Elements of Scrum

The Scrum framework focuses on developing, delivering, and sustaining complex products, with an initial emphasis on software, and hardware, based development, although it has been used in other fields including research, sales, marketing and advanced technologies. It is designed for teams of ten or fewer members, who break their work into goals that can be completed within time-boxed iterations, called sprints, no longer than one month and most commonly two weeks. The Scrum Team track progress in 15-minute time-boxed daily meetings, called daily scrums. At the end of the sprint, the team holds sprint review, to demonstrate the work done, and sprint retrospective to improve continuously.

Scrum Guide

Documents created in this phase:

◆ A framework for developing, delivering, & sustaining complex products. This is a iterative & incremental approach. Scrum is the most popular methodology of agile project management. You form a team that will work together quickly to develop & test a deliverable. The is completed in short cycles & the team meets daily to discuss current tasks & clear-up anything that’s blocking their progress.

Product Backlog (Wishlist) - The central artifact in scrum, where all possible ideas, deliverables, features, or tasks are captured for the team to work on. Product-backlog economics is all about prioritizing the product backlog correctly so that the highest value items are executed first. As the economic value of each feature changes over time, the prioritization of those feature change too. And the Product Owner is responsible for making those re-prioritization decisions.

Sprint - A time-based iteration in scrum where work is done. Sprint can be between 1-4 weeks long but, most sprints are around two weeks. This is often called the “iteration”. Sprint-level economics is about maximizing Return On Investment (ROI) for each sprint. Product Owners, Scrum Masters and every member of the Scrum Team should treat the company’s money as they would their own money and be frugal about making economic decisions. This is especially important when determining whether or not to fund the next sprint. Will the value that the Scrum Team creates in the next sprint be worthy of spending the money to fund the sprint? The Product Owner is responsible for answering this question and deciding whether or not he/she will fund the next sprint.

Daily Scrum (Stand-up) - A meeting of 15 or fewer minutes everyday of the sprint. Here, each team member briefly describes any in progress work, completed work, & any barriers that stand in their way. You can also discuss next steps.

Scrum Roles

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Scrum Master - Responsible for ensuring the team lives agile values & principals. Responsible for the team following processes & practices that the team agreed to & sharing information to the larger project team. Also, help the team focus on doing their best work & clearing obstacles. Knows when to coach the team, knows when the team has to resolve items for themselves. Facilitates them getting the skill sets they need if that’s what’s needed learning. It is very much like a coach for the team but also a leader for the team as well.

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Product Owner - Responsible for maximizing the value of the product & work of the team. Owns inventory of work & has the final say on how to prioritize work. The Product Owner is responsible for funding (or not funding) the next sprint of the Scrum Team. If the team is making good progress, Product Owner may choose to fund the next sprint. Otherwise, the Product Owner may choose not to fund the next sprint. Furthermore, once the Product Owner is satisfied with the state of the product, he/she may choose to stop funding any further development efforts and re-purpose the team to focus on other projects.

The Product Owner provides inputs to the following, and more:

  • Product Backlog and work prioritization.

  • Answers team questions about User Stories.

  • Input on the working solution increment.

  • Criteria for when work is complete.

  • Approving product releases.

  • Collaboration with business stakeholders.

  • Validation that value is delivered to the business.

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Development Team - Responsible for how a team will deliver that product. The development team is self-organizing & cross-functional. Performs the analysis and design of the User Stories. The team collaborates on solution design and approach. The Scrum team is cross functional and self-organizing.

Cross functional refers to the fact that all members of the team can assist each other in some way if needed. It does not mean the team members share the same skill set.

★ The self-organizing aspect means that the team members collaborate among themselves to assign User Stories and other tasks to the team members. The Scrum team also builds the product and attends and participate in the Scrum meetings.

Some Scrum team responsibilities:

  • Breakdown the User Stories in the Product Backlog.

  • Collaborate the with the Product Owner and Scrum Master.

  • Collaborate with other teams if needed.

  • Architect and design how the product is built.

  • Build the Product User Stories.

  • Integrate team work using DevOps.

  • Test the User Stories Built.

  • Deploy the Product.

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Scrum Characteristics

Built-in Instability – Challenging project “carry out a project of strategic importance to the company.”

Self-organizing Teams - Scrum teams were intended to operate like their own start-up, unique order that lacks true hierarchy. These teams are considered self-organizing when they exhibit autonomy, continuous growth, & collaboration.

Overlapping Development Phases - Work toward synchronizing their pace to meet deadlines.

Multi-learning - Relies on trail & error. Aim to stay-up-to-date with changing market & respond quickly to those conditions.

Subtle Control - Create checkpoints throughout the project to analyze team interactions & progress. “Maintain control without hindering creativity.”

Organizational Transfer of Learning - Everyone is encouraged to learn skills that may be new to them as they support other team members.

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Three Pillars of Scrum

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Five Values of Scrum

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Set a Mission & Vision

Mission - A short statement that stays constant for your team throughout the process & gives the team something to work toward.

Vision - Makes it clear what outcomes the team is responsible for and where your teams’ boundaries are.

◆ A mission tells me why we’re doing the work. A product vision helps me imagine what the work will be like when we’re done.

Scrum Master

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★ The Scrum Master is the facilitator of the Scrum process. The Scrum Master is also the facilitator of all the team events. Scrum Master facilitates the Scrum meetings. May not necessarily lead them, make sure they get scheduled, makes sure the proper attendees are there, make sure they are time-boxed, there is a productive agenda, and that the attendees get the value that they should be getting from the meetings.

❤ Promotes & supports the scrum process by helping everyone understand & implement scrum. Helps the team be their best.

❤ Coaching team members on agile & scrum practices, rules, & values.

❤ Help find ways to manage the product backlog effectively.

Responsibilities:

Facilitate scrum events:

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  • Sprint Vision Planning

  • Sprint Planning

  • Sprints

  • Daily Scrum

  • Backlog Refinement (team continues to look at future capabilities in the product backlog and breaks them down into stories. The team has a pipe of ready stories for successor sprints)

  • Sprint Review

  • Sprint Retros

Help team remove barriers to their progress:

  • Missing Information

  • Training

  • Tools

Prevent unhelpful interactions from outside the team. Ask - How can I help?

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Sprint Vision Planning

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❤ Our vision planning meeting, this meeting has a lot of different names. But this is a the whole project, whole deliverable, completed product meeting where the vision is described, what the solution is, who the customer is, all known capabilities and the backlog. From this meeting, which really only happens once but there can be updated versions of this meeting. This is really where the team is introduced to the overall product, the vision of the solution or the future state. From here, the team begins to look at the prioritized features and begins to break them down into the user stories. When a sprint is planned, the team has had or should have had through working on the vision. The team has had introduction to the stories, so nothing should be a surprise.

❤ This event is facilitated by the Scrum master. Agenda: The product owner is going to discuss the vision and informs the team why the product is great. Then the product owner will inform the team of what problems the product is solving and what differentiates this product from anything else available in the market, and reviews the capabilities and functionality that are currently prioritized in the backlog.

❤ The product vision does not finalize the product backlog, it merely brings it to a milestone. After the product vision meeting, the team will embark on a series of backlog refinement meetings or backlog grooming meetings. To get a better understanding of the stories to take the functionality that’s in here the capabilities, break them down and split them as small as possible into what we call ready user stories. This will give the team an understanding of what they need to build. It’ll also allow them to estimate the stories and get ready for, not only sprint one but sprint two and possibly sprint’s after top and all the user stories are screened for completeness acceptance criteria. Again estimation clarity, however though it does not mean that during the sprint team members cannot ask for clarity.

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Product Backlog (Wishlist)

◆ The single authoritative source for things that a team works on to achieve the product goal.

  • Product Features

  • Product Requirements

  • Activities Associated with Product Deliverables

Living Artifact - Evolves throughout the life cycle of the project. Serves as a guide to what to work on next.

❤ Owned & adjusted by the product owner.

❤ Prioritized list of features.

  • Description – Create user stories & epics

  • Value

  • Order

  • Estimate (effort) – Low, Medium, High – Done in the Sprint Backlog

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The components of user stories & epics

❤ User stories are short, simple descriptions of a deliverable told from the perspective of the user. Creating user stories helps the team develop a solution that is always centered around the user’s needs and overall experience.

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❤ Epics are a collection of user stories. Think of the concept of user stories in terms of books or films. A story is one single narrative, while an epic is a set of several related, independent stories. Each story tells a specific chronicle, while an epic gives a high-level view of the overall arc.

User stories

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❤ The driving factor behind every Scrum project is putting the customer first. User stories are a key component of ensuring that customers are satisfied with the product. A team writes a user story from the perspective of the user. Not only do user stories provide insight into what goals the user wants to achieve, but they enable collaboration, inspire creative solutions, and create momentum by giving the team a small win when the stories are developed.

When writing user stories, you will need to include the following components:

  • User persona What is your user like? What is their relation to the project? What goals do they have?

  • Definition of Done This refers to an agreed upon set of items that must be completed before a user story can be considered complete.

  • Tasks What are the key activities needed to complete the user story?

  • Any feedback already provided If you are adding features to an existing product and you have already received feedback from customers on a past iteration, make sure to consider this feedback.

I.N.V.E.S.T.

❤ Your user stories should meet the I.N.V.E.S.T. criteria:

  • Independent: The story’s completion is not dependent on another story.

  • Negotiable: There is room for discussion about this item.

  • Valuable: Completing the user story has to deliver value.

  • Estimable: The Definition of Done must be clear so that the team can give each user story an estimate.

  • Small: Each user story needs to be able to fit within a planned Sprint.

  • Testable: A test can be conducted to check that it meets the criteria.

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❤ Let’s imagine you are working on a project for a local library. The library hopes to launch a website so that customers can read reviews before they check out books from the branch. The typical template for a user story looks like this: As a <user role>, I want this <action> so that I can get this <value>. Therefore, an example user story for this situation might read: As an avid reader, I want to be able to read reviews before I check out a book from my local branch so that I know I am getting a book I am interested in.

Epics

❤ An epic’s purpose is to help manage related user stories. Mike Cohn, the inventor of the term epic as it relates to Scrum, describes epic as a very large user story — one that could not be delivered within a single iteration and may need to be split into smaller stories. The team should discuss together and reach a shared view of how to write and capture their user stories and epics. Keep in mind, epics are just larger user stories that are there to help organize the project.

❤ Let’s imagine you are creating user stories and epics based on the previous example. User stories may include customers wanting to read reviews of books on the website or wanting to add books to their cart. These user stories could fall into the website creation epic.

❤ Another user story could be that customers want to walk into the library and easily find the non-fiction section. This would fall under the organization of the physical space epic.

❤ So rather than those various user stories appearing in a list together, they are organized into sections, or epics.

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❤ It’s important to note that while the Product Owner can write user stories and epics, a Developer can also write them as long as the Product Owner remains accountable for the Product Backlog item.

❤ Epics allow you to keep track of large, loosely-defined ideas, while user stories are a much smaller unit of work, inspired directly from the end user or customer. Both user stories and epics help teams ensure they are delivering value to the customer.

T-shirt sizes and story points

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T-shirt sizes and story points — the two most common units used to help teams estimate user stories in Agile projects. In this reading, we will explore the processes of estimating user stories in these units.

◆ Relative estimation means to compare the effort estimated for completing a backlog item to the effort estimated for another backlog item. Doing this instead of trying to determine exactly how long a task will take allows your comparisons and estimates to be more accurate relative to one another.

T-shirt sizes:

❤ At first, T-shirt sizes may seem like a somewhat unusual way to measure an item or user story. But when you think about assigning estimations to items based on sizes (e.g., XS, S, M, L, XL, XXL), it is actually very helpful and easy. Some of the benefits to using this technique are that it is quick, well understood by Agile experts, and a good introduction for teams who are just learning relative estimation.

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❤ So what does the process of assigning T-shirt sizes entail? There are several specific techniques a team can try, but each generally follows these steps.

The team:

  • Agrees on the chosen scale and metrics to be used.

  • Identifies at least one anchor backlog item. That item will be assigned a T-shirt size. Some teams will choose two anchor items—one at the top of the range and one at the bottom of the range.

  • Sorts through the remaining backlog items and agrees on T-shirt sizes for each of them.

Story points

❤ Using story points as the estimate unit is a little more advanced than T-shirt sizes, but it is essentially the same concept. This method is good for experienced teams. When using Story Points, the scale follows a pattern called the rounded, or modified Fibonacci scale: 1, 2, 3, 5, 8, 13, 20, 40, 100. The rounded Fibonacci scale provides advantages when it comes to uncertainty. Any User Story estimated at 13, or below is considered to have a high level of certainty. Any User Stories estimated 20 points or higher, is considered to have significant levels of uncertainty. The important thing to notice about this sequence is that, as the list continues on, the numbers spread further apart from each other. Because of this, story points provide more accuracy and specificity than T-shirt sizes.

❤ So what does the process of assigning story points entail? There are several specific techniques a team can try, but the basic steps are the same as with T-shirt sizes.

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The team:

  • Agrees on the permitted points values. Some teams cap the size at a certain number, like 21. Some teams decide to jump from 21 to 100 as the next larger value. This is a team decision.

  • Identifies at least one anchor backlog item and agrees to assign it a points value. Some teams will choose two anchor items, one at the top of the range and one at the bottom of the range.

  • Sorts through the remaining backlog items as a team, agrees on an estimate for each item, and captures it in the backlog management system.

Best practices

❤ Some best practices, regardless of the technique you use, include:

  • Asking the Product Owner questions about the user story or item to ensure that there is enough information to estimate it.

  • Discussing divergent estimates from various team members so that everyone has a chance to understand how to implement the item.

  • Agreeing on the final T-shirt sizes or points value and capturing it in the system.

  • If certain items fall into the larger T-shirt size or story points value range, discussing whether it makes sense to break them down into smaller pieces before moving on.

❤ Either of these effort estimation units are effective at estimating your items and user stories. As a team, it is important to spend the appropriate amount of time deciding which is best for you. If you are a less experienced team, try starting out with T-shirt sizes, but more advanced teams should feel free to use either method.

Velocity

❤ A team’s velocity is the number of story points that a team can complete in a single sprint. Velocity is not productivity, or a team’s rating. Velocity is used for estimation. Velocity is influenced by product, work type and team size. Velocity is a team’s estimated capacity, or about what they can successfully deliver.

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★ Tracking Velocity

❤ Velocity is measured as an average. Teams typically use Capacity from sprint to sprint. Capacity is exactly based on the team’s numbers for the sprint.

Continue reading: Viewing a Velocity chart

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Sprint

◆ Think of it as a mini projectPlanning, execution, delivery, closing, & a retrospective all wrapped into a bite-sized package.

★ Sprints are the heartbeat of Scrum, where ideas are turned into value.

❤ They are fixed length events of one month or less to create consistency. A new Sprint starts immediately after the conclusion of the previous Sprint.

❤ All the work necessary to achieve the Product Goal, including Sprint Planning, Daily Scrums, Sprint Review, and Sprint Retrospective, happen within Sprints.

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Timeboxes:

❤ Create a sense of urgency which will drive prioritization & organization.

❤ Provide a window of focus which will translate into productivity gains.

❤ Helps the team develop a predictable rhythm to their work.

  • 1 – 4 weeks

  • Rigorous Testing

  • Continuous Improvements

During the Sprint:

  • No changes are made that would endanger the Sprint Goal;

  • Quality does not decrease;

  • The Product Backlog is refined as needed; and,

  • Scope may be clarified and renegotiated with the Product Owner as more is learned.

❤ Sprints enable predictability by ensuring inspection and adaptation of progress toward a Product Goal at least every calendar month. When a Sprint’s horizon is too long the Sprint Goal may become invalid, complexity may rise, and risk may increase. Shorter Sprints can be employed to generate more learning cycles and limit risk of cost and effort to a smaller time frame. Each Sprint may be considered a short project.

❤ Various practices exist to forecast progress, like burn-downs, burn-ups, velocity charts, or cumulative flows. While proven useful, these do not replace the importance of empiricism. In complex environments, what will happen is unknown. Only what has already happened may be used for forward-looking decision making.

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❤ A Sprint could be cancelled if the Sprint Goal becomes obsolete. Only the Product Owner has the authority to cancel the Sprint.

Workflow Management

❤ In Scrum, workflow is managed in a transparent manner. Managing workflow involves a task board. The task board has the Sprint’s Stories, and other work items that begin in a To-Do column. The columns to the right of the To-Do column match the team’s workflow. The task board not only provides visibility and transparency, but also workflow management. A good task board has work-in-progress limits on each column in the workflow has a limit of stories allowed in the column. This forces the team to focus on that number of tasks and get them completed to the point that the stories and other tasks are ready for the next step in the workflow. Therefore, work-in-progress limits assist the team in getting work completed, and eventually done.

★ Test Automation

❤ Test automation is one of the best investments your team can make. Test Automation drastically increases quality, and reduces defects. The idea is simple. Use a testing framework that supports scripting. The Unit test, or N-Unit test frameworks are great examples. Since the test are scripted, the test script can be run, and rerun, as many times as needed. When tests are rerun, it allows the team to validate that all stories and features still function, and still pass tests.

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Risk Management

❤ Roaming risk means the risks need to be identified and the team, and the stakeholders, and the scrum masters, and others collaborate on the risks. Then the team assigns the risks to one of the four categories. Resolved, owned, accepted, or mitigated. With a resolve risk, it tends to be obvious, a solution is found to the risk or perhaps additional information is found and it’s not really a risk. But either way, the risk is no longer an issue. With an owned risks, one or more members of the team have taken responsibility in the event that the risk occurs. In this case, we have our ownership team, they take action and manage the risk. Obviously the best candidate to own a risk is a subject matter expert or someone as close to that as possible. With an accepted risk, it’s risk and we’ve done all we can and there’s not much that we can do to control the situation. An example could be planning an outdoor event. The weather may not always cooperate, there’s not much we can do about that. We may be able to set up a shelter maybe, maybe not. But when accepting the risks the team does all they can and agrees to take action in the event that the risk occurs. Possibly setting up a shelter would be an example of how the team can take action in the event that the weather’s bad for an outdoor event. Mitigated risks, a risk is mitigated when it can be controlled or minimized. Risk mitigation also involves taking action to reduce the organization exposure to the potential downsides and reduce the likelihood that the risks will happen. Again, risks are always associated with a probability, so the team can continue to take action to reduce that probability.

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Sprint Planning

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❤ The entire team comes together & meets to confirm how much capacity, time, & people, are available during this sprint & then they identify what items from backlog will be done during the sprint. This becomes the sprint backlog & ultimately, the sprint goal. During sprint planning meeting, the team validates the prioritized stories that there’ll be working on, puts a plan together, estimates the stories if needed, and really decides how they are going to go about completing and delivering that working solution. The self-assigned tasks, and put that plan together and the Scrum Master helps facilitate it.

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Scrum master facilitates communication:

  • Who is available during this sprint?

  • Are there any vacations of conflicts?

  • What is the teams point capacity?

  • How long is the sprint?

  • What should we accomplish?

  • What is the sprint goal?

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Daily Scrum

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★ Daily Scrum, which is sometimes referred to as stand up, is a time for the Scrum Team to synchronize and prioritize activities for the day. In 15 minutes, and at the same time and place every day, each team member answers the following questions: What did I do yesterday that helped the Development Team, meet the Sprint goal?What will I do today to help the Development Team meet the Sprint goal? Do I notice any impediment that prevents me or the Development Team from meeting our goals? Here, each team member briefly describes any in progress work, completed work, & any barriers that stand in their way. You can also discuss next steps.

★ Daily stand ups should provide the Scrum Master with the opportunity to quickly unblock the team with little delay. And Daily Stand-ups are an opportunity to reinforce focus on the Sprint Backlog and Sprint Goal. The official Scrum Guide says that Daily Stand-ups must happen every single day, though I will say I have had successful Scrum Teams who meet less frequently than that. My current Scrum Team has a one week Sprint and we have stand-ups two days during the week. We found that this works really well for us. Try it out and see what works best for your team.

❤ What did I do yesterday that helped the development team meet the sprint goal?

❤ What will I do today to help the development meet the sprint goal?

❤ Do I notice any impediment that prevents me or the development team from meeting our goals?

❤ This is an opportunity to reinforce focus on the sprint backlog & sprint goal.

Backlog Refinement

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Sprint Review

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★ At the closing of a Sprint, the team will complete another event, known as the Sprint Review. This Sprint event is crucial to the Scrum Pillars of inspection and adaptation, and demonstrates the values of openness, courage, and respect. Sprint review is where we demo the product to ourselves.

❤ The Sprint Review is a meeting with the entire Scrum Team where the product is demonstrated in order to determine which aspects are finished and which aren’t. During a Sprint Review, the Development Team and Product Owner will play a heavy role in this inspection and discussion. They will also cover an exploration of which items should be considered done in the Product Backlog, and they’ll demonstrate and inspect the product. Sprint Reviews should be really fun and uplifting. The Sprint Review is when the team gets to impress each other with the cool things they’ve accomplished over the last 1 to 4 weeks. These time-boxed meetings should not exceed four hours and they’re a good opportunity for the team to practice the Scrum Values of openness and respect, as they give feedback about the completed work. Often, some of the greatest product ideas come out of the Sprint Review.

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Sprint Retrospective

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Sprint Retrospectives occur at the end of each Sprint, which is usually every one-to-four weeks. The retrospective is where we look for opportunities for improvement.

◆ Sprint Retrospectives are a key practice that supports the Scrum theory and values. They are a critical moment to inspect and adapt to the outcomes produced within the Sprint timebox. Retrospectives occur much more often in Scrum than in traditional project management, so it is important to consider some best practices and pitfalls to avoid to help make them engaging and productive for the entire team.

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Pitfalls:

Avoid too many gimmicks. There are many fun games and exercises that can be used by a Scrum Master when facilitating a Sprint Retrospective. However, not all teams enjoy this style. Consider using these exercises only occasionally or when the team asks for new ways of doing retrospectives.

Try not to only focus on the negative. Not only is it necessary for the team to recognize what’s not working well, it is also important to highlight where they exceeded expectations. This ensures that the team both avoids failures and repeats successes as well.

Avoid changing processes after each retrospective. It is okay to keep a new process in place for a few Sprints before deciding whether it was useful or not. You can always make note of opportunities for change, but try to wait a few Sprints before implementing new changes.

Best Practices:

Ask open-ended, probing questions. Ask questions that require thoughtful discussion rather than a yes-or-no answer. For example, ask, “How could we have better achieved our Sprint Goal?” rather than “Did we achieve the Sprint Goal?””

Consider diverse styles of communication and participation. Make it easy for all team members to contribute their ideas and feedback. For example, not everyone feels comfortable speaking up in a large group. Try things like starting the retrospective with silent reflection by journaling or putting the team into pairs before starting a larger group conversation.

Cover the many aspects of the Sprint when conducting a retrospective:

  • The productivity and efficiency of the team

  • The scope and understanding of the definition of done

  • Communication and interactions within the team

  • Stakeholder communication

  • Progress towards more long-range release plans

Consider reflecting periodically on Scrum theory and values by asking specific questions. For example, ask, “How could the team become more transparent?” or “How did we abide by our Scrum values in this Sprint?”

Roadmaps

◆ It is an agile way of mapping out timelines & requirements for the product development process & can be used in all types of businesses. Guide that demonstrates where to go, how to get there, & what to accomplish along the way in order to maximize value.

❤ Helps team explain the vision of the product

❤ Use to identify important milestones

Product Vision - What the product is? How it supports the customers business strategy? Who will use it?

Product Roadmap - Product owner is responsible for creating this. High-level view of the expected product & its requirements: estimated schedule for reaching milestones. Many of the milestones will be product release dates. You will need to ensure that product release dates are only rough estimates.

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Release Plans - A living artifact - Product owner & project manager work together to develop these plans. This is because the release plans need to connect the product roadmap with the team’s capacity & velocity - the measure of the team’s ability to complete work at a certain pace. Some common factors that may result in a change to the release plan could include a change in team velocity, or how much work the team can do in a given iteration or Sprint. This could be from adding or losing team members or even just efficiency gains from how they work. A second factor is a change to the product scope. If the Product Owner approves the change to the product. And a third factor that could affect a release plan, is improving the understanding of how much effort is needed to build certain features. The team may discover that a user story or epic is more or less difficult than they originally thought, after doing some research or simply from better understanding the product space. My last tip for creating an effective value roadmap is that the Scrum Master or Project Manager should always review the release plan before starting a Sprint planning session. They review the release plan to check whether the team is on track. If the team is off track, the Scrum Master needs to have an open conversation with the Product Owner and business people to figure out what they can adjust to get back on track. This is where the Scrum Value of transparency is key. An effective value roadmap is a powerful tool for building and delivering successful products. The plans you create will help you stay focused on delivering maximum value and the ability to remain flexible and stay Agile.

Occurs when the team has developed a basic working version of a given feature or requirement:

  • Approximate Date

  • Release Goal

  • List of Backlog Items

Product roadmaps: Benefits, pitfalls, and best practices

❤ You may see different types of roadmaps as you continue your project management career. Each team or company may interpret the roadmap slightly differently. Here are some of the various types:

  • Project roadmap

  • Product roadmap

  • Value roadmap

  • Lean roadmap

  • Agile roadmap

❤ Roadmaps are often represented visually and many try to fit the roadmap on one page so that reviewers can notice the big picture of the product timeline.

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◆ The benefits of developing and maintaining a product roadmap are numerous:

  • Clarifying the sequence of deliverables

  • Showing teams how their efforts relate to the north-star vision. In other words, their ultimate goal.

  • Showing stakeholders the incremental value that will be achieved over the course of the project (rather than reviewing it as one big delivery at the end)

  • Helping stakeholders roughly understand the layout of the work behind the deliverable

◆ There are also some pitfalls around roadmaps to avoid:

  • Letting stakeholders think the roadmap is set and unchangeable. This may cause stakeholders to impede teams’ ability to adapt in response to new information, as well as put a lot of pressure on teams to achieve deadlines no matter what it takes.

  • Spending too much time fine-tuning delivery dates versus keeping them rough and improving specificity as the dates get closer

  • Putting all the work into creating the roadmap rather than producing the deliverables

◆ Here are some best practices to help you get the most from your roadmaps:

  • Make it highly noticeable to the team and refer to it frequently.

  • Clearly indicate the highest priority items.

  • If possible, clearly indicate the highest value items.

  • Make it visible to your wider stakeholder group so that they can use it for their planning.

  • Conduct regular reviews of the roadmap with sponsors, stakeholders, and the team to ensure that it is still providing the blueprint for the project.

★ Roadmaps are important for any well-managed project, but they are especially useful to Agile teams. Having a shared roadmap about what the team is delivering over a longer time period is an important way to connect the work that the team does on the sprints with the broader vision for the project. This helps the team stay motivated through the rough patches and leads to a great sense of accomplishment as roadmap deliverables are achieved.

Responding to change over following a plan

◆ The best way to think about changing your plan is to break it down into three stages:

  1. Identifying a needed change

  2. Deciding to make the change

  3. Implementing the change

Step 1: Identifying a needed change

◆ First, how do you know if your plan needs to be changed? Here are some aspects of your project that may be candidates for change: scope, time, and costs (or resources). As we previously learned, these are called the triple constraint, and they provide a great framework for evaluating change in Agile and traditional projects.

  • In Agile, scope refers to the contents of the product roadmap, the items in the Product Backlog, the intended deliverables of the project, and the intended users or customers. This is the what of the project.

  • Time refers to the elements of time or layout of the deliverables over a period of time. This could include the product roadmap timeline, release schedule, or even the Sprint duration. This is the when of the project.

  • Costs or resources refer to the makeup of the Development Team, project managers, and product owners, and other business people as well as the equipment available to create the deliverable. This is the how of the project.

★ Agile projects are open to change in any of these three areas, and a needed change could be identified by any project stakeholders, including the Product Owner, Project Manager, Scrum Master, or the Development Team themselves. Sources of identified changes could include:

  • Customer feedback on early prototypes results in new features and some deleted features (scope change)

  • Sprint Retrospective identifies an area of understaffing (cost or resource change)

  • Critical project dependencies or deliverable dates have shifted, resulting in a change to the project roadmap (schedule or time change)

Step 2: Deciding to make the change

◆ Next, how do you decide to actually make the change? There are many decision-making models available to reference. Here are the basic steps involved in most of these models:

  • Identify the “decider” - It is best to have a single person—generally the Product Owner or a senior stakeholder—in the role of decider to ensure consistency and accountability.

  • Develop and share what factors are important to the decision - and gather supporting data that will help the decider make the decision.

  • Openly discuss the benefits and costs of the decision - Identify areas of uncertainty and capture assumptions.

  • Document the decision

Step 3: Implementing the change

◆ Once changes are approved, it is important to do several things:

  • Document the change and decision-making process - Include meeting notes, pros/cons lists, assumptions, and data that went into making the decision to change the project.

  • Capture the change in any affected artifacts - Update any roadmaps, Product Backlogs, staffing plans, and integration dates, and include a reference to the source of the change so that stakeholders can refer back to it. Consider using revision labels or dates on affected documents like version 1.2 or updated on December 20th so that the team can clearly recognize that the document has changed.

  • Share the change with all affected stakeholders - You can do this through many types of forums: in person at meetings, in documentation and meeting notes, and through email announcements.

  • Monitor the change for a certain amount of time - This ensures that the team is supportive and aware of the change.

★ If the change was not approved during the decision stage, you should still document the information and logic used to make the decision. You may even consider putting a change on hold while you wait for more information to make the decision with higher confidence.

Coaching versus managing in Agile

◆Both managing and coaching play important roles in project management. The difference in each approach is in communication. Management is about giving direction, while coaching is about teaching. Some situations will call for coaching, and others will call for management. As a project manager, it is important that you understand when each skill set is necessary for success.

Managing

❤ So far, we have focused on the responsibilities of project managers. We know that project managers are tasked with delivering a project objective and solving problems as they arise. Project managers keep team members organized and on track. They streamline communication and give directions. This is very indicative of a traditional management approach. At its core, managing requires overseeing the work of others and can include:

  • Onboarding and orienting new employees

  • Conducting meetings

  • Delegating tasks and assignments

  • Monitoring progress and performance against those tasks

  • Making high-level decisions

❤ In Agile project management, however, teams are designed to be self-managing. A self-managing team has the autonomy to choose how best to accomplish their work, rather than being directed by others from the top down. Agile team members should also feel empowered and equipped to problem-solve on their own. Even so, there are some cases where the decisive action of a manager is required. Examples include if there is an emergency that needs immediate action, if you are behind on a deadline, or if a client has very specific needs and you are the most familiar with them. In a results-driven project with little room for error, someone needs to step in and take the lead. That is where a managing approach comes in.

Coaching

❤ Although managing seems inherent to project management, coaching is also an important part of the project management role. Coaching is a two-way communication style aimed at influencing and developing team members’ skills, motivation, and judgment. Coaching empowers team members to arrive at solutions on their own by teaching them critical thinking and decision-making skills. This is achieved through offering feedback and providing opportunities for professional development. When challenges arise, coaches will offer guidance, then get out of the way. Coaches don’t jump in during times of crisis in a way that a manager would. Coaches ask questions to help team members arrive at conclusions on their own.

❤ Coaches trust that their team members can make smart decisions, and trust can go a long way. When team members feel trusted, workplace satisfaction increases, and the quality of work improves.

❤ It is appropriate to use a coaching approach when a team member already has experience working on similar projects and is working on growing new competencies or is trying a new approach for the first time. Coaching is about building confidence and capabilities so that individuals can continuously grow and improve. There are a few principles to keep in mind when coaching:

  • Motivate Coaches motivate team members to take action. They point out the value in others’ work and instill within them a sense of pride in what they do.

  • Support Coaches are an accessible resource for their team to come to when they experience problems or if they have an idea they want their feedback on.

  • Encourage and appreciate When someone on their team is struggling with a heavy workload, a coach will acknowledge and validate the weight of their efforts and assure them that they are capable of handling the challenges ahead.

❤ Coaching is appropriate in many circumstances, especially when you need to build up the confidence of an individual or a team. The most effective leaders strike a healthy balance between managing and coaching based on the needs of the situation, individual, and project they are leading. Examples of where coaching would be helpful include when a team member is branching out into using a new technology or discipline that will turbocharge their career opportunities, when an individual’s behavior is having unintended consequences on the team dynamics that are not readily visible, or if a team is recovering from a setback.

Here’s a scenario where a project manager or Scrum Master should step in to coach a team: Imagine a Scrum team has failed to launch a product that meets the customer needs after a Sprint. The Product Owner continues to communicate to the team that the features are not quite right, and they need to rework the product in the next Sprint or release. The team feels deflated, and they are showing signs of burnout because they keep working on the same three features. Here is a perfect opportunity to do some coaching with the whole team. Consider bringing them together for a working session and cycle through all three principles of coaching:

  • Motivation Ask the team to brainstorm positive reasons why the customer is providing this feedback and why it matters to create an excellent end product.

  • Support Work with the team to capture ideas on how to streamline the customer feedback process, such as a design Sprint with the customer in attendance.

  • Encourage and appreciate Set up an event where the team celebrates the work they have accomplished so far, and make the event fun and inclusive for all team members.

❤ Managing and coaching are distinct leadership approaches that each yield different results, and both styles require effective communication. A managing style typically utilizes one-way communication to assign tasks and give directives. Coaching relies on open communication in both directions to help develop an employee’s or team’s skills, so they can become self-sufficient. Some team members and company cultures will naturally favor one style over another, but both are necessary leadership skills. As an Agile project manager or Scrum Master, you will use both styles. That said, in Agile and Scrum, a coaching style is usually the best initial option since it will increase the capabilities of the team, leading to more agility over time.

❤ When deciding which approach to use, ask yourself:

  • What is the desired outcome?

  • What is the skill level of the team member who has encountered a problem?

  • What does the situation need now to reach the desired outcomes?