Process Planning - CL2 Flashcards

1
Q

Software development process

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In software engineering, a software development process is the process of dividing software development work into distinct phases to improve design, product management, and project management. It is also known as a software development life cycle (SDLC). The methodology may include the pre-definition of specific deliverables and artifacts that are created and completed by a project team to develop or maintain an application.
Most modern development processes can be vaguely described as agile. Other methodologies include waterfall, prototyping, iterative and incremental development, spiral development, rapid application development, and extreme programming.
Some people[who?] consider a life-cycle “model” a more general term for a category of methodologies and a software development “process” a more specific term to refer to a specific process chosen by a specific organization. For example, there are many specific software development processes that fit the spiral life-cycle model. The field is often considered a subset of the systems development life cycle.

Link:
https://en.wikipedia.org/wiki/Software_development_process

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2
Q

Software development activities

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Software development activities

Identification of need
The sources of ideas for software products are plentiful. These ideas can come from market research including the demographics of potential new customers, existing customers, sales prospects who rejected the product, other internal software development staff, or a creative third party. Ideas for software products are usually first evaluated by marketing personnel for economic feasibility, for fit with existing channels distribution, for possible effects on existing product lines, required features, and for fit with the company’s marketing objectives. In a marketing evaluation phase, the cost and time assumptions become evaluated. A decision is reached early in the first phase as to whether, based on the more detailed information generated by the marketing and development staff, the project should be pursued further.

Planning
Planning is an objective of each and every activity, where we want to discover things that belong to the project. An important task in creating a software program is extracting the requirements or requirements analysis.[6] Customers typically have an abstract idea of what they want as an end result but do not know what software should do. Skilled and experienced software engineers recognize incomplete, ambiguous, or even contradictory requirements at this point. Frequently demonstrating live code may help reduce the risk that the requirements are incorrect.
“Although much effort is put in the requirements phase to ensure that requirements are complete and consistent, rarely that is the case; leaving the software design phase as the most influential one when it comes to minimizing the effects of new or changing requirements. Requirements volatility is challenging because they impact future or already going development efforts.”
Once the general requirements are gathered from the client, an analysis of the scope of the development should be determined and clearly stated. This is often called a scope document.

Designing
Main articles: Software design and Systems design
Once the requirements are established, the design of the software can be established in a software design document. This involves a preliminary or high-level design of the main modules with an overall picture (such as a block diagram) of how the parts fit together. The language, operating system, and hardware components should all be known at this time. Then a detailed or low-level design is created, perhaps with prototyping as proof-of-concept or to firm up requirements.

Implementation, testing and documenting
Implementation is the part of the process where software engineers actually program the code for the project.
Software testing is an integral and important phase of the software development process. This part of the process ensures that defects are recognized as soon as possible. In some processes, generally known as test-driven development, tests may be developed just before implementation and serve as a guide for the implementation’s correctness.
Documenting the internal design of software for the purpose of future maintenance and enhancement is done throughout development. This may also include the writing of an API, be it external or internal. The software engineering process chosen by the developing team will determine how much internal documentation (if any) is necessary. Plan-driven models (e.g., Waterfall) generally produce more documentation than Agile models.

Deployment and maintenance
Deployment starts directly after the code is appropriately tested, approved for release, and sold or otherwise distributed into a production environment. This may involve installation, customization (such as by setting parameters to the customer’s values), testing, and possibly an extended period of evaluation.
Software training and support is important, as software is only effective if it is used correctly.[citation needed]
Maintaining and enhancing software to cope with newly discovered faults or requirements can take substantial time and effort, as missed requirements may force redesign of the software.[citation needed]. In most cases maintenance is required on regular basis to fix reported issues and keep the software running.

Link:
https://en.wikipedia.org/wiki/Software_development

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3
Q

Waterfall Concept

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The waterfall model is a breakdown of project activities into linear sequential phases, where each phase depends on the deliverables of the previous one and corresponds to a specialisation of tasks. The approach is typical for certain areas of engineering design. In software development, it tends to be among the less iterative and flexible approaches, as progress flows in largely one direction (“downwards” like a waterfall) through the phases of conception, initiation, analysis, design, construction, testing, deployment and maintenance.
The waterfall development model originated in the manufacturing and construction industries; where the highly structured physical environments meant that design changes became prohibitively expensive much sooner in the development process. When first adopted for software development, there were no recognised alternatives for knowledge-based creative work.

Link:
https://en.wikipedia.org/wiki/Waterfall_model

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4
Q

Agile software development concept

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Agile software development comprises various approaches to software development under which requirements and solutions evolve through the collaborative effort of self-organizing and cross-functional teams and their customer(s)/end user(s). It advocates adaptive planning, evolutionary development, early delivery, and continual improvement, and it encourages rapid and flexible response to change.
The term agile (sometimes written Agile) was popularized, in this context, by the Manifesto for Agile Software Development. The values and principles espoused in this manifesto were derived from and underpin a broad range of software development frameworks, including Scrum and Kanban.
While there is much anecdotal evidence that adopting agile practices and values improves the agility of software professionals, teams and organizations, some empirical studies have disputed that evidence.

Link:
https://en.wikipedia.org/wiki/Agile_software_development

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5
Q

Scrum

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Definition of Scrum
Scrum : A framework within which people can address complex adaptive problems, while productively and creatively delivering products of the highest possible value.

Scrum is:

  • Lightweight
  • Simple to understand
  • Difficult to master

Scrum is a process framework that has been used to manage complex product development since the early 1990s. Scrum is not a process or a technique for building products; rather, it is a framework within which you can employ various processes and techniques. Scrum makes clear the relative efficacy of your product management and development practices so that you can improve.

The Scrum framework consists of Scrum Teams and their associated roles, events, artifacts, and rules. Each component within the framework serves a specific purpose and is essential to Scrum’s success and usage.
The rules of Scrum bind together the events, roles, and artifacts, governing the relationships and interaction between them.

Scrum Theory
Scrum is founded on empirical process control theory, or empiricism. Empiricism asserts that knowledge comes from experience and making decisions based on what is known. Scrum employs an iterative, incremental approach to optimize predictability and control risk.
Three pillars uphold every implementation of empirical process control: transparency, inspection, and adaptation.

Transparency
Significant aspects of the process must be visible to those responsible for the outcome.
Transparency requires those aspects be defined by a common standard so observers share a common understanding of what is being seen.
For example:
- A common language referring to the process must be shared by all participants; and,
- Those performing the work and those accepting the work product must share a common definition of “Done”.

Inspection
Scrum users must frequently inspect Scrum artifacts and progress toward a Sprint Goal to detect undesirable variances. Their inspection should not be so frequent that inspection gets in the way of the work. Inspections are most beneficial when diligently performed by skilled inspectors at the point of work.

Adaptation
If an inspector determines that one or more aspects of a process deviate outside acceptable limits, and that the resulting product will be unacceptable, the process or the material being processed must be adjusted. An adjustment must be made as soon as possible to minimize further deviation.

Scrum prescribes four formal events for inspection and adaptation, as described in the Scrum
Events section of this document:
- Sprint Planning
- Daily Scrum
- Sprint Review
- Sprint Retrospective
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6
Q

Scrum - Roles and responsibilities

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The Scrum Team
The Scrum Team consists of a Product Owner, the Development Team, and a Scrum Master.
Scrum Teams are self-organizing and cross-functional. Self-organizing teams choose how best to accomplish their work, rather than being directed by others outside the team. Cross-functional teams have all competencies needed to accomplish the work without depending on others not
part of the team. The team model in Scrum is designed to optimize flexibility, creativity, and productivity.
Scrum Teams deliver products iteratively and incrementally, maximizing opportunities for feedback. Incremental deliveries of “Done” product ensure a potentially useful version of working product is always available.

The Product Owner
The Product Owner is responsible for maximizing the value of the product and the work of the Development Team. How this is done may vary widely across organizations, Scrum Teams, and individuals.
The Product Owner is the sole person responsible for managing the Product Backlog. Product Backlog management includes:
- 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; and,
- Ensuring the Development Team understands items in the Product Backlog to the level needed.
The Product Owner may do the above work, or have the Development Team do it. However, the Product Owner remains accountable.
The Product Owner is one person, not a committee. The Product Owner may represent the desires of a committee in the Product Backlog, but those wanting to change a Product Backlog item’s priority must address the Product Owner.
For the Product Owner to succeed, the entire organization must respect his or her decisions. The Product Owner’s decisions are visible in the content and ordering of the Product Backlog. No one is allowed to tell the Development Team to work from a different set of requirements, and the Development Team isn’t allowed to act on what anyone else says.

The Development Team
The Development Team consists of professionals who do the work of delivering a potentially releasable Increment of “Done” product at the end of each Sprint. Only members of the Development Team create the Increment.
Development Teams are structured and empowered by the organization to organize and manage their own work. The resulting synergy optimizes the Development Team’s overall
efficiency and effectiveness.
Development Teams have the following characteristics:
- They are self-organizing. No one (not even the Scrum Master) tells the Development Team how to turn Product Backlog into Increments of potentially releasable functionality;
- Development Teams are cross-functional, with all of the skills as a team necessary to create a product Increment;
- Scrum recognizes no titles for Development Team members other than Developer, regardless of the work being performed by the person; there are no exceptions to this rule;
- Scrum recognizes no sub-teams in the Development Team, regardless of particular domains that need to be addressed like testing or business analysis; there are no exceptions to this rule; and,
- Individual Development Team members may have specialized skills and areas of focus, but accountability belongs to the Development Team as a whole.

Development Team Size
Optimal Development Team size is small enough to remain nimble and large enough to complete significant work within a Sprint. Fewer than three Development Team members
decrease interaction and results in smaller productivity gains. Smaller Development Teams may encounter skill constraints during the Sprint, causing the Development Team to be unable to deliver a potentially releasable Increment. Having more than nine members requires too much coordination. Large Development Teams generate too much complexity for an empirical process to manage. The Product Owner and Scrum Master roles are not included in this count unless
they are also executing the work of the Sprint Backlog.

The Scrum Master
The Scrum Master is responsible for ensuring Scrum is understood and enacted. Scrum Masters do this by ensuring that the Scrum Team adheres to Scrum theory, practices, and rules.
The Scrum Master is a servant-leader for the Scrum Team. The Scrum Master helps those outside the Scrum Team understand which of their interactions with the Scrum Team are helpful and which aren’t. The Scrum Master helps everyone change these interactions to maximize the value created by the Scrum Team.

Scrum Master Service to the Product Owner
The Scrum Master serves the Product Owner in several ways, including:
- Finding techniques for effective Product Backlog management;
- Helping the Scrum Team understand the need for clear and concise Product Backlog items;
- Understanding product planning in an empirical environment;
- Ensuring the Product Owner knows how to arrange the Product Backlog to maximize value;
- Understanding and practicing agility; and,
- Facilitating Scrum events as requested or needed.

Scrum Master Service to the Development Team
The Scrum Master serves the Development Team in several ways, including:
- Coaching the Development Team in self-organization and cross-functionality;
- Helping the Development Team to create high-value products;
- Removing impediments to the Development Team’s progress;
- Facilitating Scrum events as requested or needed; and,
- Coaching the Development Team in organizational environments in which Scrum is not yet fully adopted and understood.

Scrum Master Service to the Organization
The Scrum Master serves the organization in several ways, including:
- Leading and coaching the organization in its Scrum adoption;
- Planning Scrum implementations within the organization;
- Helping employees and stakeholders understand and enact Scrum and empirical product development;
- Causing change that increases the productivity of the Scrum Team; and,
- Working with other Scrum Masters to increase the effectiveness of the application of Scrum in the organization.

Link: https://www.scrumguides.org/docs/scrumguide/v1/scrum-guide-us.pdf

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7
Q

Artifacts - Artifacts (Scrum board, Cards, Epics, Stories, Tasks, Backlogs, Sprint, Increment, etc.)

A

The Scrum board
Central to the daily workings of a Scrum project is the Scrum board. There should be a generous amount of wall space reserved for the Scrum board—if the board is too small, the temptation is to omit important details. Physical Scrum boards are an absolute must. There is nothing that can replace the visceral experience of standing in front of a Scrum board. Though digital Scrum tools have their uses, I believe that they are complementary, rather than primary, to the Scrum process.
A Scrum board is a hive of information. It holds a lot of details, and discerning what is happening might be daunting. The rest of this section explains each aspect in detail.

Cards
The primary items on the Scrum board are the cards. The cards represent different elements of progress for a software product—from a physical release of the software down to the smallest distinct task. Each of these card types is typically represented by a different color, for clarity. Due to space constraints, the Scrum board usually shows only the stories, tasks, defects, and technical debt associated with the current sprint.

Product
At the top of the Scrum food chain is the software product that is being built. Examples of products are bountiful: integrated development environments, web applications, accounting software, social media apps, and many more. This is the software that you are developing and the product you intend to deliver.
Teams usually work toward only one product at a time, but sometimes teams are responsible for delivering multiple products.

Release
For every product that you develop, there will be multiple releases. A release is a version of the software that end users can purchase or use as a service. Sometimes a release is made only to address defects, but a release could also be intended to provide value-add features to key clients or to make a beta version of the software available as a sneak preview.

Minimum viable release
The first release can be aligned to a minimum viable release (MVR)—the basic set of features that are deemed sufficient to fulfill the fundamental requirements.

Feature
Each release is made up of one or more features that were previously not present in the software. The most significant difference between version 1.0 and version 2.0 of any piece of software is the addition of new features that the team believes will generate sufficient interest to persuade new users to make a purchase and existing users to upgrade.

Epics/features vs. MMFs vs. themes
You might be more used to the term epic rather than feature when talking about Scrum, but I have taken the liberty of switching this out for my preferred term. Epics and features are often considered “large stories”: that is, stories that are much larger than MMFs and that cannot be delivered in a single sprint.
Features are also similar to Scrum themes in that they serve to group stories that fulfill a common goal.
Features can be broadly grouped into three categories for each release: required, preferred, and desired. These are mutually exclusive options that reflect the overall priority assigned to each feature.
Typically, the development team is instructed to work on all required features before tackling the preferred features, with the desired features being addressed only if time allows. As you might have guessed, these categories—and, indeed, the features themselves—are always changeable. They can be canceled, reprioritized, altered, and superseded at any time, with the team expected to switch focus gracefully (with the proviso, however, that deadlines and funding might also change in kind). Everything in Scrum is a moveable feast, and this book is aimed to help you deal with that reality.

User story
The user story is probably the Scrum artifact that most people are familiar with, but ironically, it is not prescribed by Scrum. User stories are an artifact of Extreme Programming, but they have been co-opted by Scrum because they are so commonly used. User stories are specified by using the following template:
“As a [user role], I want to [verb-centric behavior], so that [user value added].”
The square brackets denote parameterization that distinguishes one user story from another.
A concrete example should illuminate further:
“As an unauthenticated but registered user, I want to reset my password, so that I can log on to
the system if I forget my password.”
User stories are the main focus of work in Scrum; they hold the incentive that Scrum provides for team members: story points. The team assigns each user story its own story point score during sprint planning and, after the user story is complete, the story points are considered to be earned and are deducted from the sprint total.

Task
There is a unit of work smaller than a user story—the task. Stories can be broken down into more manageable tasks, which can then be split between the developers assigned to the story. I prefer to wait until the story is taken off the board before I split it into tasks, but I have also seen this done as part of sprint planning.
Although user stories must incorporate a full vertical slice of functionality, tasks can be split at the layer level to take advantage of developer specializations within the team.

Technical debt
Technical debt is a very interesting concept, but it is easily misunderstood. Technical debt is a metaphor for the design and architectural compromises that have been made during a story’s journey across the Scrum board. Technical debt has its own section later in this chapter.

Defect
A defect card is created whenever acceptance criteria are not met on a previously complete user story. This highlights the need for automated acceptance testing: each batch of tests written for a story forms a suite of regression tests to ensure that no future work is able to introduce a breaking change.
Defects can be broadly categorized as A, B, or
C: apocalyptic defects, behavioral errors, and cosmetic issues.
Apocalyptic defects result in an outright crash of the application or otherwise prevent the continuation of the user’s work. An uncaught exception is the classic example because the program must terminate and be restarted or—in a web scenario—the webpage must be reloaded. These defects should be assigned the highest priority and should be fixed before a release of the software.
Behavioral errors are often not quite as serious but can infuriate users. These types of errors could be even more damaging than simply crashing the application. Imagine erroneous currency conversion logic that rounds data badly. Whether the algorithm favors the customer or the business, someone is going to lose money. Of course, not all logic errors are quite this serious, but it is easy to understand why they should be given medium-priority to high-priority.
Cosmetic issues are typically problems with the user interface—badly aligned images, a window that doesn’t expand to full screen gracefully, or an image on the web that never loads. These issues do not affect the use of the software, just its appearance. Although these issues are often given a lower priority, it is still important to remember that appearances count toward the user’s expectations of the software. If the user interface is badly designed with buttons that don’t work and images that
don’t load, users are less inclined to trust the internal workings of that software. Conversely, a shiny user interface with plenty of bells and whistles might convince users that your software is just as well designed internally. A common trick for projects that have developed a poor reputation is to redesign the user interface—perhaps even rebranding the entire product—to improve perceptions and reset expectations.

Swimlanes
Scrum boards have vertical lines drawn on them to demarcate the swimlanes. Each swimlane can contain multiple user story cards to denote the progress of that story throughout its development life cycle. From left to right, the basic swimlanes are Backlog, In Progress, QA, and Done.
Horizontal swimlanes
The Scrum board can be further split by using horizontal swimlanes. These swimlanes can be used to group the stories by feature, so that everyone can see at a glance where effort is being concentrated, and thus where bottlenecks need to be alleviated.

Backlogs
A backlog is a list of pending items that are yet to be addressed. These items are waiting for their time to be taken from the backlog and acted on until they are complete. Each item in the list has an assigned priority and an estimated required effort, and the list is ordered first by priority and then by effort.
Two backlogs are maintained in Scrum, each with its own distinct purpose: the product backlog and the sprint backlog.

Product backlog
At any point during a product’s life, the product backlog contains features that are waiting to be implemented. These features have not been committed to a sprint, so the development team is not actively working on the items on this backlog. However, the development team—or its key representatives—will have spent time estimating the effort required on these features. This helps to prioritize the items on the product backlog so that it remains in priority order.
Aside from features, the product backlog can also contain defects that must be fixed but that have not yet found their way into a sprint. Just like features, defects will have some assigned business value.
The product backlog should reflect the open nature of Agile reporting. It should be visible to everyone so that anyone can contribute ideas, offer suggestions, or indicate possible surprises along the way. It is also important that this list remain authoritative, containing the true state of the product backlog at any time. Poor decisions are often made due to poor information, and an out-of-date product backlog could be disastrous if key release-planning decisions are ill-informed.

Sprint backlog
The sprint backlog contains all of the user stories that are to be completed in the coming sprint. At the start of the sprint, the team selects enough work to fill a sprint based on their current velocity and the relative size of the user stories that are yet to be developed. After the stories are committed to the sprint, the team can start to break down each story into tasks that have real-world time estimates in hours. Each individual then elects to implement enough tasks to fill his or her time during the sprint.
The sprint backlog and all of the time estimates are owned by the team. No one outside of the development team can add items to the sprint backlog, nor can they reliably estimate the relative effort or absolute hours required to complete work. The team alone is responsible for the sprint backlog, but they must take work from the product backlog in priority order.

The sprint
The iterations of a Scrum project are called sprints. Sprints should last between one and four weeks, with two-week sprints commonly favored. A shorter sprint might leave too little time to accomplish the sprint goals, and a longer sprint might cause the team to lose focus.
Sprints are generally referred to by their index number, starting with sprint zero. Sprint zero is intended to prepare the development environment for the whole team, and to carry out some preliminary planning meetings before the first actual sprint begins. There will probably not be any pointsassociated with sprint zero,
but a lot can be achieved in those first weeks to make the transition to Scrum easier during subsequent sprints.

Sprint planning
The expected outcome of sprint planning is to estimate user stories. As with all parts of the Scrum process, there are variations of the story estimation process.

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8
Q

Scrum - Estimation (Story Points, Velocity, Sprint Burndown Chart, Feature Burnup Chart)

A

Charts and metrics
There are several charts that can be used to monitor the progress of a Scrum project. Scrum charts, can indicate the health and historical progress of a Scrum project, in addition to predicting probable future achievement. All of these charts should be displayed prominently by the Scrum board in a size sufficient to be read from a few feet away. This shows the team that these metrics are not being used behind their back, that they are not a way of measuring their progress for the consumption of management. Instead, be very up front about how progress is measured, and make it clear that these charts are not being made for performance reasons, but to diagnose problems with the project as a whole.
On a related note, try to avoid measuring anything on a personal level—such as story points achieved per developer. This conveys a poor message to the team: that they can sacrifice team progress for personal progress. Developers will readily attach themselves to such measurements and try to save face by monopolizing larger stories, trying to achieve points all by themselves. Be careful what you incentivize.

Story points
Story points are intended to incentivize the team to add business value with every sprint. Story points are assigned to user stories by the whole development team during the sprint planning meeting (see the ”Sprint planning” section later in this chapter). A story point is a measure of relative effort required to implement the behavior that the user story represents. This is the inclusive effort required to fulfill the entire software life cycle—requirements analysis, technical design, and code implementation with unit testing, plus quality assurance against acceptance criteria and deployment to a staging
environment. Although every story should already be small enough to fit comfortably inside a sprint, stories might still vary significantly in size.
At one end of the scale is a “one-point story” which requires minimal effort to implement. An interesting and important fact about story points is that they are absolutely meaningless outside of the team that assigned them. A one-point story for one team might be a three-point story for another team. What occurs over multiple sprints is a consensus on the approximate effort required for a story. One thing that a story point definitely does not represent is effort measured in absolute terms— days, hours, or any other temporal measurement.

Velocity
Over multiple sprints, it is possible to calculate a running average of the achieved story points. Let’s say that a team has completed three sprints, meeting the definition of done on stories totaling 8, 12, and 11 story points. This is a running total of 31 and a running average of 10 points. This can be said to be the team’s velocity, and it can be used in two ways.
First, a team’s velocity can form a ceiling for how many points a team should commit to for the next sprint. If the team is averaging 10 points per sprint, committing to more than that amount for a single iteration would be more than just optimistic—it would be setting them up for a morale-sapping failure. It is better to set an achievable goal and meet or exceed it than to set an unrealistic goal and fall short. If the team took these 10 points and actually implemented 11, it would feed into a new velocity of 11: (12 + 11 + 11) / 3. This is the Scrum feedback loop in action.
A second use for the velocity is to analyze problems with delivery. If the velocity of a team drops by a significant percentage for one sprint, this probably indicates that something bad happened during that sprint that needs to be rectified. Perhaps the stories were too large and their true scale was underestimated, thus keeping them in progress for a long time and requiring them to survive
for more than one sprint. Alternatively, a simpler explanation could be possible—that too many key staff members were on vacation (or ill) all at once and progress naturally slowed. On the other hand, perhaps too much time was spent refactoring existing, working code, with not enough emphasis on introducing new behavior to the system. Whatever the reason, a 25-percent drop in velocity is not always disastrous, but it could be indicative of further problems to come that you should address as soon as possible. Week-after-week reductions in velocity—protracted deceleration—is a definite problem and probably points to code that is not adaptive to change; something that this book will help you address.

Sprint burndown chart
At the start of each sprint, a two-dimensional Cartesian graph is created and placed by the Scrum board. The total number of story points is charted along the y-axis, and the number of working days is plotted along the x-axis. A straight diagonal line (also known as the line of best fit) is then drawn to show the ideal progression of the sprint, as shown in Figure 1-7.
At each morning’s stand-up Scrum meeting, the points associated with any completed user stories are claimed and deducted from the current remaining total. As illustrated in Figure 1-8, this shows the actual progress of the sprint against the necessary progress in order to achieve the sprint goal.
Drawing the actual-progress line and required line in different colors helps differentiate the two.
If at any time during the sprint the actual line is above the required line, the chart is indicating that there is a problem and that the amount of work that will be delivered is less than planned. Conversely, if the actual line is below the required line, the project is ahead of schedule. It is likely that during the course of a sprint, the actual line will oscillate above and below the line somewhat, without indicating any real problems. It is the larger divergences that need to be explained.
Burndown charts are useful when there is a fixed amount of work required in a fixed amount of time.
Under these conditions, it is not possible to dip below the x-axis. (When y=0, you have completed all
work assigned.)

Feature burnup chart
Just as the sprint burndown chart tracks progress at story level throughout a sprint, the feature burnup chart shows the progress of completed features as they are implemented. At the end of each sprint, it is possible that a new feature might have been implemented in its entirety. The best thing about this graph is that it is impossible to fake the delivery of completed features without having symptoms manifest quite quickly. The idea is to watch this graph increase linearly over time, ideally without significant plateaus.

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9
Q

Scrum - Ceremonies (Release planning, Sprint planning, Daily Scrum, Sprint demo, Sprint retrospective)

A

Release planning
At some point before the sprint begins, the release of the software must be planned. This involves the customer and the product owner deciding on a release date and prioritizing and sizing the features that are to be included.

Feature estimation
Features can involve a lot of effort, even on the smaller end of the scale. Thus, any attempts to accurately predict the amount of effort required will likely be off by a wide margin. For this reason, feature effort can be stated in common T-shirt sizes:
■ Extra-large (XL)
■ Large (L)
■ Medium (M)
■ Small (S)
■ Extra-small (XS)

Feature priority
It might be difficult to predict how many features can fit into a release, which is why feature priority is so important. For a specific release, all features can be given one of three priorities:
■ Required (R)
■ Preferred (P)
■ Desired (D)
Required features form part of the Minimum Viable Release. Preferred features are the features that should be tackled if any time is available before the deadline looms. Desired features are the lowest priority, those features that are not essential—but that the customer would certainly like to have implemented—for this release, anyway. In addition, business stakeholders should number the features so that the development team can be sure to implement each feature in priority order.

Sprint planning
The expected outcome of sprint planning is to estimate user stories. As with all parts of the Scrum process, there are variations of the story estimation process.

Daily Scrum
Although there are several meetings that will last a couple of hours, the Scrum process itself is only really visible day to day at the daily Scrum, or “stand-up meeting.” The daily Scrum should not last longer than 15 minutes. To focus the meeting, everyone should answer these three questions:
■ What did you do yesterday?
■ What will you do today?
■ What impediments do you face?
The key issues that the daily stand-up meeting addresses are yesterday’s actual progress and today’s estimated progress. In discussing what you did yesterday, refer to the Scrum board and feel free
to move cards across from one swimlane to another or move your avatar from one card to another, thus keeping the Scrum board current. Outline what you worked on and how the day went. If you do not have anything to do at this point, notify the Scrum master and request a new work item. Impediments include anything that might prevent you from completing your goal for the day. Because you will refer back to what you claim you will be doing today in tomorrow’s daily Scrum, it is important
to enumerate anything that might prevent you from achieving what you plan to do. The impediment could be directly work related, as in, “I will not be able to continue if the network keeps going down like it did yesterday,” or it might be a personal matter, as in “I have an appointment with the dentist at 14:00, so I’m unlikely to complete everything.” Regardless, the Scrum master should be taking notes so that she knows how everyone is progressing with their stories.
After everyone has spoken, the meeting is over. One thing to be vigilant against is tangential conversations. It is extremely tempting to try to talk through problems during the Scrum. If someone mentions an impediment of some weird and wonderful behavior in the code base, all of the developers will likely want to hypothesize about the possible causes. Be aware of who needs to be present for such conversations—do the test analysts really need to listen to a discussion on why Microsoft Visual Studio is using the coders’ entire available RAM? No, most likely not. Make a note of the problem and
ask the appropriate people to take the discussion offline (after the meeting).

Sprint demo
A sprint demo is a key event to put in the sprint calendar. It is a showcase of all of the completed stories—those that have met the definition of done during the sprint—in action in a real environment.
The entire development team should be present, and you could also invite other stakeholders to the meeting, such as management or sales team representatives. Anyone who might have an interest in the project’s progress should be free to attend. This further fosters an openness that all projects should have.
Collect all of the completed user stories from the Scrum board and, for each one, explain its scope and what it was intended to achieve as part of the project as a whole. Refer to the feature to which the story belongs, and the change in application behavior that has occurred as a result of its implementation. Proceed to demonstrate this behavior by using a real deployment of the system. Invite questions from the audience, but do be careful about off-topic issues or getting sidetracked by irrelevance. Keep the conversation focused, and offer to talk to people individually after the demo has completed. Any suggestions for improvements should feed back into the product backlog so that they are correctly prioritized and scheduled. It sometimes feels that improvements suggested in the demo are suddenly
the most important things to be done, but this is rarely a reflection of reality.
The demo should not be feared, but it certainly incentivizes progress. No one wants to cancel a demo because nothing has been completed, but resist the temptation to circumvent the definition of done just to demonstrate something. By being honest about progress, you will not have to hide any problems. Instead, point to the charts and metrics to explain probable causes for the reduced output.
Specifying a time before the demo when code will be locked is also a good idea, to prevent those tempting last-minute changes to try to claim more points. Dedicate a realistic amount of time before the demo to set up the environment and ensure that everyone is ready, and guard against throwing reckless technical debt into the code for a short-term boost.

Sprint retrospective
When the sprint demo is complete, it is time to take stock of the iteration and gauge opinions about its overall success. For some team members, the sprint might have been a resounding success, whereas for others, it might have been an absolute disaster. The sprint retrospective can help you distill the elements that went well into actions that bear repeating and isolate problems so that they can be dealt with. The output from the sprint retrospective should not be written once and forever forgotten. It should be referred to at the end of the next sprint to ensure that requisite changes were made and that mistakes were not repeated.
The following questions should be asked of the team during the retrospective:
■ What went well?
■ What went badly?
■ What do we need to start doing?
■ What do we need to stop doing?
■ What do we need to continue doing?
■ Did we experience any surprises during the sprint?

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10
Q

Kanban

A

Kanban is incredibly simple, but at the same time incredibly powerful. In its simplest incarnation, a kanban system consists of a big board on the wall with cards or sticky notes placed in columns with numbers at the top.

The cards represent work items as they flow through the development process represented by the columns. The numbers at the top of each column are limits on the number of cards allowed in each column.

The limits are the critical difference between a kanban board and any other visual storyboard. Limiting the amount of work-in-progress (WIP), at each step in the process, prevents overproduction and reveals bottlenecks dynamically so that you can address them before they get out of hand.

Link:

https: //en.wikipedia.org/wiki/Kanban
https: //kanbanblog.com/explained/

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