The Scrum approach to agile software development marks a dramatic departure from waterfall management. Scrum and other agile methods were inspired by its shortcomings. Scrum emphasizes collaboration, functioning software, team self management, and the flexibility to adapt to emerging business realities.


Complexity and cost of change

Posted by admin under Agile and Scrum, Scrum Basics, Scrum Discussion

There are many variables to estimating the difficulty of a code changes. We could talk about things like the complexity of the code (Cyclomatic Complexity), the experience of the programmers, their familiarity with the topic and/or the specific module, the quality of documentation, etc. It ends up being a fairly subjective estimate. In Scrum teams, story sizes are estimated in relative terms in terms of story points.

The primary benefit to using a technique involving Relative Estimates is that you are asking the team to give you an estimate of difficulty relative to other work that has already been completed. This means that a team can easily give judgments like “This will be twice as hard as that” and come up with functional estimations for predictions without spending a great deal of time coming up with them. Estimates are just subjective guesses anyway, understanding that can be a valuable way to put more time into building something and less time into trying to guess how much time it will be to build it. Planning Poker, also called Scrum poker, is one technique for building relative estimates and for coming to consensus on the effort or relative size of the stories.

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What’s the Point of Velocity?

Posted by admin under Agile and Scrum, Scrum Basics

Scrum teams know that velocity is a rough estimate for the amount of work that a team can accomplish in a given sprint. It is calculated by simply adding up all the completed story points. Since the point values are merely estimates of the perceived difficulty and time necessary to complete the backlog item, a team’s velocity is not especially useful in and of itself. Instead, it becomes a valuable metric over time as teams complete multiple sprints and have the opportunity to establish a consistent velocity. Once this occurs, the Product Owner can look to the team’s established velocity to determine how much work it can tackle in the next sprint.

Amr Elssamadisy has just posted on the topic of velocity and concludes his post with the following questions: “Should velocity be used a metric for productivity?  Should it be used for iteration planning?  What about longer term release planning?  Should it be used at all, or is it a wasteful practice?”

As always, I’m curious to hear how you’d answer those questions, so please share your thoughts in the comments section.

As you might guess, I’m of the mind that tracking velocity is a valuable process. However, the limits of its value must be understood, since it is derived from estimates (i.e. abstracted valuations) and not an absolute indication of progress or productivity. Thus, it can be helpful for sprint and release planning, but should be regarded as an estimate all the same.Perhaps the most valuable aspect of tracking velocity is the ability to observe how a team develops over time. That is, if a team consistently increases its velocity, it can be inferred that the team is learning to work together better and incrementally improving its performance.

To see an example of a team computing velocity, pay attention about halfway through this example Sprint Review Meeting.

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