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Agile & Lean / Kanban




                    0
What is Lean?




                1
Agile Development Methods (Dogma)
   eXtreme Programming (XP)
   Scrum
   Lean Software Development
   Behavior Driven Development (BDD)
   Feature Driven Development (FDD)
   Crystal Clear Methodology
   DSDM
   Others: Test Driven Development (TDD), Model
    Driven Development (MDD), Rational Unified
    Process (RUP).
                                                   2
Lean Has History
   Standard software development practice for the last
    decade.
   Agile is the combination of principals that have existed for
                                                                                    W. Edwards
    over 60 years.                                                                   Deming
   Lean Software Development exposes the pedigree of
    Agile.
   Almost all Agile practices can be traced back to Deming’s
    System of Profound Knowledge and his 14 Points for
    Management.

Deming’s System of Profound Knowledge:
Deming advocated that all managers need to have what he




                                                                             ing



                                                                                    Ma ix S
                                                                                     Qu gem a)
                                                                                     (S
                                                                         tur




                                                                                      na igm
                                                                   nu ean
called a System of Profound Knowledge, consisting of four




                                                                                        ali ent
                                                                     fac




                                                                                           ty
                                                                      L
parts:                                                                    Lean




                                                                   Ma
    Appreciation of a system: understanding the overall                 Software
                                                                           Dev.
     processes involving suppliers, producers, and customers
     (or recipients) of goods and services (explained below);                  Agile
    Knowledge of variation: the range and causes of
     variation in quality, and use of statistical sampling in
     measurements;
    Theory of knowledge: the concepts explaining
     knowledge and the limits of what can be known.
    Knowledge of psychology: concepts of human nature.
                                                                                                  3
Agile            Lean
Principals       Principals
Communications   Optimize the Whole
  Simplicity      Eliminate Waste
  Feedback       Create Knowledge
   Courage        Build Quality In
   Respect       Defer Commitment
   Visibility       Deliver Fast
   Honesty        Respect People
   Realism
   Quality

                                      4
Eliminate Waste
   Everything not adding value to the customer is
    considered to be waste (Muda). This includes:
     Unnecessary   code and functionality
     Delay in the software development process
     Unclear requirements
     Bureaucracy

     Slow   internal communication




                                                     5
Create Knowledge / Amplify Learning

 Customer Feedback
 Short Cycle Times
 Refactoring
 Code Review
 Automated Test instead of documented
  defects.


                                         6
Build Quality In
 Unit Test / TDD
 Automated Acceptance Tests
 Refactoring
 Pattern Based Development
 Continuous Integration




                               7
Defer Commitment
 Wait till the last “Responsible” moment to
  make an irreversible decision.
 Set Based Design
     Pursue  multiple solutions eventually choosing
      the best one.


   Agile Version: Prioritize backlog, but don’t
    commit more then one iteration at a time.
                                                       8
Deliver Fast
 Small Batch Sizes
 Short Iterations
 Feedback, Feedback, Feedback.
 Close Customer Collaboration
 Software Demos




                                  9
Optimize the Whole
 Manage the Value Stream
 Look beyond the Development Team
 Standardize the process
 Efficiency vs. Effectiveness




                                     10
Respect People
 Trust in people that they know the best
  way to do their jobs.
 Recognize Teams and Individuals for their
  effort and contribution
 People are not “Resources”
 Empower the team to make the right
  decisions and improve the process.

                                          11
How Does Agile Fit?




                      12
The Agile Manifesto – Agile Principals
“We are uncovering better ways of developing software... Through this work we
have come to value:”

   Individuals and interactions over processes
    and tools
   Working software over comprehensive
    documentation
   Customer collaboration over contract
    negotiation
   Responding to change over following a plan

That is, while there is value in the items on the right, we value the items
on the left more.


                                                                           13
Individuals & Interactions > Process and Tools
   We value communication and teamwork over strict
    processes and the tools to enforce them.
   Most software problems can be traced back to
    communication problems early on in a products
    lifecycle.




                                                      Osmotic communication
                                                      means that information
                                                      flows into the background
                                                      hearing of members of the
                                                      team, so that they pick up
                                                      relevant information as
                                                      though by osmosis.



                                                                                   14
Working Software > Comprehensive Documentation




 Working Software requires just as
 much documentation as the
 customer needs.
       No More & No Less.

                                             15
Customer Collaboration > Contract Negotiation

   Remove barriers
    between the developers
    and the customers.
   Understand that the
    closer the relationship
    between the customer
    and the development
    team the better the
    product.




                                                16
Responding to Change > Following a Plan




                                          17
Agile Principals
Some of the principles behind the Agile Manifesto[6] are:
  Our highest priority is to satisfy the customer through early and continuous delivery
   of valuable software.
  Welcome changing requirements, even late in development. Agile processes
   harness change for the customer's competitive advantage.
  Deliver working software frequently, from a couple of weeks to a couple of
   months, with a preference to the shorter timescale.
  Business people and developers must work together daily throughout the project.
  Build projects around motivated individuals. Give them the environment and
   support they need, and trust them to get the job done.
  The most efficient and effective method of conveying information to and within a
   development team is face-to-face conversation.
  Working software is the primary measure of progress.
  Agile processes promote sustainable development. The sponsors, developers, and
   users should be able to maintain a constant pace indefinitely.
  Continuous attention to technical excellence and good design enhances agility.
  Simplicity--the art of maximizing the amount of work not done--is essential.
  The best architectures, requirements, and designs emerge from self-organizing
   teams.
  At regular intervals, the team reflects on how to become more effective, then tunes
   and adjusts its behavior accordingly.
                                                                                      18
Typical Agile                     Simple Lean
      Adoption                           Adoption
1.   User Stories                 1.   User Stories
2.   Acceptance tests             2.   Acceptance tests
3.   Iterative Development        3.   Iterative Development
4.   Burn Down Charts             4.   Burn Down Charts
5.   Story Boards          V.S.   5.   Kanban Boards
6.   Daily stand-ups              6.   Daily stand-ups
7.   TDD / Unit Tests             7.   TDD / Unit Tests
8.   Continuous integration       8.   Continuous integration



                                                                19
Kanban




         20
Kanban
   Signboard or Billboard
   Kan means "visual," and ban, means "card" or "board”
   Is a signaling system to trigger action
   Uses cards to signal the need for work to be done
   Another Toyota Lean lesson focusing on Just in Time
    production
   Example: 20 car doors, 5 left = “time to make more doors”
   Doors are requirements, requirements are inventory




                                                          21
3 Rules                           Strict
                                  Queue
1. Strict Queue Limits            Limits

2. Pull Value Through
3. Make it Visible                     Pull
                         Kanban       Value
                                     Through




                                  Make it
                                  Visible




                                               22
Example Development Boards




                             23
Example 2




            24
Example 3




            25
Work In Progress (WIP)
   Create Columns for Each Step in your process
   Pick Limits for “Active” Queues (team size divided by 2
    or just be logical)
   Set “Wait” Queues to 2 or 3, keep small, Eliminate
    waste, get feedback
   FIFO
   If a slot is full, can’t start more work (A.K.A. PULL)
   Team sets Queue sizes to be most efficient,
    experiment
   Designed to Limit WIP, More WIP means slower flow


                                                              26
WIP
   Visible feature goals to minimize thrashing
     MMF = minimal marketable feature
     or MUF = minimal usable feature
   Can Only reorder in “Wait” Queue to move
    MUF forward
   Put Team Signals/Rules Above WIP
   Queue & Cross Team Signals On Bottom
   Could add a Queue for External Team
   3 Rules: Strict Limit, Pull Value, Visible


                                                  27
What Goes On A Card




                      28
Cycle Time / Throughput
   Goal is to get optimum flow
   How many days does it take to flow through the team
    once it enters the WIP?
   Keep a chart: Wait/Cycle Time for each card size
   Good teams/systems: XS to Medium cards, Large = Bad
   If 22 ~same size cards in WIP, track 22 as well
   Sum up unit value on each board
   Velocity is a trailing indicator
   Throughput is a measure of demonstrated capacity



                                                     29
Backlog Board
   3 Queues to show priorities
   Set back log limit for each board to equal number of
    slots on WIP
   Make assumption relative sizes will be close
   Same number of items in WIP on each board (22 in
    this example)
   Add up the “units” to ensure they are close, move wait
    line if they are considerably (not marginally) off
   Can now forecast based on logical assumptions
   Schedule regular backlog honing meetings with
    customer, rules at top
   Trigger release planning meetings when necessary
   Card is a TOKEN, physical means real, avoid
    temptation to live by a tool
                                                             30
What’s Changed:
Optimize/Continuous Flow
   No Iteration Planning Meetings
   FIFO work order, don’t sign up
   Cycle Time replaces velocity, always updated
   Signal Event
     Show & Tell
     RPM
   Scheduled Events
     Retrospectives
     Releases per MMF/MUF or Cadence



                                                   31
Agile & Lean




               32
Scrum vs. Kanban
   Why do we really care?
   Agile Manifesto is about uncovering better ways of doing
    software – not about one practice vs. another
   Principles
     Frequent Delivery does not mean you must do
       iterations
     Maintain a constant pace indefinitely (sustainable
       pace AND consistent pace?)




                                                          33
Daily Scrum/Standup
   Used to Be
     What did I do yesterday
     What am I going to do today
     Do I have any road blocks
   Could Now Be
     How are things flowing?
     Team stands and reviews the WIP
     Talk about blocks & constraints
     Downstream work is most important


    Take Turns with each person “reading” the flow

                                                     34
Agile & Lean Together




                        35
Agile & Lean Teams
   1 Team Agile – 2 Week Interations
   1 Team Lean – Kanban
   Coordination:
     Release   on the Cadence – 2 Weeks
     Separate Stand-Ups / Scrum of Scrums
     Rotating Testing & Verification
     Product Owners provide work to both teams based on
      criteria.
   Velocity, Lead Time & Cycle Time can all be
    coordinated.

                                                      36
Kaizen - Continuous Improvement

                        改善
   Team retrospectives, Scrum of Scrums, Scrum Master
    Retrospectives
   Product Owner Retrospectives, Release Retrospectives
   The entire process of development at an Agile Enterprise
    should be regularly inspected and improved.
   The outcome of the PDCA process must include the
    Check and Act portions.
                                                           37

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Agile Lean Kanban Training 1 hour

  • 1. Agile & Lean / Kanban 0
  • 3. Agile Development Methods (Dogma)  eXtreme Programming (XP)  Scrum  Lean Software Development  Behavior Driven Development (BDD)  Feature Driven Development (FDD)  Crystal Clear Methodology  DSDM  Others: Test Driven Development (TDD), Model Driven Development (MDD), Rational Unified Process (RUP). 2
  • 4. Lean Has History  Standard software development practice for the last decade.  Agile is the combination of principals that have existed for W. Edwards over 60 years. Deming  Lean Software Development exposes the pedigree of Agile.  Almost all Agile practices can be traced back to Deming’s System of Profound Knowledge and his 14 Points for Management. Deming’s System of Profound Knowledge: Deming advocated that all managers need to have what he ing Ma ix S Qu gem a) (S tur na igm nu ean called a System of Profound Knowledge, consisting of four ali ent fac ty L parts: Lean Ma  Appreciation of a system: understanding the overall Software Dev. processes involving suppliers, producers, and customers (or recipients) of goods and services (explained below); Agile  Knowledge of variation: the range and causes of variation in quality, and use of statistical sampling in measurements;  Theory of knowledge: the concepts explaining knowledge and the limits of what can be known.  Knowledge of psychology: concepts of human nature. 3
  • 5. Agile Lean Principals Principals Communications Optimize the Whole Simplicity Eliminate Waste Feedback Create Knowledge Courage Build Quality In Respect Defer Commitment Visibility Deliver Fast Honesty Respect People Realism Quality 4
  • 6. Eliminate Waste  Everything not adding value to the customer is considered to be waste (Muda). This includes:  Unnecessary code and functionality  Delay in the software development process  Unclear requirements  Bureaucracy  Slow internal communication 5
  • 7. Create Knowledge / Amplify Learning  Customer Feedback  Short Cycle Times  Refactoring  Code Review  Automated Test instead of documented defects. 6
  • 8. Build Quality In  Unit Test / TDD  Automated Acceptance Tests  Refactoring  Pattern Based Development  Continuous Integration 7
  • 9. Defer Commitment  Wait till the last “Responsible” moment to make an irreversible decision.  Set Based Design  Pursue multiple solutions eventually choosing the best one.  Agile Version: Prioritize backlog, but don’t commit more then one iteration at a time. 8
  • 10. Deliver Fast  Small Batch Sizes  Short Iterations  Feedback, Feedback, Feedback.  Close Customer Collaboration  Software Demos 9
  • 11. Optimize the Whole  Manage the Value Stream  Look beyond the Development Team  Standardize the process  Efficiency vs. Effectiveness 10
  • 12. Respect People  Trust in people that they know the best way to do their jobs.  Recognize Teams and Individuals for their effort and contribution  People are not “Resources”  Empower the team to make the right decisions and improve the process. 11
  • 13. How Does Agile Fit? 12
  • 14. The Agile Manifesto – Agile Principals “We are uncovering better ways of developing software... Through this work we have come to value:”  Individuals and interactions over processes and tools  Working software over comprehensive documentation  Customer collaboration over contract negotiation  Responding to change over following a plan That is, while there is value in the items on the right, we value the items on the left more. 13
  • 15. Individuals & Interactions > Process and Tools  We value communication and teamwork over strict processes and the tools to enforce them.  Most software problems can be traced back to communication problems early on in a products lifecycle. Osmotic communication means that information flows into the background hearing of members of the team, so that they pick up relevant information as though by osmosis. 14
  • 16. Working Software > Comprehensive Documentation Working Software requires just as much documentation as the customer needs. No More & No Less. 15
  • 17. Customer Collaboration > Contract Negotiation  Remove barriers between the developers and the customers.  Understand that the closer the relationship between the customer and the development team the better the product. 16
  • 18. Responding to Change > Following a Plan 17
  • 19. Agile Principals Some of the principles behind the Agile Manifesto[6] are:  Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.  Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage.  Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale.  Business people and developers must work together daily throughout the project.  Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done.  The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.  Working software is the primary measure of progress.  Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely.  Continuous attention to technical excellence and good design enhances agility.  Simplicity--the art of maximizing the amount of work not done--is essential.  The best architectures, requirements, and designs emerge from self-organizing teams.  At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly. 18
  • 20. Typical Agile Simple Lean Adoption Adoption 1. User Stories 1. User Stories 2. Acceptance tests 2. Acceptance tests 3. Iterative Development 3. Iterative Development 4. Burn Down Charts 4. Burn Down Charts 5. Story Boards V.S. 5. Kanban Boards 6. Daily stand-ups 6. Daily stand-ups 7. TDD / Unit Tests 7. TDD / Unit Tests 8. Continuous integration 8. Continuous integration 19
  • 21. Kanban 20
  • 22. Kanban  Signboard or Billboard  Kan means "visual," and ban, means "card" or "board”  Is a signaling system to trigger action  Uses cards to signal the need for work to be done  Another Toyota Lean lesson focusing on Just in Time production  Example: 20 car doors, 5 left = “time to make more doors”  Doors are requirements, requirements are inventory 21
  • 23. 3 Rules Strict Queue 1. Strict Queue Limits Limits 2. Pull Value Through 3. Make it Visible Pull Kanban Value Through Make it Visible 22
  • 25. Example 2 24
  • 26. Example 3 25
  • 27. Work In Progress (WIP)  Create Columns for Each Step in your process  Pick Limits for “Active” Queues (team size divided by 2 or just be logical)  Set “Wait” Queues to 2 or 3, keep small, Eliminate waste, get feedback  FIFO  If a slot is full, can’t start more work (A.K.A. PULL)  Team sets Queue sizes to be most efficient, experiment  Designed to Limit WIP, More WIP means slower flow 26
  • 28. WIP  Visible feature goals to minimize thrashing  MMF = minimal marketable feature  or MUF = minimal usable feature  Can Only reorder in “Wait” Queue to move MUF forward  Put Team Signals/Rules Above WIP  Queue & Cross Team Signals On Bottom  Could add a Queue for External Team  3 Rules: Strict Limit, Pull Value, Visible 27
  • 29. What Goes On A Card 28
  • 30. Cycle Time / Throughput  Goal is to get optimum flow  How many days does it take to flow through the team once it enters the WIP?  Keep a chart: Wait/Cycle Time for each card size  Good teams/systems: XS to Medium cards, Large = Bad  If 22 ~same size cards in WIP, track 22 as well  Sum up unit value on each board  Velocity is a trailing indicator  Throughput is a measure of demonstrated capacity 29
  • 31. Backlog Board  3 Queues to show priorities  Set back log limit for each board to equal number of slots on WIP  Make assumption relative sizes will be close  Same number of items in WIP on each board (22 in this example)  Add up the “units” to ensure they are close, move wait line if they are considerably (not marginally) off  Can now forecast based on logical assumptions  Schedule regular backlog honing meetings with customer, rules at top  Trigger release planning meetings when necessary  Card is a TOKEN, physical means real, avoid temptation to live by a tool 30
  • 32. What’s Changed: Optimize/Continuous Flow  No Iteration Planning Meetings  FIFO work order, don’t sign up  Cycle Time replaces velocity, always updated  Signal Event  Show & Tell  RPM  Scheduled Events  Retrospectives  Releases per MMF/MUF or Cadence 31
  • 34. Scrum vs. Kanban  Why do we really care?  Agile Manifesto is about uncovering better ways of doing software – not about one practice vs. another  Principles  Frequent Delivery does not mean you must do iterations  Maintain a constant pace indefinitely (sustainable pace AND consistent pace?) 33
  • 35. Daily Scrum/Standup  Used to Be  What did I do yesterday  What am I going to do today  Do I have any road blocks  Could Now Be  How are things flowing?  Team stands and reviews the WIP  Talk about blocks & constraints  Downstream work is most important Take Turns with each person “reading” the flow 34
  • 36. Agile & Lean Together 35
  • 37. Agile & Lean Teams  1 Team Agile – 2 Week Interations  1 Team Lean – Kanban  Coordination:  Release on the Cadence – 2 Weeks  Separate Stand-Ups / Scrum of Scrums  Rotating Testing & Verification  Product Owners provide work to both teams based on criteria.  Velocity, Lead Time & Cycle Time can all be coordinated. 36
  • 38. Kaizen - Continuous Improvement 改善  Team retrospectives, Scrum of Scrums, Scrum Master Retrospectives  Product Owner Retrospectives, Release Retrospectives  The entire process of development at an Agile Enterprise should be regularly inspected and improved.  The outcome of the PDCA process must include the Check and Act portions. 37