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PRACTICAL SCRUM
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CONSTANT
HIGHER
MORE
LEARNING
QUALITY
FUN
Day 1
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THE EXPERT
Some Working Agreement
If you want to be here - act like you want to be here
Some Working Agreement
EXERCISE
Let’s Form Teams
What are we going to cover today?
TABLE OF CONTENTS
10

31
46
60

83
90
What we thought vs. What
we know
What is Agile?
What is scrum?
What is the manager role
within agile environment?
What is Lean Thinking?
How does scrum eliminate
waste?
Respect the sticky note
One item per sticky, use a sharpie
“It ain’t what you don’t know
that gets you into troubles.
It’s what you know for sure
that just ain’t so”
Mark Twain
WHAT WE THOUGHT VS. WHAT WE KNOW
What we thought vs. What we know
Requirements
Design
Implement
Test
Acceptance
Analysis
Deliver
WINSTON W. ROYCE 1970
"I believe in this
concept, but the
implementation
described above is
risky and invites
failure"
01
WHAT WE
KNOW
The harder we plan and
analyze in the beginning,
the less there’s change in
the project and the more
successful the project
WHAT WE
THOUGHT
WHAT WE
THOUGHT
01
WHAT WE
KNOW
There is change always
and responding to it is vital.
Uncertainty is best reduced
by learning from actual
implementation
02
WHAT WE
KNOW
It is possible to “collect” or
even “know” all the
requirements up-front
WHAT WE
THOUGHT
02
WHAT WE
KNOW
Requirements evolve as
customers and our
knowledge increases –
based on experience
WHAT WE
THOUGHT
03
WHAT WE
KNOW
Division of work to
specialized teams
(specification, design and
testing) is efficient
WHAT WE
THOUGHT
WHAT WE
THOUGHT
03
WHAT WE
KNOW
Cross-functional teams
reduce the amount of
handovers and are more
productive
04
WHAT WE
KNOW
Multiple parallel programs
speed up the development
WHAT WE
THOUGHT
WHAT WE
THOUGHT
04
WHAT WE
KNOW
Multiple programs create
big management
overhead and risk of
overloading the pipeline,
R&D works most efficiently
in continuous mode
05
WHAT WE
KNOW
Resource usage and cost
optimization is the key to
increased productivity
WHAT WE
THOUGHT
WHAT WE
THOUGHT
05
WHAT WE
KNOW
Concentrating on value
stream optimization,
removing waste and
sustainable flow increases
productivity
06
WHAT WE
KNOW
It’s possible to transfer
information effectively on
written documents without
much of human contact.
WHAT WE
THOUGHT
WHAT WE
THOUGHT
06
WHAT WE
KNOW
Essential knowledge is
lost in every handover
and human interaction is
needed to overcome it.
07
WHAT WE
KNOW
You can save time by “good-
enough” development.
WHAT WE
THOUGHT
WHAT WE
THOUGHT
07
WHAT WE
KNOW
Any technical debt will
slow development down
and thus we don’t allow
technical debt to
accumulate.
08
WHAT WE
KNOW
Product development
process can be defined as a
predictable and repeatable
process
WHAT WE
THOUGHT
WHAT WE
THOUGHT
08
WHAT WE
KNOW
Product development is an
evolving and adaptive
process
Wishful thinking
WHAT IS AGILE?
EXERCISE
Rewrite Each Agile Principle With 3 Words
Agile Principle 1-4
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software
Agile Principle 1-4
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software
2.Welcome changing requirements, even late in development.
Agile processes harness change for the customer’s competitive
advantage
Agile Principle 1-4
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software
2. Welcome changing requirements, even late in development.
Agile processes harness change for the customer’s competitive
advantage
3. Deliver working software frequently, from a couple of weeks
to a couple of months, with a preference to a shorter timescale
Agile Principle 1-4
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software
2. Welcome changing requirements, even late in development. Agile
processes harness change for the customer’s competitive
advantage
3. Deliver working software frequently, from a couple of weeks to a
couple of months, with a preference to a shorter timescale
4. Business people and developers must work together daily
throughout the project
Agile Principle 5-8
5. Build project around motivated individuals. Give them the
environment and support they need, and trust them to get the
job done
Agile Principle 5-8
5. Build project around motivated individuals. Give them the
environment and support they need, and trust them to get the
job done
6. The most efficient and effective method of conveying
information to and within development team is face-to-face
conversation
Agile Principle 5-8
5. Build project around motivated individuals. Give them the
environment and support they need, and trust them to get the
job done
6. The most efficient and effective method of conveying information
to and within development team is face-to-face conversation
7. Working software is the primary measure for progress
Agile Principle 5-8
5. Build project around motivated individuals. Give them the
environment and support they need, and trust them to get the job
done
6. The most efficient and effective method of conveying information to
and within development team is face-to-face conversation
7. Working software is the primary measure for progress
8. Agile processes promote sustainable development. The
sponsors, developers, and users should be able to maintain a
constant pace indefinitely
Agile Principle 9-12
9. Continuous attention to technical excellence and good
design enhances agility
Agile Principle 9-12
9. Continuous attention to technical excellence and good design
enhances agility
10.Simplicity – the art of maximizing the amount of work not
done – is essential
Agile Principle 9-12
9. Continuous attention to technical excellence and good design
enhances agility
10.Simplicity – the art of maximizing the amount of work not done –
is essential
11.The best architectures, requirements, and designs emerge from
self-organizing teams
Agile Principle 9-12
9. Continuous attention to technical excellence and good design
enhances agility
10.Simplicity – the art of maximizing the amount of work not done –
is essential
11.The best architectures, requirements, and designs emerge from
self-organizing teams
12.At regular intervals, the team reflects on how to become more
effective, then tunes and adjusts its behavior accordingly
EXERCISE
Command and Control
Vs.
Self Manage
Where Scrum Fits?
• In our industry people got used to create and use META
solutions to problems.
• The problems we are facing have nothing to do with
technology, it is a people issue.
• In this land the basic assumption is that there is no META
solution, just an empirical framework to allow inspect & adapt
cycles.
• This experience is frustrating for those who are looking for
predefined processes and final answers.
• ENTER AT YOUR OWN RISK!!!
WHAT IS SCRUM?
"Scrum is a team of eight individuals in Rugby.
Everyone in the pack acts together with everyone
else to move the ball down the field in small
incremental steps. Teams work as tight,
integrated units with whole team focusing on a
single goal."
EXERCISE
What Would You Do ?
THE ORIGIN OF 

SCRUM
• Toyota lean concept

• The new, new software
development game
[Takeuchi & Nonaka, 1986]
• Iterative & incremental
development
• Jeff Sutherland
• Ken Schwaber
• Understanding that we
cannot predict the future

• One size does not fit all

• Constant improvement

• Transparency & Visibility
• Team work
SCRUM PRINCIPLES
• Deliver business value fast
(max. 30 days)
• Prioritizing
• Empirical approach
• Fun !!!
SCRUM PRINCIPLES
THE HIGH MOON STUDIO
SCRUM PROCESS OVERVIEW
3 Roles:
Product owner
Scrum Master
Team
4 Ceremonies :
Sprint Planning
Daily
Sprint review
Retrospective
3 Artifacts:
Product Backlog
Sprint Backlog
Burndown Charts
PRODUCT OWNER (PO)
• Defines the features of the product
• Defines release dates and content
• Responsible for ROI
• Prioritizes feature according to value
• Can change features and priority 

once every predefined interval
• Decides what will be worked on in
each iteration
• Accepts or rejects results
SCRUM MASTER (SM)
• Scrum - A framework for
managing the development
lifecycle of software products
• Master - A skilled practitioner of
a particular art or activity
• A Scrum master - the leader of
the Scrum process (& team)
What does it means 

“The leader of the scrum process”?
• Coach the team with Scrum
• Coach the PO with Scrum
• Help Facilitate effective ceremonies
• Helps removing impediments
• Help the team grow
• He is standing at the nexus between:
The product management
that believes that any
amount of work can be
done
Developer’s that have the
willingness to cut quality to
support the managements
belief
The English verb “to manage” was originally derived
from the Italian maneggiare, meaning to handle and
train horses
The SM has no authority over the team or the PO
WHAT IS THE MANAGER ROLE WITHIN AGILE ENVIRONMENT?
A change in Manager’s role
Stop:
• Assign task and verify completion
• Micro manage to have the “illusion of control”
• Makes decisions for the team
• Limit the information & resources available to the team
Start:
• Trust the team to get the job done
• Gather data
• Coach - observe and ask questions
• Challenge
• Give feedback
CAT HERDERS?
SCRUM TEAM
• Self organizing
• Typically 5-9 people
• Cross functional (Preferably a
feature team)
• Provide estimate for the tasks
• Decides how much it can do
• Decides how to reach the sprint
goal (within the project’s boundaries)
• The team is responsible for the
outcome
EXERCISE
Cross Functional 

Vs. 

Specializing Team
Round 1
Round 2
CONCEPT CHANGE
• Decides what it can do
• Decides how to do it
• Responsible for the quality
• If the job is successful the team
gets the credit
• If the job is not DONE the team
is responsible
ALL OF US
ARE SMARTER THAN
ANY OF US
THE TEAM IS
WRONG?
• Let the team fail
• Create an environment where it
is ok to fail
• Failure amplifies learning
• Where failure is allowed,
innovation and experiments are
encouraged
• Increases trust
THERE IS NO FAILURE
ONLY FEEDBACK
EXERCISE
The story about

Ofer Eini and EBay
(completely imaginary)
Ofer wants to know:
Can your team build this skeletal system for him?
The unions marketing division wants to set the press
conference to one month, do you agree?
What should he announce in this conference ?
EXERCISE
Debate in your teams and decide:

what do you tell Ofer ?
WELL DONE!
“A lack of transparency results in distrust and a deep
sense of insecurity”
Transparency
Stop taking risks for our customers (without even letting them
know)

Share the risk 

Maximize the chances of success

Create a common interest

Know (not assume) the status of our projects - share it with the
customer
How encourage transparency?
Avoid the 90% done syndrome
Face hard facts - Early
Working Software - unfinished work is waste
Track progress with burn down charts
What Reduces Visibility?
Gantt charts
Hierarchy
Low Quality
Core code
What Reduces Visibility?
Core Code
AKA infrastructure or legacy code

Most functionality depends on it

Usually fragile, does not have a test harness

only a few people really know it

Changes are time consuming

Becomes a bottleneck
“Once you put on a suit, no one tells you the
truth anymore”
[Philip Crosby – 1995 – Reflections on quality]
Hierarchy
Technical Debt
Time
Work
left
20
10 12 14 16 18
Low Quality
KEN SCHWABBER, “SCRUM ET AL”
What is Definition of Done (DoD)
Terms of satisfaction of the product owner

Defined by the PO with the team

reflecting the technical abilities of the team

Items that are not Done “do not count”
This is just one example
Expending the Definition of Done over time
Designed
Coded
analyzed
Unit tested
Perf. tested
Code coverage
Live
Deployable
Acc. tested
This is just one example
Expending the Definition of Done over time
Undone
Undone
Undone
Undone
Stabilization 

sprint(s)
Sprint 1 Sprint 2 Sprint 3 Sprint 4
Undone = risk
Undone = no visibility
Can we
release ?
Unfinished Unfinished Unfinished
“THE TOYOTA STYLE IS NOT
TO CREATE RESULTS BY
WORKING HARD. IT IS A
SYSTEM THAT SAYS THERE
IS NO LIMIT TO PEOPLE’S
CREATIVITY. PEOPLE DON'T
GO TO TOYOTA TO 'WORK'
THEY GO THERE TO
‘THINK'."
Taiichi Ohno
Lean Thinking
Continues Improvement
Respect for People
[Mindset]
My work is to do my work and to improve my work
Waste Value
Opportunity for
improvement
Traditional
improvement
EXERCISE
Exercise: The Name Factory
•
•
•
•
Round 1
Context Switch
Round 2
No Context Switch
Kaizen - Reduce Waste
Value:
The moments of actions or thoughts creating the
product that the customer is willing to pay for
Total value time
Total cycle time
= Value ratio____________
Waste:
All other moments or actions that do not add value
but consume resources
Detect and Eliminate Waste
1. Overproduction of features
2. Waiting and delay
3. Handoff
4. Extra process
5. Partially done work
Detect and Eliminate Waste
6. Task Switching
7. Defects
8. Under-realizing
people’s potential
9. Knowledge scatter
10.Wishful thinking
EXERCISE
Find one example of waste
from your work and design an
experiment to try eliminate it
Over Production of Features
1. Features or services the
customer doesn’t want
2. Large engineering
documents, more detailed
designs than can be quickly
implemented
3. Duplication of data
* THIS IS ONLY EXAMPLE
Wave
Waiting and Delay
1. For clarification
2. Documents
3. Approval
4. Components
5. Other groups to finish something
* THIS IS ONLY EXAMPLE
Handoff
1. Giving a specification from an analyst to an engineer
2. Giving a component to another group for testing
* THIS IS ONLY EXAMPLE
Over Processing
1. Relearning, lose of information
2. Forced conformance to centralized process checklists
3. Recreating something made
* THIS IS ONLY EXAMPLE
Partially Done Work – WIP  DIP
1. Designs documented but not built
2. Things built but not integrated or tested
3. Things tested but not delivered
* THIS IS ONLY EXAMPLE
Task Switching
1. Interruption
2. Multitasking on 3 projects
3. Partial allocation of a person to many projects
* THIS IS ONLY EXAMPLE
Under-realizing People
1. People only working to single speciality job
2. Do people have the chance to change what they see is
waste
* THIS IS ONLY EXAMPLE
Information Scatter or Loss
1. Information spread across many separate documents
2. Communication barriers such as walls between people,
or people in multiple locations
Wishful thinking
1. “We MUST follow the plan”
2. “The estimate cannot increase; 

The effort estimate is what we want it to be, not what it
is now proposed”
3. “We’re behind schedule, but we’ll make it up later”
* THIS IS ONLY EXAMPLE
Parking lot
“THE VALUE OF
AN IDEA LIES IN
THE USING OF IT”
Thomas Edison
THE EXPERT SOLUTION
Reading List
1. Clean Code
2. Scrum Guide
3. Delivering happiness
4. Peopleware
*RECOURSE

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Practical Scrum - day 1

  • 1. PRACTICAL SCRUM Like us: 
 Visit: 
 Follow me:
 Tweet: 
 CONSTANT HIGHER MORE LEARNING QUALITY FUN Day 1 www.facebook.com/PracticalAgile 
 www.practical-agile.com
 @Linkedin
 @PracticalAgile1

  • 2.
  • 3.
  • 5. Some Working Agreement If you want to be here - act like you want to be here
  • 8. What are we going to cover today? TABLE OF CONTENTS 10
 31 46 60
 83 90 What we thought vs. What we know What is Agile? What is scrum? What is the manager role within agile environment? What is Lean Thinking? How does scrum eliminate waste?
  • 9. Respect the sticky note One item per sticky, use a sharpie
  • 10. “It ain’t what you don’t know that gets you into troubles. It’s what you know for sure that just ain’t so” Mark Twain WHAT WE THOUGHT VS. WHAT WE KNOW
  • 11. What we thought vs. What we know
  • 13. WINSTON W. ROYCE 1970 "I believe in this concept, but the implementation described above is risky and invites failure"
  • 14. 01 WHAT WE KNOW The harder we plan and analyze in the beginning, the less there’s change in the project and the more successful the project WHAT WE THOUGHT
  • 15. WHAT WE THOUGHT 01 WHAT WE KNOW There is change always and responding to it is vital. Uncertainty is best reduced by learning from actual implementation
  • 16. 02 WHAT WE KNOW It is possible to “collect” or even “know” all the requirements up-front WHAT WE THOUGHT
  • 17. 02 WHAT WE KNOW Requirements evolve as customers and our knowledge increases – based on experience WHAT WE THOUGHT
  • 18. 03 WHAT WE KNOW Division of work to specialized teams (specification, design and testing) is efficient WHAT WE THOUGHT
  • 19. WHAT WE THOUGHT 03 WHAT WE KNOW Cross-functional teams reduce the amount of handovers and are more productive
  • 20. 04 WHAT WE KNOW Multiple parallel programs speed up the development WHAT WE THOUGHT
  • 21. WHAT WE THOUGHT 04 WHAT WE KNOW Multiple programs create big management overhead and risk of overloading the pipeline, R&D works most efficiently in continuous mode
  • 22. 05 WHAT WE KNOW Resource usage and cost optimization is the key to increased productivity WHAT WE THOUGHT
  • 23. WHAT WE THOUGHT 05 WHAT WE KNOW Concentrating on value stream optimization, removing waste and sustainable flow increases productivity
  • 24. 06 WHAT WE KNOW It’s possible to transfer information effectively on written documents without much of human contact. WHAT WE THOUGHT
  • 25. WHAT WE THOUGHT 06 WHAT WE KNOW Essential knowledge is lost in every handover and human interaction is needed to overcome it.
  • 26. 07 WHAT WE KNOW You can save time by “good- enough” development. WHAT WE THOUGHT
  • 27. WHAT WE THOUGHT 07 WHAT WE KNOW Any technical debt will slow development down and thus we don’t allow technical debt to accumulate.
  • 28. 08 WHAT WE KNOW Product development process can be defined as a predictable and repeatable process WHAT WE THOUGHT
  • 29. WHAT WE THOUGHT 08 WHAT WE KNOW Product development is an evolving and adaptive process
  • 32. EXERCISE Rewrite Each Agile Principle With 3 Words
  • 33. Agile Principle 1-4 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software
  • 34. Agile Principle 1-4 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software 2.Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage
  • 35. Agile Principle 1-4 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software 2. Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage 3. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to a shorter timescale
  • 36. Agile Principle 1-4 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software 2. Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage 3. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to a shorter timescale 4. Business people and developers must work together daily throughout the project
  • 37. Agile Principle 5-8 5. Build project around motivated individuals. Give them the environment and support they need, and trust them to get the job done
  • 38. Agile Principle 5-8 5. Build project around motivated individuals. Give them the environment and support they need, and trust them to get the job done 6. The most efficient and effective method of conveying information to and within development team is face-to-face conversation
  • 39. Agile Principle 5-8 5. Build project around motivated individuals. Give them the environment and support they need, and trust them to get the job done 6. The most efficient and effective method of conveying information to and within development team is face-to-face conversation 7. Working software is the primary measure for progress
  • 40. Agile Principle 5-8 5. Build project around motivated individuals. Give them the environment and support they need, and trust them to get the job done 6. The most efficient and effective method of conveying information to and within development team is face-to-face conversation 7. Working software is the primary measure for progress 8. Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely
  • 41. Agile Principle 9-12 9. Continuous attention to technical excellence and good design enhances agility
  • 42. Agile Principle 9-12 9. Continuous attention to technical excellence and good design enhances agility 10.Simplicity – the art of maximizing the amount of work not done – is essential
  • 43. Agile Principle 9-12 9. Continuous attention to technical excellence and good design enhances agility 10.Simplicity – the art of maximizing the amount of work not done – is essential 11.The best architectures, requirements, and designs emerge from self-organizing teams
  • 44. Agile Principle 9-12 9. Continuous attention to technical excellence and good design enhances agility 10.Simplicity – the art of maximizing the amount of work not done – is essential 11.The best architectures, requirements, and designs emerge from self-organizing teams 12.At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly
  • 47. • In our industry people got used to create and use META solutions to problems. • The problems we are facing have nothing to do with technology, it is a people issue. • In this land the basic assumption is that there is no META solution, just an empirical framework to allow inspect & adapt cycles. • This experience is frustrating for those who are looking for predefined processes and final answers. • ENTER AT YOUR OWN RISK!!!
  • 48. WHAT IS SCRUM? "Scrum is a team of eight individuals in Rugby. Everyone in the pack acts together with everyone else to move the ball down the field in small incremental steps. Teams work as tight, integrated units with whole team focusing on a single goal."
  • 49.
  • 51. THE ORIGIN OF 
 SCRUM • Toyota lean concept
 • The new, new software development game [Takeuchi & Nonaka, 1986] • Iterative & incremental development • Jeff Sutherland • Ken Schwaber
  • 52. • Understanding that we cannot predict the future
 • One size does not fit all
 • Constant improvement
 • Transparency & Visibility • Team work SCRUM PRINCIPLES
  • 53. • Deliver business value fast (max. 30 days) • Prioritizing • Empirical approach • Fun !!! SCRUM PRINCIPLES
  • 54. THE HIGH MOON STUDIO
  • 55. SCRUM PROCESS OVERVIEW 3 Roles: Product owner Scrum Master Team 4 Ceremonies : Sprint Planning Daily Sprint review Retrospective 3 Artifacts: Product Backlog Sprint Backlog Burndown Charts
  • 56. PRODUCT OWNER (PO) • Defines the features of the product • Defines release dates and content • Responsible for ROI • Prioritizes feature according to value • Can change features and priority 
 once every predefined interval • Decides what will be worked on in each iteration • Accepts or rejects results
  • 57. SCRUM MASTER (SM) • Scrum - A framework for managing the development lifecycle of software products • Master - A skilled practitioner of a particular art or activity • A Scrum master - the leader of the Scrum process (& team)
  • 58. What does it means 
 “The leader of the scrum process”? • Coach the team with Scrum • Coach the PO with Scrum • Help Facilitate effective ceremonies • Helps removing impediments • Help the team grow • He is standing at the nexus between: The product management that believes that any amount of work can be done Developer’s that have the willingness to cut quality to support the managements belief
  • 59. The English verb “to manage” was originally derived from the Italian maneggiare, meaning to handle and train horses The SM has no authority over the team or the PO
  • 60. WHAT IS THE MANAGER ROLE WITHIN AGILE ENVIRONMENT? A change in Manager’s role Stop: • Assign task and verify completion • Micro manage to have the “illusion of control” • Makes decisions for the team • Limit the information & resources available to the team Start: • Trust the team to get the job done • Gather data • Coach - observe and ask questions • Challenge • Give feedback
  • 62. SCRUM TEAM • Self organizing • Typically 5-9 people • Cross functional (Preferably a feature team) • Provide estimate for the tasks • Decides how much it can do • Decides how to reach the sprint goal (within the project’s boundaries) • The team is responsible for the outcome
  • 63. EXERCISE Cross Functional 
 Vs. 
 Specializing Team
  • 66. CONCEPT CHANGE • Decides what it can do • Decides how to do it • Responsible for the quality • If the job is successful the team gets the credit • If the job is not DONE the team is responsible ALL OF US ARE SMARTER THAN ANY OF US
  • 67. THE TEAM IS WRONG? • Let the team fail • Create an environment where it is ok to fail • Failure amplifies learning • Where failure is allowed, innovation and experiments are encouraged • Increases trust THERE IS NO FAILURE ONLY FEEDBACK
  • 68. EXERCISE The story about
 Ofer Eini and EBay (completely imaginary)
  • 69. Ofer wants to know: Can your team build this skeletal system for him? The unions marketing division wants to set the press conference to one month, do you agree? What should he announce in this conference ?
  • 70. EXERCISE Debate in your teams and decide:
 what do you tell Ofer ?
  • 72. “A lack of transparency results in distrust and a deep sense of insecurity”
  • 73. Transparency Stop taking risks for our customers (without even letting them know)
 Share the risk 
 Maximize the chances of success
 Create a common interest
 Know (not assume) the status of our projects - share it with the customer
  • 74. How encourage transparency? Avoid the 90% done syndrome Face hard facts - Early Working Software - unfinished work is waste Track progress with burn down charts
  • 75. What Reduces Visibility? Gantt charts Hierarchy Low Quality Core code What Reduces Visibility?
  • 76. Core Code AKA infrastructure or legacy code
 Most functionality depends on it
 Usually fragile, does not have a test harness
 only a few people really know it
 Changes are time consuming
 Becomes a bottleneck
  • 77. “Once you put on a suit, no one tells you the truth anymore” [Philip Crosby – 1995 – Reflections on quality] Hierarchy
  • 80. What is Definition of Done (DoD) Terms of satisfaction of the product owner
 Defined by the PO with the team
 reflecting the technical abilities of the team
 Items that are not Done “do not count”
  • 81. This is just one example Expending the Definition of Done over time Designed Coded analyzed Unit tested Perf. tested Code coverage Live Deployable Acc. tested
  • 82. This is just one example Expending the Definition of Done over time Undone Undone Undone Undone Stabilization 
 sprint(s) Sprint 1 Sprint 2 Sprint 3 Sprint 4 Undone = risk Undone = no visibility Can we release ? Unfinished Unfinished Unfinished
  • 83. “THE TOYOTA STYLE IS NOT TO CREATE RESULTS BY WORKING HARD. IT IS A SYSTEM THAT SAYS THERE IS NO LIMIT TO PEOPLE’S CREATIVITY. PEOPLE DON'T GO TO TOYOTA TO 'WORK' THEY GO THERE TO ‘THINK'." Taiichi Ohno
  • 84. Lean Thinking Continues Improvement Respect for People [Mindset] My work is to do my work and to improve my work
  • 86. EXERCISE Exercise: The Name Factory • • • •
  • 89. Kaizen - Reduce Waste Value: The moments of actions or thoughts creating the product that the customer is willing to pay for Total value time Total cycle time = Value ratio____________ Waste: All other moments or actions that do not add value but consume resources
  • 90. Detect and Eliminate Waste 1. Overproduction of features 2. Waiting and delay 3. Handoff 4. Extra process 5. Partially done work
  • 91. Detect and Eliminate Waste 6. Task Switching 7. Defects 8. Under-realizing people’s potential 9. Knowledge scatter 10.Wishful thinking
  • 92. EXERCISE Find one example of waste from your work and design an experiment to try eliminate it
  • 93. Over Production of Features 1. Features or services the customer doesn’t want 2. Large engineering documents, more detailed designs than can be quickly implemented 3. Duplication of data * THIS IS ONLY EXAMPLE Wave
  • 94. Waiting and Delay 1. For clarification 2. Documents 3. Approval 4. Components 5. Other groups to finish something * THIS IS ONLY EXAMPLE
  • 95. Handoff 1. Giving a specification from an analyst to an engineer 2. Giving a component to another group for testing * THIS IS ONLY EXAMPLE
  • 96. Over Processing 1. Relearning, lose of information 2. Forced conformance to centralized process checklists 3. Recreating something made * THIS IS ONLY EXAMPLE
  • 97. Partially Done Work – WIP DIP 1. Designs documented but not built 2. Things built but not integrated or tested 3. Things tested but not delivered * THIS IS ONLY EXAMPLE
  • 98. Task Switching 1. Interruption 2. Multitasking on 3 projects 3. Partial allocation of a person to many projects * THIS IS ONLY EXAMPLE
  • 99. Under-realizing People 1. People only working to single speciality job 2. Do people have the chance to change what they see is waste * THIS IS ONLY EXAMPLE Information Scatter or Loss 1. Information spread across many separate documents 2. Communication barriers such as walls between people, or people in multiple locations
  • 100. Wishful thinking 1. “We MUST follow the plan” 2. “The estimate cannot increase; 
 The effort estimate is what we want it to be, not what it is now proposed” 3. “We’re behind schedule, but we’ll make it up later” * THIS IS ONLY EXAMPLE
  • 102. “THE VALUE OF AN IDEA LIES IN THE USING OF IT” Thomas Edison
  • 104. Reading List 1. Clean Code 2. Scrum Guide 3. Delivering happiness 4. Peopleware *RECOURSE