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The Scrum Master and the Product Owner are critical to success of
agile development teams using Scrum. Making changes to the process,
improving team members actions, and empowering members to
perform Scrum activities correctly, to increase the probability of project
success.
Baseline Assumptions
§ Our program is subject to FAS OCIO Earned Value
Management Handbook, Revision 2.0, 1 Feb 2012.
§ The customer progress is in units of measure
meaningful to the decision makers …
• Dollars and Hours for contract deliverables
• Stories and Story Points for software development planning
§ If we’re doing Scrum, then we have three (3) roles
• Product Owner
• The Development Team
• Scrum Master
2
Contents of the Work Shop
§ Root Causes Analysis of Acquisition Gateway
§ Deploying Scrum on Acquisition Gateway
§ The Product Owner
§ The Scrum Master
§ The Development Team
§ Estimating
§ Communities of Practice
§ Artifacts of Large Scrum Programs
§ Kanban
§ Resources
3
Ceremony is the basis of all these
Success Factors
There Are Many Success Factors
for Agile Software Projects
4
12 Practices of a Success Scrum
Team†
5† “A Simple Model of Agile Software Processes – or – Extreme Programming Annealed,” Glenn Vanderburg
Starting with an Assessment
6
Practice Yes? No?
1 Pair Programming
2 40 Hour Work Week
3 On Site Customer
4 Planning Game
5 Coding Standards
6 Acceptance Testing
7 System Metaphor
8 Unit testing
9 Refactoring
9 Simple Design
10 Short Release Cycle
11 Continuous Integration
12 Collective Ownership
13 Refactoring
Starting with Root
Cause Analyses
§ Warning Signs of Agile Project
Problems
§ Project Failure Modes
§ Scrum Master Anti-Patterns
§ Scrum Anti-Patterns
§ Scrum failure Modes
§ Success Requirements
Prior Root Cause Analyses have
performed for the AG project
This workshop will start with that
information, but have a collective
assessment of the current
situation as well
7
Root Cause Assessment Framework
8
Many of these causes are in place on our Program
People
§ Scrum processes not being followed
§ Team appears to not be present in meetings
§ Preparation for engagement appears low
§ Cohesion of team appears low
§ Team not holding each other accountable
§ Committed work not visible to all team members
9
Processes
§ Roles not clear, with overlapping concerns
§ Teams not communicating
§ Teams not meeting their commitments
§ Meeting agenda not visible to all members
10
Tools
§ Rally not being used to its best effectiveness
§ Accountability for items not clear
§ Lack of cohesive tool sets
11
If I could fix
three things,
they would be
Every one take 3
cards and write
one thing on each
card that you
would like to see
fixed.
As a group we’ll
consolidate
everyone's
cards and use
the Top 3 to
guide our
workshop this
week.
12
Detailed
Activities for
Deploying Scrum
on Acquisition
Gateway
§ Product Owner
§ The Scrum Master
§ The Development Team
§ Communities of Practice
§ Training and Deployment Plan
§ Resources
Developing qualified Scrum
Masters, Product Owners, and
Team members for Acquisition
Gateway will remove many of the
gaps in the current assessment of
Agile maturity and how to make
improvements in that maturity.
13
Framing Assumptions†‡
14
Scrum Team Roles
Product Owner
§ Responsible for ROI
§ Constantly re-prioritizing Product Backlog
§ Synthesizes interest of stakeholder, including team
§ Negotiates Sprint Goal and Backlog Items with Team
§ Final arbiter of requirements questions
§ Accepts or reject each product increment
Scrum Master
§ Helps resolve impediments
§ Facilitates Scrum Processes
§ Facilitates Team Self Organization
§ Helps keep team in the zone
§ Helps Product Owner with release planning
§ Shields Team form external interference
§ Enforces timeboxes, separation of roles
§ Keeps Scrum artifacts visible
§ Advocates improved engineering practices
§ Hos no authority
Team
§ Cross functional
§ Autonomous
§ Self organizing
§ Held responsible for commitments of each Sprint
§ Ideally co-located
§ Ideally 7 + 2 members
† Adapted from Danube Technologies ‡ Identifying Acquisition Framing Assumptions Through Structured Deliberation
First Some Words About Teams
§ No team arises without a performance challenge that
is meaningful to those involved.
§ Team success is created by building a strong
performance ethic rather than by establishing a
team‒promoting environment alone.
§ Real teams always find ways for each individual to
contribute and thereby gain distinction.
§ Discipline creates conditions for team performance ‒
by making clear and consistent demands reflecting
needs of the customer, then holding themselves and
organization relentlessly accountable.
15
When we say Team, what do we mean?
Not All Groups are Teams†
§ Strong, clearly focused
leader
§ Individual accountability
§ Purpose is the same as
broader organizational
mission
§ Individual work products
§ Runs efficient meetings
§ Measures effectiveness
indirectly from outcomes
§ Discusses, decides, and
delegates
§ Shared leadership roles
§ Individual and mutual
accountability
§ Specific team purpose that
the Team itself delivers
§ Collective work products
§ Encourages open-ended
discussion and active
problem solving meetings
§ Measures performance
directly by assessing
collective work products
§ Discusses, decides, and
does work together
16
A Working Group A Team
† The Discipline of Teams, Jon Katzenbach
Some Katzenbach Quotes on Teams
17
Teams do not seek consensus; they seek the best
answer to the problem at hand.
‒ Katzenbach
What sets high-performance teams apart, is the
degree of commitment, particularly how deeply
committed the members are to one another. ‒
Katzenbach
A team is a small group of qualified individuals who
hold each other accountable for a shared outcome.
‒ Regan (Katzenbach)
This should be our goal as we proceed with this
workshop and move to producing value for GSA
18
Program Organization Chart
19
Let’s Get Started
Product Owner
Styles
§ The Auctioneer
§ Straight Up Project Manager
§ The MBA
§ The Catalyst
§ The Mini CEO
§ The User Advocate
§ The Technologist
After the Scrum Master, the
Product Owner is the next critical
position to be addressed for our
Program
20
7 Product Manager / Product Owner Archetypes, John Cutler,
https://medium.com/@johnpcutler/7-product-manager-product-owner-
archetypes-db4b484e134d
The Product Owner
The Product Owner is …
§ Responsible for maximizing the value of the product
and the work of the Development Team.
§ Is the sole person for managing the Product
Backlog, including:
• Clearly expressing Product Backlog items
• Ordering the items in the Product Backlog to best achieve
goals and missions
• Optimizing the value of the work the Development Team
performs
• Ensuring that the Product Backlog is visible, transparent,
and clear to all, and shows what the Scrum Team will work
on next
• Ensuring the Development Team understands items in the
Product Backlog to the level needed
21
Product Owner Roles ‒ Restating
the Obvious
§ Be available for the Team and the Scrum Master
when needed
§ Have sufficient Business knowledge to define the
needed Value
§ Possess Communication skills needed to remove
all impediments to understanding what Done
Means in units of measure meaningful to the
Decision Makers
22
Product Owner Framework
§ Mature organization don’t get stuck on Prodict
Owner Role prescription
• Not getting enough value
• Low impact from the role
• Don’t prefect the role, prefect the product development
process
§ PO needs organizational capabilities, not heroic
efforts
• Educated decision making for business opportunities
instead of technical requirements
23
Product Owner Anti‒Patterns (1)[4,5]
1. No Single Product
Owner for One
Team
2. Interference in Daily
Work
3. Stories Built around
Product Layers
4. No Projection of the
Product Backlog
5. Using Estimates to Set
Deadlines
6. Too busy for the Team
7. Send in a Proxy
8. Sacrifices quality for
shipment date
9. Confusing PO with SM
roles
10. Expects a stretched
commitment
11. PO because they’re a
department lead
12. Not their role to maintain
Product backlog
13. Thinks SM is just a PM
14. Refuses to choose
between top 5 priorities
15. Insists on architect the
solution
16. Does not regard self as a
team member
24
Product Owner Anti‒Patterns (2)[4,5]
17. Not collaborating with Team
on why Product backlog
items makes sense
18. Running the team from
Rally instead of interacting
with rich media
19. Pursuing functionality as-is
in terms of requirements,
instead of questioning the
reason in front of customer
20. Treating Product Backlog as
an endless list of
requirements, instead of a
pool of optional ideas
21. Requesting requirements
without valid understanding
of business needs and risks
22. Having no clear acceptance
criteria per Use Story
23. Focusing on the technical
aspects of a User Story,
rather than the Business
aspects
24. Not understanding the
Team’s capacity for work
25. Focusing on the “As a … I
want to ... So that.” rather
than the actual purpose,
objectives, and narrative of
the story
26. Not providing early
feedback for ongoing
work
25
Product Owner Anti‒Patterns (3)[4]
27. Not considering clarity of
Product Backlog from
business perspective before
involving team ‒ Definition
of Ready
28. Not letting team Members
talk directly with
stakeholder regarding
solution
29. Relying on a Scrum Master
only to get blockers from
definition or
implementation of Product
backlog items out of their
way
30. Having no clear acceptance
criteria per Use Story
31. Focusing on the technical
aspects of a User Story,
rather than the Business
aspects
32. Not understanding the
Team’s capacity for work
33. Focusing on the “As a … I
want to ... So that.” rather
than the actual purpose,
objectives, and narrative of
the story
34. Not providing early
feedback for ongoing work
26
Product Owner Styles
The Good, The bad, and The ugly
27
Style The Good The Bad The Ugly
The Auctioneer Collect needs
No connection
between Team and
Customer
VOC hidden
Straight Up Project
Manager
Good planning of
features to deliver
value
Team because labor
Agility reduced from
lack of Team
feedback to
customer
The MBA
Direct connection to
business value
Commits too early to
value proposition
Technology impacts
lost to customer
The Catalyst
Direct interaction
with customer
Team not protected
from changing
customer needs
No central location
for PBI management
The Mini CEO
High visible to all
participants
Multiple user
interaction
Command and
control of team
The User Advocate
Missing feedback
from Team
Project Manager like
interactions
The Technologist
Another set of eyes
on the technology
Centralized
directives for
architecture and
technology
Team just labor to
PO’s guidance
The Auctioneer
28
Stakeholders
Team
PO
Feature RequestsCapability Outputs
The Auctioneer
§ The Product Owner arbitrates the Features that
will be produced by the Team through some sort
of auctioning of the Value produced in exchange
for the Cost of that Value.
§ The skilled auctioneer creates a market for
valuable engineering resources, and figures out
how to get the various stakeholders to play the
game.
§ The skilled auctioneer fosters a shared
understanding of the trade offs between "value"
and "cost".
29
Straight Up Project Manager
30
Stakeholders
Team
PO
Feature RequestsStatus of Capabilities
Straight Up Project Manager
§ The Product Owner manages which Features will
be produced by the Team in the same way a
Project Manager does.
§ A planned order of which Features are produced
to meet the planned Value stream negotiated
with the Customer during the Project Planning
session early in the project.
§ The status of the delivery of Features is used to
plan future work on the project.
31
The MBA
32
Team
Biz
Goals
PO
Technology Org
User
Customer
The MBA
§ Lays out the Business Case for the developed
software
§ Facilitates the technology organization’s
interaction with the team
§ Does the analysis of the alternatives from the
Business to the technology organization for
products produced by the Team
§ A business assessment of the Product Manager
aspects of the Product
33
The Catalyst
34
Team
Goals
PO
User Market Business
Data and
Feedback
Experiments
and
Functionally
The Catalyst
§ A facilitator between the interested parties
§ Team needs to make the connection, Product
Owner only sets up the connection
35
The Mini CEO
36
Team
Goals
User Market
BusinessPO
Results
The Mini CEO
§ Represents more than the User
§ Has skills and experience to represent Marketing
direction and the business as a whole in that
market
§ This role is considered more of a Leader.
§ A hierarchy exists, but the team accepts it.
§ The team is outwardly and inwardly focused.
37
The User Advocate
38
Team
User
PO
User Experience Design
Technology Organization
The User Advocate
§ Lobby’s on behalf of the user for the Features
and Stories in the Product Backlog.
§ Assumes the User has all the knowledge,
experience, and skills needed to define the
contents of the Product Backlog.
§ A surrogate for the user in the users absence
39
The Technologist
40
TeamBusiness
User
Experience Design
Goals
Results
PO
The Technologist
§ The Product Owner is the intellectual owner of
the Technological solution.
§ This is the Chief Engineer or Chief Architect
paradigm.
41
Which Role(s) Do We Want Our
Product Owner(s) to Play?
42
Role?
Auctioneer
Project Manager
MBA
Catalyst
Mini CEO
User Advocate
Technologist
Characteristics of Good PO
43
C ollaborative
R esponsible
A uthorized
C ommitted
K nowledgeable
No Matter the Role, the PO Must Be …
Scrum Master
Overview
§ Scrum Master services to the
project
§ Tasks performed by the Scrum
Master
§ Time allocation of roles
§ Evidence of Role being
performed
§ Training plan for Scrum
Masters
Developing qualified Scrum
Masters for each project will
remove many of the gaps in the
current assessment of Agile
maturity and how to make
improvements in that maturity
44
The Scrum Master Serves Three
Project Participants
45
Scrum Master
The Product
Owner
The
Organization
The
Development
Team
§ Technique to Effectively manage product Backlog
§ Help team understand product planning
§ Ensure Product Owner knows how to arrange
Product backlog to maximize value
§ Facilitate Scrum events
§ Coach the Development Team in self-organization
and cross-functionality activities
§ Help create high value products
§ Remove impediments
§ Facilitate Scrum events
§ Lead and coach organization in Scrum adaptation
§ Plan Scrum implementation within the organization
§ Help enact Scrum and empirical product
development
§ Work with other Scrum masters to increase
effectiveness of Scrum
The Scrum Master Serves Three
Project Participants
46
Scrum Master
GSA Project
Manager
The
Organization
The
Development
Team
§ Status of the Project Lifecycle
§ Identify impediments out of SM control
§ Provide cross team dependences
§ Improve cohesion across multiple teams
§ Provide technology integration support
§ Coach the Development Team in self-organization
and cross-functionality activities
§ Help create high value products
§ Remove impediments
§ Facilitate Scrum events
§ Lead and coach organization in Scrum adaptation
§ Plan Scrum implementation within the organization
§ Help enact Scrum and empirical product
development
§ Work with other Scrum masters to increase
effectiveness of Scrum
42 Tasks of the Scrum Master [1]
Meetings
1. Prepare for meeting
2. Moderate meeting
3. Post processing of meeting outcomes
4. Hold Retrospective meeting
47
Team Dynamics
5. Coaching team members
6. Mediating through conflicts.
7. Helping the team to make decisions.
8. Fostering the developer team’s self-organization.
9. Mediate general conflict of goals between development team (high technical quality) and product
owner (more features).
Learning
10. Continuing learning of everything Agile
11. Consulting on everything Agile.
12. Help create information radiators.
13. Giving feedback to team.
14. Encouraging the use of Agile Engineering Practices
15. Challenge team with Agile management innovations.
16. Exchanging constantly with other Scrum masters
17. Doing Gemba Walks.
42 Tasks of the Scrum Master [1]
48
Product
18. Helping to write or split user stories.
19. Helping to write or adapt product visions.
20. Helping to order product backlog items.
21. Helping with the release planning.
22. Being familiar with the team’s work (i.e. the product).
Big Picture
23. Bringing people together who should talk to each other.
24. Keep in touch with every stakeholder regularly.
25. Help the team to report to management.
26. Help further the Agile community within the organization.
27. Organize exchange events.
28. Share insights throughout the company.
29. Be the contact person for everyone regarding Agile.
30. Give learning opportunities to people in the organization
Change
31. Help the team to get rid of impediments.
32. Suggest new metrics for the team as catalysts for change.
42 Tasks of the Scrum Master [1]
49
Mirror
33. Reflecting Agile and Scrum values to the team.
34. Reminding the team of their arrangements (e.g. policies).
35. Helping the team to continuously improve their process.
36. Reflecting issues to the team through observation from outside of the team.
37. Asking open questions.
38. Checking all the models the team uses (e.g. Sprint backlog, metrics, etc.) and show them
differences between the model and the real world.
Miscellaneous
39. Help team stay focused
40. Help team maintain their Scrum tools
41. Help team and Product Owner find a suitable Definition Of Done
42. Help team and Product Owner find a suitable Definition Of Ready
Scrum Master is a Full Time Job [2]
50
Scrum Master Activities during a 2 Week Sprint Hours
Ceremonies and Meetings ‒ daily scrum, scrum of scrums,
Sprint review
21
Team Activities ‒ 1 on 1 coaching, removing impediments,
collecting and reporting metrics, organizing team
16
Learning ‒ reading, preparing hot topics, coaching technical
processes, Gemba walks
21
Product Owner support ‒ reviews, coaching, grooming,
planning
9
Organization ‒ Practice, sharing, and exchanging with other
SM’s, coaching management
17
84
Scrum Master Training Plan
§ Identify candidates for Scrum Master on each
portfolio
• 20 to 25 people
§ Take Self training and get PSM certification at
www.scrum.org
• Scrum Master Training Manual: A Guide for the Professional
Scrum Master at
http://www.capeprojectmanagement.com/agile_exams.html
• Scrum Master Certification: PSM Exam: Preparation Guide
and Handbook
• https://capeprojectmanagement.learnupon.com/store/52455
-on-demand-scrum-master-certification-training-90-days-
access
51
The Scrum Master
The Scrum Master is responsible
for ensuring the Scrum practices
are understood and enacted, by
ensuring the Development Team
adheres to Scrum Theory,
Practices, and Rules.
The Scrum Master focuses on the
How not on the What of the
outcomes from the Development
Team
52
Scrum Master role is
crucial, as it acts as the
buffer between the
Development Team, the
Product Owner, and the
process overhead created
by Scrum.
53
The Scrum Master is the Leader of the Band†
The Art of
conduction consists
in knowing when to
stop conduction to
let the orchestra play
‒ Herbert von
Karajan
† ”Leader of the Band – Six Attributes of a Good Scrum Master” ‒ Mike Cohn
Three Roles of the Scrum Master
on the Agile Team
§ Development Team ‒ builds and demonstrates
the working software
§ Product Owner ‒ identifies what needs to be built
for each sprint.
§ Scrum Master ‒ coaches the team in
understanding and executing the Scrum process.
54
What is a Scrum Master?
The Scrum Master …
§ is responsible for making sure the Development
Team lives by the values and practices of Scrum.
§ is a coach for the Development Team, helping
the team do the best work it possibly can, using
the values and practices of Scrum.
§ is the process owner for the team, creating a
balance between the Development Team and the
project's key stakeholder, the Product Owner.
55
Roles of the Scrum Master (1)
The Scrum Master …
§ does anything possible to help the team perform
at their highest level.
§ removes any impediments to progress,
facilitating meetings, working with the product
owner to make sure the Product Backlog is in
good shape and ready for the next Sprint.
§ role is commonly filled by a former project
manager or a technical team leader but can be
anyone.
56
Roles of the Scrum Master (2)
The Scrum Master …
§ is often viewed as a protector of the team.
§ protects the team by making sure they do not
over-commit themselves to what they can
achieve during a sprint due to pressure from an
overly aggressive product owner.
§ and also protects the team from complacency.
57
Scrum Master
Assessment†
§ Artifacts
§ Serve as a Mirror
§ Engineering Practices
§ Nurture Team Dynamics
§ Product Owner
§ Learning Organization
For the Scrum Master to mature
in the role, here’s a check list to
serve as a guide.
58
† Scrum Master Growth, Luis Gonçalves
The Team must understand,
support, and acknowledge the
roles and responsibilities of the
Scrum Master
Scrum Master Assessment
Responsible for Scrum Artifacts
§ Use different exercises for Agile Retrospectives to help the
team express their problems/victories in the best way
§ Act as a buffer between external distractions and the team
§ Help team to maintain the Story Board
§ Help team to maintain the Burndown chart
§ Help team to visualize the work in progress (WIP)
§ Help team to constantly improve the DoD (Definition of Done)
§ Help team to constantly improve their collaboration with the
Product Owner to not be necessary a DoR (Definition of
Ready)
§ Help team members to create information radiators
§ Read about Scrum in order to get better in what I do
§ Help team to keep good Scrum Ceremonies
§ Help team identify positive and negative changes during
retrospectives
60
Responsible to Serve as a Mirror
to the Team
§ Reflect Agile and Scrum values to the team
§ Remind the team of their arrangements and their commitments
§ Help team to continuously improve their process
§ Reflect issues to the team through observation from outside of the
team
§ Ask open questions
§ Check all the modules the team uses (Spring backlog, metrics, etc.)
and show them differences between the model and the real world
§ Facilitate team's decision making rather than making decisions for
the team
§ Ask questions that encourages the team to look at decisions from
new perspectives
§ Articulate facts, Help the team to see things they may have
overlooked, and helps them to rethink
61
Responsible for Engineering
Practices (1)
§ Articulate facts, Help the team to see things they may
have overlooked, and helps them to rethink
§ Help the team to figure out the right balance between
automated end-to-end tests system tests and automated Unit
Tests?
§ Help the team to write both system “functional” tests and unit
tests in the same language as the system they are developing
so that everyone in the team knows how to maintain the test
setup?
§ Help the team to discover the useful gray area between
system tests and unit tests?
§ Help the team to move towards continuous delivery?
§ Help the team to measure how long the release process takes
§ Help the team to make all metrics transparent to everyone in
the organization
62
Responsible for Engineering
Practices (2)
§ Help team members to do Pair / MOB programming in
order to get knowledge exchange during the sprint?
§ Reflect and see if the sprint board reflect what the team is
actually doing? Or are they working on something that is not
related to Sprint Goal?
§ Encourage rotation in technical areas of concern: functionality,
component/layers, roles aspects, etc.
§ Reflect about what is missing in order to make the
environment better for everyone, prioritizes improvement
activities and makes them happen
§ Help team to find access to external sources of information
§ Help team create transparency and urgency around
continuous system integration
§ Help team by encouraging them to create small automated
acceptance tests at the beginning and evolving from there
63
Responsible for Engineering
Practices (3)
§ Help team by encouraging them to coach each other in TDD,
refactoring, simple design
§ Help team by encouraging them to use human-readable
acceptance tests
§ Help team by encouraging them to adopt a "thinking
backwards" approach: what is the expected behavior of the
functionality what we area bout to code
§ Help team by encouraging them to do pair and peer review
§ Raise the bar in order to help the team to continuously
improve
§ Help team to identify possible improvements on Engineering
practices
64
Responsible to Develop and
Nurture Team Dynamics (1)
§ Learn about System Coaching and apply it to my daily job
§ Learn about Mediating through conflicts and apply it to my
daily job
§ Learn about group decision techniques and apply it to my
daily job
§ Learn about how to fostering the developer team´s self
organization
§ Learn how to mediate the general conflict of goals between
development team and product owner
§ Help team members to hold each other to high standards
§ Improve our team environment in order to have a trustful
setting where people speak freely without problems
65
Responsible to Develop and
Nurture Team Dynamics (2)
§ Reflect and find ways to help team reach the state of “flow”?
§ Need to tell people what to do? Am I Helping team
members to volunteer for tasks? Or do you have a more
“command and control” approach with someone telling
people what to do?
§ Help team members leave their titles outside of the office
room? Everyone should help to accomplish something,
Titles are not important.
§ Help team members finding their role within the team
§ Help team to find their own purpose
§ Help team to stablish effective team communication
66
Responsible to Develop and
Nurture Team Dynamics (3)
§ Act as a spontaneous leader and encourages self
organization
§ Get aware of the 5 dysfunctions of a team and creates
exercises to improve that
§ Coach the whole team to collaborate
§ Ask team for the answer
§ Let team find their own way
§ Behave as a good facilitator encouraging everyone to
express their opinions
§ Show appreciation for team members who raise serious
issues, even when delivery is at jeopardy
§ Encourage healthy conflict during team meetings
§ Help team to act as a team and not just a collection of
individuals 67
Responsible to Help Product
Owner (1)
§ Help Product Owner prioritize the backlog based on the
value that stories will bring to the customer?
§ Help Product Owner create INVEST stories?
§ Help Product Owner make the backlog visible to everyone?
§ Help Product Owner make the backlog an information
radiator instead of refrigerator?
§ Help Product Owner print out the stories so that everyone
knows what the team is working on?
§ Help Product Owner create release burnups, so everyone
knows where the team stands?
68
Responsible to Help Product
Owner (2)
§ Help the Product Owner with adjusting the Release scope
based on what was delivered?
§ Help write or split user stories together with the team?
§ Help to write or adapt product visions?
§ Help the Product Owner on Impact Mapping or Story
Mapping?
§ Educate the Product Owner about technical debt and how
to avoid it?
§ Focus on business value delivery
69
Responsible to Create a Learning
Organization
§ Invite external speakers to share knowledge internally
§ Organize internal meetups to bring fresh ideas into the
company
§ Share articles from external conferences
§ Create lunch talks to share new ideas
§ Organize Hackathons
§ Organize Innovation Sprints
§ Organize Open Spaces
§ Organize Book Clubs within the organization
§ Consult team members and organization on Agile
§ Do Gemba walks to see what others are doing
70
42 Tasks of the
Scrum Master†
§ Meetings
§ Team Dynamics
§ Learnings
§ Product
§ Big Picture
§ Change
§ Mirror
§ Miscellaneous
There are many tasks for the
Scrum Master. Here are 41 critical
activities that must be performed
during the Sprint, Product
backlog Grooming, and other
Scrum processes
71
† Bernd Schiffer
42 Tasks of the Scrum Master [1]
Meetings
1. Prepare for meeting ‒ agenda, for Team needs
2. Moderate meeting ‒ provide guidance for the
ceremonies of the meetings
3. Post processing of meeting outcomes ‒ collect action
items
4. Hold Retrospective meeting ‒ guide the retrospective
from a topic coverage point of view
72
42 Tasks of the Scrum Master [1]
Team Dynamics
5. Coaching team members ‒ in their role on the Scrum
team
6. Mediating through conflicts ‒ intervention with team to
maintain communication and mutual accountability
7. Helping the team to make decisions – facilitate but don’t
lead, team must be self directed
8. Fostering the developer team’s self-organization –
provide framework for self-organization
9. Mediate general conflict of goals between development
team (high technical quality) and product owner (more
features).
73
42 Tasks of the Scrum Master [1]
Learning
10. Continuing learning of Agile ‒ be source of learning
11. Consulting on Agile ‒
12. Help create information radiators ‒ move Rally small
screen to Big Visible Charts
13. Giving feedback to team ‒ provide constant feedback on
Scrum processes
14. Encouraging the use of Agile Engineering Practices
15. Challenge team with Agile management innovations.
16. Exchanging constantly with other Scrum masters
17. Doing Gemba Walks.
74
42 Tasks of the Scrum Master [1]
Product
18. Helping to write or split user stories ‒ facilitate team
consensus on story decomposition
19. Helping to write or adapt product visions.
20. Helping to order product backlog items.
21. Helping with the release planning.
22. Being familiar with the team’s work (i.e. the product).
75
42 Tasks of the Scrum Master [1]
Big Picture
23. Bringing people together who should talk to each other.
24. Keep in touch with every stakeholder regularly.
25. Help team report to management.
26. Help further the Agile community within the
organization.
27. Organize exchange events.
28. Share insights throughout the company.
29. Be the contact person for everyone regarding Agile.
30. Give learning opportunities to people in the organization
76
42 Tasks of the Scrum Master [1]
Change
31. Help team to get rid of impediments.
32. Suggest new metrics for the team as catalysts for
change.
77
42 Tasks of the Scrum Master [1]
Mirror
33. Reflecting Agile and Scrum values to the team.
34. Reminding team of their arrangements (e.g. policies).
35. Helping team continuously improve their process.
36. Reflecting issues to team through observation from
outside of the team.
37. Asking open questions.
38. Checking all the models the team uses (e.g. Sprint
backlog, metrics, etc.) and show them differences
between the model and the real world.
78
42 Tasks of the Scrum Master [1]
Miscellaneous
39. Help team stay focused
40. Help team maintain their Scrum tools
41. Help team and Product Owner find a suitable Definition
Of Done
42. Help team and Product Owner find a suitable Definition
Of Ready
79
Evidence of the 42 Tasks
80
Meetings Evidence
Prepare for meetings
§ Agenda prepared ahead of time
§ Items collected from team
§ Consensus on priorities of items
Moderate meetings
§ Agenda guides meeting
processes
§ Unplanned items captured and
acknowledged
Post processing of meetings
outcomes
§ Outcomes published
§ Commitments confirmed
§ Unplanned items scheduled for
next meeting
§ Accountability recognized
Hold Retrospective Meetings
§ Follow a formal retrospective
check list
§ Publish meeting minutes
Evidence of the 42 Tasks
81
Team Dynamics Evidence
Coaching team members § Named members coaching on
each Sprint
Mediating through conflicts. § Keep a diary of activities
Helping team to make decisions. § Keep a diary of activities
Fostering the developer team’s
self-organization.
§ Evolving organization charts
with evolving roles
Mediate general conflict of goals
between development team (high
technical quality) and product
owner (more features).
§ Keep a diary of activities
Evidence of the 42 Tasks
82
Learning Evidence
Continuing learning of everything
Agile
Increased understanding of Scrum
processes ‒ spreading the word
Consulting on everything Agile
Help create information radiators Posters, cards, check lists
Giving feedback to team
Regularly schedule round table
discussions
Encouraging the use of Agile
Engineering Practices
Be the initiator of “best practices”
Challenge team with Agile
management innovations
Introduce new process
innovations regularly
Exchanging constantly with other
Scrum masters
WIKI content updated regularly
Doing Gemba Walk
(Go see, ask why, show respect)
Using the 10 Gemba Walk
questions
Evidence of the 42 Tasks
83
Product Evidence
Helping to write or split user
stories
Before and after stories from the
Product Backlog
Helping to write or adapt product
visions
Participate in the product
visioning with process support
Helping to order product backlog
items
Participate in the Product Backlog
grooming with process support
Helping with the release planning
Interact with Release Train
Engineer for process improvement
Being familiar with team’s work
(i.e. the product)
Have an understanding of the
technical work, to provide advice
for process improvement
Evidence of the 42 Tasks
84
Big Change Evidence
Bringing people together who should
talk to each other.
List of connections
Keep in touch with every
stakeholder regularly.
Scheduled connections
Help team to report to
management.
Record of management meetings
Help further the Agile community
within the organization.
Schedule meetings and reports of
outcomes
Organize exchange events. Agenda of events
Share insights throughout the
company.
Record of information exchange
Be the contact person for everyone
regarding Agile.
Mailing list
Give learning opportunities to
people in the organization
Produce material and distribute
them
Evidence of the 42 Tasks
85
Change Evidence
Help team remove impediments
to progress and success.
§ Log of impediments, their
removal, corrective actions, and
lessons learned for future
opportunities
Suggest new metrics for the team
as catalysts for change.
§ Processes require metrics to be
tested with a measure and a
counter measure.
§ Keep track of both and show
measurable improvement in
processes and how that
impacts measureable
improvement in the production
of value to the customer
Evidence of the 42 Tasks
86
Mirror Evidence
Reflecting Agile and Scrum values to
the team.
§ Traceable values of Agile
into actions of the team
Reminding the team of their
arrangements (e.g. policies).
§ Process confirmation
Helping team to continuously improve
their process.
§ Showing current and
improvement of processes
with metrics
Reflecting issues to team through
observation from outside of the team.
§ Continuous improvement
using metrics
Asking open questions.
§ Record of questions and
answers
Checking all the models the team uses
(e.g. Sprint backlog, metrics, etc.) and
show them differences between the
model and the real world.
§ Big Visible Chart of team
performance with metrics
Evidence of the 42 Tasks
87
Miscellaneous Evidence
Help Team stay focused
§ Assess process efficacy every
day
Help Team maintain their Scrum
tools
§ Assess tools efficacy every day
Help Team and Product Owner
find a suitable Definition Of Done
§ Facilitate DoD in units of
measure meaningful to the
decision makers
§ MOE, MOP, TPM KPP
Help Team and Product Owner
find a suitable Definition Of Ready
§ Facilitate DoR in units of
measure meaningful to the
decision makers
A Scrum Can Expose a Big Mess
Scrum Master
Time Allocation
§ Ceremonies and Meetings ‒
Scrum is a process framework
with specific ceremonies and
meeting conducted during the
execution of that process.
§ Team Activities – the Scrum
Master looks after the team in a
coaching manner
§ Learning – Scrum success
dependents on continuous
learning, lead by the Scrum
Master
§ Product Owner Interactions ‒
the Scrum Master is the primary
interface with the Product Owner
for the Development Team
§ Organization ‒ a Community of
Practice is the basis for success
of the Scrum Master
During the Sprint, the Scrum
Master performs specific duties.
These duties have allocations of
time as a framework
89
Scrum Master is a Full Time Job [2]
90
1 ‒ Ceremonies and Meetings Hours
Daily Scrum (15 Minute time boxed for 2 weeks) 2.5
Follow Up on Daily Scrum 2.5
Ceremonies 6
Preparing for Ceremonies 3
Follow Up from Ceremonies 3
Scrum of Scrums 2
Sprint Review (for 2 week Sprint) 2
21
Scrum Master is a Full Time Job [2]
91
2 ‒ Team Activities Hours
1 on 1 Coaching 4
Removing Impediments 8
Collecting and Updating Metrics 1
Organizing Team Celebrations 1
Team Celebrations 2
16
Scrum Master is a Full Time Job [2]
92
3 ‒ Learning Hours
Reading Books, Blogs, Papers, Articles 6
Preparing Hot Topics 6
Teaching Hot Topics 3
Coaching on Technical Practices 4
Gemba Walks to Other Teams 2
21
Scrum Master is a Full Time Job [2]
93
4 ‒ Product Owner Hours
Review Product Backlog 1
Coaching Product Owners on Product backlog 1
Product backlog Grooming Sessions 2
Prepare Release Planning 2
Release Planning 2
Facilitate Meetings with Product Owner 1
9
Scrum Master is a Full Time Job [2]
94
5 ‒ Organization Hours
Contribute to Program Community of Practice 8
Organize Sharing and Exchange Events for Program 2
Share and Exchange Knowledge and Experience on Program 2
Coach Program Management 5
17
Total Hours on Two Week Sprint for Scrum Master 84
The Scrum Master’s job is to work with the Development Team
to increase the Transparency of all artifacts produced by these
activities.
Artifacts From the Performance of
Scrum Activities (1)
95
Ceremonies and Meetings Artifacts
Daily Scrum
§ Ensures development team has
the meeting
§ Enforces the rule that only
Development Team members
participate in the meeting
Follow Up on Daily Scrum § Actions from inspect and adapt
Ceremonies
§ Localized ceremonies beyond
standard Scrum activities
Preparing for Ceremonies
Follow Up from Ceremonies
Scrum of Scrums § Interactions between projects
Sprint Review
§ Assures meeting take place.
§ Collaborate about what was
done during the Sprint
§ Revised Product Backlog
Artifacts From the Performance of
Scrum Activities (2)
96
Team Activities Artifacts
1 on 1 Coaching
§ Planned interactions during the
Sprint
§ Planned interactions during
external activities
Removing Impediments
§ Keep log of all impediments
§ Keep log of all removal
activities
Collecting and Updating Metrics
§ Define metrics for process
performance
Organizing Team Celebrations
§ Define celebrations for Scrum
processes
Team Celebrations § Host the teams
Artifacts From the Performance of
Scrum Activities (3)
97
Learning Artifacts
Reading Books, Blogs, Papers,
Articles
§ Maintain library of reading
materials for Teams
Preparing Hot Topics
§ Have a weekly hot topic for
Teams
Teaching Hot Topics
§ Prepared materials and teach
content to Teams
Coaching on Technical Practices
§ Identify gaps and teach
processes needed to close them
Gemba Walks to Other Teams
§ Conduct personal observations
of work where the work is
happening
Artifacts From the Performance of
Scrum Activities (4)
98
Product Owner Artifacts
Review Product Backlog
§ Refine Product Backlog
§ Monitor progress toward Goal
Coaching Product Owners on
Product Backlog
§ Meeting notes from the
coaching activities
Product Backlog Grooming
Sessions
§ Assure Product Backlog
sessions performed
Prepare Release Planning
§ Release plan derived from
Engineering Estimate for
Features and estimates
Release Planning
§ Features sequenced in the
Release Plan and recorded in
the Product Roadmap
Facilitate Meetings with Product
Owner
§ Confirm Release Plan and
Product Roadmap with Product
Owner
Artifacts From the Performance of
Scrum Activities (5)
99
Organization Artifacts
Contribute to Program Community
of Practice
§ Provide content as member of
Community of Practice
Organize Sharing and Exchange
Events for Program
§ A shared storage are for
materials
Share and Exchange Knowledge
and Experience on Program
§ A WIKI of so sort for all the
shared materials
§ Use WIKI to communicate
materials
Coach Program Management
§ Provide supporting materials
for management on Scrum
processes and application to
specific project
NEVER Rotate the Role of the
Scrum Master ‒ Mike Cohn
§ Stakeholders don't really understand the duties of the Scrum
Master, and they can start believing that anybody can do it.
§ Someone who has rotated into the role usually has other non-
Scrum Master tasks to perform during the sprint, and these
often take priority.
§ It's hard to train enough people to do the role well,
since particular skills are needed.
§ Some people will use their time as Scrum Master to try to push
through changes to the process.
§ Designating someone as Scrum Master for a sprint or two
does not automatically make someone value the job, which
can lead to Scrum Masters who think Scrum is a mistake.
100
Never have the same person be the Scrum Master and Product
Owner
Scrum Master
Training and
Deployment Plan
§ Training Plan
§ Training Materials
§ Training deployment
§ Surveillance effectiveness of
training
§ Community of practice
facilitation
Training is needed, but
surveillance of trained Scrum
Masters is also needed. As as
facilitation of the Community of
Practice
101
Master Plan to Deploy Scrum
Masters Across the Program
1. Identify candidate Scrum Masters in existing
staff
2. Build training plan for these candidates, using
external processes
3. Build deployment plan for each Portfolio and
projects in the Portfolio
4. Define artifacts needed for Scrum Masters to
start work
5. Define evidence Scrum is being applied with the
Scrum Framework by the Scrum Masters.
102
Training Materials
§ Book assignments
§ Online courses
§ Online certifications
§ Train the Trainer
103
Training Deployment
§ Hands on oversight of processes
• Confirmation that training materials have been read
and understood
• Confirm comprehension of on line training test results
104
Training Assessment
§ Evidence based assessment
§ Artifacts reviewed and assessed weekly
§ Observational assessments
105
Effectiveness Surveillance
§ Agile metrics baseline
§ Agile metrics measurements
106
A Reminder About Teams
§ Teams always outperform working groups of individuals when the teams are properly
understood and supported.
§ Many managers don't understand teams and most don't act on what they do know.
§ To really come together as a team, a group needs a performance challenge.
§ This high-performance team must have a clear, specific purpose that is distinct from
the purpose of its larger organization.
§ Team success depends on having the right mix of skills, not the right personalities.
§ Team achievement requires discipline.
§ Forming teams requires time; driving them to high performance takes enthusiasm.
§ Make team success more likely by sharing work approaches and behaviors, and by
communicating frequently and clearly.
§ Real teams are uncommon in the upper levels of companies due to organizational
structures, demands on executive time and hierarchical assumptions.
§ Teams go through a natural life cycle, from separate individuals, to a coalition, to a
higher performance mode in which members care about one another.
107
Getting Trained
§ Take full on Scrum Master from Cohn
§ Take Cape Project Management course
§ Build our own from all the Books, Papers, and
web site material
108
The Development
Team
§ User Stories are the life blood
of the Scrum Team
Professionals who work together
to deliver potentially releasable
software at the end of each Sprint
109
A team is “a small group of people with
complementary skills who are committed to a common
purpose, performance goals, and approach for which
they are mutually accountable” – Jon Katzenbach
The User Story Problem
110
The User Story
§ Describes how a Person interacts with product
and uses some product functionality to
accomplish a business need
§ The User Story communicates the who, what,
and why of this interaction
§ The User Story starts with the User
• If we don’t know the Users, don’t write the User Story
• Do the research needed for writing
• If not, the User Stories will be based on some belief
rather than data and empirical data
111
The Obvious Description of User
Stories …
§ Are Not Scope
§ They capture a description of an element of a
Feature from the User's point of view
• The type of User
• What they want the system to do for them
• Why they want this capability
§ It’s the last part of this statement that is critical
§ Example Driven Development is the way to
remove ambiguity in the User Story
112
As a role, I want capability So I Can reason
A Critical Thought About User
Stories
113
Storytelling reveals meaning without
committing the error of defining it
‒ Hannah Arendt
User Stories Must Be …
§ Testable
§ Describe the deliverables, listed as Tasks in
Rally
§ Some deliverables
• Code ‒ what capabilities to the code provide
• Documents – not just documentation
• Design artifact
§ What’s being touched, so testing can be defined
for the Story
114
Tips for Writing Good User Stories
§ User Stories are the basis of conversation, never
handed to the development team
§ Stories are developed collaboratively between
the Team and the Product Owner
§ If this can’t be done, develop a Use Case
§ Start with Big, Sketchy Coarse-Grained stories
• This is usually called an Epic
§ Move to finer grained Story
• Shared Understanding
• Feasible
• Testable
• Estimable
115
Don’t Write Stories If they …
§ Describe complex user interactions and visual
design.
• Use story maps, story board (just like movies are laid
out), sketches, and mockups.
§ Specify an architectural element ‒ a component
or service.
• Use an modeling language ‒ UML
§ Quickly validate an idea with a throwaway
porotype
• User Stories may not be necessary
116
Definition of Ready (1)
§ Is a detailed user story with a narrative and
acceptance criteria.
§ Be clear if there are any story-specific
operational qualities such as performance, and
what user interface design should roughly look
like.
§ Operational Constraints needed before release
§ Pre-Work Design Complete in just enough
design to understand the scope and integation of
a Feature
117
Definition of Ready (2)
§ Business value clearly articulated
§ Details are sufficiently understood by the development
team so it can make an informed decision as to whether
it can complete the PBI.
§ Dependencies are identified and no external
dependencies would block the PBI from being completed.
§ Team is staffed appropriately to complete the PBI.
§ The PBI is estimated and small enough to comfortably be
completed in one sprint.
§ Acceptance criteria are clear and testable.
§ Performance criteria, if any, are defined and testable.
§ Scrum team understands how to demonstrate the PBI at
the sprint review.
118
User Story Checklist
1. After reading the User Story is it obvious what
the User Story is about?
2. Does each element of the User Story add
significant value and therefore avoids
duplication or partial duplication of other
elements?
3. Is it 100% free of How or a Solution?
119
Some more check list items
1. Are there less than 6 questions making up the
acceptance criteria?
2. Is the ROLE specific and does everyone on the project
know what that role does?
3. Is the User Story less than 20 words and is the
acceptance criteria less than 40 words?
4. Do the elements of the User Story clearly correspond to
a WHO, a WHAT and a WHY?
5. Is the User Story annotated to clearly show whether or
not it is small (for working on) or large (in need of further
decomposition)
6. Are all of the acceptance criteria written without any
form of design
7. Has the question why been asked enough times that we
now have the real understand of WHY
8. The WHO is not called out s User but the actual User
120
And some more check list items
§ Considered the high level design change for this story
§ Know the code area which need to be modified / created for
this story
§ Thought and considered the flow changes introduced by this
story
§ Looked at the existing test automation for the current
flow/behavior (as is)
§ Thought and described how I will validate the flow/behavior
changes introduced by this story (to be)
§ Understood all the current acceptance criteria (ACs) for this
Story
§ Happy with the current ACs for this Story
§ Thought about it, and I believe this story should not be split
into smaller pieces
§ Thought about it, and I believe this story should not be merged
with another one
121
Restating the Obvious Again
What is a User Story?
A User Story for a Source Code Control System
§ User Story
• As a developer, I’d like to examine the differences between
my development tree and the main repository in order to
evaluate what integration issues I need to consider.
§ Acceptance Criteria
• The user interface displays a report of the format below (see
picture) that shows the differences between my tree and the
main tree.
§ Exceptional Criteria
• If the main repository is unavailable, the developer should
see a message that says, “The repository server is
unavailable. Please correct the problem and try again.”
122
Right Sizing User Stories Using
Estimating Versus Velocity
123
In order to “right size” we need to accurately assess our
planning horizon – we need to know how large a story is
and to know how much our team can get done in a period
of time.
The most important thing I did in my career was to teach
young leaders that whenever they saw a threat, their
first job was to determine the time box for their
response. Their second job was to hold off making a
decision until the end of the
time box, so that they could make it based on
the best possible data. ‒ Lean Software Development
The former is Estimating
The latter is Capacity for Work
The Problem with Consensus of
Estimates
§ The current consensus apprpach to estimating has
created problems
• No everyone on board
• Without 100% on board when things go wrong, blame is the
result
• I told you that was not the right estimate
§ A polling technique
• Consensus means I can live with that
• Each team member writes down what they think the Story
will take
• Estimates are revealed
• High and Low are defended, with new information
• Story adjusted, and re-vote and repeat until consensus
reached
124
The Problem with Consensus of
Estimates
§ Consensus is Not Concurrence
§ Consensus ‒ general agreement. Judgment
arrived at by most of those concerned
§ Concurrence ‒ agreement in union of plan
125
Concurrence ‒ we All can
live with the decision
Concurrence ‒ The majority can
live with the decision
Good, Bad, and Ugly User Stories
§ Gold Plated
§ Too Small
§ Too Big
§ Interdependent
§ Including UI too soon
§ Planned too far ahead
§ Sounds like a task
§ Customer can’t prioritize
§ Too much detail
126
Gold Plated
127
Too Small
128
Too Big
129
Unnecessary Interdependence
130
UI Included Too Soon
131
Planned Too Far Ahead
132
Sounds Like a Task
133
Customer Can’t Prioritize
134
Too Much Detail
135
Estimating
The primary purpose of software
estimation is not to predict a
project’s outcome; it is to
determine whether a project’s
targets are realistic enough to
allow the project to be controlled
to meet them ‒ Steve McConnell
136
The Hard Truth of Estimating
137
Communities of
Practice
§ Just like communities of
developers with interchangeable
skills, Scrum Masters
communities across multiple
projects
§ Mutual support, knowledge
exchange, capacity backup,
collective improvement of the
Scrum processes
Communities of practice can span
more than one project.
Scrum Masters will form their own
Community of Practice for all the
activities performed during the
performance of the Scrum Master
role
138
Community of Practice
139
https://www.scrumalliance.org/community/articles/2014/april/a-scrummasters-cop-start-up
A: Actively
G: Gain
I: Improvements by
L: Learning
E: Everyday
Scrum Community of Practice
§ Forms organically ‒ peer group with internally
generated agenda
§ Self-organizing ‒ leadership emerges according
to the changing need
§ Span more than one project ‒ span the program
140
Community of Practice
Facilitation†
1. Design for evolution.
2. Open a dialogue between inside and outside
perspectives.
3. Invite different levels of participation.
4. Develop both public and private community
spaces.
5. Focus on value.
6. Combine familiarity and excitement.
7. Create a rhythm for the community.
141
† Cultivating Communities of Practice: A Guide to Managing Knowledge, Harvard Business School Press, 2002.
Design for Evolution
§ Communities are organic
§ Designing the community requires shepherding
than managing the evolution
§ People usually already part of an existing
community
§ Community design is like life long learning,
where reflections and redesign occurs
throughout the life cycle of the community
§ The first goal is to draw in potential members
142
Open Dialogue
§ An insiders perspective is needed to lead the
discovery process
§ Outputs of the community built on the collective
experience of the members.
• Only an insider can appreciate the issues, the
knowledge to be shared, and the challenges at the
heart of the domain ‒ Scrum Masters
§ An outsiders perspective is needed to help
members see the potential of the community
143
Different Levels of Participation
§ Alive communities ‒ planned or spontaneous ‒
have a coordinator
§ Three levels of participation
• Small core group of active participants
• Active group who attend but without the intensity of the
core group
• Peripheral members
§ It’s the first group we want the Scrum team to be
§ Supporting each other, holding each other
mutually accountable for improving the
processes of the team
144
Public and Private Community
Spaces
§ Like a Good Neighbor you’re Community
Members are There (with apologies to State
Farm Insurance)
§ Face to Face or electronic interaction between
Team members many times a day
• A web of interactions across team members
145
Focus on Value
§ The COP members define the value they seek
from the COP
§ Leadership is accountable for serving the
membership ‒ and can emerge, change, evolve
as membership needs
146
Familiarity and Excitement
147
Rhythm of the Community
§ Vibrant communities of practice also have a
rhythm
§ Community is a web of enduring relationships
among members
§ Rhythm of the community is the strongest
indicator of its aliveness.
148
Characteristics of Successful
Communities of Practice†
149
Successful
COP
Passionate
Leader
Proper Agenda
Decision
making
authority
Supporting
Tools to Create
Transparency
Suitable
Rhythm
Cross Site
Participation
Interesting
Topic
† “Communities of practice in a large distributed agile software development organization – Case Ericsson,”
Maria Paasivaara, Casper Lassenius, Information and Software Technology, Volume 56, Issue 12, December
2014, Pages 1556–1577
Artifacts of Large
Scrum Programs
§ Governance
§ Product Artifacts
§ Release Artifacts
§ Sprint Artifacts
§ Feature Artifacts
Artifacts are one piece of
evidence Scrum is being
performed.
They are not the only evidence,
but without the artifacts the other
evidence will not be sufficient for
success of the team
150
Governance
§ Risk Assessment
§ Architecture Standards
§ Test Plan
§ Contracts And Their Management
§ Reference Architecture
151
Product Artifacts
§ Product Backlog
§ Product Architecture Implementation
§ User Acceptance Testing
§ Product Release Plan
152
Release Artifacts
§ Regression Testing
§ Released Code
§ Release Plan
§ Integration Tests
153
Sprint Artifacts
§ Sprint Backlog
§ User Story Estimates
§ Burn Down Charts
§ Status Board
154
Feature Artifacts
§ Code Development
§ Feature Enhancements
§ Defects
§ User Stories
§ Detailed Design
§ Test Criteria
§ Units Tests
155
Kanban
According to Taiichi Ohno, Kanban
is one of the means through
which JIT is achieved.
It is a pull system, because it
uses the rate of demand to
control the rate of production,
passing demand from the end
customer up through the chain of
customer-store processes.
156
Kanban Should:
§ Have ticket sizes uniform with a median of 20 hrs
• Must be standalone and not dependent on other tickets
§ Management of workflow
• Clear concise view of process and workflow
§ Use productivity measures to identify issues and
address them
• Know team capacity, arrival rate of tickets, throughput, %
complete of backlog, and defect rate after completion
§ Have accurate hours estimates on tickets
§ Work on a single ticket until complete
§ All changes to the Kanban board require PM
approval
157
Kanban Should Not:
§ Have largely varying sizes of tickets
§ Have tickets started but never completed
• Reduced tix size should allow this
§ Have tickets over 200 hours
• Should be managed through Scrum Agile
§ Require breakdown of tickets in uniform size to
move across the Kanban board (est. parent child
relationship to tix in Trac)
• Should be independent and identically distributed (IID)
§ Create situation with multi tasking and high WIP
158
Issues?
§ Blocking
§ WIP too high?
§ Cross Discipline interactions?
§ Low fidelity specifications?
§ Defect backlogs?
§ Customer engagement?
159
The Checklist
Society
160
161
Checklist Process Flow
162
Story
Time
Tasking Planning Execution
Check
List
Check
List
Check
List
Check
List
§ Our stories or too big
§ What’s the Check List to break down the stories?
§ What’s the entry criteria? Readiness to breakdown
§ What’s the exit criteria? We know it’s the right size
Developing the Checklist
§ What’s the problem?
§ What’s does Done look like?
§ What are the steps to reaching Done?
§ What are the impediments along the way?
§ What do we need on the check to avoid these
impediments?
§ Who owns the check list
163
164
We must Remember Development of Strong
Scrum Teams Takes Time and Effort
Taking the road to Rushville, is
a one-way street to a Dead End
Resources
Knowledge is of two kinds.
We know a subject ourselves, or
we know where we can find
information upon it.
– Samuel Johnson
165
Samuel Johnson 1709 ‒ 1784
Resources (1)
§ Practices for Scaling Lean and Agile Development, Craig Larman, Addison
Wesley
§ Agile Software Requirements, Dean Leffingwell, Addison Wesley
§ Succeed With Agile, Mike Cohn, Addison Wesley
§ The Scrum Guide, July 2016
§ Essential Scrum: A Practical Guide to the Most Popular Agile Process,
Kenneth Rubin
§ Agile Project Management with Scrum, Ken Schwaber
§ The Scrum Field Guide: Practical Advice for Your First Year, Mitch Lacey
§ Scrum Shortcuts without Cutting Corners: Agile Tactics, Tools, & Tips, Ilan
Goldstein
§ Scrum Mastery: From Good to Great Servant-Leadership, Geoff Watts
§ Agile project management : Agile Product Owner Secrets Valuable Proven
Results for Agile Management Revealed, Michael Nir, Sapir Consulting; 3rd
Edition (January 6, 2014
166
Resources (2)
§ Facilitator’s Guide to Participatory Decision-Making, Sam Kaner
§ Agile Retrospectives: Making Good Teams Great, Derby and Larsen
§ Coaching Agile Teams, Lyssa Adkins
§ The Wisdom of Teams Creating the High-Performance Organization,
Jon R. Katzenbach and Douglas K. Smith, Harvard Business School
Press
§ Scrum Liner training,
https://www.objectbay.com/eu/en/article/scrumliner_simulation_game
§ Communities of Practice http://hbswk.hbs.edu/archive/2855.html
§ Scrum Masters Checklist http://blogs.collab.net/agile/a-
scrummasters-checklist
§ “Communities of practice in a large distributed agile software
development organization – Case Ericsson,” Maria Paasivaara,
Casper Lassenius, Information and Software Technology, Volume 56,
Issue 12, December 2014, Pages 1556–1577
§ Agile Product Owner Secrets, Michael Nir, 2014
167
Resources (3)
§ Sprint Planning worksheet,
https://platinumedge.com/sites/default/files/public/Sprint-Planning-Checklist-
Platinum-Edge.pdf
168
References
[1] “42 Tasks for a Scrum Master’s Job,” Bernd Schiffer, Agile Trail, 2011
[2] “Planning the Scrum Master Role,” Francesco Attanasio, Scrum Alliance,
2013.
[3] “What Are Communities Of Practice? A Critical Review Of Four Seminal
Works,” Andrew Cox,
http://www2.warwick.ac.uk/fac/soc/wbs/conf/olkc/archive/oklc5/papers/e-
4_cox.pdf
[4] Product Owner Anti‒Patterns, Monica Yap, Scrum Gathering Shanghai, 19-
20 April 2011
[5] Product Owner Anti-Patterns, Mike Leber, Medium, 3 August 2016
169

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A Workshop for Product Owners, Scrum Masters, and Team Members for Improving Team Performance

  • 1. The Scrum Master and the Product Owner are critical to success of agile development teams using Scrum. Making changes to the process, improving team members actions, and empowering members to perform Scrum activities correctly, to increase the probability of project success.
  • 2. Baseline Assumptions § Our program is subject to FAS OCIO Earned Value Management Handbook, Revision 2.0, 1 Feb 2012. § The customer progress is in units of measure meaningful to the decision makers … • Dollars and Hours for contract deliverables • Stories and Story Points for software development planning § If we’re doing Scrum, then we have three (3) roles • Product Owner • The Development Team • Scrum Master 2
  • 3. Contents of the Work Shop § Root Causes Analysis of Acquisition Gateway § Deploying Scrum on Acquisition Gateway § The Product Owner § The Scrum Master § The Development Team § Estimating § Communities of Practice § Artifacts of Large Scrum Programs § Kanban § Resources 3
  • 4. Ceremony is the basis of all these Success Factors There Are Many Success Factors for Agile Software Projects 4
  • 5. 12 Practices of a Success Scrum Team† 5† “A Simple Model of Agile Software Processes – or – Extreme Programming Annealed,” Glenn Vanderburg
  • 6. Starting with an Assessment 6 Practice Yes? No? 1 Pair Programming 2 40 Hour Work Week 3 On Site Customer 4 Planning Game 5 Coding Standards 6 Acceptance Testing 7 System Metaphor 8 Unit testing 9 Refactoring 9 Simple Design 10 Short Release Cycle 11 Continuous Integration 12 Collective Ownership 13 Refactoring
  • 7. Starting with Root Cause Analyses § Warning Signs of Agile Project Problems § Project Failure Modes § Scrum Master Anti-Patterns § Scrum Anti-Patterns § Scrum failure Modes § Success Requirements Prior Root Cause Analyses have performed for the AG project This workshop will start with that information, but have a collective assessment of the current situation as well 7
  • 8. Root Cause Assessment Framework 8 Many of these causes are in place on our Program
  • 9. People § Scrum processes not being followed § Team appears to not be present in meetings § Preparation for engagement appears low § Cohesion of team appears low § Team not holding each other accountable § Committed work not visible to all team members 9
  • 10. Processes § Roles not clear, with overlapping concerns § Teams not communicating § Teams not meeting their commitments § Meeting agenda not visible to all members 10
  • 11. Tools § Rally not being used to its best effectiveness § Accountability for items not clear § Lack of cohesive tool sets 11
  • 12. If I could fix three things, they would be Every one take 3 cards and write one thing on each card that you would like to see fixed. As a group we’ll consolidate everyone's cards and use the Top 3 to guide our workshop this week. 12
  • 13. Detailed Activities for Deploying Scrum on Acquisition Gateway § Product Owner § The Scrum Master § The Development Team § Communities of Practice § Training and Deployment Plan § Resources Developing qualified Scrum Masters, Product Owners, and Team members for Acquisition Gateway will remove many of the gaps in the current assessment of Agile maturity and how to make improvements in that maturity. 13
  • 14. Framing Assumptions†‡ 14 Scrum Team Roles Product Owner § Responsible for ROI § Constantly re-prioritizing Product Backlog § Synthesizes interest of stakeholder, including team § Negotiates Sprint Goal and Backlog Items with Team § Final arbiter of requirements questions § Accepts or reject each product increment Scrum Master § Helps resolve impediments § Facilitates Scrum Processes § Facilitates Team Self Organization § Helps keep team in the zone § Helps Product Owner with release planning § Shields Team form external interference § Enforces timeboxes, separation of roles § Keeps Scrum artifacts visible § Advocates improved engineering practices § Hos no authority Team § Cross functional § Autonomous § Self organizing § Held responsible for commitments of each Sprint § Ideally co-located § Ideally 7 + 2 members † Adapted from Danube Technologies ‡ Identifying Acquisition Framing Assumptions Through Structured Deliberation
  • 15. First Some Words About Teams § No team arises without a performance challenge that is meaningful to those involved. § Team success is created by building a strong performance ethic rather than by establishing a team‒promoting environment alone. § Real teams always find ways for each individual to contribute and thereby gain distinction. § Discipline creates conditions for team performance ‒ by making clear and consistent demands reflecting needs of the customer, then holding themselves and organization relentlessly accountable. 15 When we say Team, what do we mean?
  • 16. Not All Groups are Teams† § Strong, clearly focused leader § Individual accountability § Purpose is the same as broader organizational mission § Individual work products § Runs efficient meetings § Measures effectiveness indirectly from outcomes § Discusses, decides, and delegates § Shared leadership roles § Individual and mutual accountability § Specific team purpose that the Team itself delivers § Collective work products § Encourages open-ended discussion and active problem solving meetings § Measures performance directly by assessing collective work products § Discusses, decides, and does work together 16 A Working Group A Team † The Discipline of Teams, Jon Katzenbach
  • 17. Some Katzenbach Quotes on Teams 17 Teams do not seek consensus; they seek the best answer to the problem at hand. ‒ Katzenbach What sets high-performance teams apart, is the degree of commitment, particularly how deeply committed the members are to one another. ‒ Katzenbach A team is a small group of qualified individuals who hold each other accountable for a shared outcome. ‒ Regan (Katzenbach) This should be our goal as we proceed with this workshop and move to producing value for GSA
  • 20. Product Owner Styles § The Auctioneer § Straight Up Project Manager § The MBA § The Catalyst § The Mini CEO § The User Advocate § The Technologist After the Scrum Master, the Product Owner is the next critical position to be addressed for our Program 20 7 Product Manager / Product Owner Archetypes, John Cutler, https://medium.com/@johnpcutler/7-product-manager-product-owner- archetypes-db4b484e134d
  • 21. The Product Owner The Product Owner is … § Responsible for maximizing the value of the product and the work of the Development Team. § Is the sole person for managing the Product Backlog, including: • Clearly expressing Product Backlog items • Ordering the items in the Product Backlog to best achieve goals and missions • Optimizing the value of the work the Development Team performs • Ensuring that the Product Backlog is visible, transparent, and clear to all, and shows what the Scrum Team will work on next • Ensuring the Development Team understands items in the Product Backlog to the level needed 21
  • 22. Product Owner Roles ‒ Restating the Obvious § Be available for the Team and the Scrum Master when needed § Have sufficient Business knowledge to define the needed Value § Possess Communication skills needed to remove all impediments to understanding what Done Means in units of measure meaningful to the Decision Makers 22
  • 23. Product Owner Framework § Mature organization don’t get stuck on Prodict Owner Role prescription • Not getting enough value • Low impact from the role • Don’t prefect the role, prefect the product development process § PO needs organizational capabilities, not heroic efforts • Educated decision making for business opportunities instead of technical requirements 23
  • 24. Product Owner Anti‒Patterns (1)[4,5] 1. No Single Product Owner for One Team 2. Interference in Daily Work 3. Stories Built around Product Layers 4. No Projection of the Product Backlog 5. Using Estimates to Set Deadlines 6. Too busy for the Team 7. Send in a Proxy 8. Sacrifices quality for shipment date 9. Confusing PO with SM roles 10. Expects a stretched commitment 11. PO because they’re a department lead 12. Not their role to maintain Product backlog 13. Thinks SM is just a PM 14. Refuses to choose between top 5 priorities 15. Insists on architect the solution 16. Does not regard self as a team member 24
  • 25. Product Owner Anti‒Patterns (2)[4,5] 17. Not collaborating with Team on why Product backlog items makes sense 18. Running the team from Rally instead of interacting with rich media 19. Pursuing functionality as-is in terms of requirements, instead of questioning the reason in front of customer 20. Treating Product Backlog as an endless list of requirements, instead of a pool of optional ideas 21. Requesting requirements without valid understanding of business needs and risks 22. Having no clear acceptance criteria per Use Story 23. Focusing on the technical aspects of a User Story, rather than the Business aspects 24. Not understanding the Team’s capacity for work 25. Focusing on the “As a … I want to ... So that.” rather than the actual purpose, objectives, and narrative of the story 26. Not providing early feedback for ongoing work 25
  • 26. Product Owner Anti‒Patterns (3)[4] 27. Not considering clarity of Product Backlog from business perspective before involving team ‒ Definition of Ready 28. Not letting team Members talk directly with stakeholder regarding solution 29. Relying on a Scrum Master only to get blockers from definition or implementation of Product backlog items out of their way 30. Having no clear acceptance criteria per Use Story 31. Focusing on the technical aspects of a User Story, rather than the Business aspects 32. Not understanding the Team’s capacity for work 33. Focusing on the “As a … I want to ... So that.” rather than the actual purpose, objectives, and narrative of the story 34. Not providing early feedback for ongoing work 26
  • 27. Product Owner Styles The Good, The bad, and The ugly 27 Style The Good The Bad The Ugly The Auctioneer Collect needs No connection between Team and Customer VOC hidden Straight Up Project Manager Good planning of features to deliver value Team because labor Agility reduced from lack of Team feedback to customer The MBA Direct connection to business value Commits too early to value proposition Technology impacts lost to customer The Catalyst Direct interaction with customer Team not protected from changing customer needs No central location for PBI management The Mini CEO High visible to all participants Multiple user interaction Command and control of team The User Advocate Missing feedback from Team Project Manager like interactions The Technologist Another set of eyes on the technology Centralized directives for architecture and technology Team just labor to PO’s guidance
  • 29. The Auctioneer § The Product Owner arbitrates the Features that will be produced by the Team through some sort of auctioning of the Value produced in exchange for the Cost of that Value. § The skilled auctioneer creates a market for valuable engineering resources, and figures out how to get the various stakeholders to play the game. § The skilled auctioneer fosters a shared understanding of the trade offs between "value" and "cost". 29
  • 30. Straight Up Project Manager 30 Stakeholders Team PO Feature RequestsStatus of Capabilities
  • 31. Straight Up Project Manager § The Product Owner manages which Features will be produced by the Team in the same way a Project Manager does. § A planned order of which Features are produced to meet the planned Value stream negotiated with the Customer during the Project Planning session early in the project. § The status of the delivery of Features is used to plan future work on the project. 31
  • 33. The MBA § Lays out the Business Case for the developed software § Facilitates the technology organization’s interaction with the team § Does the analysis of the alternatives from the Business to the technology organization for products produced by the Team § A business assessment of the Product Manager aspects of the Product 33
  • 34. The Catalyst 34 Team Goals PO User Market Business Data and Feedback Experiments and Functionally
  • 35. The Catalyst § A facilitator between the interested parties § Team needs to make the connection, Product Owner only sets up the connection 35
  • 36. The Mini CEO 36 Team Goals User Market BusinessPO Results
  • 37. The Mini CEO § Represents more than the User § Has skills and experience to represent Marketing direction and the business as a whole in that market § This role is considered more of a Leader. § A hierarchy exists, but the team accepts it. § The team is outwardly and inwardly focused. 37
  • 38. The User Advocate 38 Team User PO User Experience Design Technology Organization
  • 39. The User Advocate § Lobby’s on behalf of the user for the Features and Stories in the Product Backlog. § Assumes the User has all the knowledge, experience, and skills needed to define the contents of the Product Backlog. § A surrogate for the user in the users absence 39
  • 41. The Technologist § The Product Owner is the intellectual owner of the Technological solution. § This is the Chief Engineer or Chief Architect paradigm. 41
  • 42. Which Role(s) Do We Want Our Product Owner(s) to Play? 42 Role? Auctioneer Project Manager MBA Catalyst Mini CEO User Advocate Technologist
  • 43. Characteristics of Good PO 43 C ollaborative R esponsible A uthorized C ommitted K nowledgeable No Matter the Role, the PO Must Be …
  • 44. Scrum Master Overview § Scrum Master services to the project § Tasks performed by the Scrum Master § Time allocation of roles § Evidence of Role being performed § Training plan for Scrum Masters Developing qualified Scrum Masters for each project will remove many of the gaps in the current assessment of Agile maturity and how to make improvements in that maturity 44
  • 45. The Scrum Master Serves Three Project Participants 45 Scrum Master The Product Owner The Organization The Development Team § Technique to Effectively manage product Backlog § Help team understand product planning § Ensure Product Owner knows how to arrange Product backlog to maximize value § Facilitate Scrum events § Coach the Development Team in self-organization and cross-functionality activities § Help create high value products § Remove impediments § Facilitate Scrum events § Lead and coach organization in Scrum adaptation § Plan Scrum implementation within the organization § Help enact Scrum and empirical product development § Work with other Scrum masters to increase effectiveness of Scrum
  • 46. The Scrum Master Serves Three Project Participants 46 Scrum Master GSA Project Manager The Organization The Development Team § Status of the Project Lifecycle § Identify impediments out of SM control § Provide cross team dependences § Improve cohesion across multiple teams § Provide technology integration support § Coach the Development Team in self-organization and cross-functionality activities § Help create high value products § Remove impediments § Facilitate Scrum events § Lead and coach organization in Scrum adaptation § Plan Scrum implementation within the organization § Help enact Scrum and empirical product development § Work with other Scrum masters to increase effectiveness of Scrum
  • 47. 42 Tasks of the Scrum Master [1] Meetings 1. Prepare for meeting 2. Moderate meeting 3. Post processing of meeting outcomes 4. Hold Retrospective meeting 47 Team Dynamics 5. Coaching team members 6. Mediating through conflicts. 7. Helping the team to make decisions. 8. Fostering the developer team’s self-organization. 9. Mediate general conflict of goals between development team (high technical quality) and product owner (more features). Learning 10. Continuing learning of everything Agile 11. Consulting on everything Agile. 12. Help create information radiators. 13. Giving feedback to team. 14. Encouraging the use of Agile Engineering Practices 15. Challenge team with Agile management innovations. 16. Exchanging constantly with other Scrum masters 17. Doing Gemba Walks.
  • 48. 42 Tasks of the Scrum Master [1] 48 Product 18. Helping to write or split user stories. 19. Helping to write or adapt product visions. 20. Helping to order product backlog items. 21. Helping with the release planning. 22. Being familiar with the team’s work (i.e. the product). Big Picture 23. Bringing people together who should talk to each other. 24. Keep in touch with every stakeholder regularly. 25. Help the team to report to management. 26. Help further the Agile community within the organization. 27. Organize exchange events. 28. Share insights throughout the company. 29. Be the contact person for everyone regarding Agile. 30. Give learning opportunities to people in the organization Change 31. Help the team to get rid of impediments. 32. Suggest new metrics for the team as catalysts for change.
  • 49. 42 Tasks of the Scrum Master [1] 49 Mirror 33. Reflecting Agile and Scrum values to the team. 34. Reminding the team of their arrangements (e.g. policies). 35. Helping the team to continuously improve their process. 36. Reflecting issues to the team through observation from outside of the team. 37. Asking open questions. 38. Checking all the models the team uses (e.g. Sprint backlog, metrics, etc.) and show them differences between the model and the real world. Miscellaneous 39. Help team stay focused 40. Help team maintain their Scrum tools 41. Help team and Product Owner find a suitable Definition Of Done 42. Help team and Product Owner find a suitable Definition Of Ready
  • 50. Scrum Master is a Full Time Job [2] 50 Scrum Master Activities during a 2 Week Sprint Hours Ceremonies and Meetings ‒ daily scrum, scrum of scrums, Sprint review 21 Team Activities ‒ 1 on 1 coaching, removing impediments, collecting and reporting metrics, organizing team 16 Learning ‒ reading, preparing hot topics, coaching technical processes, Gemba walks 21 Product Owner support ‒ reviews, coaching, grooming, planning 9 Organization ‒ Practice, sharing, and exchanging with other SM’s, coaching management 17 84
  • 51. Scrum Master Training Plan § Identify candidates for Scrum Master on each portfolio • 20 to 25 people § Take Self training and get PSM certification at www.scrum.org • Scrum Master Training Manual: A Guide for the Professional Scrum Master at http://www.capeprojectmanagement.com/agile_exams.html • Scrum Master Certification: PSM Exam: Preparation Guide and Handbook • https://capeprojectmanagement.learnupon.com/store/52455 -on-demand-scrum-master-certification-training-90-days- access 51
  • 52. The Scrum Master The Scrum Master is responsible for ensuring the Scrum practices are understood and enacted, by ensuring the Development Team adheres to Scrum Theory, Practices, and Rules. The Scrum Master focuses on the How not on the What of the outcomes from the Development Team 52 Scrum Master role is crucial, as it acts as the buffer between the Development Team, the Product Owner, and the process overhead created by Scrum.
  • 53. 53 The Scrum Master is the Leader of the Band† The Art of conduction consists in knowing when to stop conduction to let the orchestra play ‒ Herbert von Karajan † ”Leader of the Band – Six Attributes of a Good Scrum Master” ‒ Mike Cohn
  • 54. Three Roles of the Scrum Master on the Agile Team § Development Team ‒ builds and demonstrates the working software § Product Owner ‒ identifies what needs to be built for each sprint. § Scrum Master ‒ coaches the team in understanding and executing the Scrum process. 54
  • 55. What is a Scrum Master? The Scrum Master … § is responsible for making sure the Development Team lives by the values and practices of Scrum. § is a coach for the Development Team, helping the team do the best work it possibly can, using the values and practices of Scrum. § is the process owner for the team, creating a balance between the Development Team and the project's key stakeholder, the Product Owner. 55
  • 56. Roles of the Scrum Master (1) The Scrum Master … § does anything possible to help the team perform at their highest level. § removes any impediments to progress, facilitating meetings, working with the product owner to make sure the Product Backlog is in good shape and ready for the next Sprint. § role is commonly filled by a former project manager or a technical team leader but can be anyone. 56
  • 57. Roles of the Scrum Master (2) The Scrum Master … § is often viewed as a protector of the team. § protects the team by making sure they do not over-commit themselves to what they can achieve during a sprint due to pressure from an overly aggressive product owner. § and also protects the team from complacency. 57
  • 58. Scrum Master Assessment† § Artifacts § Serve as a Mirror § Engineering Practices § Nurture Team Dynamics § Product Owner § Learning Organization For the Scrum Master to mature in the role, here’s a check list to serve as a guide. 58 † Scrum Master Growth, Luis Gonçalves The Team must understand, support, and acknowledge the roles and responsibilities of the Scrum Master
  • 60. Responsible for Scrum Artifacts § Use different exercises for Agile Retrospectives to help the team express their problems/victories in the best way § Act as a buffer between external distractions and the team § Help team to maintain the Story Board § Help team to maintain the Burndown chart § Help team to visualize the work in progress (WIP) § Help team to constantly improve the DoD (Definition of Done) § Help team to constantly improve their collaboration with the Product Owner to not be necessary a DoR (Definition of Ready) § Help team members to create information radiators § Read about Scrum in order to get better in what I do § Help team to keep good Scrum Ceremonies § Help team identify positive and negative changes during retrospectives 60
  • 61. Responsible to Serve as a Mirror to the Team § Reflect Agile and Scrum values to the team § Remind the team of their arrangements and their commitments § Help team to continuously improve their process § Reflect issues to the team through observation from outside of the team § Ask open questions § Check all the modules the team uses (Spring backlog, metrics, etc.) and show them differences between the model and the real world § Facilitate team's decision making rather than making decisions for the team § Ask questions that encourages the team to look at decisions from new perspectives § Articulate facts, Help the team to see things they may have overlooked, and helps them to rethink 61
  • 62. Responsible for Engineering Practices (1) § Articulate facts, Help the team to see things they may have overlooked, and helps them to rethink § Help the team to figure out the right balance between automated end-to-end tests system tests and automated Unit Tests? § Help the team to write both system “functional” tests and unit tests in the same language as the system they are developing so that everyone in the team knows how to maintain the test setup? § Help the team to discover the useful gray area between system tests and unit tests? § Help the team to move towards continuous delivery? § Help the team to measure how long the release process takes § Help the team to make all metrics transparent to everyone in the organization 62
  • 63. Responsible for Engineering Practices (2) § Help team members to do Pair / MOB programming in order to get knowledge exchange during the sprint? § Reflect and see if the sprint board reflect what the team is actually doing? Or are they working on something that is not related to Sprint Goal? § Encourage rotation in technical areas of concern: functionality, component/layers, roles aspects, etc. § Reflect about what is missing in order to make the environment better for everyone, prioritizes improvement activities and makes them happen § Help team to find access to external sources of information § Help team create transparency and urgency around continuous system integration § Help team by encouraging them to create small automated acceptance tests at the beginning and evolving from there 63
  • 64. Responsible for Engineering Practices (3) § Help team by encouraging them to coach each other in TDD, refactoring, simple design § Help team by encouraging them to use human-readable acceptance tests § Help team by encouraging them to adopt a "thinking backwards" approach: what is the expected behavior of the functionality what we area bout to code § Help team by encouraging them to do pair and peer review § Raise the bar in order to help the team to continuously improve § Help team to identify possible improvements on Engineering practices 64
  • 65. Responsible to Develop and Nurture Team Dynamics (1) § Learn about System Coaching and apply it to my daily job § Learn about Mediating through conflicts and apply it to my daily job § Learn about group decision techniques and apply it to my daily job § Learn about how to fostering the developer team´s self organization § Learn how to mediate the general conflict of goals between development team and product owner § Help team members to hold each other to high standards § Improve our team environment in order to have a trustful setting where people speak freely without problems 65
  • 66. Responsible to Develop and Nurture Team Dynamics (2) § Reflect and find ways to help team reach the state of “flow”? § Need to tell people what to do? Am I Helping team members to volunteer for tasks? Or do you have a more “command and control” approach with someone telling people what to do? § Help team members leave their titles outside of the office room? Everyone should help to accomplish something, Titles are not important. § Help team members finding their role within the team § Help team to find their own purpose § Help team to stablish effective team communication 66
  • 67. Responsible to Develop and Nurture Team Dynamics (3) § Act as a spontaneous leader and encourages self organization § Get aware of the 5 dysfunctions of a team and creates exercises to improve that § Coach the whole team to collaborate § Ask team for the answer § Let team find their own way § Behave as a good facilitator encouraging everyone to express their opinions § Show appreciation for team members who raise serious issues, even when delivery is at jeopardy § Encourage healthy conflict during team meetings § Help team to act as a team and not just a collection of individuals 67
  • 68. Responsible to Help Product Owner (1) § Help Product Owner prioritize the backlog based on the value that stories will bring to the customer? § Help Product Owner create INVEST stories? § Help Product Owner make the backlog visible to everyone? § Help Product Owner make the backlog an information radiator instead of refrigerator? § Help Product Owner print out the stories so that everyone knows what the team is working on? § Help Product Owner create release burnups, so everyone knows where the team stands? 68
  • 69. Responsible to Help Product Owner (2) § Help the Product Owner with adjusting the Release scope based on what was delivered? § Help write or split user stories together with the team? § Help to write or adapt product visions? § Help the Product Owner on Impact Mapping or Story Mapping? § Educate the Product Owner about technical debt and how to avoid it? § Focus on business value delivery 69
  • 70. Responsible to Create a Learning Organization § Invite external speakers to share knowledge internally § Organize internal meetups to bring fresh ideas into the company § Share articles from external conferences § Create lunch talks to share new ideas § Organize Hackathons § Organize Innovation Sprints § Organize Open Spaces § Organize Book Clubs within the organization § Consult team members and organization on Agile § Do Gemba walks to see what others are doing 70
  • 71. 42 Tasks of the Scrum Master† § Meetings § Team Dynamics § Learnings § Product § Big Picture § Change § Mirror § Miscellaneous There are many tasks for the Scrum Master. Here are 41 critical activities that must be performed during the Sprint, Product backlog Grooming, and other Scrum processes 71 † Bernd Schiffer
  • 72. 42 Tasks of the Scrum Master [1] Meetings 1. Prepare for meeting ‒ agenda, for Team needs 2. Moderate meeting ‒ provide guidance for the ceremonies of the meetings 3. Post processing of meeting outcomes ‒ collect action items 4. Hold Retrospective meeting ‒ guide the retrospective from a topic coverage point of view 72
  • 73. 42 Tasks of the Scrum Master [1] Team Dynamics 5. Coaching team members ‒ in their role on the Scrum team 6. Mediating through conflicts ‒ intervention with team to maintain communication and mutual accountability 7. Helping the team to make decisions – facilitate but don’t lead, team must be self directed 8. Fostering the developer team’s self-organization – provide framework for self-organization 9. Mediate general conflict of goals between development team (high technical quality) and product owner (more features). 73
  • 74. 42 Tasks of the Scrum Master [1] Learning 10. Continuing learning of Agile ‒ be source of learning 11. Consulting on Agile ‒ 12. Help create information radiators ‒ move Rally small screen to Big Visible Charts 13. Giving feedback to team ‒ provide constant feedback on Scrum processes 14. Encouraging the use of Agile Engineering Practices 15. Challenge team with Agile management innovations. 16. Exchanging constantly with other Scrum masters 17. Doing Gemba Walks. 74
  • 75. 42 Tasks of the Scrum Master [1] Product 18. Helping to write or split user stories ‒ facilitate team consensus on story decomposition 19. Helping to write or adapt product visions. 20. Helping to order product backlog items. 21. Helping with the release planning. 22. Being familiar with the team’s work (i.e. the product). 75
  • 76. 42 Tasks of the Scrum Master [1] Big Picture 23. Bringing people together who should talk to each other. 24. Keep in touch with every stakeholder regularly. 25. Help team report to management. 26. Help further the Agile community within the organization. 27. Organize exchange events. 28. Share insights throughout the company. 29. Be the contact person for everyone regarding Agile. 30. Give learning opportunities to people in the organization 76
  • 77. 42 Tasks of the Scrum Master [1] Change 31. Help team to get rid of impediments. 32. Suggest new metrics for the team as catalysts for change. 77
  • 78. 42 Tasks of the Scrum Master [1] Mirror 33. Reflecting Agile and Scrum values to the team. 34. Reminding team of their arrangements (e.g. policies). 35. Helping team continuously improve their process. 36. Reflecting issues to team through observation from outside of the team. 37. Asking open questions. 38. Checking all the models the team uses (e.g. Sprint backlog, metrics, etc.) and show them differences between the model and the real world. 78
  • 79. 42 Tasks of the Scrum Master [1] Miscellaneous 39. Help team stay focused 40. Help team maintain their Scrum tools 41. Help team and Product Owner find a suitable Definition Of Done 42. Help team and Product Owner find a suitable Definition Of Ready 79
  • 80. Evidence of the 42 Tasks 80 Meetings Evidence Prepare for meetings § Agenda prepared ahead of time § Items collected from team § Consensus on priorities of items Moderate meetings § Agenda guides meeting processes § Unplanned items captured and acknowledged Post processing of meetings outcomes § Outcomes published § Commitments confirmed § Unplanned items scheduled for next meeting § Accountability recognized Hold Retrospective Meetings § Follow a formal retrospective check list § Publish meeting minutes
  • 81. Evidence of the 42 Tasks 81 Team Dynamics Evidence Coaching team members § Named members coaching on each Sprint Mediating through conflicts. § Keep a diary of activities Helping team to make decisions. § Keep a diary of activities Fostering the developer team’s self-organization. § Evolving organization charts with evolving roles Mediate general conflict of goals between development team (high technical quality) and product owner (more features). § Keep a diary of activities
  • 82. Evidence of the 42 Tasks 82 Learning Evidence Continuing learning of everything Agile Increased understanding of Scrum processes ‒ spreading the word Consulting on everything Agile Help create information radiators Posters, cards, check lists Giving feedback to team Regularly schedule round table discussions Encouraging the use of Agile Engineering Practices Be the initiator of “best practices” Challenge team with Agile management innovations Introduce new process innovations regularly Exchanging constantly with other Scrum masters WIKI content updated regularly Doing Gemba Walk (Go see, ask why, show respect) Using the 10 Gemba Walk questions
  • 83. Evidence of the 42 Tasks 83 Product Evidence Helping to write or split user stories Before and after stories from the Product Backlog Helping to write or adapt product visions Participate in the product visioning with process support Helping to order product backlog items Participate in the Product Backlog grooming with process support Helping with the release planning Interact with Release Train Engineer for process improvement Being familiar with team’s work (i.e. the product) Have an understanding of the technical work, to provide advice for process improvement
  • 84. Evidence of the 42 Tasks 84 Big Change Evidence Bringing people together who should talk to each other. List of connections Keep in touch with every stakeholder regularly. Scheduled connections Help team to report to management. Record of management meetings Help further the Agile community within the organization. Schedule meetings and reports of outcomes Organize exchange events. Agenda of events Share insights throughout the company. Record of information exchange Be the contact person for everyone regarding Agile. Mailing list Give learning opportunities to people in the organization Produce material and distribute them
  • 85. Evidence of the 42 Tasks 85 Change Evidence Help team remove impediments to progress and success. § Log of impediments, their removal, corrective actions, and lessons learned for future opportunities Suggest new metrics for the team as catalysts for change. § Processes require metrics to be tested with a measure and a counter measure. § Keep track of both and show measurable improvement in processes and how that impacts measureable improvement in the production of value to the customer
  • 86. Evidence of the 42 Tasks 86 Mirror Evidence Reflecting Agile and Scrum values to the team. § Traceable values of Agile into actions of the team Reminding the team of their arrangements (e.g. policies). § Process confirmation Helping team to continuously improve their process. § Showing current and improvement of processes with metrics Reflecting issues to team through observation from outside of the team. § Continuous improvement using metrics Asking open questions. § Record of questions and answers Checking all the models the team uses (e.g. Sprint backlog, metrics, etc.) and show them differences between the model and the real world. § Big Visible Chart of team performance with metrics
  • 87. Evidence of the 42 Tasks 87 Miscellaneous Evidence Help Team stay focused § Assess process efficacy every day Help Team maintain their Scrum tools § Assess tools efficacy every day Help Team and Product Owner find a suitable Definition Of Done § Facilitate DoD in units of measure meaningful to the decision makers § MOE, MOP, TPM KPP Help Team and Product Owner find a suitable Definition Of Ready § Facilitate DoR in units of measure meaningful to the decision makers
  • 88. A Scrum Can Expose a Big Mess
  • 89. Scrum Master Time Allocation § Ceremonies and Meetings ‒ Scrum is a process framework with specific ceremonies and meeting conducted during the execution of that process. § Team Activities – the Scrum Master looks after the team in a coaching manner § Learning – Scrum success dependents on continuous learning, lead by the Scrum Master § Product Owner Interactions ‒ the Scrum Master is the primary interface with the Product Owner for the Development Team § Organization ‒ a Community of Practice is the basis for success of the Scrum Master During the Sprint, the Scrum Master performs specific duties. These duties have allocations of time as a framework 89
  • 90. Scrum Master is a Full Time Job [2] 90 1 ‒ Ceremonies and Meetings Hours Daily Scrum (15 Minute time boxed for 2 weeks) 2.5 Follow Up on Daily Scrum 2.5 Ceremonies 6 Preparing for Ceremonies 3 Follow Up from Ceremonies 3 Scrum of Scrums 2 Sprint Review (for 2 week Sprint) 2 21
  • 91. Scrum Master is a Full Time Job [2] 91 2 ‒ Team Activities Hours 1 on 1 Coaching 4 Removing Impediments 8 Collecting and Updating Metrics 1 Organizing Team Celebrations 1 Team Celebrations 2 16
  • 92. Scrum Master is a Full Time Job [2] 92 3 ‒ Learning Hours Reading Books, Blogs, Papers, Articles 6 Preparing Hot Topics 6 Teaching Hot Topics 3 Coaching on Technical Practices 4 Gemba Walks to Other Teams 2 21
  • 93. Scrum Master is a Full Time Job [2] 93 4 ‒ Product Owner Hours Review Product Backlog 1 Coaching Product Owners on Product backlog 1 Product backlog Grooming Sessions 2 Prepare Release Planning 2 Release Planning 2 Facilitate Meetings with Product Owner 1 9
  • 94. Scrum Master is a Full Time Job [2] 94 5 ‒ Organization Hours Contribute to Program Community of Practice 8 Organize Sharing and Exchange Events for Program 2 Share and Exchange Knowledge and Experience on Program 2 Coach Program Management 5 17 Total Hours on Two Week Sprint for Scrum Master 84 The Scrum Master’s job is to work with the Development Team to increase the Transparency of all artifacts produced by these activities.
  • 95. Artifacts From the Performance of Scrum Activities (1) 95 Ceremonies and Meetings Artifacts Daily Scrum § Ensures development team has the meeting § Enforces the rule that only Development Team members participate in the meeting Follow Up on Daily Scrum § Actions from inspect and adapt Ceremonies § Localized ceremonies beyond standard Scrum activities Preparing for Ceremonies Follow Up from Ceremonies Scrum of Scrums § Interactions between projects Sprint Review § Assures meeting take place. § Collaborate about what was done during the Sprint § Revised Product Backlog
  • 96. Artifacts From the Performance of Scrum Activities (2) 96 Team Activities Artifacts 1 on 1 Coaching § Planned interactions during the Sprint § Planned interactions during external activities Removing Impediments § Keep log of all impediments § Keep log of all removal activities Collecting and Updating Metrics § Define metrics for process performance Organizing Team Celebrations § Define celebrations for Scrum processes Team Celebrations § Host the teams
  • 97. Artifacts From the Performance of Scrum Activities (3) 97 Learning Artifacts Reading Books, Blogs, Papers, Articles § Maintain library of reading materials for Teams Preparing Hot Topics § Have a weekly hot topic for Teams Teaching Hot Topics § Prepared materials and teach content to Teams Coaching on Technical Practices § Identify gaps and teach processes needed to close them Gemba Walks to Other Teams § Conduct personal observations of work where the work is happening
  • 98. Artifacts From the Performance of Scrum Activities (4) 98 Product Owner Artifacts Review Product Backlog § Refine Product Backlog § Monitor progress toward Goal Coaching Product Owners on Product Backlog § Meeting notes from the coaching activities Product Backlog Grooming Sessions § Assure Product Backlog sessions performed Prepare Release Planning § Release plan derived from Engineering Estimate for Features and estimates Release Planning § Features sequenced in the Release Plan and recorded in the Product Roadmap Facilitate Meetings with Product Owner § Confirm Release Plan and Product Roadmap with Product Owner
  • 99. Artifacts From the Performance of Scrum Activities (5) 99 Organization Artifacts Contribute to Program Community of Practice § Provide content as member of Community of Practice Organize Sharing and Exchange Events for Program § A shared storage are for materials Share and Exchange Knowledge and Experience on Program § A WIKI of so sort for all the shared materials § Use WIKI to communicate materials Coach Program Management § Provide supporting materials for management on Scrum processes and application to specific project
  • 100. NEVER Rotate the Role of the Scrum Master ‒ Mike Cohn § Stakeholders don't really understand the duties of the Scrum Master, and they can start believing that anybody can do it. § Someone who has rotated into the role usually has other non- Scrum Master tasks to perform during the sprint, and these often take priority. § It's hard to train enough people to do the role well, since particular skills are needed. § Some people will use their time as Scrum Master to try to push through changes to the process. § Designating someone as Scrum Master for a sprint or two does not automatically make someone value the job, which can lead to Scrum Masters who think Scrum is a mistake. 100 Never have the same person be the Scrum Master and Product Owner
  • 101. Scrum Master Training and Deployment Plan § Training Plan § Training Materials § Training deployment § Surveillance effectiveness of training § Community of practice facilitation Training is needed, but surveillance of trained Scrum Masters is also needed. As as facilitation of the Community of Practice 101
  • 102. Master Plan to Deploy Scrum Masters Across the Program 1. Identify candidate Scrum Masters in existing staff 2. Build training plan for these candidates, using external processes 3. Build deployment plan for each Portfolio and projects in the Portfolio 4. Define artifacts needed for Scrum Masters to start work 5. Define evidence Scrum is being applied with the Scrum Framework by the Scrum Masters. 102
  • 103. Training Materials § Book assignments § Online courses § Online certifications § Train the Trainer 103
  • 104. Training Deployment § Hands on oversight of processes • Confirmation that training materials have been read and understood • Confirm comprehension of on line training test results 104
  • 105. Training Assessment § Evidence based assessment § Artifacts reviewed and assessed weekly § Observational assessments 105
  • 106. Effectiveness Surveillance § Agile metrics baseline § Agile metrics measurements 106
  • 107. A Reminder About Teams § Teams always outperform working groups of individuals when the teams are properly understood and supported. § Many managers don't understand teams and most don't act on what they do know. § To really come together as a team, a group needs a performance challenge. § This high-performance team must have a clear, specific purpose that is distinct from the purpose of its larger organization. § Team success depends on having the right mix of skills, not the right personalities. § Team achievement requires discipline. § Forming teams requires time; driving them to high performance takes enthusiasm. § Make team success more likely by sharing work approaches and behaviors, and by communicating frequently and clearly. § Real teams are uncommon in the upper levels of companies due to organizational structures, demands on executive time and hierarchical assumptions. § Teams go through a natural life cycle, from separate individuals, to a coalition, to a higher performance mode in which members care about one another. 107
  • 108. Getting Trained § Take full on Scrum Master from Cohn § Take Cape Project Management course § Build our own from all the Books, Papers, and web site material 108
  • 109. The Development Team § User Stories are the life blood of the Scrum Team Professionals who work together to deliver potentially releasable software at the end of each Sprint 109 A team is “a small group of people with complementary skills who are committed to a common purpose, performance goals, and approach for which they are mutually accountable” – Jon Katzenbach
  • 110. The User Story Problem 110
  • 111. The User Story § Describes how a Person interacts with product and uses some product functionality to accomplish a business need § The User Story communicates the who, what, and why of this interaction § The User Story starts with the User • If we don’t know the Users, don’t write the User Story • Do the research needed for writing • If not, the User Stories will be based on some belief rather than data and empirical data 111
  • 112. The Obvious Description of User Stories … § Are Not Scope § They capture a description of an element of a Feature from the User's point of view • The type of User • What they want the system to do for them • Why they want this capability § It’s the last part of this statement that is critical § Example Driven Development is the way to remove ambiguity in the User Story 112 As a role, I want capability So I Can reason
  • 113. A Critical Thought About User Stories 113 Storytelling reveals meaning without committing the error of defining it ‒ Hannah Arendt
  • 114. User Stories Must Be … § Testable § Describe the deliverables, listed as Tasks in Rally § Some deliverables • Code ‒ what capabilities to the code provide • Documents – not just documentation • Design artifact § What’s being touched, so testing can be defined for the Story 114
  • 115. Tips for Writing Good User Stories § User Stories are the basis of conversation, never handed to the development team § Stories are developed collaboratively between the Team and the Product Owner § If this can’t be done, develop a Use Case § Start with Big, Sketchy Coarse-Grained stories • This is usually called an Epic § Move to finer grained Story • Shared Understanding • Feasible • Testable • Estimable 115
  • 116. Don’t Write Stories If they … § Describe complex user interactions and visual design. • Use story maps, story board (just like movies are laid out), sketches, and mockups. § Specify an architectural element ‒ a component or service. • Use an modeling language ‒ UML § Quickly validate an idea with a throwaway porotype • User Stories may not be necessary 116
  • 117. Definition of Ready (1) § Is a detailed user story with a narrative and acceptance criteria. § Be clear if there are any story-specific operational qualities such as performance, and what user interface design should roughly look like. § Operational Constraints needed before release § Pre-Work Design Complete in just enough design to understand the scope and integation of a Feature 117
  • 118. Definition of Ready (2) § Business value clearly articulated § Details are sufficiently understood by the development team so it can make an informed decision as to whether it can complete the PBI. § Dependencies are identified and no external dependencies would block the PBI from being completed. § Team is staffed appropriately to complete the PBI. § The PBI is estimated and small enough to comfortably be completed in one sprint. § Acceptance criteria are clear and testable. § Performance criteria, if any, are defined and testable. § Scrum team understands how to demonstrate the PBI at the sprint review. 118
  • 119. User Story Checklist 1. After reading the User Story is it obvious what the User Story is about? 2. Does each element of the User Story add significant value and therefore avoids duplication or partial duplication of other elements? 3. Is it 100% free of How or a Solution? 119
  • 120. Some more check list items 1. Are there less than 6 questions making up the acceptance criteria? 2. Is the ROLE specific and does everyone on the project know what that role does? 3. Is the User Story less than 20 words and is the acceptance criteria less than 40 words? 4. Do the elements of the User Story clearly correspond to a WHO, a WHAT and a WHY? 5. Is the User Story annotated to clearly show whether or not it is small (for working on) or large (in need of further decomposition) 6. Are all of the acceptance criteria written without any form of design 7. Has the question why been asked enough times that we now have the real understand of WHY 8. The WHO is not called out s User but the actual User 120
  • 121. And some more check list items § Considered the high level design change for this story § Know the code area which need to be modified / created for this story § Thought and considered the flow changes introduced by this story § Looked at the existing test automation for the current flow/behavior (as is) § Thought and described how I will validate the flow/behavior changes introduced by this story (to be) § Understood all the current acceptance criteria (ACs) for this Story § Happy with the current ACs for this Story § Thought about it, and I believe this story should not be split into smaller pieces § Thought about it, and I believe this story should not be merged with another one 121
  • 122. Restating the Obvious Again What is a User Story? A User Story for a Source Code Control System § User Story • As a developer, I’d like to examine the differences between my development tree and the main repository in order to evaluate what integration issues I need to consider. § Acceptance Criteria • The user interface displays a report of the format below (see picture) that shows the differences between my tree and the main tree. § Exceptional Criteria • If the main repository is unavailable, the developer should see a message that says, “The repository server is unavailable. Please correct the problem and try again.” 122
  • 123. Right Sizing User Stories Using Estimating Versus Velocity 123 In order to “right size” we need to accurately assess our planning horizon – we need to know how large a story is and to know how much our team can get done in a period of time. The most important thing I did in my career was to teach young leaders that whenever they saw a threat, their first job was to determine the time box for their response. Their second job was to hold off making a decision until the end of the time box, so that they could make it based on the best possible data. ‒ Lean Software Development The former is Estimating The latter is Capacity for Work
  • 124. The Problem with Consensus of Estimates § The current consensus apprpach to estimating has created problems • No everyone on board • Without 100% on board when things go wrong, blame is the result • I told you that was not the right estimate § A polling technique • Consensus means I can live with that • Each team member writes down what they think the Story will take • Estimates are revealed • High and Low are defended, with new information • Story adjusted, and re-vote and repeat until consensus reached 124
  • 125. The Problem with Consensus of Estimates § Consensus is Not Concurrence § Consensus ‒ general agreement. Judgment arrived at by most of those concerned § Concurrence ‒ agreement in union of plan 125 Concurrence ‒ we All can live with the decision Concurrence ‒ The majority can live with the decision
  • 126. Good, Bad, and Ugly User Stories § Gold Plated § Too Small § Too Big § Interdependent § Including UI too soon § Planned too far ahead § Sounds like a task § Customer can’t prioritize § Too much detail 126
  • 131. UI Included Too Soon 131
  • 132. Planned Too Far Ahead 132
  • 133. Sounds Like a Task 133
  • 136. Estimating The primary purpose of software estimation is not to predict a project’s outcome; it is to determine whether a project’s targets are realistic enough to allow the project to be controlled to meet them ‒ Steve McConnell 136
  • 137. The Hard Truth of Estimating 137
  • 138. Communities of Practice § Just like communities of developers with interchangeable skills, Scrum Masters communities across multiple projects § Mutual support, knowledge exchange, capacity backup, collective improvement of the Scrum processes Communities of practice can span more than one project. Scrum Masters will form their own Community of Practice for all the activities performed during the performance of the Scrum Master role 138
  • 140. Scrum Community of Practice § Forms organically ‒ peer group with internally generated agenda § Self-organizing ‒ leadership emerges according to the changing need § Span more than one project ‒ span the program 140
  • 141. Community of Practice Facilitation† 1. Design for evolution. 2. Open a dialogue between inside and outside perspectives. 3. Invite different levels of participation. 4. Develop both public and private community spaces. 5. Focus on value. 6. Combine familiarity and excitement. 7. Create a rhythm for the community. 141 † Cultivating Communities of Practice: A Guide to Managing Knowledge, Harvard Business School Press, 2002.
  • 142. Design for Evolution § Communities are organic § Designing the community requires shepherding than managing the evolution § People usually already part of an existing community § Community design is like life long learning, where reflections and redesign occurs throughout the life cycle of the community § The first goal is to draw in potential members 142
  • 143. Open Dialogue § An insiders perspective is needed to lead the discovery process § Outputs of the community built on the collective experience of the members. • Only an insider can appreciate the issues, the knowledge to be shared, and the challenges at the heart of the domain ‒ Scrum Masters § An outsiders perspective is needed to help members see the potential of the community 143
  • 144. Different Levels of Participation § Alive communities ‒ planned or spontaneous ‒ have a coordinator § Three levels of participation • Small core group of active participants • Active group who attend but without the intensity of the core group • Peripheral members § It’s the first group we want the Scrum team to be § Supporting each other, holding each other mutually accountable for improving the processes of the team 144
  • 145. Public and Private Community Spaces § Like a Good Neighbor you’re Community Members are There (with apologies to State Farm Insurance) § Face to Face or electronic interaction between Team members many times a day • A web of interactions across team members 145
  • 146. Focus on Value § The COP members define the value they seek from the COP § Leadership is accountable for serving the membership ‒ and can emerge, change, evolve as membership needs 146
  • 148. Rhythm of the Community § Vibrant communities of practice also have a rhythm § Community is a web of enduring relationships among members § Rhythm of the community is the strongest indicator of its aliveness. 148
  • 149. Characteristics of Successful Communities of Practice† 149 Successful COP Passionate Leader Proper Agenda Decision making authority Supporting Tools to Create Transparency Suitable Rhythm Cross Site Participation Interesting Topic † “Communities of practice in a large distributed agile software development organization – Case Ericsson,” Maria Paasivaara, Casper Lassenius, Information and Software Technology, Volume 56, Issue 12, December 2014, Pages 1556–1577
  • 150. Artifacts of Large Scrum Programs § Governance § Product Artifacts § Release Artifacts § Sprint Artifacts § Feature Artifacts Artifacts are one piece of evidence Scrum is being performed. They are not the only evidence, but without the artifacts the other evidence will not be sufficient for success of the team 150
  • 151. Governance § Risk Assessment § Architecture Standards § Test Plan § Contracts And Their Management § Reference Architecture 151
  • 152. Product Artifacts § Product Backlog § Product Architecture Implementation § User Acceptance Testing § Product Release Plan 152
  • 153. Release Artifacts § Regression Testing § Released Code § Release Plan § Integration Tests 153
  • 154. Sprint Artifacts § Sprint Backlog § User Story Estimates § Burn Down Charts § Status Board 154
  • 155. Feature Artifacts § Code Development § Feature Enhancements § Defects § User Stories § Detailed Design § Test Criteria § Units Tests 155
  • 156. Kanban According to Taiichi Ohno, Kanban is one of the means through which JIT is achieved. It is a pull system, because it uses the rate of demand to control the rate of production, passing demand from the end customer up through the chain of customer-store processes. 156
  • 157. Kanban Should: § Have ticket sizes uniform with a median of 20 hrs • Must be standalone and not dependent on other tickets § Management of workflow • Clear concise view of process and workflow § Use productivity measures to identify issues and address them • Know team capacity, arrival rate of tickets, throughput, % complete of backlog, and defect rate after completion § Have accurate hours estimates on tickets § Work on a single ticket until complete § All changes to the Kanban board require PM approval 157
  • 158. Kanban Should Not: § Have largely varying sizes of tickets § Have tickets started but never completed • Reduced tix size should allow this § Have tickets over 200 hours • Should be managed through Scrum Agile § Require breakdown of tickets in uniform size to move across the Kanban board (est. parent child relationship to tix in Trac) • Should be independent and identically distributed (IID) § Create situation with multi tasking and high WIP 158
  • 159. Issues? § Blocking § WIP too high? § Cross Discipline interactions? § Low fidelity specifications? § Defect backlogs? § Customer engagement? 159
  • 161. 161
  • 162. Checklist Process Flow 162 Story Time Tasking Planning Execution Check List Check List Check List Check List § Our stories or too big § What’s the Check List to break down the stories? § What’s the entry criteria? Readiness to breakdown § What’s the exit criteria? We know it’s the right size
  • 163. Developing the Checklist § What’s the problem? § What’s does Done look like? § What are the steps to reaching Done? § What are the impediments along the way? § What do we need on the check to avoid these impediments? § Who owns the check list 163
  • 164. 164 We must Remember Development of Strong Scrum Teams Takes Time and Effort Taking the road to Rushville, is a one-way street to a Dead End
  • 165. Resources Knowledge is of two kinds. We know a subject ourselves, or we know where we can find information upon it. – Samuel Johnson 165 Samuel Johnson 1709 ‒ 1784
  • 166. Resources (1) § Practices for Scaling Lean and Agile Development, Craig Larman, Addison Wesley § Agile Software Requirements, Dean Leffingwell, Addison Wesley § Succeed With Agile, Mike Cohn, Addison Wesley § The Scrum Guide, July 2016 § Essential Scrum: A Practical Guide to the Most Popular Agile Process, Kenneth Rubin § Agile Project Management with Scrum, Ken Schwaber § The Scrum Field Guide: Practical Advice for Your First Year, Mitch Lacey § Scrum Shortcuts without Cutting Corners: Agile Tactics, Tools, & Tips, Ilan Goldstein § Scrum Mastery: From Good to Great Servant-Leadership, Geoff Watts § Agile project management : Agile Product Owner Secrets Valuable Proven Results for Agile Management Revealed, Michael Nir, Sapir Consulting; 3rd Edition (January 6, 2014 166
  • 167. Resources (2) § Facilitator’s Guide to Participatory Decision-Making, Sam Kaner § Agile Retrospectives: Making Good Teams Great, Derby and Larsen § Coaching Agile Teams, Lyssa Adkins § The Wisdom of Teams Creating the High-Performance Organization, Jon R. Katzenbach and Douglas K. Smith, Harvard Business School Press § Scrum Liner training, https://www.objectbay.com/eu/en/article/scrumliner_simulation_game § Communities of Practice http://hbswk.hbs.edu/archive/2855.html § Scrum Masters Checklist http://blogs.collab.net/agile/a- scrummasters-checklist § “Communities of practice in a large distributed agile software development organization – Case Ericsson,” Maria Paasivaara, Casper Lassenius, Information and Software Technology, Volume 56, Issue 12, December 2014, Pages 1556–1577 § Agile Product Owner Secrets, Michael Nir, 2014 167
  • 168. Resources (3) § Sprint Planning worksheet, https://platinumedge.com/sites/default/files/public/Sprint-Planning-Checklist- Platinum-Edge.pdf 168
  • 169. References [1] “42 Tasks for a Scrum Master’s Job,” Bernd Schiffer, Agile Trail, 2011 [2] “Planning the Scrum Master Role,” Francesco Attanasio, Scrum Alliance, 2013. [3] “What Are Communities Of Practice? A Critical Review Of Four Seminal Works,” Andrew Cox, http://www2.warwick.ac.uk/fac/soc/wbs/conf/olkc/archive/oklc5/papers/e- 4_cox.pdf [4] Product Owner Anti‒Patterns, Monica Yap, Scrum Gathering Shanghai, 19- 20 April 2011 [5] Product Owner Anti-Patterns, Mike Leber, Medium, 3 August 2016 169