Session 11: Agile Planning, Problem Resolution & Continuous Improvement

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62 Terms

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Adaptive Planning

  • Planning is ongoing process

  • Multiple mechanisms to proactively update plan

  • Focus on value delivery and minimize non value-adding work

  • Frequently discover issues and experience high rates of change

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Agile Plans

  • Trial and demonstration uncover true requirements, which then requires replanning

  • Agile planning is less of an upfront effort and done throughout the project

  • Midcourse adjustments are the norm

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Principles of Agile Planning

  • Plan at multiple levels

  • Engage the team and the customer in planning

  • Manage expectations by frequently demonstrating progress

  • Tailor processes to the project’s characteristics

  • Update the plan based on the project priorities

  • Ensure estimates that account for risk, distractions and team availability

  • Use appropriate estimate ranges to reflect the level of uncertainty in estimates

  • Base projections on completion rates

  • Factor in diversion and outside work

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Progressive Elaboration

  • Adding more detail as information emerges

  • Includes

    • plans,

    • estimates,

    • designs,

    • test scenarios

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Rolling Wave Planning

Planning at multiple points in time as data becomes available

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Value-Based Analysis

  • Assessing and prioritizing the business value of work items

  • Plan accordingly

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Value-Based Decomposition

  • Breaks down requirements

  • Prioritized based on value

  • eg. Design the product box.

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Design the product box

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Coarse-Grained Requirements

  • Keep requirements coarse

  • Progressively refine them

  • Delays decision until last responsible moment

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Timeboxing

Short, fixed-duration periods of time in which activities or work are undertaken

  • If work is not completed within time period, move it to another timebox

    • Daily Stand-up – 15 minutes

    • Retrospectives – 2 hours

    • Sprints – 1-4 weeks

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Parkinson’s Law

Work tends to expand to fill the time given

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Purpose of Agile Estimation

Determining which pieces of work can be done within a release or iteration

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How is Agile Estimation created

  • Throughout the project

  • More detail in later parts

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Who Estimates

Team members will do their own estimates

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How should Agile estimates be stated

Stated in Ranges

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Ideal Time

Time taken to complete a task given that

  • Time assuming zero interruptions

  • Zero unplanned problems

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<p>Decomposing Requirements</p>

Decomposing Requirements

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User Stories

  • Business functionality within a feature that involves 1-3 days of work

  • Acts as agreement between customer and team

  • Every requirement is a user story

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<p>Common Structure of USER STORY &amp; examples </p>

Common Structure of USER STORY & examples

Examples:

  1. “As an payroll clerk, I want to be able to view a report of all payroll taxes, so that I can pay them on time”

  1. “As a sales person, I want to be able to see a current list of leads, so that I can call them back quickly”

  2. “As student of this course, I want to be able to understand the requirements of the exam, so that I know if I qualify for it or not”

<p>Examples: </p><ol><li><p>“As an payroll clerk, I want to be able to view a report of all payroll taxes, so that I can pay them on time” </p></li></ol><ol start="2"><li><p>“As a sales person, I want to be able to see a current list of leads, so that I can call them back quickly” </p></li><li><p>“As student of this course, I want to be able to understand the requirements of the exam, so that I know if I qualify for it or not”</p></li></ol><p></p>
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Three C’s of Stories

Have users write the stories on index cards. No details, it’s used to help conversate

3 Cs:

  • Card

  • Conversation

  • Confirmation

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User Story - INVEST Model

  • Independent

  • Negotiable

  • Valuable

  • Estimatable

  • Small

  • Testable

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INVEST Abbreviation:

Independent: Should be independent so it can reprioritize

Negotiable: Should allow for trade-off’s based on cost and function

Valuable: Should clearly state the value of it

Estimatable: Should be able to estimate how long to complete

Small: Stories should be between 4-40 hours of work

Testable: Should be testable to ensure it will be accepted once competed

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User Story - Backlog / Product Backlog

  • Prioritized list of requirements

  • Continuously refined

<ul><li><p>Prioritized list of requirements</p></li><li><p>Continuously refined</p></li></ul><p></p>
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Relative Sizing & Story Points

Relative Sizing

  • Absolute estimates are difficult

  • Estimates should be relative

Story Points

  • Team-defined

  • Include complexity, effort, and risk

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Fibonacci Sequence

  • 1, 2, 3, 5, 8, 13, 21

<p><strong>Fibonacci Sequence</strong> </p><ul><li><p>1, 2, 3, 5, 8, 13, 21</p></li></ul><p></p>
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Affinity Estimating & T-Shirt Sizing

Affinity Estimating

  • Group estimates into categories

T-Shirt Sizing

  • XS, S, M, L, XL

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Wideband Delphi

  • Group-based estimation

  • Anonymous & Panel of experts

  • Prevents Bandwagon, HIPPO (Highest Paid Persons Opinion) and groupthink

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Planning Poker

Voting technique using Fibonacci sequence

Fast and collaborative

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Release & Iteration Planning - Story Maps

  • High-level planning tool

  • Serves as product roadmap

  • Shows when features will be delivered and what is included in each release

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Product Roadmap

  • Shows when features will be delivered and what is included in each release

  • Story Map can be converted to Product roadmap

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Iteration Types

Iteration 0:

  • Set the stage for development efforts

  • Doesn’t build anything

Development Iteration:

  • Build the product increment

Iteration H (hardening sprint or release):

  • Done at the end to clean up codes or producing documentation

<p><strong>Iteration 0: </strong></p><ul><li><p>Set the stage for development efforts  </p></li><li><p>Doesn’t build anything</p></li></ul><p><strong>Development Iteration:</strong></p><ul><li><p>Build the product increment</p></li></ul><p><strong>Iteration H</strong> (hardening sprint or release):</p><ul><li><p>Done at the end to clean up codes or producing documentation</p></li></ul><p></p>
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Spikes

  • Architectural spike: Period of time dedicated to proof of concept (if method to be used is unsure)

  • Risk-based spike: Team investigate to reduce or eliminate risk

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Iteration Planning

Meeting run by the delivery team.

Discuss the user stories in the backlog

Select the user stories for the iteration

Define the acceptance criteria

Break down the user stories into task

Estimate the task

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Release Planning

Meet Stakeholders to determine which stories will be done in which iterations

for the upcoming release.

Selecting the user stories for the release

  • Using Velocity – points per iteration

(if large stories then…)

Slicing the stories

  • Breaking down stories that are too large to be completed in 1 iteration

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Technical Debt

Backlog of work caused by not doing regular cleanup

If not done will lead the increase cost of development and make it harder to

implement changes

Refactoring is the solution [standardizing codes]

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Refactoring

  • Removes redundancy

  • Improves quality

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Success Strategies

Balance discipline with tolerance

Start with something concrete and tangible

Copy and alter

Watch and listen

Support both concentration and communication

Match work assignment with the person

Retain the best talent

Use rewards that preserve joy and combine rewards

Get feedback

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Lead Time & Cycle Time

Lead Time

  • Time to go through entire process

Cycle Time

  • Time to go through part of the process

  • Closely related to WIP

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Long cycle times lead to increased amounts of WIP

Throughput: Amount of work that can done in a time period

<p>Long cycle times lead to increased amounts of WIP</p><p><strong>Throughput:</strong> Amount of work that can done in a time period</p>
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What would be the cycle time of feature A, if it requires 60 points of work and the team can complete 5 points per day?

=60/5 points per day = 12 days.

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Escaped Defect

Defects that make it to the customer

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Variance and Trend Analysis

Variance Analysis

  • Measures how far things vary

Trend Analysis

  • Provides insight into future issues

Lagging Metrics provides information on something that has already happened

Leading Metrics provides information on is or is about to occur

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Control Limits

Help diagnose issues before issue occurs

Provide guidelines to operate within

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Risk Adjusted Backlog

Adjust backlog after risk response to customer

Expected Monetary Value = Impact($) x Probability(%)

Value in money

Risk Severity: Risk Probability x Risk Impact

Uses a scale of numbers (E.g 1-5)

Value in numbers

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Kaizen

  • Continuous improvement

  • Small incremental changes

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PDCA Cycle

  • Plan

  • Do

  • Check

  • Act

<ul><li><p>Plan</p></li><li><p>Do</p></li><li><p>Check</p></li><li><p>Act</p></li></ul><p></p>
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<p>Agile Cycle</p>

Agile Cycle

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Process Analysis & Process Tailoring

Process Analysis: Review and diagnose issues, Look for tailoring possibilities

Process Tailoring: Amend methodology to better fit project environment

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Value Stream Map

  • Optimize the flow of information or materials to complete a process

  • Reduce waste (waiting times) or unnecessary work

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Steps to creating Value Stream Map

  • Identify the product or service

  • Create a value stream map

  • Review to find waste

  • Create a new map with the desire improvement

  • Develop a roadmap to implement the fixes

  • Plan to revisit it again

<ul><li><p>Identify the product or service</p></li><li><p>Create a value stream map</p></li><li><p>Review to find waste</p></li><li><p>Create a new map with the desire improvement</p></li><li><p>Develop a roadmap to implement the fixes</p></li><li><p>Plan to revisit it again</p></li></ul><p></p>
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Pre-Mortems

Team meeting that looks at possible things that can cause failure during a

project before they take place

Steps include:

  1. Think what the failures might be

  2. Create a list of reasons that can cause the failures

  3. Review the project plan to determine what can be done to reduce or remove the reasons for failure

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Retrospectives

Special meeting that takes place after each iteration

Should have a 2 hour time limit

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Retrospectives Stages

About 2 Hours for a typical retrospective

1. Set Stage – 6 Minutes

2. Gather Data – 40 Minutes

3. Generate Insights – 25 Minutes

4. Decide What to Do – 20 Minutes

5. Close Retrospective – 20 Minutes

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Set the Stage

Activities include:

􀶸 Check-In

􀶸 Focus On/Focus Off

􀶸 ESVP

􀶸 People identify if they are an explorer, shopper, vacationer, or Prisoner

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Gather Data

Activities:

  • Timeline

  • Triple Nickels: break the team into 5 groups to spend 5 minutes collecting 5 ideas, 5 time

  • Mad, Sad, Glad: what where the team emotion as the sprint was taking place

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Generate Insights

Activities Include:

􀶸 Brainstorming

􀶸 Five Whys: asking why five times

􀶸 Fishbone analysis

􀶸 Prioritize with dots: use a dot voting technique

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Fishbone Analysis

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Decide what to do

How can we improve for the next iteration

Short Subjects:

Team decides what actions to take in

the next iteration:

􀶸 Start doing

􀶸 Stop doing

􀶸 Do more of

􀶸 Do less of

Smart Goals

Team sets goals that are SMART:

􀶸 Specific

􀶸 Measurable

􀶸 Attainable

􀶸 Relevant

􀶸 Timely

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Close the Retrospective

Plus/Delta: make two column of what the team will do more of and what to do less of

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