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Implementing the Scrum Framework

                  Pictures and outline by Eric Figueroa
             Observed at Moving Player, November 2011
Scrum Terminology
   Sprint= name for a project (instills a sense of
    urgency – it’s a race!)
   Product Owner = one team member who
    represents the product’s stakeholders or users
   Scrum Team = team assigned to project
   Scrum Master = handles the administration of
    the Sprint (not necessarily a “project leader”)
   Product Backlog = list of all the User Stories
    necessary to achieve the Sprint goal
   User Story = product elements written from the
    user’s perspective (not tasks!)
STEP 1: Sprint Meeting
   Build a new CROSS-FUNCTIONAL Scrum Team

   For each new project, choose a Product Owner

   Meet all together to discuss the project

   During the meeting create the Product Backlog
    of User Stories

   Decide on a Sprint length and goal
STEP 2: Planning Poker
   Each team member gets a deck of cards and
    rates the “Complexity” of each User Story

   The team comes to a consensusoneach story’s
    complexity

   Complexity, not time, is the basis for the
    performance metrics – why?

   Because in developing certain projects (like
    software), time often cannot be predicted
    accurately
Planning Poker Deck




Use a non-linear scale (i.e. Fibonacci sequence)
X = the User Story is impossible
? = I have no clue
STEP 3: Daily Scrum
   Daily meeting timeboxed at 15 minutes

   Each team member has:
    1 minute to say whattheydid yesterday,      1
    minute to say whattheydid today

   The Scrum Master can identify problems early,
    because Friday is too late

   As a manager you can engage with your
    employees, keep them informed about the state
    of the business, etc.
Daily Scrum




Use a Fibonacci scale, not a linear method
X = the User Story is impossible
? = I have no clue
STEP 4: Weekly Sprint
Each week the team
selects tasks from the
Product Backlog and
puts them into that
week’s “Cold Room”

Throughout the week
they move from TO DO
to IN PROGRESSto
DONE

This process is repeated
until the Sprint goal is
reached                    Scrum Board
STEP 5: Weekly Release
Release a beta or demonstrate a project element
 to the client or Product Owner EVERY FRIDAY
NO EXCEPTIONS!

   You can’t wait until the end of the project to
    know you’re on the wrong track or that your
    product doesn’t work

   Clients rarely know what they want, know
    everything they want at the beginning, or know
    how to articulate it even if they do
STEP 6: Retrospective
   At the end of the sprint, meet with the whole
    team to discuss what went right and what went
    wrong

   Everyone gets a chance to speak

   Agree on ONE major problem to correct for the
    next Sprint

   Schedule a new Sprint Meeting for the next
    project or product development cycle
Accountability, part i
   After the first week of executing Scrum, you will
    have the following figures:

   Average Complexity Points each individual can
    execute daily

   Average Complexity Points the team as a whole
    can execute daily and weekly

   How long it will take the team to complete all
    the Sprint’s User Stories based on these figures
Accountability, part ii
   In successive weeks, you can compare
    individual and team performance with previous
    weeks to identify productivity issues in REAL-
    TIME

   Compare the Sprint deadline with the expected
    completion date based on your team’s actual
    performance

   You can use Excel templates to graph all this
    data visually and keep track of User Stories

   Post them all next to the Scrum Board
Results
   Most teams begin to report drastic
    improvement within 3 months

   There IS quite a lot of ritual but it can provide
    the necessary structure

   Easy to start, difficult to master

   This is just the beginning . . .

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The Scrum Framework

  • 1. Implementing the Scrum Framework Pictures and outline by Eric Figueroa Observed at Moving Player, November 2011
  • 2. Scrum Terminology  Sprint= name for a project (instills a sense of urgency – it’s a race!)  Product Owner = one team member who represents the product’s stakeholders or users  Scrum Team = team assigned to project  Scrum Master = handles the administration of the Sprint (not necessarily a “project leader”)  Product Backlog = list of all the User Stories necessary to achieve the Sprint goal  User Story = product elements written from the user’s perspective (not tasks!)
  • 3. STEP 1: Sprint Meeting  Build a new CROSS-FUNCTIONAL Scrum Team  For each new project, choose a Product Owner  Meet all together to discuss the project  During the meeting create the Product Backlog of User Stories  Decide on a Sprint length and goal
  • 4. STEP 2: Planning Poker  Each team member gets a deck of cards and rates the “Complexity” of each User Story  The team comes to a consensusoneach story’s complexity  Complexity, not time, is the basis for the performance metrics – why?  Because in developing certain projects (like software), time often cannot be predicted accurately
  • 5. Planning Poker Deck Use a non-linear scale (i.e. Fibonacci sequence) X = the User Story is impossible ? = I have no clue
  • 6. STEP 3: Daily Scrum  Daily meeting timeboxed at 15 minutes  Each team member has: 1 minute to say whattheydid yesterday, 1 minute to say whattheydid today  The Scrum Master can identify problems early, because Friday is too late  As a manager you can engage with your employees, keep them informed about the state of the business, etc.
  • 7. Daily Scrum Use a Fibonacci scale, not a linear method X = the User Story is impossible ? = I have no clue
  • 8. STEP 4: Weekly Sprint Each week the team selects tasks from the Product Backlog and puts them into that week’s “Cold Room” Throughout the week they move from TO DO to IN PROGRESSto DONE This process is repeated until the Sprint goal is reached Scrum Board
  • 9. STEP 5: Weekly Release Release a beta or demonstrate a project element to the client or Product Owner EVERY FRIDAY NO EXCEPTIONS!  You can’t wait until the end of the project to know you’re on the wrong track or that your product doesn’t work  Clients rarely know what they want, know everything they want at the beginning, or know how to articulate it even if they do
  • 10. STEP 6: Retrospective  At the end of the sprint, meet with the whole team to discuss what went right and what went wrong  Everyone gets a chance to speak  Agree on ONE major problem to correct for the next Sprint  Schedule a new Sprint Meeting for the next project or product development cycle
  • 11. Accountability, part i  After the first week of executing Scrum, you will have the following figures:  Average Complexity Points each individual can execute daily  Average Complexity Points the team as a whole can execute daily and weekly  How long it will take the team to complete all the Sprint’s User Stories based on these figures
  • 12. Accountability, part ii  In successive weeks, you can compare individual and team performance with previous weeks to identify productivity issues in REAL- TIME  Compare the Sprint deadline with the expected completion date based on your team’s actual performance  You can use Excel templates to graph all this data visually and keep track of User Stories  Post them all next to the Scrum Board
  • 13. Results  Most teams begin to report drastic improvement within 3 months  There IS quite a lot of ritual but it can provide the necessary structure  Easy to start, difficult to master  This is just the beginning . . .