- Agile is a more successful approach to product development that focuses on adaptability, iterative delivery, and customer satisfaction. Scrum is the most commonly used Agile framework.
- The key goals of Agile and Scrum are to deliver more quickly and frequently while improving quality, visibility, accountability and learning. This is achieved through self-organizing cross-functional teams, minimizing work-in-process, and rapidly addressing impediments.
- Adopting Agile requires a mindset shift and executive support for teams to learn through failures and receive subtle guidance rather than rigid control from management.
2. Caveat:
• These slides are prompts for multi-lateral discussion.
They do not contain the whole story (which is conveyed
via voice and body language). They might be read as
overly-simplistic. Reading them in isolation can be
misleading.
3. Goals for this discussion
• This is a first (second) introduction to Agile. We want you
to start to get a flavor for it. It is simple, and yet also
complex.
• This is from an Executive perspective. So, for example, it
will not enable you to start to be a Scrum team member.
• To really be effective as a manager of Agile teams, you
will need more. This is just an introduction.
• This is a 1-hour briefing. We WANT you to ask questions.
4. 3 Actions for you
• Much less WIP (work in process)
• Support real teams
• Help remove impediments
6. What is ‘Agile’?
• It is hard to define and some people disagree.
• First try: “Agile is a more successful way of innovating
new products so that customers are happier. Scrum is a
disciplined approach to doing knowledge work in Teams.
An approach that has proven to be much more
successful than the traditional ‘waterfall’ [Royce defined it
in 1970].”
• It is meant to meet business needs to be adaptive to
change, and iterative and incremental in delivery.
7. Scrum
• Scrum is a ‘flavor’ of Agile.
• Scrum is the most widely used. (Others include: Extreme
Programming, Lean Software Development, Kanban,
DSDM, etc, etc, etc.)
• Scrum was ‘invented’ in the early 1990’s. It has been
used by all types of organizations around the world.
8. Top Top Goals
• Become the most admired credit union in the country*
• Provide an amazing experience for our members and
staff*
• Firm more successful (by usual metrics)
9. Keys Goals for ‘delivery’
• More adaptive to change
• Deliver faster*
• More delivered in a given quarter (eg, more Business
Value)
• Employees are more motivated (eg, retention)
10. Related Goals
• Deliver better quality*
• More visibility or transparency
• More accountability
• Easier to manage
• We need to learn faster.
• Make decisions based on analytics*
11. One key phrase
• Shippable code and Minimum Viable Product (MVP)
12. What are your goals?
• How do you articulate your goals for Scrum?
!
• Key point: Always connect Scrum to helping you achieve
some of your top goals. We are not ‘doing Scrum’ just to
say ‘we are doing Scrum’.
13. What is Scrum?
• I want to level-set some of you. And remind all of you.
• And this section, for most of you, makes Scrum
something practical instead of just a vague abstraction.
16. Agile Release Planning
Including:
Vision
Develop Product Backlog
Identify Business Value
Identify Effort
Consider benefits-costs
Risks, Dependencies, Learning, MMFS, other
Then ‘finish’ the Day Zero plan
!
*****
Then — release plan refactoring every Sprint.
17. Key Issues
• Let’s discuss some key issues for management.
• These are:
• Things you need to know
• How it works
• Things you must take action on
• Typical problem areas
18. 8 Key Issues or Ideas
1. We have knowledge workers
2. Minimize WIP
3. A Team learns
4. Self-organization
5. “Random carbon units”
6. Subtle control
7. “Failure is good”
8. “The bad news does not get better with age”
19. 1. We have ‘knowledge workers’
• We have to enable ‘motivation’ to happen differently
• Daniel Pink (Drive): Autonomy, Mastery, Purpose.
• We have to help them learn.
• It is all about knowledge creation, and, almost surely, in
a Team.
20. 2. Minimize WIP
• Minimize work-in-process. Related: Single-piece flow.
• Why?
• Makes people more productive
• Faster delivery
• Less ‘task-switching’
• FEWER ‘projects’ IN-FLIGHT, but more delivered and
quicker.
23. 3. A Team Learns
• Scrum is a Team sport. BIG IDEA!
• A strong, dedicated, multi-capable, real Team.
• Problems: People don't understand the value of a Team,
Silos, lack of dedication, not fully capable, etc, etc.
24. Why is a Team important?
• The Team does knowledge creation
• Only the output of the Team is meaningful
• “We must all stand together, or assuredly we shall all
hang separately.” B. Franklin
25. Types of ‘teams’
• Working group
• Pseudo-team
• Potential team
• Real team
• High-performance team
Source: The Wisdom of Teams
26. Resistance to Teams
• Lack of conviction
• Personal discomfort and [sense of] risk… [Still, they talk
about how fun teams are]
• A team is not for everyone.
• Weak organizational performance ethic [a team forms
when you give them a tough challenge]
Source: The Wisdom of Teams
27. 4. Self-organization
• We establish some basic structures and constraints (few),
and then we let the Team self-organize, self-manage,
self-direct to achieve the mission.
• Wow!
• “We expect them to act like adults. And, usually, they
rise to the occasion.”
• We tell them: “Figure it out.”
28. 5. “Random Carbon Units”
• People: each person unique, each team unique
• We want innovation, creativity, learning, the unexpected,
inventiveness, clever solutions to hard problems, the magic of
the Mona Lisa smile.
• We have to accept their ‘individuality’, their uniqueness.
• We have to accept that they can be ‘random’ and ‘make
mistakes’.
• They are not ‘plug-replaceable’ resources, and they are not
‘reliable’.
29. 6. Subtle control
“Management establishes enough checkpoints to prevent
instability, ambiguity, and tension from turning into chaos.”
“At the same time, management avoids the kind of rigid
control that impairs creativity and spontaneity.”
“Instead, the emphasis is on ‘self-control’, ‘control through
peer pressure’, and ‘control by love’, which collectively we
call ‘subtle control.’”
30. 7. “Failure is good”
• As managers, we hear these words, and it makes us
uncomfortable. Some of us very uncomfortable. So, let’s
discuss…
• “Day Zero is the dumbest day of the project.”
• “We learn fastest by making small mistakes.”
32. Failure
• “Everything changes, nothing remains the same.” Buddha
• So, in innovation work, in knowledge creation, we have to
accept ‘failure’ or mistakes.
• And, if they learn faster, we can and will actually win ‘in
the end’.
• “Fail fast” is one key Agile phrase.
• BUT: “We made too many wrong mistakes.” (Yogi Berra.)
So, don’t let them do that.
33. 8. “The bad news doesn’t get better with age.”
• While we ‘accept failure as good’ yet we relentlessly and immediately
fix all problems (eg, defects). Seems paradoxical?
• Three reasons:
• It is much cheaper to fix it immediately (while the knowledge is
fresh).
• Motivation: He does not like to write good code on top of bad
code.
• To measure progress better, we need to know it is ‘done’.
• “You have to slow down to go fast” is the saying.
34. Plus One: Better channel with Customer
“Customer”
(business)
Builders
(scrum team)
The channel
Semi-permeable:
Keep the noise out, and
let the good stuff in
35. ACTION
• What should managers do?
!
• We will not cover everything, but only the most important
thing…
36. Help Fix Impediments
• Not hard…
1. Ask the Team what their biggest impediment is.
2. Help them fix it. Quickly.
• Small ‘quick wins’, fixed quickly. With benefits accruing
quickly.
• “Little things are big.” Yogi Berra.
37. What are your biggest impediments?
• For one or more teams, if you know.
• Or, take your best guess … for a Scrum team …
or the biggest impediment for adopting Scrum at [X].
• 1 Minute.
39. The New New Product Development Game
1. Built-in instability
2. Self-organizing project teams
3. Over-lapping development phases
4. “Multi-learning”
5. Subtle control
6. Organizational transfer of learning
40. 6 Myths of Product Development
1. High utilization is good
2. Large batches are good
3. Just stick to the initial plan
4. People working on multiple projects is good
5. The more features per release, the better
6. No mistakes are allowed!