4. Agile Methods. Prof. Dr. Dirk Riehle, M.B.A. Friedrich Alexander-University Erlangen-Nürnberg. Version of

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1 4. Agile Methods Prof. Dr. Dirk Riehle, M.B.A. Friedrich Alexander-University Erlangen-Nürnberg Version of Agile Methods by Dirk Riehle is licensed under a Creative Commons AttributionShareAlike 3.0 Unported License. Based on a work at dirkriehle.com.

2 Contents of Agile Methods Chapter 1. Agile Methods 3. XP Overview Agile manifesto XP History 1998, 2005 Agile processes XP roles and responsibilities 2. Scrum Overview Scrum roles (overview) Product owner Team member Scrum master The XP Workplace XP process (overview) 4. Scrum vs XP Scrum process (overview) Scrum releases Scrum sprints 2

3 Three Categories of Process Models Plan-Driven Agile Methods Open Source 3

4 Principles of the Agile Manifesto [1] 1. Individuals and Interactions (over Processes and Tools) 2. Working Software (over Comprehensive Documentation) 3. Customer Collaboration (over Contract Negotiation) 4. Responding to Change (over Following a Plan) [1] See 4

5 Individuals and Interactions Individuals Processes Trust people Enforce process Allow for self-organization Adhere to plan Adjusts process to people Adjusts people to process Interactions Tools Results from collaboration Results from using tools Innovation through people Kept on track by tools 5

6 Working Software Working Software Comp. Documentation Software is specific Documentation is too removed Software can be touched Documentation is too abstract Software is always current Documentation is outdated Working software creates feedback for process steering Documentation is useless for process steering 6

7 Customer Collaboration Customer Collaboration Contract Negotiation Steer using customer feedback Plan using contract Do this in defined intervals Negotiate once Allow for change Stick to agreement 7

8 Responding to Change Responding to Change Following a Plan Delivers what customer wants Delivers on negotiated contract Adjusts to changing reality Sticks to original assumptions 8

9 Different Types of Agile Methods 1. Scrum 2. Extreme Programming 3. Crystal Methods 4. Feature-Driven Development 5. Pragmatic Programming

10 Agile Development Process Succession of equal-length iterations ( time-boxing ) Intervention points are during planning and review User feedback only available during review Iteration n-1... P E 3R 1-4 weeks Iteration n P E 3R 1-4 weeks P: Planning E: Execution 3R: Review, release, and retrospective Iteration n+1 P E 3R 1-4 weeks... time 10

11 Process and Technical Practices Scrum (for process practices) XP (for technical practices) 11

12 Scrum An agile method, invented around 1993, 1995 A rugby situation requiring intense collaboration 12

13 Scrum Definition [S2] [C1] Definition of Scrum A (minimal) agile process model Independent of software development Where Definitions sometimes vary (two fathers) 13

14 Process Scope (This Course) 1. Portfolio 2. Product 3. Release 4. Sprint 5. Day 14

15 Scrum Process (Overview) Rel. m-1... Rel. m+1 Rel. m 6-12 months 6-12 months 6-12 months Sprint n-1 Sprint n Sprint n+1 P E 3R 1-4 weeks P E 3R 1-4 weeks P: Planning E: Execution 3R: Review, release, and retrospective P E 3R 1-4 weeks... time... time 15

16 Scrum Roles, Practices, and Artifacts Roles PO Practices Daily Scrum Artifacts Product Backlog Product Owner Team Member Scrum Master Sprint Planning Daily Scrum Sprint Review Release Planning... Product Backlog Sprint Backlog Burndown Chart... 16

17 Scrum Roles and Responsibilities Product Owner PO Team Member TM SM Scrum Master 17

18 Committed vs. Involved (Scrum Lore) Committed Project Members Product Owner Team Members Scrum Master Involved Project Members Customer Marketing Sponsor and/or Funder 18

19 Scrum Sprints (Iteration) 1. Planning A sprint is Scrum's iteration 2. Execution It is an equal-length time-box 3. Review Highly structured process 4. Release With defined feedback points 5. Retrospective... P E 3R... time 19

20 Sprints have Two Key Workstreams Product Management Software Development 20

21 Product Owner The product owner holds overall responsibility for the product being developed; s/he provides the product vision, product requirements, plans and helps plan development and tracks progress. 21

22 Product Owner Responsibilities 1. Product Envisioning 2. Product Specification 3. Development Planning 4. Progress Tracking 22

23 Traditional to Scrum Role Mapping Traditional Product Manager Scrum Product Owner Engineering Manager Team Member Software Developer QA Engineer Scrum Master 23

24 Product Envisioning (Practices) Researches Market Artifact: Marketing Requirements Document (MRD) Collaborators: Customer / marketing, funder / sponsor Note: Not part of Scrum proper! Articulates Vision Artifact: Product Vision Collaborators: Customer / marketing 24

25 Product Vision (Artifact) 25

26 Product Vision (Artifact) Definition A product vision describes customers, their needs and a product that fulfills these needs. Properties Represents business case Answers key questions Indicates critical attributes Provides direction but no path Is short and sweet 26

27 Product Owner Envisions Product C PO Researches Market MRD Articulates Vision Product Vision 27

28 Product Specification (Practices) Manages Product Backlog Specifies Feature Artifact: Product Backlog Artifact: Feature Collaborators: N/A Collaborators: Customer Prioritizes Features Explains Feature Artifact: Product Backlog Artifact: Feature Collaborators: Customer Collaborators: Team members Feature Estimation Artifact: Feature Collaborators 28

29 Product Backlog (Artifact) 29

30 Product Backlog (Artifact) Definition The product backlog is a prioritized list of features to be implemented; its main purpose is to help release and sprint planning. Properties Product owner's main artifact Collects all future features Base of all planning 30

31 31

32 Product Backlog Item (Artifact) Product Backlog Item User Story It is an entry in the product backlog, Scrum's Product Requirements Document; typically, it is a feature delivered to the customer as part of the product A user story is a structured prose description of a feature indicated by a product backlog item. Properties Is a feature (or bug fix or...) Is used to create discussion Not considered complete In its simples form, it follows this basic pattern: 1. As user role 2. I need a functionality 3. so that I get business value 32

33 Quality Criteria for Feature Specifications I ndependent N egotiable V aluable E stimatable S mall T estable 33

34 Product Owner and Product Details PO Prioritizes Feature Product Backlog Specifies Feature C Explains Feature Feature Estimates Feature TM 34

35 Process Planning (Practices) Release Planning Plans Releases Artifacts: Release Plan Collaborators: Customer Sprint Planning (Cont'd) Sprint Review Sprint Planning Prepares Sprint Artifacts: Features, Product Backlog Artifacts: Code, Features, Sprint Backlog Collaborators: Customer, team members Sprint Retrospective Artifacts: None in particular Collaborators: Scrum master, team members Collaborators: Team members Plans Sprint Artifacts: Features, Product and Sprint Backlog Collaborators: Team members 35

36 Effort Measures for Feature Implementation Person Hours Story Points Person hours are a unit of measure of time needed to implement a given feature. Story points are an (arbitrary but socially agreed-upon) unit of measure of size of a given feature. Properties Properties Is an estimate of duration Typically, this is ideal time Real time has inefficiencies Is an estimate of size Has a linear scale Does not have linear choice Is socially agreed upon Is not an estimate of duration Thus, is team-dependent Maps to time with velocity 36

37 Points Meaning 0 No effort 1 Minimal effort 2 Small effort 3 Medium effort 5 Large effort 8 Very large effort 13 Too large effort 37

38 Product Owner and Process Planning Sprint Planning Release Plan Release Planning Product Backlog PO Feature TM Feature Estimation Sprint Backlog 38

39 Release Plan (Artifact) 39

40 Sprint Backlog (Artifact) 40

41 Team Member The Team and its Members hold overall responsibility for delivering working software providing those features they committed to delivering. 41

42 Team Member Responsibilities 1. Defines Architecture 2. Implements Features 3. Estimates Effort 4. Commits to Sprint 42

43 Traditional to Scrum Role Mapping Traditional Product Manager Scrum Product Owner Engineering Manager Team Member Software Developer QA Engineer Scrum Master 43

44 Scrum Master The Scrum Master holds overall responsibility for removing all non-technical obstacles from the project's path. 44

45 Traditional to Scrum Role Mapping Traditional Product Manager Scrum Product Owner Engineering Manager Team Member Software Developer QA Engineer Scrum Master 45

46 Sprint Planning (Preview) Definition The sprint planning meeting serves to create the sprint backlog, the upcoming sprint's committed-to content; involves product owner and team members start Properties The product owner provides the prioritized list of features P... time Team members estimate effort Features keep being added to sprint backlog until enough Team members distribute tasks 46

47 Sprint Execution (Preview) Product Owner Evolves product backlog Evolves release plan; tracks Answers team questions Team Member Implement features Clarifies questions Helps feature estimation... E... time Scrum Master Fixes non-technical problems 47

48 Sprint Review, Release, Retro. (Preview) Sprint Review Product owner reviews results Product owner signs off on finished features Product owner provides feedback on implementations Sprint Release Stakeholders sign off If so, product is released... 3R end time Sprint retrospective Whole team reviews process Team commits to improvements 48

49 Sprint Structure (Preview) Mon Tue software development next sprint preparation product management daily scrum daily scrum software development... product management software development daily scrum product management sprint planning software development 13:00 Thu product management 09:00 Wed review release retrospective 17:00 49

50 Quiz: Agile Methods 1 / 2 1. Your startup is selling designer clothes to consumers on the web. What sprint duration should you choose? 1 week sprints 4 week sprints 2. Your startup is selling cryptography software to enterprise customers. What sprint duration should you choose? 1 week sprints 4 week sprints 50

51 Quiz: Agile Methods 2 / 2 3. Your consulting firm is hired to enhance a bank's software with a cryptography plug-in. Should you suggest a Defined scope but no deadline Project deadline (fixed release date) 5. You are coordinating the development of an open source multicomponent JEE platform implementation. Should you release When a defined scope is reached When a defined date is reached 51

52 Extreme Programming (XP) [B2] [B1] XP is a highly prescriptive agile method Most agile methods are a framework; XP less so Is low ceremony but high discipline Communicated first in 1998, it rallied against plan-driven dev. Like many new inventions and paradigm changes, it defined an enemy Similarly, like any new movement, it created a cult-like following 52

53 Dilbert on Extreme Programming 53

54 Dilbert on Extreme Programming T O N E U R T 54

55 Extreme Programming Explained 1. Values Communication, simplicity, feedback, courage 2. Principles Rapid feedback, assume simplicity, 3. Practices Pair programming, incremental design,... 55

56 The Original (1998) Practices of XP The Planning Game Pair Programming Small Releases Collective Code Ownership Metaphor Continuous Integration Simple Design 40h Work Week Testing On-site Customer Refactoring Coding Standards 56

57 The Current (2005) Practices of XP Sit Together Weekly Cycle Whole Team Quarterly Cycle Informative Workspace Slack Energized Work Ten-minute Build Pair Programming Continuous Integration Stories Incremental Design 57

58 58

59 Product Management in XP (Summary) Customer writes user story (on index card) Customer assigns priority and value Developers estimate cost 59

60 XP vs. Scrum Executive, project manager, product manager, customers, users, architects, programmers, testers, interaction designers, technical writers, HR Product Owner Scrum Master Developer Planning game, story cards, story board, release planning, weekly cycle, quarterly cycle,... Product Backlog Release Planning Sprint Planning Planning Poker 60

61 61

62 More XP and XP-Related Practices Original XP XP-Related Daily Standup Smoke Test Collective Code Ownership Coding Guidelines Test-Driven Development Pair Programming Continuous Integration Refactoring... Continuous Delivery... Bad artists copy, great artists steal. (Pablo Picasso) 62

63 Scrum and XP (This Course) 1 / 2 Planning Scrum Release planning Sprint planning Execution XP Scrum Next sprint planning XP N/A Agile peer review Test-driven development E.g. pair programming E.g. test-first programming Agile team collaboration E.g. continuous integration 63

64 Scrum and XP (This Course) 2 / 2 Review Scrum Sprint review XP Retrospective N/A Scrum Sprint retrospective XP N/A Release Scrum Sprint release XP Agile team collaboration 64

65 Thank you! Questions? DR 65

66 Contributions and Credits None yet. 66

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