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Unit 6. Managing Work

Jez Humble
October 16, 2020

Unit 6. Managing Work

Jez Humble

October 16, 2020
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  1. i290 lean/agile product management
    unit 6: managing work
    @jezhumble
    https://leanagile.pm/
    [email protected]
    This work © 2015-2020 Jez Humble
    Licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

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  2. consider key metrics and the effect of measurement
    understand the different roles people play on teams
    be able to explain key frameworks and their goals
    distinguish what is and isn’t essential
    be able to perform planning activities
    learning outcomes

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  3. https://www.gov.uk/service-manual/the-team/what-each-role-does-in-service-team
    …and tester!

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  4. https://www.gov.uk/service-manual/the-team/what-each-role-does-in-service-team

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  5. https://www.gov.uk/service-manual/the-team/what-each-role-does-in-service-team

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  6. https://www.gov.uk/service-manual/agile-delivery/create-agile-working-environment

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  7. the production line
    http://www.flickr.com/photos/toyotauk/4711057997/

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  8. agile principles
    •Our highest priority is to satisfy the customer through early and continuous delivery of
    valuable software.
    •Welcome changing requirements, even late in development. Agile processes harness change
    for the customer's competitive advantage.
    •Deliver working software frequently, from a couple of weeks to a couple of months, with
    a preference to the shorter timescale.
    •Business people and developers must work together daily throughout the project.
    •Build projects around motivated individuals. Give them the environment and support they
    need, and trust them to get the job done.
    •The most efficient and effective method of conveying information to and within a
    development team is face-to-face conversation.
    •Working software is the primary measure of progress.
    •Agile processes promote sustainable development.
    The sponsors, developers, and users should be able to maintain a constant pace indefinitely.
    •Continuous attention to technical excellence and good design enhances agility.
    •Simplicity—the art of maximizing the amount of work not done—is essential.
    •The best architectures, requirements, and designs emerge from self-organizing teams.
    •At regular intervals, the team reflects on how to become more effective, then tunes and
    adjusts its behavior accordingly.

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  9. xp scrum kanban
    values
    communication,
    simplicity, feedback,
    courage, respect.
    commitment,
    courage, focus,
    openness, & respect
    -
    principles 14 principles
    empirical process
    control; transparency,
    inspection,
    adaptation
    start where you are;
    incremental evolutionary
    change; respect existing
    roles, responsibilities &
    job titles
    practices 13 practices 3 artifacts, 5 events
    visualize work, limit WIP,
    manage flow, make mgmt
    policies explicit, improve
    collaboratevely
    roles
    whole team including
    customer
    product owner, scrum
    master, development
    team
    use existing
    cadence 1-2 week iterations 2-4 week iterations flow-based (no iterations)
    measuring velocity velocity + burndown lead time

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  11. team estimates stories, breaking down large ones
    every 1-4 weeks on cadence, put aside 1-3h
    prerequisite: user stories derived from goals/backlog
    product owner verifies capacity and prioritizes work
    team identifies areas of risk and discusses mitigations
    iteration planning meetings

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  12. dependencies on other teams / systems
    we don’t know how we will do the work
    we don’t know if the work will achieve the outcome
    common risks

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  13. user stories
    Leaky abstractions: http://www.joelonsoftware.com/articles/LeakyAbstractions.html

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  14. story list
    units?

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  15. understand if we can achieve our goals
    identify large/risky work and break down/mitigate
    grow shared understanding of how work will be done
    set expectations with stakeholders
    why estimate?

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  16. estimation units
    • jellybeans
    • t-shirt sizing
    • fibonacci
    • function points
    • COCOMO predictors
    • SLIM parameters
    • beware: relative vs absolute!

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  17. try it for a few weeks

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  19. tracking progress
    Cumulative Flow Diagram (CFD) / burn up chart / turndown chart / finger diagram

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  20. the people who made the estimates do the work
    not a productivity metric!
    can’t be compared across teams
    it can be gamed (Goodhart's law)
    problems with velocity

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  21. design vs delivery
    Product Design and Development
    Software Delivery
    (build, testing, deployment)
    Create new products and services that
    solve customer problems using
    hypothesis-driven delivery, modern UX,
    design thinking.
    Enable fast flow from development to
    production and reliable releases by
    standardizing work, reducing variability
    and batch sizes.
    Feature design and implementation may
    require work that has never been
    performed before.
    Integration, test and deployment must be
    performed continuously as quickly as
    possible.
    Estimates are highly uncertain.
    Cycle times should be well-known and
    predictable.
    Outcomes are highly variable. Outcomes should have low variability.

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  22. 2019 State of DevOps Report: cloud.google.com/devops

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  23. cloud.google.com/devops

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  24. lean mgmt & product dev
    cloud.google.com/devops

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  25. technical practices
    cloud.google.com/devops

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  26. agile principles
    “At regular intervals, the team reflects
    on how to become more effective, then
    tunes and adjusts its behavior
    accordingly.”
    http://agilemanifesto.org/principles

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  27. to propose experiments for getting better
    held at the end of an iteration before planning
    to reflect on—and learn from—the past as a team
    many possible exercises / activities!
    retrospectives

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  28. retrospective exercises

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  29. retrospective prime directive
    “Regardless of what we discover, we
    understand and truly believe that
    everyone did the best job they could,
    given what they knew at the time, their
    skills and abilities, the resources
    available, and the situation at hand.”
    — Norm Kerth

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  30. further reading
    • Extreme Programming Explained: Embrace Change (2nd Edition) by
    Kent Beck and Cynthia Andres
    • Kanban: Successful Evolutionary Change for Your Technology Business by
    David J Anderson

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