Agile Scrum Crash Course Discover How to Get the Professional Scrum Master Certification PSM1 and Boost Your Team’s Effectiveness With Agile Project Management Liam Taylor © Copyright 2020 - All rights reserved. The content contained within this book may not be reproduced, duplicated or transmitted without direct written permission from the author or the publisher. Under no circumstances will any blame or legal responsibility be held against the publisher, or author, for any damages, reparation, or monetary loss due to the information contained within this book, either directly or indirectly. Legal Notice: This book is copyright protected. It is only for personal use. You cannot amend, distribute, sell, use, quote or paraphrase any part, or the content within this book, without the author or publisher’s consent. Disclaimer Notice: Please note the information contained within this document is for educational and entertainment purposes only. All effort has been executed to present accurate, up to date, reliable, complete information. No warranties of any kind are declared or implied. Readers acknowledge that the author is not engaged in the rendering of legal, financial, medical, or professional advice. The content within this book has been derived from various sources. Please consult a licensed professional before attempting any techniques outlined in this book. By reading this document, the reader agrees that under no circumstances is the author responsible for any losses, direct or indirect, that are incurred due to the use of the information contained within this document, including, but not limited to, errors, omissions, or inaccuracies. Introduction Who Is This Course For? Preparing for Certification Agile Basics History of Agile 12 Principles of Agile Main Agile Frameworks Waterfall vs. Agile Review and Exercises PSM1 Exam Example Questions Answers Scrum Basics Pillars of Scrum Key Values of Scrum Scrum Basics Timeboxes Sprint Product Backlog Review and Exercises PSM1 Exam Example Questions Answers Scrum Events Sprint Planning Daily Scrum Sprint Review Sprint Retrospective Review and Exercises PSM1 Exam Example Questions Answers Accountabilities Scrum Team Scrum Master Product Owner Developers The Stakeholders Review and Exercises PSM1 Exam Example Questions Answers Scrum Artifacts Product Backlog Sprint Backlog Product Increment Burndown Chart Definition of Done Users Stories Definition of Done vs. Acceptance Review and Exercises PSM1 Exam Example Questions Answers Scrum 2017 vs. Scrum 2020 Changes Over Time 2017 vs. 2020 Comparison Review and Exercises PSM1 Exam Example Questions Answers How to Pass the PSM1 Exam How to Pass the Exam Exam Structure Review and Exercises PSM1 Exam Example Questions Answers Conclusion Resources About the Author My name is Liam Taylor and I am a Software Engineer since 2002 and I am always been interested in Leadership and Agile Frameworks. I have worked as a CTO and a team leader for the past 10 years and I am currently the team leader of one of the most influential companies in the world. First of all, thank you for purchasing this book. I know you could have picked any number of books to read, but you picked this book and for that I am extremely grateful. I hope that it added at value and quality to your everyday life. If you will enjoy this book and find some benefit in reading this, I’d like to hear from you and hope that you could take some time to post a review on Amazon. Your feedback and support will help this author to greatly improve his writing craft for future projects and make this book even better. I wish you all the best in your future success! Introduction First off, congratulations on deciding to take the PSM1 certification exam. This certification will validate you as a Professional Scrum Master. However, before you can claim this title, you must first prepare and study for the PSM1 certification exam. The purpose of this crash course is to provide you with a comprehensive introduction to Agile and Scrum. This course is very intense and will require 100% of your focus and willingness to review and reflect on what you learned in order for you to be prepared and pass the exam. This course will cover the Agile and Scrum basics, such as the Waterfall vs. Agile software methodology, the main agile frameworks, the 12 principles of agile, the goal of timeboxes, sprints, the daily Scrum, the effectiveness of Scrum, and much more. In an ever-changing technological world, having an understanding of Agile and Scrum as a whole will make you even more qualified to handle projects in this field. Who Is This Course For? This course is aimed at those who are about to take the PSM1 examination, as well as those who have already taken the exam but failed to achieve certification. Some of you may already have a basic understanding of the agile methodology and Scrum framework, but the information presented here will provide you with a useful recap so you can polish your skills concerning the topic. Furthermore, this course can be beneficial to those of you who are considering a career in this field and would like to get a basic breakdown on the topic. For example, when you hear the words “Agile Scrum” together, you might think it is referring to one topic and that both terms means the same thing. Well, that’s where you’re wrong. Agile or Agile software development, to be particular, refers to a collective term for working and developing software based on a set of values and principles, which has become the norm for those in the software industry (Naik & Jenkins, 2019). On the other hand, Scrum is a framework of the Agile software development methodology, and it focuses on creating high-quality software in a short period of time (Kurnia, Ferdiana, & Wibirama, 2018). As you can see, Agile and Scrum are totally two different things, but don’t fret as the following chapters will cover both sides of the spectrum. Preparing for Certification Now that you have a brief understanding of the differences between Agile and Scrum, let’s take a look at the PSM1 Certification Exam. The PSM1 Exam has a total of 80 questions, and you will only have 60-minutes to complete the entire exam and answer the questions correctly. Therefore, we’ve provided exercises at the end of each chapter to test your understanding of the subject and provide you with the practice you need to be prepared. You can add an additional challenge to the exercises by setting a 45 second timer to answer each question separately. This will prepare you for when you take the real exam and make sure you work quickly enough when answering questions. The minimum passing score for the exam is 85%, but this course is not aiming to meet the minimum, although it’s still good, but to help you get 90-100% on the first try. Chapter 1 Agile Basics Since the recent advancements in technology, Agile Development has become the new framework for developing high quality software. What is the reason you might ask? Well, Agile development is based on the idea that when a project is managed by a disciplined group of people, working together, the project is likely to be of high-quality. Because of this methodology, technology companies such as IBM, Google, Apple, and 3M have adopted the model into their software building process (Barcelos & Silva, 2020; Kurnia et al., 2018). Not only does using the agile process make it easier for tech companies to plan projects, but it also makes it easier to build effective software and electronics according to the customer’s specifications. As a professional engineer and developer, it is important for you to understand the additive and iterative phases that you will experience while using the agile development method. It is a continuous process of improving the software and seeking the feedback of customers to reach the final point in the software development process (Barcelos & Silva, 2020). Agile may seem like a complicated process, but once you have an understanding of the method, it will come as second nature. In fact, some organizations avoid using the agile development process due to issues that arise with management and organizational culture, employee work relationship, adapting or changing from a process-centric development to feature-drive, and suitable technologies due to availability (Barcelos & Silva, 2020). Thus, not everyone agrees with the method, but because of its effectiveness in software development, many companies are adopting the different methodologies surrounding agile which will be discussed later on. History of Agile To fully understand Agile, you must first understand the history behind the method. The agile development process was first introduced by William Royce in 1970 (Alexander, 2018). Royce published a paper on the agile method for developing larger types of software systems, which garnered mass attention from the technology industry. Royce's paper simply explained how agile can be utilized in technology based on old and new methods, including the Waterfall method. The reason Royce wrote this paper is because during the time around the 1970s to the 1980s, computers and software were coming into existence (Varhol, 2015). However, the process or system that was in place did not provide Developers with the freedom or flexibility to work on these development projects quickly and effectively. Royce defined the Agile methodology to offer a better system and method in which Developers could be used as a principle in their working field. Even the aerospace industry was having issues with the current system. In fact, it was predicted at the time that it would take 20 or more years for a new system to go into use. For example, the Space Shuttle program launched an operation in 1982; however, they already had the data ready back in the 1960s but didn’t have the proper system to put it into place earlier. Then around the 1990s, things got even worse as PCs were now operating in households and companies were moving faster. However, the software development system was too slow, which led to many projects being canceled halfway through the process, and the ones that were completed were not able to meet the business’s needs (Varhol, 2015). Jon Kern, who was Aerospace engineer in the 1990s, was fed up with the system and the long times that it was taking to get a project moving forward or to make a decision. He would later join a group who were working to fix this system (Varhol, 2015). This group would come to be known as the 17 software thought leaders who changed the game of building software, and John Kern was one of them. Although Royce’s paper made big waves in the technology community, the term was not fully defined. As the year 2001 approached, the 17 software developers introduced the Agile Manifesto (Alexander, 2018; Saha, 2019). The developers wanted to create a proper combination of the agile methodology based on old and new ideas, which would help future developers to effectively develop their product. After countless discussions and a lot of research, the 17 software developers created a set of principles and values that comprised the Agile Manifesto. The manifesto describes Agile as a mindset rather than a methodology (Saha, 2019). It serves as a guide for developers and engineers to become agile thinkers and performers when working on various projects. Nonetheless, with any type of change or implementation of a new program there is likely to be disagreements. The Agile Manifesto received some backlash because some people thought that this new methodology was criticizing the other methodologies that came before it (Varhol, 2015). However, that was far from what Jon Kern and the other 16 software developers were trying to do. They wanted to offer software developers, in this case, the opportunity to use a method or approach that works for them. However, looking at it today, the Agile methodology has grown and improved over the years. One of the major benefits of the Agile method is that it has helped improve the rapidity of the software development system. Moreover, it allows developers to identify issues or new insights into the development of a product (Alexander, 2018). They can also make adjustments and do a 360 turnaround on the project to remove any defects or malfunctions due to bad programming. Furthermore, in the past, the developers took years to finish one project. The Agile methodology provides a way for the developers and teams to deliver a greater product in a fast manner (Alexander, 2018). This is based on short but effective iterative, interactive meetings, and sprints. The Agile method can help companies with processing volumes of information and finding a perfect methodological alignment. The biggest pro of the Agile Methodology is that it offers more rapid solutions. The developers will never again run into issues when making a decision unless they do not follow the principles of the Agile methodology. They are able to minimize waste through the minimization of the resources that are needed and have fast turnarounds that have a lighter framework. They can also optimize development, obtain optimal project control, and faster detection of issues and defects. The negative drawback of the agile method is that it is not suited for every project. The reason is that agile may not fit the business setup due to how customers request products or due to the lack of experience with agile among the staff. Furthermore, if you have a customer that is not clear about the goals they want the project to attain, then this is going to lead to further fallback in the project. 12 Principles of Agile The Agile Manifesto contains 12 principles that developers must follow. These principles provide an idea of the type of culture technology companies are building based on the principles they apply among their engineers and developers (Eby, 2016). Furthermore, the principles focus on welcoming change and making the customers the focus of the developers’ reason for building the software. The 12 principles of Agile Software Development: 1. Satisfying the customers’ needs by delivering highly valuable software continuously and efficiently. Customers feel a great sense of appreciation when they are able to receive working software regularly, rather than waiting extended periods of time (Alexander, 2018; Eby, 2016). Thus, meeting their expectations is important. 2. Embrace change in the agile process so that customers have a competitive advantage. Professional Agile Masters should welcome change with no hesitation when a requirement or feature of the software is in need of changes. 3. Delivery should always be of high frequency. This principle interrelates with the Scrum process in which the team operates in sprints to deliver quality software on time. 4. Stakeholders and Developers must work as a team during the development process. The reason is that collaboration with Stakeholders and Developers leads to better choices and successful software. 5. Motivation is key to supporting an agile environment. As the saying goes, a motivated team is a productive team. Creating an uplifting environment where each member feels energized will lead to better results. 6. Information and ideas are better-expressed face-to-face. The most efficient way to get an understanding within a group is to communicate face-to-face. This will lead to a better work relationship and trust among team members. 7. A high-quality working product leads to returning customers. When the product performs as it should, this creates success within the company. 8. Sustainability is achieved through the Agile process. When the Stakeholders and Developers are able to repeat the process on future projects, this promotes a continuous repetition of pace. 9. Agility is enhanced based on attentiveness to the detail and design of the software. Applying the right skills and effective designs leads to the agility to build better products. 10. Keep it Simple Scrum. Maintaining a simple idea is enough to complete the process. 11. Self-disciplined teams lead to better architectures, requirements, and designs. Thus, having team members who are self-managed can lead to better teamwork. 12. Reflect and project. Regularly reflecting on successes and failures can lead to self-improvement, improved skills, and better techniques to work effectively (Alexander, 2018; Eby, 2016). Hence, reflection is key to success. When Developers are able to align themselves to these principles, this leads to a better outcome for the project. Moreover, the customers can enjoy the benefits of the agile development methodology since it provides them with high-quality technology or software. This was the goal the 17 developers had in mind upon creating the Agile Manifesto. However, besides the 12 principles that make up the Agile Manifesto, there are four foundational values that focus on the Agile development process. These values are also connected to each of the agile methodologies, which guides the creation of high-quality software. Those four values are based on: 1. Individuals and Interactions over Processes and Tools. Placing value on individuals rather than processes and tools is common sense because individuals are the ones who provide the monetary needs to companies in the development process (Eby, 2016). Therefore, valuing the individual needs in communication or interaction can be beneficial to processes and tools. 2. Working Software over Comprehensive Documentation. Before the Agile method was set in place, developers and technicians spent countless hours documenting specifications, development, prospectus, and design without focusing on the development of the software. The Agile Manifesto replaced this tedious process by making user stories the documentation for product development and improvement. 3. Customer Collaboration over Contract Negotiation. Collaborating with customers during the development stage or before development leads to customer involvement. Negotiation comes into play when the customers are able to negotiate the requirements for the product. 4. Responding to Change over Following the Plan. Changes provide additional value to the product since they focus on offering better and improved features. Whereas following a plan based on the traditional software was too complicated to carry out. Therefore, concentrating on change is key to the agile development process. Having a clear understanding of these values promotes the Agile Manifesto mindset. Developers and Engineers who’ve mastered the four values along with the 12 principles can create an effective and progressive working team when developing products. If the Agile Method did not exist today, and if not John Kern along with the 16 other software developers didn’t come up with the Agile Manifesto, technology companies would still be finding it difficult to develop working software. The chances of those 17 software developers codifying a process is not seen or possible. However, they were determined to offer developers struggling just like them a process and way they could get the work done without any hassle or postponing for years to come. If you take a look at news articles relating to Agile, you’ll see that the software development community has made this their thing (Alexander, 2018; Varhol, 2015). You will find not one team that doesn’t apply the Agile Manifesto 12 principles, the definitive statement of building software, and the movement Agile created. Moreover, more and more businesses are beginning to identify themselves as using the Agile methodology. You do have some who are combining different methods to create hybrid versions of the methodology, but they all still identify with the Agile Manifesto. In all honesty, the Agile methodology took the software and technology industry by storm. However, because of this significant change, there is bound to be another system that will be introduced at some time in the future. The main thing is that learning about the origin of this methodology will prepare you for future Agile methods. You are already taking the first step with this course. The Agile process is the first step that you must master in order to move on to the Agile Scrum Methodology. Do not be afraid to choose a methodology that will fit you once you enter the market to work as a Professional Scrum Master. The Agile methodology did not come about because everyone follows one methodology, such as the Waterfall method. It came about because a small group wanted a better system and a better outline of how to work, and they were able to accomplish that and create a space where others could create mixed or hybrid versions of the method. Main Agile Frameworks Within the last two decades, Agile has become the most successful software development framework. Consequently, this success has led to various Agile frameworks and approaches. According to Mersino (2019), the most popular frameworks in agile methodologies are Scrum, XP, Kanban, and hybrids. There are other frameworks that exist but are no longer favorable. The frameworks that are still in use today but are not popular include: Crystal and Dynamic Systems Development Method, Feature Drive Method, Adaptive Software Development, Agile Software Development, Behaviour Driven Development, and many others that were not mentioned in this group (Alexander, 2018; Mersino, 2019; Naik & Jenkins, 2019). As you can see, the Agile development process expands into various methodologies. However, this course will focus on the main agile framework which is Agile Scrum in the next chapter. Nonetheless, a brief introduction will be given here on the main frameworks to better understand the diversity of the Agile methodology. The first framework is called Crystal. This framework is somewhat of a hybrid due to its variants in the Agile methodologies (Lamelas, 2018). The principles of the Crystal framework are based on people, community, talent and communication, and interactions. It was founded by Alistair Cockburn who had the idea that Crystal should center around team members' interactions when it comes to the software development process. The second main framework is Lean Development. This Agile methodology was created by Toyota and was based on Lean Manufacturing. The framework's main principles are getting rid of things that have no significance, such as things that do not bring value to the customer’s project. Other principles include quality development to control the quantity developed, creating knowledge to maintain the infrastructure, defining commitment, fast delivery, respecting the team, and optimizing the entire process. The third framework is Extreme Programming (XP). This framework was created by Kent Beck and focuses on communication, feedback, respect, courage, and simplicity. In this framework, teamwork is valued because most issues that are likely to occur in developing software can be solved by the team as they work together. However, there is a story about how this method came about. According to Varhol (2015), Beck was hired as a consultant to work on an experimental software development project with Chrysler. During his time there, he became known as the project leader since he would always go to extreme levels to improve practices. Thus, the XP methodology was born. However, he could not release this new method immediately because Chrysler decided to cancel the project since they had been acquired by another automobile company. Beck decided that it would be best to publish his new methodology in a book called Extreme Programming Explained, and from this point he became a founder of a software development methodology like the 17 software developers. He even went on to hold public speaking events where he gave keynote speeches about the XP methodology (Varhol, 2015). It has been noted that this method is based on the Agile methodology, but Beck never drew any relevance or mentioned how he developed the process. The fourth framework, according to Lamelas (2018), is Kanban, which is another Agile methodology. Kanban comes from the Japanese language, and it is linked to a time concept. The method focuses on team members being transparent and communicating with each other to understand the development stage of the product. The method was created by Taiichi Ohno and a version of it has been around since the 1940s. However, Ohno, who was an industrial engineer and businessman, wanted to create a working system for the automotive industry in Japan. From there, he was able to create a solid idea of Kanban, which is how this method came to be known. The fifth and final main Agile framework is Scrum. Scrum is generally preferred by most teams and developers due to the framework being based on cycles of development. This framework’s principles focus on sprints and provide tons of motivation to team members. The creators of the method named it after a term in Rugby, which is why it has the concept of a team working together to reach a common goal in software development (Varhol, 2015 Alexander 2018). The creators of this methodology codified it around 1995 so that they could make the work public by showcasing the Scrum method at a conference in Texas. Most of the frameworks focus on the same issue, but they provide a variance in method. Per Mersino (2019), 54% of organizations preferred Scrum, while 14% preferred other hybrids, 10% Scrum and XP hybrid, 8% ScrumBan, 5% KanBan, 3% preferred Iterative Development or was unsure, while 2% chose Lean Startup, and 1% Extreme Programming (XP). Thus, Scrum is the preferred Agile Methodology. However, how does it compare with a traditional methodology known as Waterfall? Waterfall vs. Agile The Waterfall Methodology is the traditional methodology that developers and engineers used before the Agile Method. This method was the beginning of the technological approach to developing software (Lotz, 2018; McKnight, 2014). In 1970, Winston W. Royce provided an in-depth definition of the term Waterfall Methodology, which quickly became popularized. Waterfall is based on a linear method, where planning is the key to building software. In fact, companies sometimes use the Waterfall method to juggle one or more phases in the development process. The Waterfall Methodology is considered better when it comes to planning out projects without rushing through the process (Alexander, 2018). This helps the team avoid errors or mistakes in the development process. In Royce’s paper, he showed that the Waterfall methodology fundamentals of software development are based on the fact that all value comes from software delivery (Hering, 2015). Moreover, the value in software delivery comes from the analysis conducted and the coding put into place when using this method. He emphasized that everything else focuses on documenting and testing and that implementing this thinking is fundamental to managing the process and customers’ expectations. Furthermore, it was made clear that in order to get customers to pay for the quality of software, the developers have to provide that for them to see. The traditional Waterfall steps involve gathering and documenting requirements, designing, coding and unit testing, initiating system testing, performing user acceptance testing, fixing issues, and delivering the finishing product (Lotz, 2018). The process may seem long and detailed, but it helps get the project completed, and some developers preferred this traditional process. The Waterfall Methodology actually represents a waterfall because it involves completing one phase fully, then moving on to the next phase, until all the requirements have been met (Varhol, 2015). In other words, the teams are working in a downward flowing direction. Since the process requires that the first task be done correctly and fully before beginning the next stage, this has saved teams from making any revisions. However, the issue with this methodology is that it takes developers too long to complete. Royce even mentioned in the paper that the Waterfall model is fundamentally flawed and that the stages are not really guaranteed to be successful (Hering, 2015). The system’s iterative process does not fully repeat all the steps because it skips some as the developer goes over them. Royce understood that this issue was a flaw within itself. However, he was able to correct this with the Agile methodology. Even so, the Waterfall method was still a good method because it created the first system that developers could rely on to get their projects completed. Another thing that was emphasized in Royce’s paper was the importance of documentation. Documentation is important in the software development process, especially with the Waterfall method because you can see how everything was done, what steps were taken, what had to be corrected, where things went wrong, and so on. The documentation process may seem tedious and long, but it was helpful at the time since it provided clarity and a way for developers to repeat the process again in other projects they were working on. Lastly, Royce’s paper provided solutions and a different model of the Waterfall method, which most developers have found complicated. However, the system created showed a few agile practices, early customer involvement, two iterations in the software process, and testing. The Waterfall system he created at the time may seem confusing, but the Waterfall methodology is still in use today, which means that some developers understood the complexity of the model more than others. Early on, when the method was first introduced to the development world. Engineers, Developers, and Software programmers found it to be better than the approach they were utilizing at the time. However, as time went by, a better system was created that could eliminate the original framework (Alexander, 2018; Varhol, 2015). The Waterfall method was able to bring organization to developers, but it takes too long for them to complete. For example, imagine if your city was currently building a new train track, but it would take 20 years to complete due to the system that they’re using. The Waterfall method may still be a good method for building roads, railways, or bridges. The method can be used to work on long-term projects so that they do not tie up time. The positive outcome of the Waterfall method is that customers and developers get to decide together on what will be the final product early in the software lifecycle. Furthermore, developers can easily document their progress and the documentation provides access for various team members to work on different phases of the product to get it complete in time. The negative aspect of the Waterfall method is that it incurs too many expenses and risks to be considered effective, and revising to get a better end product requires repeating a lot of the original work (Lotz, 2018; McKnight, 2014). Also, sometimes the customer might not like the end product, so this can lead to additional drawbacks and more problems with this method. This was the main reason why the 17 developers came together with the Agile Manifesto. Now, we have the Agile Methodology, which focuses on an iterative process. The main benefits of this method are that customers are constantly involved in the process from the planning to the development. What’s more, the customer develops a sense of ownership over the software, since they are frequently adding input. Thus, as it comes time for the product to enter the market, the Agile process allows developers to release beta versions of the software which can be improved over time. The negative side of the Agile method is that customers become too involved in the development of the software. Feedback can be a great thing, including criticism, but too much of it can lead to a failed product or a non-completed project. Another disadvantage is that the Agile methodology can only work effectively when each team member is fully committed to the product development. The same applies if all the team members are living in different locations. They have to be willing to invest their time attending meetings on time and going through the iterative process, which can be hard for some. Therefore, both methods have ups and downs, but the Agile method can be adapted to any method—including the Waterfall methodology—to make up for the approach’s flaws. Review and Exercises So, you completed the first phase of this course, hooray! Now, here are a few things to remember about Agile, and of course Waterfall: ● Agile development is based on a disciplined group of people working together to create high-quality software. ● Agile is an iterative process of improving the software and seeking ● ● ● ● ● the feedback of customers to reach a final point. The Agile Development process is based on 12 principles and four values. There are numerous frameworks based on the Agile Development methodology. The manifesto describes Agile as a mindset rather than a methodology. The Waterfall Methodology is considered better when it comes to planning out projects. The Waterfall is the traditional method for the software development process. Note: Although this section focuses mainly on the Agile and Waterfall methodologies, this first part of the exam example questions is just to see how much you know and what you need to work on. The following exam questions will pertain to each chapter. After completing the course, give these questions a second try to see how much you have learned. PSM1 Exam Example Questions 1. Define Agile Scrum: a. A system development methodology that is intended to enhance software performance. b. A lightweight framework that helps people, teams, and organizations generate value through adaptive solutions for complex problems. c. A logical process that is used in the development of software, which slows down the process. 2. Scrum Team must have the required talent to: a. Convert the Product Backlog items into an increment based on their usefulness and value for the product functionality. a. Conduct the development work, except for specialized testing which has additional requirements. b. Finish the project as estimated, especially when the time and expenses are based on the commitment of the Product Owner. 3. The Daily Scrum timeboxes are based on the size of the Scrum Team. a. True b. False 4. Concerning Definitions of Done, what should be considered? (Choose all that apply.) a. The Definition of Done based on the Teams working on other software. b. Guidelines, conventions, and standards implemented by the organization. c. Definition of Done concerning other Scrum Teams that are working on the same project. d. The knowledge of the Product Owner. 5. Scrum Teams need to have the same Sprint length if they are working on the same product. a. True b. False Answers 1. B. 2. A. 3. B. 4. B & C. 5. Chapter 2 Scrum Basics Scrum is considered the heartbeat of the Agile software development framework. The reason is that Scrum was designed to be an easy but effective methodology that software development teams could use to create highquality products in a short period of time. (Kurnia et al., 2018; Scrum Alliance, 2019). This method combines iterative and incremental operations to bypass issues that are often common with traditional methods, such as the Waterfall methodology. Iterative and incremental refer to two approaches that you will see mentioned throughout this course. These two approaches have been around for years and are used when working on larger projects (Kurnia et al., 2018; Scrum Alliance, 2019). Iterative refers to the concept of developing software through continuous repetitive cycles. While incremental refers to developing small collections or units at a time that are delivered throughout product development. Using these two together means that the software can be developed within no time. This also allows Developers to take advantage of the learning process so that they can take what they learned into the next project. As they gain experience with these practices, Developers are able to become quicker and faster in these tasks. Implementation of the iterative and incremental approach allows for them to make changes to the product and keep evolving until they are able to deliver the same designs and modifications in every product that they come across. However, to fully understand the iterative and incremental approach, we’ll now provide more details on the two. The iterative approach is a process for coming to the conclusion of a project through constantly repeated rounds of analyzing and adapting the project. With each stage of repetition, the team is looking to bring the product closer to the working software they intended to build (Kurnia et al., 2018; Scrum Alliance, 2019) The iterative process also involves setting up a simple framework or method for redesigning the product. They will continue revisiting the project with each iteration as modifications are made, but it is a highly effective process. In the iterative process, the Developers will fix a number of issues including the design and the coding as well. The analysis of each iteration is based on the feedback coming from users outside and inside the company. The analysis covers the usability, reliability, modularity, and efficiency of the software as well as the achievement of product goals. The incremental approach involves making a series of small changes to the project to improve its functioning. Incrementals are regularly used in the technology industry, especially when companies need to improve their product line or include new features for appealing to customers’ desired preferences (Kurnia et al., 2018; Scrum Alliance, 2019). The incremental process is work divided or sliced into pieces known as increments. For example, a company could have software that requires some bug fixing, building, user stories, and so forth. The increment stage takes this into consideration, then starts building the software little by little until it is made. Both these approaches connect within the Agile methodology. Iterative and incremental software development enables an increase in features with each cycle release and upgrade. The end result of the iteration is a fully working product, which additional functionality can be added to in future increments. Agile Scrum development, when implementing these two approaches, is based on a short iterative cycle of 1-4 weeks. Furthermore, in this process, the team can take the increments and make the changes to them one by one. In other words, the Scrum methodology focuses on developing new, intricate software, which can lead to good results, especially when the team is provided with objectives rather than assignments. The Scrum Team is in charge of how they intend to meet the objectives set forth. Scrum can also define the timebox of the iterative process or the time within which working software should be delivered. Any team can use this methodology to see projects become simpler and more rapid than they were before. The Scrum process also focuses on the versatility and satisfaction of the customers based on the values, practices, and principles of the Scrum methodology (Naik & Jenkins, 2019). Moreover, Scrum is built on a theory that values lean thinking and empiricism. This means that teams can use their experiences to make important decisions and concentrate their attention on the essentials. However, knowing this bit of information, you might wonder when Scrum became a developed framework of the Agile methodology. According to Barcelos Bica and Silva (2020), the history of Scrum traces back to an article published in 1986 by Takeuchi and Nonaka, in which they compared rugby games to product developers. The method was not ubiquitously adopted but it had gained traction. Nonetheless, Jeff Sutherland and Ken Schwaber in 1993 applied the concepts that Takeuchi and Nonaka had utilized in their paper. This occurred when Jeff Sutherland and Ken Schwaber were working in the Easel Corp business environment. This led to the Scrum concept, which focused initially on the development of commercial products and not software development. Around the year 1995, Schwaber finally published an article relating to the Scrum development process. In this paper, he explained the Scrum idea for software development. Over the years, the Scrum method has been improved and updated to fit modern times, and most software developers have become keen to understand this Agile methodology. This is exemplified by the Scrum framework’s essential role in the Software Engineering curriculum for those studying computer degrees. Furthermore, a recent study implemented the Scrum Agile methodology into a game-based learning program using Trello to provide the students with knowledge on the subject (Barcelos Bica & Silva, 2020; Naik & Jenkins, 2019). Therefore, you can see that having an understanding of this method is imperative. Developers who are dealing with a difficult project can benefit from using Scrum. Although Scrum was based on the technology industry and software field, there are no limits on where this system can be used (Barcelos Bica & Silva, 2020; Naik & Jenkins, 2019; Scrum Alliance, 2019). It can even be used in writing this book, which is based on the same principles as the Scrum sprints. But, Scrum has the capability to change the world of business as Scrum and even other Agile frameworks can make work life easier in every field, business, and even education. The Scrum methodology has a lot of hype behind it, but the hype is not false. If you have experts in the technology field writing about this Agile methodology, then there must be something amazing to it (Barcelos Bica & Silva, 2020; Naik & Jenkins, 2019; Scrum Alliance, 2019). For example, the Scrum method has been around since the early 1990s and even earlier years have lightly touched on the subject. It’s a really good method, and it has solid research backing the successful framework that’s been applied to a variety of projects and teams. Why else would it be this popular? Within the next 10-20 years, the Scrum Agile methodology will likely become a major framework within most companies. If you take a look at Scrum Teams that are using agile in the work process, they are able to learn how to react more quickly and respond more accurately to the unforeseen inevitable changes that come their way (Barcelos Bica & Silva, 2020; Naik & Jenkins, 2019; Scrum Alliance, 2019). Moreover, this method is all about staying focused, so collaborating and communicating with teams leads to accomplishments that are handled with ease. This is simply because the Scrum Agile Method is a system that experts in the software industry abide by to make exponential progress in meeting project deadlines. Research has even shown that Universities are now implementing Scrum practices to deliver valuable projects to students (Barcelos Bica & Silva, 2020; Naik & Jenkins, 2019; Scrum Alliance, 2019). The Military is even using Scrum to prepare ships for deployment, and this is also true in the automotive world. Therefore, the system is already a part of the working environment. In fact, here is a list of reasons why companies are adopting this transformative methodology into their workplace: ● Increased capability to manage changing priorities within the organization. ● Higher visibility among projects using the Sprint process. ● More alignment between business and the information technology field. ● Delivery of faster products to the market with high-quality. So now you know that companies like Google, Amazon, Apple, and Samsung are working on the next evolutionary smartphone program, logistics for another amazon fulfillment, planning a charity, and so forth using Scrum (Barcelos Bica & Silva, 2020; Naik & Jenkins, 2019; Scrum Alliance, 2019). Scrum is a lightweight, simple to understand, but difficult to master methodology. In order for a team to be successful, they need a Scrum Master to direct the process because this person has the skills and knowledge needed to lead the group; therefore, you will have an important role in a group because you have mastered the subject of Scrum. What’s more, Scrum is based on a philosophy, so although the concept is hard to grasp, over time you will be able to express and talk about the Scrum process with understanding and knowledge. The Scrum framework is purposefully not complete, for the method only provides a definition of its various parts needed to run an effective Scrum Team. Since Scrum is an Agile methodology, it is based on the multiple intelligence of the people using it within their group. If you look closely at the Scrum methodology, it is not a set rule that you must follow, but it is more like guidance to have better chemistry in the workplace with team members. The Scrum framework allows for the implementation of processes, techniques, and methods that teams can add to the framework. The Scrum methodology is centered around existing practices but makes the effectiveness of each of these processes a part of its system through management, working environment, and employees' work behavior. This creates a shield around the team where they can make improvements and adjust the methodology to fit their needs. Thus, these are the benefits of the Scrum Method. Pillars of Scrum The Scrum Theory relies on observing and experimenting to generate the ideal product. This is enabled through process control that depends on transparency, inspection, and adaptiveness. These three empirical process controls are called the Three Pillars. Transparency is the first pillar of Scrum. This pillar is based on the idea that in order to make decisions, Developers need transparency in the process (Scrum Alliance, 2019). This is to ensure that the team understands what they are doing, for everyone on the team must share a common language on what is happening in the process. Transparency in Scrum can be realized through the Product Backlog, Task Boards or Burndown Charts, Daily Scrums, Sprint Reviews, Definition of Done, and Retrospective. As you can see, the transparency pillar is visible in different stages of the Scrum process. This is a key benefit because when a team is working towards a goal, the ones accountable for the project receive appreciation based on their effort. Inspection is the second pillar of Scrum. To prevent issues in the software development process, constant inspection is applied to generate better results. What’s more, Scrum users have to make sure that they inspect artifacts and the finished product during a Sprint. Customers’ review can also be a process of inspection, where Developers review the honest and transparent feedback of the customers to make changes. Inspections usually take place during the Scrum Artifacts process. The team generally inspects the product towards the end of a goal to find any issues or variance. The inspection is based on the Scrum board where the project is made clear, the feedback from customers and Stakeholders is collected, and deliverables are inspected. Furthermore, the inspection could also be based on the Product Backlog and approval granted by the Product Owner. Adaptation is the third and final pillar of the Scrum process. When there is a turning point in the development process of the software, teams should be willing to adjust quickly to meet the new requests. Failing to adjust to the changes is a failure to apply the third pillar in the Scrum process. In the world of Agile, adaptation is a part of the agile process (Kurnia et al., 2018; Scrum Alliance, 2019). The teams must always find ways to improve and adapt by changing what is not working to what will make it work better. The adaptive stages of a project begin during the Daily Scrum. The Scrum Team must run small experiments to find out what is not working, then correct the errors upon the meetings. The Sprint Review process includes when the Scrum Team seeks feedback on the software based on the Stakeholders' opinions so that they can add the requested features to the product. Furthermore, in the Sprint Retrospective process, the team will discuss the internal problems and new ideas so that they can make preparations to adapt to a new plan, which creates more value for the product. Key Values of Scrum As stated earlier in this book, this course is intensive and in-depth in order for you to understand all aspects of the Scrum process to pass the PSM1 Exam. Hence, Scrum has a total of five values that are: commitment, courage, focus, openness, and respect. Commitment is the key value for teams to be Agile in the Scrum process. Commitment signifies the togetherness that teams apply when working on projects (Kurnia et al., 2018; Scrum Alliance, 2019). This means that Scrum and Agile teams build a bond where they trust each other and can rely on one another to complete their part in the process. Courage is the second key value to provide Agileness to teams. Courage simply means doing what is right to maintain integrity in the software development process. This also means creating an environment where team members can have difficult conversations with each other, the product owner, and Stakeholders to create a high-quality product. Focus is one of the main Agile values of Scrum. The reason is that it is based on the idea that team members should have the skill of focus and the ability to maintain their concentration when it comes to difficult and even easy projects that need full attention for completion. The next value is openness. In daily Scrums, the team members are frequently made aware of the process and discuss issues or the progress of how a project is coming along (Scrum Alliance, 2019). The traits that the team should reflect are creativity, honesty, humbleness, and respect so that the teams can grow and improve during the sprint. Respect is the last value of the Scrum process. Respect among members represents that they respect one another and are on the same level so that each member can see eye to eye with each other. Agile teams working in the Scrum process should understand that respect is the biggest strength of the team. Scrum Basics Now that you have an understanding of the Scrum core values, understanding the basics of Scrum will make you an expert on the subject. Software development using the Scrum process is laid out in The Scrum Guide. The Scrum Guide basically provides a breakdown of the Scrum process including Scrum Events, the Scrum Team, the Scrum Values, Theory, and so forth (Scrum Guide, 2020). However, the main things that you will learn about in this section are Timeboxes, Product Backlog, Sprints, and Sprint Goals. These main parts of Scrum are the first step to understanding how Scrum is set up and divided into various sections. The basics of Scrum are really important since they focus on the time aspect of Scrum. Time and Scrum are what you could call a match made in the computer technology world. The Scrum process contains so many steps that Developers might become lost, not knowing what to do due to the enormous amount of steps that Scrum Teams implement in the project stages. However, the time log and list sections of Scrum prevent Scrum Teams from getting lost in the methodology. The time frames break down each step and give the team a goal to complete the project before the time expires. The team always knows when they have to have a particular task completed or submitted because they were informed via the Daily Scrums that this is what they had to do. If the Scrum process did not have the time limits attached to it, then the Scrum methodology would not fall far from the Waterfall methodology. Scrum is a very rigid and easy process to follow because the Developers don’t get lost in all the steps that have to be taken to implement the Scrum methodology. The Timeboxes, Product Backlog, Sprints, Product Goal, and Sprint Goals facilitate an on process methodology when it comes to Scrum (Scrum Guide, 2020). Everything about the Scrum process is transparent and predictable because the method of timing works. The creators who defined Scrum understood that Developers had to be held responsible when working on projects, and the only way they could make sure this was possible was by implementing these timeline logs. Therefore, Scrum Teams and any team who uses this method cannot use excuses to procrastinate on finishing a project. The project already has a sprint goal, timebox, and so forth set and anyone who falls behind will be scolded by the Developers, Scrum Master, and Product Owner. Hence, this gives them a sort of accountability to make them work harder and smarter. This means they can finish the project within a week, two weeks, or a month, and take time to relax or jump right into the next project. This is what makes the Scrum basics unique because they facilitate a strict but non-demanding system where it almost feels like each person on the team is pushing each other to meet the goals. Furthermore, the timelines in the Scrum process not only focus on the deliverability of projects on time, but they also focus on quality. Throughout each phase of the Scrum, the team has to come together and assess any issues or impediments that may affect the quality of the product. Then they set a goal and fix the problems. Additionally, each member gets to see what each person is working on when it comes to the 15 minute Daily Scrum, around this time they can correct or adapt new ideas to improve the software to get it ready for delivery (Scrum Guide, 2020). This is why these four aspects of Scrum are important to learn because they reveal the magic behind the Scrum process. Not only does Scrum evaluate the completion of a product based on time, but by lists and a set order of Definition of Done, which will be discussed in further chapters. Therefore, when reading about each aspect of the Scrum Methodology, make it a responsibility of yours to truly understand the various roles and aspects of Scrum. Timeboxes Timeboxing may seem like a confusing term at first since it entails the process of Scrum Events. However, when looking at the entire definition, Timeboxing is used by teams to decrease the amount of time that it would take to complete a project (Barcelos Bica & Silva, 2020; Firdaus et al., 2019; Jalote, 2004). Developers usually split the project into fixed periods of time in order to limit the amount of time spent on an activity concerning the software. Moreover, in timeboxes, each iteration concerning the software is of equal duration, which is based on the length of the timebox. Each timebox is separated into specific stages where the teams complete tasks pertaining to the process. In the Scrum framework, all the events are timed so the stages are based on planning, implementation, review, and retrospect. The five events which will be discussed further in the following chapters are Sprint Planning, Daily Scrum, Sprint Review, and Sprint Retrospective. The timeframes or timeboxes that are usually set for Sprint Planning are around two hours, the Daily Scrum should not exceed 15 minutes, while the Sprint Review takes one hour, and Sprint Retrospective takes one hour as well (Barcelos Bica & Silva, 2020; Firdaus et al., 2019; Jalote, 2004). However, this may differ depending on how big the project is. The positive aspect of Timeboxes in the Scrum process is that a certain level of priority is set for each project. Meaning that software will be fully developed and working properly based on the amount of time invested in each stage of the development process. Furthermore, this allows the teams to stay focused and saves them time when resolving issues, as each day has a predictable pattern. The negative aspect of Timeboxes is that the team may not be able to complete the work in time, which may lead to semi-finished products. Moreover, this is often due to a lack of communication because everyone is dedicated to meeting the deadline in their sprint (Barcelos Bica & Silva, 2020; Firdaus et al., 2019; Jalote, 2004). What’s more, because the timebox system is based on rushing, this could also lead to errors or inaccuracies in project development. Hence, the timeboxing model has both advantages and disadvantages during sprints. One thing about timeboxes is that the time limit on events is set at a fixed timeline that could be equal to minutes, hours, and even days. However, it is not an intense time limit where the team will have to spend hours or days working non-stop on the project until it is done. No, the timeboxes provide the team with a realistic timeframe and remove the complexity that arises from not knowing when a project will be finished. The timebox really averages things out to make sure the schedule is comfortable for the entire team. However, keep in mind that the teams will have to work hard to complete the project. It’s like when you were in school and you had assignments that were due every week; you picked the days you were going to work on those assignments and set aside a fixed amount of time to complete them (Barcelos Bica & Silva, 2020; Firdaus et al., 2019; Jalote, 2004). Well, that is how the timeboxes are created in the Scrum process. The reason the timeboxes have this kind of setup is because it uses psychology that motivates the Scrum Team to finish on time. Studies show that time is a great motivating factor to make sure the employees or team push themselves to finish their work as needed. When the employee or teammate fails to accomplish this, they can receive criticism or feedback, making them want to become better at managing their time and meeting the deadlines when the organization sets a time limit. Furthermore, procrastination is something that occurs in all workplaces. People procrastinate because a project is too hard or because they do not understand something, and the list of reasons goes on. Through the Daily Scrums and Sprints, the Scrum Team cannot use these excuses to turn the work in late because the Scrum Events have time limits on them, so the entire team feels the pressure of timeboxes ticking away for them to finish. You’ll notice that most aspects of the Scrum methodology have time limits set in them, and this is why the Scrum method is so effective. Timeboxes present a lot of value in the workplace. The reason is that the product is dealt with altogether rather than focusing on one task. Timeboxes are a mixture of vigorous focus that is met with a designated time limit and facilitated by the Scrum Team receiving meaningful rest in between timeboxes, which is a good approach to productivity (Barcelos Bica & Silva, 2020; Firdaus et al., 2019; Jalote, 2004). The timebox approach could be looked at as similar to the Pomodoro technique, which focuses on something for 30 minutes straight, then takes a quick break to refresh and start again. The advantages of the timebox approach are the Scrum Team gains focus, scope, and clarity. The reason the Scrum Team is able to stay focused is because timeboxes rely on the idea of finishing one task at a time, and thus the product managers can be sure that the Scrum Team’s focus is being applied to each task. The timebox technique also requires that the tasks be taken seriously with all attention invested in the project so that the deadline is met. Scope deals with the Scrum Team having a definite idea of the objective of the project before beginning the process and setting the timeboxes. Once the scope of the project is understood, this allows the timebox technique to provide the scope of the product timeline (Barcelos Bica & Silva, 2020; Firdaus et al., 2019; Jalote, 2004). When the timebox technique is put together with task dependency, such as a Burndown Chart or Gantt Chart, the project development is as easy as looking ahead via an estimation chart. Additionally, timeboxes are a good way to implement monotonous tasks while still adding valuable tasks in the Scrum project. For example, the team may have to go through bugs or functions in an iterative process that could become mundane; therefore, the time limit given can keep the process fresh, where the team members feel like they have the same enthusiasm as when they first went through the process. Sprint If Scrum is the heart of Agile Methodology, then a Sprint is the heart of Scrum. A Sprint is considered a timeline that is set at one month or less where Developers work on products that are additional, functional, and completed (Firdaus et al., 2019; MiKnight, 2014; Scrum Alliance, 2019; Scrum Guide, 2020). The Sprint process has several requirements that the team must accomplish in that period. The Sprint is broken down into daily semi-structured meetings, tracking the completion of user stories. It also involves communicating with members of the team to define what the team intends to accomplish as a goal in the Sprint process. If the software is not able to be sent out within the Sprint timeframe, the team has failed and the project will be further delayed. Therefore, the Sprint Goal is the main objective that the team must abide by. The goals are often specific and measurable, where the team gets the product ready for release, addresses any risks that are apparent, and tests to see if the product meets the assumptions pertaining to users (Firdaus et al., 2019; McKnight, 2014). The main focus that should be remembered is that the goal of the Scrum Sprint is to be met through the Product Backlog. The Sprint consists of the Sprint Planning, Daily Scrums, the development work, Sprint Review, and Sprint Retrospective. Sprints are often set to a fixed time limit that can last around 2-4 weeks without any breaks until the project is finished. This method is quite effective (Scrum Guide, 2020). Once a Sprint finishes, the next one begins immediately, and the team takes the experience they gained working on the first Sprint and applies it to their next Sprint. When the Sprint process begins, the team must avoid making any changes that could harm the project. Moreover, they must keep the quality of the product up to par, while the Product Backlog is often refined to update how things have been accomplished. Also, the scope of the project can be made clear and negotiated with the Product Owner to make changes if something is not working. Sprints make it easier for the team to predict the outcome of a project based on the inspection and adaptive process. If the horizon of a Sprint is too long to manage, such as ranging from 3-6 months. Then the Sprint becomes complex, which increases risk, and the team may end up ruining the software due to the long periods of time they have to spend with the project (Firdaus et al., 2019; McKnight, 2014; Scrum Guide, 2020). Shorter Sprints are the preferred way to go when it comes to developing software. The reason why shorter Sprints are better is because they facilitate learning and a fast paced environment where the team is always creating new projects every month. If the Sprint is too long, then the team will lose motivation over time, and because the project is taking too long, others might drop out of the project before it even finishes. Furthermore, shorter Sprints equals less risk, a decrease in costs and expenses, and more effort by the team to complete it on time. In the Sprint, numerous opportunities exist to predict progress, such as burnups, which will be discussed in this course, cumulative flows, and much more. Although these practices are useful, they cannot replace the imperativeness of the empiricism that is embedded in the Scrum process. Furthermore, a Sprint can be eliminated or canceled when the Sprint goals become obsolete, but the Product Owner has the power to make this decision. When a Sprint is canceled, items from the Product Backlog that have been completed go through a review process. The Product Owner generally will accept completed items, while items that are incomplete are put back onto the Product Backlog after estimating the time they will take. Product Backlog The Product Backlog is actually an Artifact of Scrum. However, it is an ordered list that the team must follow in order to meet the needs of the completed software (McKnight, 2014; Naik & Jenkins, 2019; Scrum Alliance, 2019; Scrum Guide, 2020). From the Product Backlog, the team can choose the tasks they want to develop and add these into Sprints. The Product Backlog items can be done by the team, and this usually requires transparency. However, it is managed by the Product Owner. The Product Backlog has a total of four main tasks and can have various subtasks from the user stories. The main tasks are stories, bugs, refactoring, and knowledge acquisition (Naik & JenKins, 2019). Each of these tasks presents different aspects of the project that must be fully investigated, worked on, and completed. The user stories go further in-depth, but that will be discussed later. Moreover, the Product Backlog must meet the requirements of the Product Goal. The Product Goal is a commitment in the Product Backlog, in which the team must take measurable steps in order to achieve or meet the future desired state of the product (Scrum Guide, 2020). Once the team can meet the Product Goal, they have fulfilled the requirements of the product or software. Furthermore, the refining process in the Product Backlog deals with adding details, such as order and size, description, and attributes dealing with the work. If the team is not able to accomplish the Product Backlog, they must fulfil or completely abandon the project. However, abandonment is not an answer, thus, the team must work hard to finish the project. The disadvantages in working with the Product Backlog are that ordered lists do not necessarily mean the product will end up being high-quality. Steps can be missed in the Product Backlog stage, which in this case, abandonment is required since the software may have flaws or defects that the customers will not like (McKnight, 2014; Naik & Jenkins, 2019; Scrum Alliance, 2019; Scrum Guide, 2020). Moreover, the team can leave out the user experience or separate this information from the product. Therefore, the Product Backlog must be followed and planned correctly as with any stage or process in the Scrum Framework. Review and Exercises The Scrum Framework or methodology contains numerous terms and processes. However, the best way to understand Agile Scrum is to review this chapter to catch any information that was missed. In fact, you should be able to cite from memory the various terms surrounding Scrum based on the amount of times you’ve reviewed the material. Nonetheless, the review section and quizzes can help you review and remember the information: ● Scrum is considered the heartbeat of the Agile software development framework. ● Scrum theory relates to a process of control that depends on transparency, inspection, and adaptiveness. ● Scrum has a total of five values: commitment, courage, focus, openness, and respect. ● In the Scrum framework, all the events are timed so the stages are based on planning, implementation, review, and retrospect. ● A Sprint is a timeline that is set at one month or less and has specific Sprint Goals. ● Timeboxing is used by teams to decrease the amount of time that it would take to complete a project. ● The disadvantages in working with the Product Backlog are that ordered lists do not necessarily mean you’ll end up with a highquality product. PSM1 Exam Example Questions 1. Scrum is a process and a technique. a. True b. False 2. What is Scrum Based on? (Choose all that apply.) a. b. c. d. System Rules Events Artifacts 3. The three pillars of Scrum are Transparency, Inspection, and Added Value. a. True b. False 4. Sprints can be canceled if: a. The Scrum Team cannot handle the work. b. It becomes apparent that everything will not be completed by the end of the Sprint. c. The Product Owner had a new idea. d. The Sprint Goals become obsolete. 5. Which of the following are the main key values of Scrum? (Choose all that apply.) a. Commitment is a key value of Scrum, and it signifies the togetherness within a team. b. Agility is a key value in Scrum, and it refers to doing what is right to maintain integrity in the software development process. c. Focus is a key value of Scrum, and it is a skill that each team member needs. d. Honesty is a key value of Scrum, and it deals with being humble among team members. 6. Select the correct duration based on the Timebox process. a. b. c. d. Sprint Planning takes 1 hour. Daily Scrum should not exceed 15 minutes. Sprint Review requires 2 hours or more. Sprint Retrospective takes 2 hours. 7. What occurs when a Sprint is canceled? (Choose all that apply.) a. Any and all finished and “Done” Product Backlog items are reviewed. b. If part of the work is potentially releasable, the Scrum Owner will accept. c. More Product Backlog items are used in the Sprint Backlog to replace the obsolete ones. d. The incomplete Product Backlog items are re-adjusted and placed in the Product Backlog again. 8. Which of the four is responsible for managing the Product Backlog? a. b. c. d. The Stakeholders The Developers The Scrum Master The Product Owner 9. Product Backlog contains only functional requirements for the software. a. True b. False 10. The work done by the Developers must originally come from the Product Backlog. a. True b. False Answers 1. A. 2. B, C, & D. 3. B. 4. D. 5. A & C. 6. B. 7. A, B, & D. 8. D. 9. B. 10. A. Chapter 3 Scrum Events The Scrum Events provide the team the opportunity to inspect and adapt Scrum Artifacts. The events are designed to create transparency in the team so that nothing is hidden and the process is upfront (Scrum Alliance, 2018; Scrum Guide, 2020). If the team fails to initiate any of the events, this could lead to negative outcomes in the software inspection and adaptation process. The Scrum Events or ceremonies that happen with each Sprint are Sprint Planning, Daily Scrum, Sprint Review, and Sprint Retrospective. Each Event requires the Developers to communicate and discuss the issues, problems, or ideas they have for the product. Moreover, each event will involve a meeting which will be outlined by the goals, participants, and timeline of the software or product. In actuality, the Scrum Events have a total of five events because the Sprint itself is an event. If any of the events were to be modified or left out, then the idea of Scrum goes out the window because the team is no longer implementing Agile Scrum practices, but poor workmanship. The Scrum Events are all about being accurate, on time, and following the rules of the Scrum process. Sprint Planning Sprint Planning is all about the beginning stage of the Sprint process. Sprint Planning requires that each member of the team meet during the duration of the Scrum process to map out the Product Backlog (Kurnia et al., 2018; Scrum Alliance, 2019; Scrum Guide, 2020). The Sprint Planning process can take up to eight hours depending on the size of the project, based on a monthly Sprint. However, the maximum time for the Sprint Planning based on a smaller project is four hours. Keep in mind that two hours can be sufficient for Sprint Planning as long as the project duration is very short. Sprint Planning is also based on three topics that the team must understand: Topic One: Why is this Sprint valuable? It is the responsibility of the Product Owner to suggest or propose ways in which the product’s value and utility could increase as a result of the Sprint (Scrum Guide, 2020). What’s more, the entire Scrum Team must work together to explain to the Stakeholders why the Sprint is valuable based on the commitment of completing the Sprint Goal at the end of Sprint Planning. Topic Two: What can be done this Sprint? Through the process of communication with the Product Owner, the Developers can choose items from the Product Backlog to be included in the current Sprint. The Scrum Team has the right to refine these items during the Sprint, which increases understanding and confidence among the team. Topic Three: How will the chosen work get done? Based on the selected Product Backlog item, the Developers must plan the necessary work to create an increment that fulfills the Definition of Done. This process is done by breaking down the Product Backlog items into smaller work items that take a day or less. How this is accomplished is based on the sole discretion of the Developers. No one else on the team can tell them how to convert Product Backlog items into increments of value. The Sprint Planning team that carries out the Scrum process includes the Developers, Product Owner, and Scrum Master. Each of these members discusses the roles they will take in developing the software, and the development team has the final decision on the amount of work they will complete during the Sprint. The team uses the timebox as discussed earlier to set a period in which they work on the product and finish it. Therefore, as a developer, the outcome you should achieve in a Sprint Planning event is to set a Sprint Goal and Backlog that everyone on your team agrees with and can achieve (Barcelos Bica & Silva, 2020; McKinght, 2014; Scrum Alliance, 2019; Scrum Guide, 2020). The process can be challenging, but through constant exposure to the process, the team will develop confidence when it comes to Sprint Planning. Additionally, Sprint Planning involves the story process. Teams will often be met with many stories that must be included in the Sprint (McKnight, 2014). The reason is that the story points act as a substitute for the measurements and work effort the teams need to deliver. If the team is not able to meet all the story points, then this could result in a loss for the team. Although this is true, if the story point becomes too much for a team member, other team members can step in and offer their assistance to make sure the story is completed, meaning everyone wins. Daily Scrum The next step that follows after Scrum Planning is the Daily Scrum. The Daily Scrum is considered the perfect part of Scrum Events. The reason is that during the Daily Scrum, everyone comes together and communicates their status by explaining where they are in the process and answering questions (Barcelos Bica & Silva, 2020; Firdaus et al., 2019; Kurnia et al., 2018; McKnight, 2014). So, for those who seek connection with team members, they can develop it through the Daily Scrums. The meetings last a total of 15 minutes and are set a specific time every day so everyone can get a rundown. The Daily Scrum also allows team members to ask for help if they are having trouble with a development process or do not clearly understand what they are doing. In other words, members can seek advice and get reassurance that they are not the only ones working hard, but an entire group is in it with them. This is what makes the Daily Scrum the perfect process in the Scrum Events. Another advantage of the Daily Scrum is that the team members can start the inspection and action process early on. The constant meetings allow them to see what works with the product and what they should do to make it better. What’s more, the Product Owner can attend these meetings if need be, but the owner does necessarily have to attend. However, the daily meeting does require the members to stand up and present their work, and also discuss what task they intend to finish before the next meeting. Common information that members might report during the Daily Scrum: (1) What they have accomplished since the prior meeting, (2) what they intend to finish by the next Scrum meeting, and (3) discuss any constraints or obstacles in their way (Barcelos Bica & Silva, 2020; McKnight, 2014). Communication is key when it comes to the Daily Scrum process. Every time the Daily Scrum is held, the team is able to set plans and then begin working on fulfilling the requirements that were handed out during the 15-minute session. This process truly optimizes team collaboration and boosts performance because they are checking the work of everyone and predicting the next Sprint work that will take place on the next day. The Developers use the Daily Scrum to inspect what is happening with each member and the goals they need to set to be ready for the next item in the Sprint Backlog. The Daily Scrum can be looked at as taking a break from work in order to reflect and start fresh with new ideas and purpose in mind. The Developers and everyone else in the group are able to manage their time efficiently and work as hard as they can until that goal is accomplished. The setup of the meeting is generally determined by the Developers and can be held in many different ways. Meaning that the meetings may lead with different topics, whereas the first Daily Scrum theft talks about what they intend to accomplish, the next meeting could be about issues members are having. So, the Daily Scrum is not just set up one way where everyone only reports what they have done; it is very diverse. Common questions that might be asked may pertain to What, When, Why, and How. For example, members may be asked “What did they do yesterday?”, “How are they coming along in the project?”, “Do they see any impediments in the near future or during the next Scrum?”, and so forth (Barcelos Bica & Silva, 2020; McKnight, 2014). The Developers aim to keep the team members motivated which is why this process exists in the Scrum Methodology. When working on long and tedious projects, members are bound to get tired, lose focus, and begin to lack the motivation to complete their work. The Developers have to make sure they are managing the team's motivation through this process. The Scrum Master might lend a hand by making sure the Developers are actually holding these meetings, but in the end, the Developers are responsible and accountable for the Daily Scrum. The Scrum Master’s job is mostly to monitor and make sure they are staying within the time limit. The Daily Scrum is internal, so the Scrum Master has to make sure no one is trying to interrupt the process. Nonetheless, Daily Scrums are the heart and brain cells of communication. Without the Daily Scrum, the communication between members would be stagnant, and the process for developing working software would be back like it was in the days before Agile or Scrum came about. Hence, this method is important to the group. Sprint Review The Sprint Review is the third stage where the team presents their results. Per Kurnia et al. (2018), the team has to come together and demonstrate what they have done over the entire Sprint to the Stakeholders both inside and outside the Scrum Team. For example, The Scrum Master, Product Owner, Stakeholders, and Scrum Team will participate in the Sprint Review to improve the product. Stakeholders may refer to the managers, users, or various representatives from different departments. The Sprint Review may help address issues, but it does not address all team members' concerns. Furthermore, competitors may also be affected by the results. From the information present, the Product Owner or customer can provide feedback on what needs to be changed or added before the release of the product. The Sprint Review event usually follows this pattern where the members and Stakeholders can collaborate on the next process and adjust the backlog for new opportunities. The Sprint Review timebox goes to a maximum of four hours based on a one-month Sprint (Kurnia et al., 2018; Scrum Alliance, 2019; Scrum Guide, 2020). The duration of a Sprint Review per one week of project duration is one hour. Some of the Advantages of Sprint reviews at the end of the Product Sprint: ● ● ● ● ● The Sprint Review illustrates to the team what has already been figured out due to the fact that Spring Planning focuses on realizing user stories, which can be presented live in the product. Moreover, the progress of the development is directly visible for all to see. There will always be direct feedback based on the Developers and the Stakeholder. Hence, the Product Owner can take the feedback received and implement it into the next Sprint. Preparation is brought down to a minimum because the Sprint Review helps them adjust to this process. The Scrum Team’s allocation of work is easily manageable. New ideas that will improve the software functions can be worked on together. Therefore, the Sprint review presents many benefits. Just in case you are wondering, Sprint Review takes place on the last day of the Sprint. Thus, the members do not have to worry about this stage until the product is completely finished, and they just need to confirm what needs changes or improvements. Hence, this stage sums up the product building process. Sprint Retrospective The final stage in the Sprint Events is the Sprint Retrospective. The Sprint Retrospective is somewhat similar to the Sprint Review, but it focuses on the process of making the project rather than the end results of the product (Scrum Alliance, 2019). Meaning that the team looks at the entire process and reflects on what they did right, wrong, or what they could have done to make the process a lot smoother. This does not only include the Developers but the Scrum Master and Product Owner. The Scrum Team should always include each member in the retrospective stage so that they can look back on their progress to see how they want to approach the next project with more experience (Barcelos Bica & Silva, 2020; McKnight, 2014; Scrum Alliance, 2019 This process can take up to a maximum of three hours for a one-month Sprint and as little as one hour depending on the length of the Sprint. The main questions that each member will have to answer include: 1. What worked or what was successful? 2. What tasks caused problems, failed, or did not turn out as well as expected? 3. What can they learn from the experience so that they can implement it into the next Sprint? The Scrum Master at the end of the Sprint Retrospective encourages the Scrum Team to make improvements to their process of doing things and their practices concerning their work habits so that it will be more enjoyable and less stressful on the next Sprint. What’s more, for each Sprint Retrospective, the Scrum Team must plan ways to increase the product quality by making adjustments to their work processes or adapting the Definition of Done, if it is deemed needed, and to also avoid any conflicts with the product or organization standards. Basically, the Scrum Team should have found and identified all of their flaws to improve for the next project. Implementing better qualities into their working behavior for the next Sprint will be the added adaptation that the Scrum Team can make beyond inspecting the product. Remember, improvements can be made at any point in the beginning, middle, or end of a project, in which the Sprint Retrospective’s main focus is inspection and adaptation. Review and Exercises Scrum Events are not such a difficult process once you get the hang of it. However, your main focus is passing the exam, so here are some quick points to remember: ● ● ● ● ● ● ● The main Scrum Events are Sprint Planning, Daily Scrum, Sprint Review, and Sprint Retrospective. The Scrum Events are all about being accurate, on time, and following the rules of the Scrum process. The Sprint Planning process can take up to eight hours depending on the size of the project, based on a monthly Sprint. The Daily Scrum is considered the perfect part of Scrum Events. The Sprint Review is the third stage where the team presents their results. The Sprint Review takes place on the last day of the Sprint. The Sprint Retrospective is when the entire team looks at the process and reflects on improvements for future projects. PSM1 Exam Example Questions 1. The Developers, Scrum Master, and Product Owner participate in the Sprint Planning process. a. True b. False 2. Which of the following is not true about the Sprint Planning process? a. The Sprint Planning Process can take up to eight hours in one month. b. Sprint planning is the beginning stage of the project. c. The development team does not have the final decision on the amount of work they complete. d. User stories are incorporated into the Sprint during the planning process. 3. What are the timeboxes for both the Sprint Retrospective and Sprint Review? a. b. c. d. 4-hour timebox for each event. 3 and 4 hours, respectively. 4 and 3 hours, respectively. 3-hour timebox for each event. 4. What does the Scrum Master do in the following events of the Daily Scrum? (Choose all that apply.) a. When others are present at the Daily Scrum, the Scrum Master makes sure they do not interrupt the meeting. b. Ensures that the Developers are having the meeting. c. Instruct the Developers to always maintain the Daily Scrum based on the 15-minute timebox. d. Conducts the meeting for the Daily Scrum. 5. Which are all the formal activities that help teams inspect and adapt? (Choose all that apply.) a. b. c. d. The Sprint Review. The Daily Scrum. The Sprint Planning. The Sprint Retrospective. 6. During the Sprint Retrospective, the Definition of Done can be reviewed and adapted. a. True b. False Answers 1. A. 2. C. 3. C. 4. A, B, C. 5. A, B, C, & D. 6. A. Chapter 4 Accountabilities Value is an essential component of any business. The Scrum Master does what is necessary to teach the group product team how to execute the Scrum so that they can create a valuable, high-quality product. The success of the Scrum is based on the Scrum Master’s ability to guide the team according to the company’s ideals (Visual Paradigm, 2018). Although the Scrum Master is not a supervisor, the Scrum Master acts as an advisor helping the team. The Scrum Master goes about this by getting rid of interventions, safeguarding the team from erroneous knowledge, and assisting the team in implementing flexible expansion procedures. The Scrum Master provides ample opportunities to organize the team agenda and show the team the best way to apply Scrum. The Scrum Master is good at helping the team stay focused and overcome hindrances that stop them from being successful (Agile Alliance, 2017). Nevertheless, working with an illequipped Scrum Master has its drawbacks because issues can come about due to unsuitable behavior within the job. This happens when trying to make an upper manager into a Scrum Master, which one would think they’d naturally do well in since it is about showing leadership. Another way the issue arises is by casually asking an individual to be the Scrum Master when they have little knowledge of the Agile development process. Requiring a Scrum Master to provide the same assignment for each team will lead to problems because not all teams are the same. Some teams that are better at acting together to get a project done will not require much assistance from a Scrum Master. However, when a team is falling behind or isn’t familiar with where to start, then advice from the Scrum Master will be needed. Hence, it is vital not to treat each team workload the same and require the Scrum Master to present this information. The workload on each team may be different, which is why the Scrum Master cannot provide a onesize-fits-all blueprint. It is the Scrum Master’s job to advise the team, owner, and organization on the best way to achieve the goal. Scrum Team The Scrum Team is a group of individuals with a purpose in mind to create and make available the demanded and dedicated product additions. It includes cross-functional associates who are proficient in realizing the Sprint areas (Visual Paradigm, 2018). The objective of the Scrum Team is to: ● The team’s job is to develop products that the owner can present and use on an application. ● The team works together successfully by implementing all the tools and resources they have available to them to develop deliverable products. ● Independence and determination are what each individual of the team brings in order to meet goals. ● The Scrum Team has the choice to decide what needs to get worked on, or who to pass the project on to reach its metrics. ● The team must be cross-practical and self-sorting. Together, they are responsible for creating, testing, and delivering the product and its improvements. Scrum Master The Scrum Master’s job is to simplify activities by developing a comprehensible study tool. The Scrum Master acts as a resource for all; they serve as a guide to help the team and the owner be successful in the development of the product (Kalweit, 2020). It is the main duty of the Scrum Master to aid everyone in continually working on ways to better things with their team and other Scrum Masters. This results in better production agility for the company and its team. The common drive behind the Scrum Master is to act as a servant by helping people in the organization find ways to meet company objectives and create new opportunities (Kalweit, 2020). When all these things are met, then the business value and effectiveness fall into place naturally. Moreover, when the team is doing things effectively and creating great quality, this leaves little to be done. Therefore, the Scrum Master aims to attain efficiency by ensuring all goals are met in the highest quality. However, when the effectiveness of the company is not being maintained by the owner and the team, the Scrum Master must first take care of this responsibility until it is met by giving advice to the team in need and the owner. The Scrum Master has three priorities to ensure business value: effectiveness, quality, and efficiency. The Scrum Master must be effective in handling the team by making sure the Developers are holding the meetings, and that everyone is in attendance, while at the same time making sure no one interrupts the meeting. Furthermore, the Scrum Master has to be effective in their own responsibilities by making sure they are doing their role correctly and that they are being a benefit to the team rather than someone who imposes rules but does not follow them (Kalweit, 2020). The Scrum Master is the one who holds all the knowledge about Scrum; therefore, the Scrum Team will look for the Scrum Master to keep them aligned with the goals and maintain the right path. In other words, the Scrum Master's role is to be influential, observant, and aware of team members. The Scrum Master will lead various teams, depending on the type of project they are working on, and they must be able to motivate, facilitate, and make sure to maximize the potential of each member of the team. Without the Scrum Master applying these traits, the team will easily become demotivated and fail to get the projects in on time due to the Scrum Master’s position as a leader. The next business value is quality. The Scrum Master has to provide quality advice, management that makes sure the product is high quality, and to provide members with quality information (Kalweit, 2020). The role that the Scrum Master facilitates is of importance just as the Product Manager, The Development/Scrum Team, and Stakeholders, each of these roles are important, and they look for the Scrum Master to keep things moving along. The last value that the Scrum Master has to exemplify is efficiency. The Scrum Master might apply efficiency to make sure the tasks are completed, and the Developers providing the Definition of Done for the projects, and that every task was completed in the Product Backlog (Kalweit, 2020). Moreover, the Scrum Master may have to collaborate with the Product Owner as well as the teams, so it’s important that the Scrum Master inform the Product Owner of what’s happening with the development of the software, and just provide moral support to everyone involved in the project. Most important, although it was mentioned before, the Scrum Master has to be observant of everything. The Scrum Team may have a member that is having trouble keeping up, or that member clearly does not understand what is required from him. Therefore, the Scrum Master must make sure that members get one-on-one time to fully explain what they need to do and to also encourage the other members to help their teammates out if they see them struggling to solve a roadblock. This is the main responsibility and accountability the Scrum Master has to take on with handling obligations or just attending to each team member to make sure that they are all on the same path, and heading in the same direction of delivering working high-quality software. Product Owner The Product Owner is liable for amplifying profit from the venture by distinguishing what items to include, making an interpretation of these into a focused rundown, concluding which ought to be at the first spot on the list for the following run, and consistently re-focusing on and refining the rundown (Visual Paradigm, 2018; Scrum Guide, 2020). The owner has the benefit and obligation of working with Stakeholders to define the expectations for the project and thus the features in the Product Backlog. The Product Owner has an involved role. They must make sure the product was properly researched and that the concepts were put together and tested. If the Owner fails to fulfill their job duties, the goals of the Scrum will not be met and the Scrum Master will have to coach the owner on what needs to be done immediately for the effectiveness of the company. The Scrum Master must quickly recognize the error and begin to make adjustments that will benefit the organization. Although the Product Owner has less responsibility, they still play a huge role in the outcome of the company functions. A Product Owner has to recognize growth and make sure they have the right information to avoid sinking hours into redoing parts of the product. Hence, this is why the Product Owner has the following responsibilities: ● ● ● ● ● The owner is responsible for the product growth and client stories. They must work with both internal and external Stakeholders to define the features in the Product Backlog that will add value to the product. The owner must make sure everyone understands each item in the Product Backlog and is also responsible for adding, removing, or changing the priority of items in the Backlog. The main objective of the owner is to recognize and accept when items or features are complete and to ensure that they are highquality. The owner should have an active role throughout the Sprint. They are responsible for explaining the scope and value each item in the Backlog has. The owner is accountable for the capital from profit, so the owner can decide whether the company is meeting its objective or more needs to be done to accomplish this. Developers The responsibility or the accountability of the Developers is to deliver highquality, functioning software or products. Developers are generally accountable for delivering quality usable products after every single Sprint (KnowledgeHut, 2019; Who is the Scrum developer: role and responsibilities - QRP International, n.d.). Without the Developers putting in the work to make good products, the Product Owner cannot maximize value without anything usable sent to the customers. This role requires the Developers to be disciplined and have the technical skills to get the work done. The Developers are not only engineers but can also include experts in different fields and specializations. For example, the developer team consists of programmers, software developers, architects, software designers, business analysts, documentation experts, and software testers (KnowledgeHut, 2019; Who is the Scrum developer: role and responsibilities - QRP International, n.d.). The accountability that each of these members takes on in the team helps keep the project on track and makes it easy to deliver at the end of each sprint cycle. The main accountabilities that the Developers must deal with in the Scrum Process include: 1. The Developers must have an understanding of the business requirements specified by the Product Owner. 2. The Developers should be able to measure and estimate the user stories in the Sprint Backlog. 3. The Developers should be able to develop the products or deliverables. 4. Achieve the goals specified by each Sprint. 5. Collaborate with other team members. 6. Identify any issues and impediments in the process of developing the product. The Stakeholders Stakeholders are not a main part of the Scrum Team. The Scrum Team generally consists of less than ten members. The reason is that having a smaller team work on the project makes it more agile for the team to operate and complete a significant amount of work in little to no time (Scrum Guide, 2020). However, having fewer than three Developers on the team will decrease the interactiveness and lead to bad results. Furthermore, the project will likely experience issues and the team will not be able to release in time after the Sprint has ended. Hence, as stated before, and just to clarify so that you may remember, the Stakeholders are “Not At All” a part of the Scrum Team. Having less than ten individuals on each team helps eliminate bad coordination, complexity, communication issues, and people stepping over each other's feet. This count does not include the Scrum Master or the Product Owner, since they are separate in what they are accountable for in the Scrum process. Thus, this is why Stakeholders are not counted within this group. Nonetheless, they are accounted for in the product development process, so they should be talked about within this section. The Stakeholders are individuals and organizations who are constantly interfacing with the Product Owner, Scrum Master, and Scrum Team to provide them with input and facilitate creating the software or products (Visual Paradigm, 2020). The Stakeholders also provide input on the product throughout the project’s development life cycle or Sprint. Stakeholders include the customers, users, and sponsors of the software. ● The Customers. These are individuals or organizations who buy the product or software. Depending on the project, there can be both internal customers (i.e., within the same organization) or external customers (i.e., outside of the organization). ● The Users. These are individuals in the organization that directly use the project’s products and services. They are basically the customers or organizations, which can also be both internal and external users. Depending on the project, customers and users may be the same. ● The Sponsors: These are individuals and organizations that provide resources and support for the project. The sponsor is also the stakeholder to whom everyone is accountable in the end. Review and Exercises Now you understand the roles of the Scrum Team, here are a few things to review: ● The Scrum Master acts as a caregiver to all, serves as a guide to help the team, and helps the owner be successful in the development of the product. ● The Product Owner is liable for amplifying profit from the venture by distinguishing which items to include in the backlog, interpreting them into a focused rundown, concluding which ought to be prioritized first in the next Sprint, and consistently re-focusing on and refining the rundown. ● The owner should have an active role throughout the Sprint. They are responsible for explaining the scope and value each item in the Backlog has. ● The Developers are not only engineers but can also include experts in different fields and specializations. ● The responsibility or the accountability of the Developers is to deliver a high-quality, functioning software or product. ● The Scrum Team generally consists of less than ten but more than three people. ● The Stakeholders are individuals and organizations who are constantly interfacing with the Product Owner, Scrum Master, and Scrum Team to provide them with input and facilitate creating the software or products. PSM1 Exam Example Questions 1. How does the Scrum Master serve the Developers? (Choose all that apply.) a. By removing impediments to the Developers’ progress. b. Instructing the Developers in self-management and cross- functionality. c. Assisting the Developers by being a leader. d. Assisting the Developers by creating high-value products. 2. The Developers can change the Product Backlog with collaboration from the Product Owner. a. True b. False 3. What is the recommended size for a Scrum Team? a. b. c. d. More than 8 or less than 3. A minimum of 7 members. A total of 9 people. Less than 10 people. 4. The Product Owner should know more about the progress concerning project objective and release. Furthermore, the PO must be able to come up with clear and transparent solutions. a. True b. False 5. Which statement best describes the accountability of the Product Owner? a. Managing the project by making sure the work meets the stakeholder’s commitments. b. Enhancing the value of the work the Scrum Team does. c. Allowing Stakeholders to distance themselves from the Developers. d. Telling the Developers what to do. Answers 1.A,B,&D. 2. A. 3. D. 4. A. 5. B. Chapter 6 Scrum Artifacts Scrum Artifacts can be described as information that a Scrum Team uses to outline the development of software. The artifacts provide data and significant points that highlight the work and value concerning the project (Scrum Alliance, 2018; Scrum Guide, 2020). The Scrum Artifacts are important tools for the development process since they give insight into the performance of the Sprint, which enables transparency, inspection, and adaption. Artifacts are created during the main tasks of the Scrum. The purpose of the Artifacts is to plan and work toward future goals, create activities to meet these goals, set tasks based on Sprints, take action on the tasks, review and analyze, and repeat the process. There are a total of three Artifacts, which are the Product Backlog, Sprint Backlog, and Product Increment. Each of these artifacts has a commitment to ensure that they provide transparent details that can be measured. The Scrum Artifacts are broken down based on the goal they must accomplish. For example: ● The purpose of the Product Backlog is to meet the Product Goal. ● The purpose of the Sprint Backlog is the Sprint Goal. ● The purpose of the Increment is the Definition of Done. In other words, the Scrum Artifacts are set as commitment stages that must be completed by the teams, while also emphasizing the Scrum Values. The team may use Sprint Burndown Charts to track their progress to see if they are meeting the goals. Product Backlog The Product Backlog is a list of tasks that need to be completed, such as features, bugs, enhancements, requirements, and fixes (Scrum Alliance, 2018; Scrum Guide 2020). This information is generally acquired from the customers’ feedback, competitor and business analysis, and market demands. Hence, the Product is considered the main Scrum Artifact because of this. The Product Backlog also has a refinement process where the items are defined for more transparency. The Artifact is considered live for the simple reason is that the tasks are always updating on a continuous basis to ensure the team is busy working rather than procrastinating on getting the work done. This is a unique aspect of the Artifact because it allows the team members to see how they are progressing through the project and that they will complete it in no time. The Product Backlog is also considered a cross-team. This means that the artifact is maintained and selected by the Product Owner in the middle of Sprint cycles where the Owner can choose which person works on what in the list. So, that is the main breakdown of the Product Backlog. The commitment that the Product Backlog holds is the Product Goal. The Product Goal describes an end goal for the software which becomes the aim for the Scrum Team (Scrum Guide, 2020). You can think of the Product Goal as a mission statement or objective within the Product Backlog that the Team must uphold and live by to accomplish the goal. Sprint Backlog The Sprint Backlog is basically a list of everything that the team wants to finish in a Sprint. The Sprint Backlog contains the goal, the Product Backlog items, and a reasonable plan to deliver on the increment (Scrum Alliance, 2018; Scrum Guide, 2020). Once the Sprint is set up, only the Developers can add or remove items from the Sprint Backlog. For example, if the Developers realize the technology they planned to use to implement a feature doesn’t work, they can revise an item in the Sprint Backlog to include a different technology. However, they can’t change the overall Sprint Goal. In addition, if they think changes are needed to the Product Backlog, they have to discuss it first with the Product Owner. In working out this issue, the Scrum Master works with the Developers and the Product Owner to see if they can come up with a solution to drop or add increments to the project. The Sprint Backlog updates during the Sprint Planning event. Meaning that if the team cannot deliver the sprint tasks on time, then the remainder of the tasks are pushed to standby and allocated to the Sprint Backlog for a future Sprint (Scrum Alliance, 2018; Scrum Guide, 2020). The Sprint Backlog is based on the commitment to accomplish the Sprint Goal. The Sprint Goal is the mission or objective of the Sprint. However, the goal is for the Developers and the team to maintain their focus and coherence to achieve the project together rather than separately. The Sprint Goal is usually set during the Sprint Planning and then added to the Sprint Backlog as the team works to reach the finish line. Product Increment The Product Increments are the customers’ deliverables that were put together by the teams upon completing the tasks in the backlog. At the end of each Sprint, the team completes a product increment that can be released onto the market (Scrum Alliance, 2018; Scrum Guide, 2020). This means that when the product meets the agreed-upon Definition of Done, then it can be released. Each sprint contains an increment as per requirement, and these increments are decided in the Scrum Planning stage. Product increments are very useful to the Continuous Integration (CI) and Continuous Delivery (CD) tools, which using the Scrum tracking software, teams can track their project. The commitment of the Increment is the Definition of Done. The Definition of Done clarifies the state of the increment upon meeting the qualifying measures required for the software. The Developers are required to abide by the Definition of Done. However, if there are multiple Scrum Teams working on a product, they must all come to an agreement and abide by a single Definition of Done. Burndown Chart A Burndown Chart is not an official Scrum artifact, but this artifact provides value and insight into the Scrum cycle. Teams often used it to track and communicate their progress of the sprint goal (Scrum Alliance, 2018). The reason is that Burndown Charts allow the team to measure whether or not they will be able to complete the work of a Sprint. Furthermore, Burndown Charts also enforce the Scrum values of commitment, focus, openness, and transparency. This ensures that the team is applying the Agile Scrum values and not losing sight of their purpose. You will come to notice that most of the processes in the Agile Scrum framework reinforce the same values repeatedly to make sure that the team takes on that mindset. Sprint Burndown Charts are graphical images to show how much work is remaining in the Sprint process. These charts base the data off of term hours and are often updated during the Daily Scrum meetings (Scrum Alliance, 2018). When the amount of work begins to decline, the chart should show a trend toward expected product completion on the last day. However, Burndowns that show increasing work or fewer tasks, should be signals to the ScrumMaster and the team that the Sprint is not on track. Definition of Done The term Definition of Done was briefly mentioned in the Product Increment goal. However, this term needs further elaboration so that you can understand its relevance to the project. It is imperative that teams have a clear Definition of Done (DoD) to define the boundaries of an increment and to provide clarity on a finished project (McKnight, 2014; Scrum Guide, 2020). Defining the completion of a project eliminates uncertainty as each team member will know what has been finished and what is still being worked on. When a Product Backlog item requires the Definition of Done artifact, an increment is created. This creates transparency by giving everyone on the team a shared understanding of what work was accomplished as part of the increment. If, however, a Product Backlog is not able to meet the Definitions of Done, it cannot be released or presented in the Sprint Review Stage. It must go back into the Product Backlog until the team decides how they will plan on handling it. The Definition of Done must be followed by all members of the Scrum Team. As stated earlier, the Developers are required to conform to the Definitions of Done as well, but the Scrum Team is the one responsible for defining and setting in place the Definition of Done. This means that it is owned by both the Product Owner and the Developers (McKnight, 2014; Scrum Guide, 2020). Thus, the Definition of Done holds strict value in the Scrum Process. What’s more, relying on whether or not all the tasks are "Done" can lead to significant conflict, setbacks, and problems with the User or Product Owner. Thus, this can harm the company's experiences and revenue, and thus doublechecking is always a good step to add to the meetings before the Sprint begins (McCloskey, 2019). Having a shared concept for the product's result should be a goal that everyone tries to achieve within the Scrum process. Furthermore, the Team should agree on the expectations or other features added to the project before it passes through the Sprint Planning process (McCloskey, 2019; McKnight, 2014; Scrum Guide, 2020). Therefore, everyone must reach a consensus of expectations. Additionally, not providing every item a separate measure of Definition of Done also saves time and is beneficial. It lets the Scrum Team focus on the building and innovation process rather than marking every task as done (McCloskey, 2019). The simple fact is that with the ambiguity removed, each team member can maintain their focus on the core aspect of the project development. This will also save Teams from arguing about what needs fixing to be released. Moreover, sometimes a feature might appear done on the surface, which if the technical team hasn't coded their the I's and crossed their T's, then the product may be faulty Definition of Done can vary because it could refer to finishing coding or programming, testing, document information, and completing an increment. However, the term means the same thing in all instances, which is that the task has been completed and the team can focus on finishing up the remaining tasks to reach the final goal of the product. The Definition of Done can be at times challenging to get consensus, but Sprints, Stories, and tasks need a clear Definition of Done. Furthermore, when a Product Backlog item or increment is marked as Done, everyone including the Scrum Team, Product Owner, Scrum Master, and Stakeholders must understand the project to be done as a whole. In other words, a meeting of some sort must be held like a Daily Scrum where the ones who marked a project as Done make sure that everyone knows that they completed it and that the team does not have to worry about it any longer. However, this could vary for some Scrum Teams depending on how they communicate. During the Sprint planning, the Developers should have an idea of how many tasks were completed in the Product Backlog items list (McCloskey, 2019; McKnight, 2014; Scrum Guide, 2020). Once they have done that, then they can mark the tasks as done if they were left unmarked because a person in the team forgot to mark it as done or because everyone knew that they had finished. The Scrum Team has to be very careful as well when it comes to increments. The reason is that increments are pieces of the project that have been divided up into various sections and added to the Product Backlog. The Developers' main responsibility is to go over those increments and go around the team to find out which ones can be defined as Done, and which ones they need to keep in the Sprint process. If by chance a Done for the increment is not a convention of the organization, then the Developers must provide a Done definition appropriate for the product at that specific time. Scrum Teams will grow from this process and gain experience in determining the definition of done. However, it is expected that definitions of done will expand to include stricter requirements in order to meet the high-quality demands of the software (McCloskey, 2019; McKnight, 2014; Scrum Guide, 2020). Nonetheless, the Scrum Team should have a standard Definition of Done, so that they can refer to it whenever they are working on new projects or even old ones that require revision. Users Stories User stories are initial functionalities that must be developed by the team. Stories are the functionalities that the Product Owner introduces to the team during the Sprint Planning meeting (Barcelos Bica & Silva, 2020; Kurnia et al., 2018; McKnight, 2014; Naik & Jenkins, 2019). This helps the team figure out how they will get the end result of a product or software by adding these functionalities. User stories are often found in the Product Backlog and are based on a set of fixed features. Generally, everyone on the team will create the Product Backlog and fully describe the functions they will be working on in the Sprints based on the User Stories. The stories can sometimes be themed or longer, which are called epics. Epics are large user stories that allow Scrum Teams to manage and keep track of big ideas in the Product Backlog. Epics are so detailed that they cannot be put into a single Sprint (Barcelos Bica & Silva, 2020; Kurnia et al., 2018; McKnight, 2014; Naik & Jenkins, 2019). However, they are often split into small user stories to add the data to a Sprint. Moreover, there is no specific format to code epics because some Scrum Teams used regular story formatting, while others format the users’ stories with short phrases. Epics can present complications because Scrum Teams may overcomplicate them by seeing them as more than just a large user story (Barcelos Bica & Silva, 2020; Kurnia et al., 2018; McKnight, 2014; Naik & Jenkins, 2019). This issue becomes visible when the team creates complex mechanisms to differentiate between epics and user stories, which leads to Backlog hierarchies and the usage of more tools. However, user stories are assigned story points, which represent how much effort is needed to complete the story. Good user stories are independent, negotiable, able to be estimated, valuable, sized appropriately, and testable. Without these fundamental aspects, the story can be seen as complex or difficult. In fact, one of the challenges of the user stories is defining the amount of effort that it takes to develop each user story. Developers might use different techniques to calculate and estimate the size of the team that will be necessary to develop the user stories (Barcelos Bica & Silva, 2020). However, it depends on what decision they are able to arrive at based on the user story doability. Definition of Done vs. Acceptance Although the Definition of Done was covered. Understanding how it compares to the Acceptance Criteria can help you better understand the DoD and its importance. Acceptance Criteria can help in high-quality software documentation along with the user stories. The reason is that Acceptance Criteria (AC) are conditions that a software or product must meet to be accepted by users, customers, or other systems of organization (Altexsoft, 2018). Well-written acceptance criteria can help the Scrum Team avoid unexpected outcomes at the end of the development stage. Moreover, it helps make sure that all Stakeholders and users are satisfied with what they are getting in the future product. The biggest purpose of the acceptance criteria is to ensure that the stakeholder’s requirements are clearly understood (Altexsoft, 2018). However, the Acceptance Criteria can be broken down into various features that are beneficial to teams. The first main purpose is feature scope detalization. Acceptance Criteria helps give meaning to the boundaries of user stories, and it provides accurate information on functionality to determine if a story is completed. The next main purpose is to describe negative scenarios. The AC can prevent incorrect input by alerting the team that bad information was entered into the program, which the team can then retract and enter the correct data into the system. The third main purpose is setting communication. The Acceptance Criteria can synchronize the goal or vision of the client along with the Developers so that everyone is on the same path of understanding. This allows the Developers to see the features that must be enabled in the software, and the Stakeholders and clients are able to see their expectations coming into existence. The fourth main purpose is streamlining acceptance testing. The AC can be tested in different scenarios to see if it meets the user story (Altexsoft, 2018). Additionally, the AC can validate the story through automated testing, and each of the acceptance criteria must be tested separately. The final main purpose is that the acceptance criteria have feature estimation. The Acceptance Criteria specify what is supposed to be developed by the team. Once they have a precise requirement, they can then split the user story into tasks that can be accurately estimated. There are various types of Acceptance Criteria, which are scenario-oriented (Given/When/Then), rule-oriented (checklist), and custom formats (Altexsoft, 2018). The first criteria provide a consistent structure that provides testers with the help they need and helps them define when to begin and end testing a feature. This criteria also cuts down on the time spent writing the tests. Each of the statements in this criteria follows this pattern: 1. Scenario - the tag name for the behavior intended to be described. 2. 3. 4. 5. Given - the beginning phase of the scenario. When - the specific action the user will have to take. Then - the outcome in which the action is “When”. And - used to follow any of the three statements above. The second acceptance criteria is Rule-Oriented. This criteria is used when it becomes hard to implement the first criteria. This criteria has a set of rules that explains the behavior of a system. Moreover, based on the rules, the Developers can create specific scenarios. Custom formats or other formats mean that most user stories can be accomplished with the criteria above. However, Developers have the choice to invent their own acceptance criteria, as long as it is clear to read and understand by everyone in the group. Now, how does the Acceptance Criteria compare to the Definition of Done? Well, the difference is that the Definition of Done is a common system for all user stories, compared to the Acceptance Criteria where it only applies to a specific user story (McCloskey, 2019). Furthermore, The Definition of Done (DoD) refers to when all conditions have been met. However, where they both are comparable is when it comes to the idea that DoD and AC both must be met in order for the feature or item to be considered complete. This means that the product would need to be available to the user, customer, team, and consuming system in order to complete a user story. What’s more, the teams must meet the Definition of Done to give highquality products. By doing this, it lowers rework for the Developers because they are able to prevent user stories that do not meet the Definition of Done from being promoted to potential customers and clients (McCloskey, 2019). The rules of the Definition of Done apply to all work items on the Product Backlog, even if the user story is large. The DoD universally applies, with some exceptions, to everything that the Developers or engineers do to ship the finished product. However, the Acceptance Criteria are unique to the user story and feature in question. The criteria should be determined by the Product Owner, and with input from the technical team before it is considered done. The AC is focused on building a common ground of understanding with the team so they can complete the project and provide it with a “Met” or “Done” tag. Therefore, which is the better choice? Well, the goals of the Definition of Done are to build a common understanding in the team concerning quality and completeness (McClosekey, 2019). Moreover, to use a write-off list or checklist that the user stories or Product Backlog are checked against. Lastly, it ensures that the increment shipped at the end of the Sprint is understood by all and is of high-quality internally and externally. Now, the goals of the Acceptance Criteria are to clarify what the team should build before starting the project. Moreover, they ensure that everyone on the team has a common understanding, similar to DoD, and to help the members know when the story is complete or has been verified through automatic testing. As you can see, they are both closely related, but one is more userfocused and specific while the other focuses on the whole of the product. Additionally, when designing the Definition of Done, the team has to ask questions to arrive at a DoD. The questions are: Code peer-reviewed? Code Completed? Code checked-in? Unit tests that pass? Functional tests passed? And, Product Owner reviewed and accepted? The Acceptance Criteria is different for it looks at the micro-level, such as users completing mandatory steps to submit a form, storing the information in registered databases, making payments via credit card, and acknowledging that an email is received. Hence, are the differences between the Definition of Done and the Acceptance Criteria. Review and Exercises This section touched on the basis of Scrum Artifacts, the goals of the artifacts, Definition of Done, and the user stories artifact. From this section, you should have a full understanding of the Scrum Artifacts and be able to define them without hesitation. However, as always stated, reviewing is key to retaining the information. Therefore, the key points to remember: ● The purpose of the Artifacts is to plan and work toward future goals, create activities to meet these goals, set tasks up based on Sprints, take action on the tasks, review and analyze, and repeat the process. ● The Product Backlog is also considered a cross-team. This means that the artifact is maintained and selected by the Product Owner in the middle of Sprint cycles. ● The Sprint Backlog is based on the commitment to accomplish the ● ● ● ● Sprint Goal. Product increments are very useful to the Continuous Integration (CI) and Continuous Delivery (CD) tools. Sprint Burndown Charts are graphical images to show how much work is remaining in the Sprint process. The Developers are required to conform to the Definitions of Done, but the Sprint Team including the Product Owner are the ones responsible for defining and setting in place the Definition of Done. Stories are the functionalities that the Product Owner introduces to the team during the Sprint Planning meeting. PSM1 Exam Example Questions 1. Which of the following are the Scrum Artifacts? (Choose all that apply.) a. b. c. d. The Sprint Goal Increment Product Backlog Sprint Backlog 2. How does the Definition of Done help in Sprint Planning? (Choose all that apply). a. It helps in estimating the amount of work it will take to fulfill the Product Backlog. b. It does not help the Sprint Planning process and slows down the fulfillment of items in the Backlog. c. The Developers are able to plan better when completing the Sprints. d. It helps the Product Owner make decisions about the Sprint. 3. It is not mandatory for the Product increments to be released at the end of each Sprint. a. True b. False 4. The Product Backlog is ordered by: a. Size, in which small items are at the top and larger items are at the bottom. b. Risk, in which safer items are at the top and riskier items are below. c. Whatever the Product Owner feels is most appropriate. d. Items that are randomly arranged. 5. Who creates the Definition of Done? a. The Scrum Master because they are accountable for the productivity of the Developers. b. If it is not based on organization standards, the Scrum Team must create the Definition of Done. c. The Product Owner, since they are accountable for the project’s success. d. The Developers must create the Definition of Done. Answers 1. B, C, & D. 2. A & C. 3. B. 4. C. 5. B. Chapter 7 Scrum 2017 vs. Scrum 2020 Now that you’re all caught up and have an in-depth understanding of Agile, Scrum, and the process entailed, it’s time to explore the Scrum Guide. The Scrum Guide is provided to those who are interested in learning about Scrum or are taking the PSM1 Exam. This guide discusses Scrum’s roles, events, artifacts, and values that connect each terminology together. The Scrum Guide was developed by Ken Schwaber and Jeff Sutherland (Scrum Guide, 2020). Now, most students looking to become a Professional Scrum Master utilize this guide to brush up for the test. So, why not learn more about the Scrum Guide and how Schwaber and Sutherland brought this informative guide into the existence of Professional Scrum Masters? According to the Scrum Guide, 2020, Schwaber and Sutherland created the guide to help people globally learn and understand Scrum. They first published the guide in the year 2010 to put a definition to the Scrum Framework, since no one really could provide a solid definition (Corry, 2019). However, after constant adjustments and research, they finally did it and made it free for everyone to access. The first edition of the Scrum Guide contained much more information and recommended practices that have been removed from future editions. However, Corry (2019), states that the empirical process theory in the first edition was prominent from the beginning. Moreover, it also included Release Planning, which was in the same field as Sprint Planning, but which was removed as well. After the success of their first release of the guide, the authors felt that they could improve it even more. Hence, they released a second version in the later part of 2011. The 2011 version of the Guide was much more refined, and the authors had more organization to the Guide. This second version described Scrum as a framework where people could solve complex adaptive problems, while productively and creatively delivering high-quality products (Corry, 2019). You can see how the definition of the Scrum Framework has changed since this period in time. Furthermore, the roles like Scrum Master, Product Owner, and Developers were more articulated, especially the Scrum Master section. Another term that is unfamiliar today is Grooming. The authors had described grooming as the practice of learning about the method. However, due to negative associations with the word, the authors removed it in newer editions (Corry, 2019). What’s more, the Sprint Plan was coined as a forecast, not a commitment, which was updated in newer versions. Subsequently, after two years passed, the authors released the third version in 2013. Basically, the authors added the Refinement and better in-depth questions to the Daily Scrum. All three of the questions were aimed at the team’s accomplishments in achieving the Sprint Goal. Additionally, the Product Backlog was focused on more in the third version (Corry, 2019). However, after publishing three different versions, it became a habit and a purposeful idea to publish updated versions of the Scrum Guide so that future discoveries of Scrum and international learners could continue having access to this resource. The fourth edition of the Scrum guide was published in 2016. This guide dealt mostly with the Scrum Values since they were not in the previous guides. The Values that were added are Respect, Commitment, Focus, Openness, and Courage (Corry, 2019). Nowadays, these values are considered the lifeblood of Scrum and are essential to helping Scrum Teams deliver on time. As long as Scrum Teams are operating and living by these values, then they can surely accomplish any project with success and commitment. The fifth edition of the Scrum Guide was the 2017 Version. This version contains lots of revisions to the roles, the Scrum events are better-defined, and the Sprints are changed as well (Corry, 2019). Therefore, the Scrum Guide has come a long way, and it has been made more inclusive to other fields and industries. Now that you got a jot down of this guide, you will see how it can be helpful to you. The purpose of this chapter is to understand the changes made from the 2017 Scrum Guide to the 2020 Scrum Guide so that you can be prepared when you are taking the exam. One thing to note is that the Scrum Guide has a pattern of updating from every one, two, or three years. Then, it looks to repeat this process. Therefore, by understanding this pattern, especially those of you who may come across this course late, will know you need to review the changes in the guide to prep for the exam. Changes Over Time If you look back at the 2017 Scrum Guide, you will see that the language concerning the subject has become more prescriptive (Scrum Guide, 2020b). This means that the 2017 Guide focused on how each word should be used; for example, changes to the wording concerning the Scrum Master role. However, the 2020 Guide breaks down this format to make the guide easier to understand. Specific things that were changed were the removal of Daily Scrum questions, an easier breakdown of Product Backlog item (PBI) attributes and Sprint Backlog, and shortening the Sprint cancellation. Another thing that was changed was the divisiveness in roles concerning the teams. The 2017 Guide deals with one team, but it separates the people within that team by classifying teams like Scrum Teams, Developer Teams, and Product Owner (Scrum Guide, 2020b). Thus, the 2020 Guide classified these different groups as just one Scrum Team with no other titles. Moreover, the Product Owner (PO), Scrum Master (SM), and Developers are only separated in title roles in the accountabilities section of the guide. The 2020 Guide has also added another section concerning the Product Goal, which 2017 did not have. This section introduces the idea of the Product Goal by defining its purpose of providing a focus for the Scrum Team. Additionally, this section talks about how the Sprint should focus on bringing the product closer to the Product Goal. Clarification and identification were also provided on the Sprint Goal and Definition of Done. The 2017 Guide provides a brief definition of the Sprint Goal and Definition of Done, without going further into their meaning or purposes in the Scrum process. These terminologies were considered a part of the artifact in the 2017 guide and did not give any preferences on how the team should value the Sprint Goal, Definition of Done, and also the Product Goal. However, the 2020 Guide changed this around by adding them as commitments under the main artifacts. For example, the Product Backlog now has the Product Goal as its commitment, the Sprint Backlog has the Sprint Goal, and the Increment has the Definition of Done, which was covered in the previous chapter. What’s more, the previous Scrum Guide, including past ones, referred to the Development Team as self-organizing, which means they choose who they work with and how to work (Scrum Guide, 2020b). Well, the 2020 Guide focuses more on the team mentality by changing the self-organizing Development Team to self-managing the Scrum Team as a whole, which includes every role in the Scrum Process. The next change made in the 2020 Guide was making the Two Sprint Planning topics into the Three Sprint planning topics. The reason is that the 2017 version only covered the “What” and “How”, while the third choice “Why” was added in reference to the Sprint Goal. Another thing that the 2020 guide has done is eliminate redundant and complex statements such as words relating to IT (Scrum Guide, 2020b). These words include testing, system, design, requirements, and so on. The Scrum Guide 2020 language is simpler and it is now less than 13 pages. 2017 vs. 2020 Comparison In order to fully understand the changes added to the guide. This section highlights the 26 main changes that have occurred from the 2017 Scrum Guide to the 2020 Scrum Guide. These changes were provided by Ignacio Paz (2020) in the breakdown of both guides modifications: 1. Empiricism and Lean. The 2017 Scrum Guide states that Scrum is founded on empiricism. However, the 2020 Scrum Guide now states that Scrum is founded on both empiricism and lean thinking. 2. Development Team to Developers. As stated earlier in this Chapter, the 2017 Guide had separated the team based on roles. For example, the 2017 Guide had a Scrum Team which consists of the Development Team, Scrum Master, and Product Owner. Well, the 2020 version states that the Scrum Team consists of the Developers, Scrum Master, and Product Owner. 3. Roles to Accountabilities. The 2017 Guide highlights the term “Roles”, which has now been replaced with the word “Accountabilities”. This is to make the Scrum Team one group instead of subsets of groups within a team. 4. Self-Managing. As mentioned earlier, the self-organizing term coined in the 2017 guide has been removed from the 2020 guide and replaced with self-managing. 5. Recommended Size of Team. The 2017 Scrum Guide stated that the Development Team size was 3-9 people. Now, it has been replaced with the Scrum Team of 10 or fewer in the 2020 edition. 6. Skills of the Team. In the 2017 Scrum Guide, the Scrum Team skills are cross-functional and self-organizing. While the Development Team skills are cross-functional, self-organizing, and not having any titles or sub-teams. The 2020 Scrum Guide changes this to Scrum Team skills are cross-functional, selfmanaging, no sub-teams, and no-hierarchies. 7. Scrum Team Responsibilities. The 2017 Guide describes the responsibilities as incremental deliveries of “Done” products. While the 2020 Scrum Guide describes the responsibilities as a cohesive unit. Meaning all product-related activities, while also creating a valuable and useful increment every Sprint. 8. Product Owner Responsibilities. The 2017 Guide had that the Scrum Owner responsibilities can be delegated over to the Development team. Now, the 2020 Guide states that it can be delegated to others. 9. What is the Scrum Master Accountable for? The 2017 Scrum Guide says the Scrum Master is accountable for establishing the Scrum, while the 2020 Scrum guide says the Scrum Master is accountable for the Scrum and the Scrum Team’s effectiveness. 10. Scrum Masters serve to? In the 2017 version, the Scrum Master serves the Product Owner, the Development Team, and the Organization. The 2020 Guide is exactly the same but the Development team was changed to the Scrum Team. 11. Events held at the same time and place. If you remember from the previous chapters, this is based on the Daily Scrum Event. The 2017 Guide described the Daily Scrum as an event that happens at the same time and place. Now, the 2020 Guide describes this with all the Events in the Scrum Process. 12. Sprint Planning Invitees. The 2017 Scrum Guide states that the Sprint Planning invitees are invited by the Development Team. Under the 2020 Scrum Guide, they are invited by the Scrum Team. 13. Sprint Planning Topics. The original topics according to the 2017 Guide were “What” and “How”. The topics now include “Why” in the 2020 Guide. 14. Meet After Daily Scrum. The 2017 Scrum Guide did not classify when, but the 2020 Scrum Guide provides the information that Developers often meet throughout the day. 15. Sprint Review Stakeholders. During the Sprint Review, the Product Owner usually invited the Stakeholders in the 2017 Guide. Now, there is no specification of who invites the Stakeholders. 16. Sprint Review demo and steps. In the 2017 Guide, the Product Owner explains the items that were Done in a Demonstration by the Development Team. Moreover, the PO presents prescribed steps about who has done what. In the 2020 Guide, the Scrum Team now presents and the attendees can collaborate on what to do next. 17. Improvements from the Retro. The Sprint Backlog in the 2017 Guide was described as containing at least one process improvement. In the 2020 Scrum Guide, the Sprint Backlog is described as containing process improvements. 18. Sprint Backlog. The 2017 version has a set of Product Backlog items that was selected for the Sprint under the (what), as well as an actionable plan for delivering the increment under the (how). The 2020 Guide includes all of this plus the Sprint Goal under the (why). 19. Refinement. The 2017 Guide states refinement as per usual consuming no more than 10% of the capacity of the Development Team. The 2020 guide puts it as needed for refinement. 20. Product Goal. The 2017 Scrum Guide did not provide its purpose clearly because it was not required. Now, the 2020 Scrum Guide provides the Product Goal as a Commitment of the Product Backlog. 21. Artifact Commitments. The 2017 Guide provided that the Artifact commitments were based on monitoring progress toward the goals and Sprint progress, and the Definition of Done as the artifact transparency. The 2020 Guide replaced this with commitments by making the Product Backlog commitment the Product Goal, the Sprint Backlog commitment the Sprint Goal, and the Product Increment the commitment of the Definition of Done. 22. 1+ Increments per Sprint. This was not made clear in the 2017 Scrum Guide. The 2020 Scrum Guide explains this as being able to deliver one or multiple increments per Sprint. 23. Born of Increment. Again, this was another thing not specified in the 2017 Scrum Guide. However, the 2020 Scrum Guide specified this as a Product Backlog item which meets the Definition of Done. 24. Release before the Sprint Review. This was not clarified as well in the 2017 Guide. The 2020 Guide clarifies the release can be explicitly allowed before the Sprint Review. 25. Potentially releasable, valuable, and usable. In the 2017 Scrum Guide, the term potentially releasable increment was used. Now, the 2020 Scrum Guide replaced “Potentially” with “Valuable” and “Usable Increment”. 26. Definition of Done. This section in the 2017 Guide talks about how the Definition of Done can only be defined by the Development Team. Well, in the 2020 version, the Definition of Done can be defined by the Scrum Team as a whole. Review and Exercises These 26 changes sum up the updates that were made to the 2017 Guide. Therefore, it is imperative that you have an understanding of the updates in both guides so that you will know how these changes may have affected the questions related to the PSM1 Exam. Things to remember: ● ● ● ● ● ● ● The 2020 Guide has also added another section concerning the Product Goal, which 2017 did not have. The Product Backlog now has the Product Goal as its commitment, the Sprint Backlog has the Sprint Goal, and the Increment has the Definition of Done, which was covered in the previous chapter. The 2020 Guide focuses more on the team mentality by changing the self-organizing Development Team to the self-managing Scrum Team. In the 2020 version, the Definition of Done can be defined by the Scrum Team. Thus, the 2020 Guide classified the PO, DT, & SM as just one Scrum Team with no other titles. The next change made in the 2020 Guide was making the Two Sprint Planning topics into the Three Sprint planning topics. Another thing that the 2020 guide has done is eliminate redundant and complex statements such as words relating to IT. PSM1 Exam Example Questions 1. Which team creates the increment? a. b. c. d. The Product Owner. The Scrum Team. The Developers and the Product Owner. The Developers. 2. What are some of the inputs of Sprint Planning? (Choose all that apply). a. b. c. d. The Sprint Backlog. The projected capacity of the Developers during the Sprint. The most recent Product Increment. Feedback from the Stakeholders. 3. Scrum allows additional meetings, especially when they are defined in the Scrum process. a. True b. False 4. Who is generally accountable for the Product Backlog? a. b. c. d. The Scrum Master and the Developers. The Product Owner and the Developers. The Product Owner is responsible. The Scrum Master. 5. The Meeting in which the Stakeholders can participate is? a. b. c. d. The Retrospective. The Sprint Review. The Daily Scrum. The Sprint Planning. 6. If an item cannot be completed in the Sprint Backlog by the end of the Sprint, then it must be canceled. a. True b. False 7. It is good practice to deliver Increments of potentially releasable functions that abide by the Scrum Team’s definition of “Done”. a. True b. False Answers 1. D. 2. B & C. 3. B. 4. C. 5. B. 6. B. 7. A. Chapter 8 How to Pass the PSM1 Exam PSM1 (Professional Scrum Master) Exam consists of a test with multiplechoice, single answers, and true or false questions to determine if a participant understands the basics of PSM. Upon completing the PSM1 Exam with a grade of at least 85%, the participant will receive lifetime certification. The exam is conducted online at an economical cost by Scrum.org, it has a total of 80 questions, and the tester has 60-minutes to complete the entire exam. You might be wondering if you should take the PSM Exam. The PSM exams are for those who want to work in Agile Scrum and show that they have mastery and are proficient in their knowledge, the PSM Certification would look good on your resume and increase your likelihood of getting hired. The PSM Exam is also effective for individuals who are currently functioning in an agile environment and desire to enhance their technique. If this sounds like you, then continue reading to find out how you can achieve an 85% or higher on your PSM1 Exam. How to Pass the Exam With all the information on the Internet about how to pass the Professional Scrum Master 1 Exam, it can be overwhelming to figure out where to begin. That is why this course was designed to alleviate the stress of passing your exam and being your one source to getting passing results. The PSM1 Exam is not difficult to pass when you are fully prepped and have put your attention on the core components of the exam. It is important for you to consistently do practice tests and refer to the lessons in this course until you can achieve a high grade on the practice tests. Practice makes progress. This course has plenty of practice quizzes and lessons for you to utilize to strengthen your ability to solve and comprehend the questions about the Scrum Framework. There are also free Open Assessments you can take online to assess your knowledge of Scrum, but this course goes in-depth. Even though the level of difficulty and questions on the Open Assessment is not the same as the certification exam, it serves as a great guideline and practice for you to understand what the Professional Scrum Certification exam will require. If you missed a question on the open assessment, you will need to revisit those sections of the course to ensure you are comprehending the lessons taught. The review questions and exercises should not be skipped and are set up to help you think in an Agile Environment. If you find it hard to complete the end-of-chapter review questions and exercises, repeat the chapter and take notes of the applicable areas in which you struggle. Exam Structure The hardest part of the exam is the limited time given, as you need to be aware of the terminologies so that when taking the exam, you don’t have to spend extra time thinking through it. It is recommended to go through the course at least three times before attempting to take the exam. In order to get a score of 85% you need to get 68 questions right, so be sure to answer all eighty questions and to read them carefully to avoid making any mistakes during your exam. Timing is everything, and you want to select the best time to take the exam. The great thing is that the exam is online and you can take it anywhere there is a stable internet connection. Be sure to clear your surroundings of any distractions for the entire hour-long duration of the PSM Certification Assessment so you can focus and get the best results. Pay attention to the wording used in each question, as one misinterpreted word could cost you points. Frequent misinterpretation occurs between the words “should” and “could”, as well as with the words “attend” and “participating”. If you struggle with a question, jot the number down so you can come back to it later and move on to the next question. Remember, the hardest part of the PSM exam is the time restriction, therefore, have a timer in close corners to keep track of the number of minutes you have remaining. If you dedicate most of your time to practicing the questions for the exam, it will make it simple for you to identify the correct options for most of the questions on the exam. As a result, you will have more time to solve the few intricate questions. It can also be effective to make notes of the subjects and questions that you found to be the most challenging so you can have them handy when it's time to take the real exam. Be aware that you may have multiple choice questions with 8-10 options to choose from, do not let this overwhelm you, and remember the concepts in the course. You can then begin to subtract the options that are obviously incorrect to narrow it down to the correct one. There are also a couple of questions with long scenarios that will take up some time with you reading the scenarios and comprehending, don’t let them stress you out and you will have no problems. You can expect to come across questions on the concept on Scaled Scrum, Burn-down charts. The exam does allow for open-book and any additional forms of research, however, stay from Googling answers on the test as you will most likely not find the exact answers and waste precious time looking through Google page results. Review and Exercises The PSM1 Exam is lengthy and will test you on every component studied in this course. The key to acing the exam is being prepared and pacing yourself throughout the 60-minute duration. The review and exercises section contains a review of the most important information: ● ● ● ● ● Scaled Scrum - Scaled Scrum is when taking a single product or process and expanding so it can be implemented and done by a team to reduce the workload and increase efficiency (Scrum.org, 2021). Burn-down Charts – A Burndown Chart is an agile tool that displays a graphic of what tasks need to be done and how much time is left to complete the tasks (Blackburn, 2019). When taking the PSM Exam, make sure to distinguish between “should” and “could”, as well as the words “attend” and “participating”. A score of 85% is needed to pass, meaning you need to answer 68 out of 80 questions correctly. Always review the questions you missed on the open assessment and revisit those sections of the course. ● Use the process of elimination when you have multiple choice questions with 8-10 options to select from. ● The hardest part about the PSM1 exam is limited time, you can counter this by going through the course three times and being aware of the terminology and concepts. PSM1 Exam Example Questions 1. What does the Burndown Chart show? a. b. c. d. The change and amount of uncertainty during a project. Dependencies start times and stop times. How much work remains until the end of the Sprint. The hierarchy of tasks. 2. What is the set order of items in the Product Backlog? a. From A-Z. b. The unclear items at the top. c. Less valuable items at the bottom. Most unclear items at the bottom. d. New items at the top. 3. The CEO requests that the Developers add an important item to a Sprint. What must the Developers do? a. b. c. d. Add the item during the next Sprint. Add the item to the current Sprint and remove another item. Add the item to any section of the Sprint. Inform the other team members to decide what to do. 4. The Burndown and Gantt Chart are the same. a. True b. False 5. Developers on a Scrum Team should be replaced as needed. a. True b. False 6. If the Developers determine that the items cannot be completed in the forecast. The Product Owner and Developers must review and make the proper adjustments. a. True b. False Answers 1. C. 2. C. 3. D. 4. B. 5. A. 6. A. Chapter 9 Conclusion You are now prepared to take the PSM1 Certification Exam. It has been a tough and difficult journey getting to this last chapter in this intensive course. However, the information you learned here has prepared you for the PSM1 examination and made you more knowledgeable about the subject of Scrum than you were when you first started this course. Some of you might have already learned about Scrum and Agile, and just needed a refresher. Well, this course provided you with that plus more. To recap on what was learned throughout this course: ● The Agile Methodology is based on the idea of delivering increments that bring business value at a very regular pace. Software that does not have quality or value will not be shipped, but improved and targeted for a future iteration (Barcelos & Silva, 2020; Kurnia et al., 2018). This approach increases the trust customers have in the deliveries. ● The Waterfall is actually the traditional method that developers used to use in the software development process (Barcelos & Silva, 2020; Kurnia et al., 2018). It is a project management approach where the project is completed at a specific point in time and moved step-bystep toward ultimate release to consumers. ● The Agile Scrum methodology is based on the idea that a project can be completed quickly with high quality. Each iteration in Scrum consists of two- to four-week Sprints (Barcelos & Silva, 2020; Kurnia et al., 2018; Scrum Guide, 2020). This allows the Scrum Team to meet the Sprint’s goals and develop a potentially deliverable product. ● Scrum Events are meetings that the Team Members attend to keep the flow of the project going. The meetings include the Sprint Planning, Daily Scrum, Sprint Review, and Sprint Retrospective, which are all based on a timeboxed schedule. Moreover, each Event includes tasks and activities that must be completed and followed whenever the Scrum Team meets. ● Scrum Artifacts are based on work and value to provide clear ideas for inspection and adaptation. Artifacts are meant to maximize transparency based on key information so that everyone can have the same understanding of the artifact. The artifacts consist of Product Backlog, Product Increment, Refinement, and Sprint Goals. Furthermore, these artifacts have commitments attached to them, such as Product Goal, Sprint Goal, and Definition of Done. ● Also, the user stories that are used to represent small and epic stories show the various aspects of the solution Scrum Teams need to deliver, or the number of options they have to satisfy. It is recommended that if you do not feel that you remember 100% of the information you study, then you should go back and review the review sections, practice questions, and give this course a second or tenth readthrough to mentally provide yourself with the confidence you need to take the exam. Remember, the goal of this course is not for you to barely pass at the 85% level. No, the goal is for you to pass with a 90-100%, knowing that you did your best on the first try. Also, even though some of you may be taking the test again, this time around, the main purpose is for you to become a certified Professional Scrum Master when you take that test. This is the main goal of this course. Furthermore, keep in mind that the Scrum Guide has been updated since 2020 as discussed in the previous chapters, so the exam questions you practiced in this course may differ from others you can find online, but they will definitely prepare you for the examination. Resources The best resource that can be recommended is this book. It will prepare you and provide you with the practice you need to succeed. You can also check out the 2020 Scrum Guide which will be helpful as well, and the 2017 Guide to reflect on and analyze everything you have learned throughout this course. Going through these two guides will also let you see how the Scrum Methodology has changed, and by doing so you will be prepared for when the next change comes because you are already familiar with the guide. It is also recommended that if you want to know fully about Agile, Scrum, and the Waterfall method, plus any other hybrid methods, you can find the original papers published or copies online and review them for yourself. This will give you a deeper understanding of how the Scrum Framework came to be, and you might discover new frameworks and methodologies that are racing to become the top methodology for working in the technology industry, or in any industry. Furthermore, you can also find the Agile Manifesto that was published by the 17 software professionals and add it to your collection of studies. Although you are preparing for the Scrum exam, it is always better to be familiar with the field of Scrum and to know all the methodologies. This includes the current methodologies and the ones that have come before, or to put it in better terms, the ones that paved the way for these new methodologies. However, just to reassure you, the Scrum Framework is still in the growing process and it will be a long while before any new methodologies take its place. The same thing could be said about the Waterfall methodology. No one predicted that a new system would replace it or even compete with it (Varhol, 2015). Developers were complaining about the difficulty of the method and how they needed something better to work more efficiently and quickly for developing software. Well, out of nowhere a few experts decided to tackle the issue and introduce a new system that was already being talked about, but it did not have a form or setup. They took all the information they had in articles and books, and from their experiences, and implemented the information to form a new process. Well, this same methodology can apply to you as well. You do not know what new system you will create based on the experience and information you learned throughout this course. You could even create the next working software development system that is easier and faster to learn. That is why it is important to study the methodologies that have existed over the years. You decided to pursue becoming a Professional Scrum Master because this field interested you, and you were fascinated by the jargon and terms concerning these methodologies. You do not have to run out and buy every book or article on all the methods, but you can make this a daily habit where you read one or two articles, 3-5 pages, or just set time aside that you will use to learn about the history of software development and work-related methodologies. Hence, depending on the career choice you are pursuing pertaining to being a Scrum Master, people in your workplace will come to you for advice and insight because you will have an edge over those who are only studying for the Scrum methodology for certification. Lastly, the best advice one can give you is that preparation is 10% while mental toughness is 90% when it comes to taking the exam. If you are mentally prepared based on the confidence you gained from doing a few rereads in this course, then you will be 100% ready to pass the exam and call yourself a Professional Scrum Master. If you enjoyed this book and found some benefit in reading this, I’d like to hear from you and hope that you could take some time to post a review on Amazon. Your feedback and support will help this author to greatly improve his writing craft for future projects and make this book even better. I wish you all the best in your future success! References Altexsoft. (2018). Acceptance criteria: Purposes, Formats, and Best Practices. https://www.altexsoft.com/blog/business/acceptance-criteriapurposes-formats-and-best-practices/. Agile Alliance. (2017). What is a Scrum https://www.agilealliance.org/glossary/Scrum-master/#q=~ (infinite~false~filters~(postType~(~. 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To agility and beyond: The history - and legacy - of agile development. https://techbeacon.com/app-dev-testing/agility-beyondhistory-legacy-agile-development. Visual Paradigm. (2018). What Are The Three Scrum Roles? https://www.visual-paradigm.com/scrum/what-are-the-three-scrumroles/ Visual Paradigm. (2020). Agile tutorial: How to identify scrum project stakeholders. https://www.visual-paradigm.com/tutorials/agiletutorial/how-to-identify-scrum-projectstakeholders/#:~:text=scrum%20project%20stakeholders,What%20is%20stakeholder%20in%20scrum%3F,project%20throughout%20the% Who is the Scrum developer: role and responsibilities - QRP International. (n.d.). Belgium. Retrieved February 27, 2021, from https://www.qrpinternational.be/blog/glossary/who-is-the-scrumdeveloper-role-andresponsabilities/#:~:text=Scrum%20Developer%20responsibilities&text=Achieve%