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This is a case study of XP practices at Connextra and then later at Unruly Media (founded by people who worked at Connextra) presented by Rachel Davies at ACCU conference 2013.
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Come to this session if you have an interest in hearing about current state of XP and how it's been evolving. This is a case study of XP prac=ces at Connextra and then later at Unruly Media (founded by people who worked at Connextra).
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Extreme Programming Explained -‐ Kent Beck (Addison Wesley 2000) hMp://c2.com/cgi/wiki?ExtremeProgrammingRoadmap
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Prac=ces from “XP Explained” in 1999 ed 1.
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XP Circles of Life as described by Ron Jeffries at XP2001.
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XP Explained 2nd ed.
Knobs to 11
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Connextra history
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At Connextra, wethought the template would make a neat XPDay give-‐away. We were surprised that this format spread around the world.
TimMackinnon was co-‐author of Endo-‐tes=ng: Unit Tes=ng with Mock Objects paper and developers at Connextra were first to use them from 2000 before Mocking frameworks had been developed.
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Another less widely known Connextra prac=ce was Lone Ranger. A nominated developer who was available on a daily basis to handle customer support requests (nomina=ng interrup=ble developer to minimise interrup=ons to all teams). All developers took turns to be LR. Ref: Extreme Support by Rachel Davies & Colville Wemyss
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Gold Cards – every developer had 1 day per week to work on research of new ideas or improvements. Ref: Innova=on and Sustainability with Gold Cards. XPUniverse 2001
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Unruly is a video technology company that works with top brands and their agencies to predict the emo=onal impact of their videos and get them watched, tracked and shared across paid, owned and earned media. Sarah “XP is integral to our whole business ethos and company philosophy. It's important that all teams -‐ whether that's marke=ng, ops, design or media -‐ are comfortable with con=nuous itera=on and happy to "embrace change" as the XP moMo goes!”
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Some photo’s of team at Unruly.
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We pair on production code, everyday (except Gold Cards). Often I see people working in triples.
We use traditional index cards within team area and electronic card walls to radiate progress to customers across EMEA and US offices.
Stan on Infra and Mike on UX
We formed a cross-team Borat squad to move forward our infrastructure vision. Developers already deploy code and maintain infrastructure but this is about “reducing variance, improving the mean” We used a gradient to see who was interested to be on this squad.
We did dot-voting to prioritise areas for our Infrastructure backlog.
Helps break down tensions between teams and is fun during the day
Vikki made this for our larger team retrospective before we split into smaller teams.
Distributed team. We try to involve Aimy one of our Product Managers in New York. You can see her here on Google Hangour with her face plastered with sticky notes and wearing a tiara from (Google Hangout effect)
Knobs to 11. Are we s=ll looking for areas where can we improve? Yes!
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Iteration length was 18 working days, seems a long time (compared to 2 week sprints) but actually we release code daily, this is about agreeing priorities with our stakeholders. However, 18 days makes the day of the meeting move about in our stakeholder calendars – we’re trying 15 days (every 3 weeks) with 2 teams and other team is on 10day cycle.
When I joined the company there was a huge and growing backlog of wordy stories in TargetProcess. This cumula=ve flow chart shows that we were inves=ng =me wri=ng these when they were not gemng done. Now moved to a simpler tool, Trello, which is more like a card wall and less effort to maintain.
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Were we spending too much =me in detailed es=mate sessions, talking about stories that never got implemented. We have reduced whole team =me doing this and can give ballpark es=mate with 1 or 2 developers. Whole team only has detailed design discussion for stories that are definitely chosen for our next itera=on (discussion happens aper planning).
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We had established a Product team to work with stakeholders to figure out new stories. But they ended up wri=ng long stories that were too big to get implemented.
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We moved our Product Managers down to sit with the team.
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We merged Product and Development to create cross-‐func=onal teams. Developers involved in story crea=on and gives ballpark at same =me.
Detailed discussion with team only happens for most valuable stories.
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Now stakeholders talk directly to Developers.
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We created a hot ideas process where Developers are the first point of contact and lead story discussions.
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We created a visual map of our users to make it easer for people to have conversa=ons with them.
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Your ques=ons?
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