will emerge during Sprint, but no new work orsubstantially changed work

    Customer can terminate the Sprint if necessary

    No Changes to Sprint Duration

    Sprint ends on planned date whether team has completedits commitment or not

    Note: - Customer can make any changes to the remainingProduct Backlog before the start of the next Sprint

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    POST-GAME

    Sprint Demo

    A walkthrough of all the functionalities developed in thatparticular sprint in order to collect client feedback.

    Sprint Retrospective

    A meeting where all team members (including the client)reflect about the past sprint; especially on what went right?,what went wrong? and what could be improved in the nextsprint?

    Deliverables

    Working and tested software (as per the sprint backlog)

    Sprint Release Notes

    Test Report

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    Burn-down charts

    Iteration

    Release

    VELOCITY is a key metric.

    Number of total story points / One iteration

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    BURN DOWN CHARTS

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    SUMMARY

    Agile stresses four key issues:

    1. Importance of self-organizing teams that have control

    over the work they perform2. Communicate and collaborate between team members

    and between practitioners and their customers

    3. A recognition that change represents an opportunity

    4. Emphasis of rapid delivery of software that satisfies thecustomers

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