Agile
Steve Collins
Richland County
IT Manager
Have Fun
Learn About Agile
Tell Some Stories
Jim Valvano – Three Things
Iterative
Development
Reflective Improvement
Close Communication
Personal Safety
Focus
Easy Access To Expert Users
Technical Environment
Of those 2000 projects if you
measure success as on time and
within budget only 16% of those
projects would be judged
successful
Highest priority is to satisfy the customer through
early and continuous delivery of valuable software
Deliver working software frequently
Business people and developers must work
together
Build projects around motivated teams
Working software is the primary measure
Maintain a constant pace
Pay attention to technical excellence and good
design
Simplicity is essential
Utilize self organizing teams
Reflect at specified intervals
Create Value for the Customer
Eliminate Waste
Defer Commitment
Respect People
Deliver Fast
Build Quality In
Create Knowledge
Optimize the Whole
3 Roles
Product Owner
Scrum Master
Development Team
3 Meetings
Sprint Planning (4 hours)
Daily Scrum (15 minutes)
Sprint Demo & Retrospective (4 hours)
3 Artifacts
Product Backlog
Sprint Backlog
Sprint Burn-down
To produce Value in 10 days that
is coded, unit tested, UAT tested
and documented
Demo that value to the end user
and get feedback
Make changes in the next sprint
Sprint 6 Burn-down
Hours Remaining
Ideal Burndown
350
Effort Remaining
300
250
200
150
100
50
9
8
7
6
5
Sprint Day
4
3
2
1
0
Sprint 6 Burn-up
Committed Stories
Completed Stories
25
Stories Completed
20
15
10
5
1
2
3
4
5
Days Remaining
6
7
8
9
10
Learning happens when there is
a 50% chance that your first
iteration is wrong
Paired or team development is
faster than team members
working on tasks individually
Trust
Conflict
Commitment
Accountability
Results
Spirit of the squirrel
Way of the beaver
Gift of the goose
Non performers identified fast
Stories must be right sized
Some folks think they work better alone
Some folks want to know everything
before doing anything
Some tasks too long – some too short
Remote developers are difficult
Managers become coaches
Future stories can break prior stories
Fujimotto