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Mastering Scrum

Geert Theys
September 20, 2010

Mastering Scrum

A presentation I first gave in 2010. I used it as Agile coach to introduce teams to scrum.

Geert Theys

September 20, 2010
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Transcript

  1. To improve our kungfu we need to know what went

    wrong. Po: I know you're trying to be all mystical and Kung Fu- ey, but could you tell me where we're going?
  2. Building the wrong thing We assume: The customer knows what

    he wants The Developers know how to build it Nothing will change during execution
  3. Most IT projects fail What is definition of Succes? Standish

    Group used : on-time, on-budget and with most of the expected features This is not succes but a failure in estimation. Project success is more about whether the software delivers value that's greater than the cost of the resources put into it - but that's very tricky to measure. (Martin Fowler) 23% 49% 28% Succes Challenged fail
  4. Scrum Daily Scrum Sprint Backlog Burndown Chart Sprint Planning Meeting

    Sprint Demo Scrum Master Product Owner Product Backlog Team XP Collective Ownership Whole team Coding Standard Customer Tests Pair Programming Refactoring Planning Game Continous Integration Simple Design Sustainable Pace Metaphor Small Releases Scrum & XP http://blog.crisp.se/henrikkniberg/
  5. Agile Assumes http://www.flickr.com/photos/b2tse/3960471608/sizes/o/ We assume: The customer discovers what he

    wants The developers discovers how to build it Things change on the way
  6. Agile Mind Tries to be predictable Fixes Time, Price and

    scope on projects Values Methodology and its processes more than the people Measures succes of project by their conformance to plan Resist Change in software requirements and development process Sees the system specification as the generated documentation Accepts that predicatbility in business software is impossible Time and price are fixed but not the scope Values people more than the process, hence it accepts a process instead of imposing Success of the project is measured by the value it gives to the customer Welcomes Change in software requirements and development process Sees the system specification as the development code
  7. Product Backlog First person Shooter Multiplayer Singe Player Tutorial Missions

    Storyline Online Cooperative Gameplay Player Control AI Death Match Split Screen
  8. Product Backlog Owned by the product owner Never complete Best-understood

    requirements Evolves Sorted in order of priority
  9. Sprint Planning Defining the sprint length and goal What are

    we going to build How are we going to build it When will it be “done”
  10. Daily Standup Answer: What did I do and what am

    I going to do? Comitment to the team not the Scrum Master Take responsibility on your own work! MAX : 15 and don’t sit down! http://www.flickr.com/photos/jonnimont/3763340830/
  11. Sprint Review Everybody is welcome No mockups - Show working

    code Get feedback on your product Accept or Reject features
  12. Incremental Change Deliver feature by feature - Highest value first

    Quick Results - Quick Fail Shorter time to market
  13. Shu-Ha-Ri stages of learning Shu = Follow the rules Ha

    = Change the rules Ri = Never mind the rules
  14. ScrumAlliance Graduate Proffesional Guide Certified Product Owner Certified Scrum Master

    Certified Scrum Developer Certified Scrum Proffesional Certified Scrum Trainer Certified Scrum Coach
  15. This presentation was inspired by the works of many people,

    and I cannot possibly list them all. Though I did my very best to attribute all authors of texts and images, and to recognize any copyrights, if you think that anything in this prevention should be changed added or removed, please contact me at [email protected] http://creativecommons.org/licenses/by-nd/3.0/