Professional Documents
Culture Documents
Paulo Caroli
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Lean Inception . . . . . . . . . . . . . . . . . . . . . . . . . 9
The Lean Inception workshop . . . . . . . . . . . . . . 9
To The Point, uncovering the technique . . . . . . . . . 10
Collaboration . . . . . . . . . . . . . . . . . . . . . . . 10
Have fun with Icebreakers . . . . . . . . . . . . . . . . 11
Placing . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The war room . . . . . . . . . . . . . . . . . . . . . . . 13
Colored post-its . . . . . . . . . . . . . . . . . . . . . . 14
The Burn-up Agenda . . . . . . . . . . . . . . . . . . . 15
The fixed time slots and the burn-up agenda . . . . . . 16
Parking Lot . . . . . . . . . . . . . . . . . . . . . . . . 18
The Inception planning checklist . . . . . . . . . . . . . 19
Product . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Writing the Product Vision . . . . . . . . . . . . . . . . 20
The product Is – Is not – Does – Does not . . . . . . . . 23
Clearing the objective . . . . . . . . . . . . . . . . . . . 25
Understanding trade-offs . . . . . . . . . . . . . . . . . 27
Personas . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
CONTENTS
Feature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Discovering features . . . . . . . . . . . . . . . . . . . . 36
Technical Certainty and Business Agreement . . . . . . 40
Effort and Business Value . . . . . . . . . . . . . . . . . 46
Better understanding of Features . . . . . . . . . . . . . 53
User Journey . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Describing journeys . . . . . . . . . . . . . . . . . . . . 58
Features in the Journeys . . . . . . . . . . . . . . . . . . 63
MVP blueprint . . . . . . . . . . . . . . . . . . . . . . . . . 70
The MVP canvas . . . . . . . . . . . . . . . . . . . . . . 71
The MVP canvas waves . . . . . . . . . . . . . . . . . . 71
The rules for each wave . . . . . . . . . . . . . . . . . . 72
Converging rules and journeys . . . . . . . . . . . . . . 73
Identifying MVPs in the Canvas . . . . . . . . . . . . . 76
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Product Vision . . . . . . . . . . . . . . . . . . . . . . . 91
Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Personas . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Feature . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
User Journey . . . . . . . . . . . . . . . . . . . . . . . . 93
MVP . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Icebreakers . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Punctual Paulo . . . . . . . . . . . . . . . . . . . . . . . 103
Geographic Location . . . . . . . . . . . . . . . . . . . 104
Visual phone . . . . . . . . . . . . . . . . . . . . . . . . 105
One Two Ping Four Pong . . . . . . . . . . . . . . . . . 107
Forming Triangles . . . . . . . . . . . . . . . . . . . . . 108
Zip Zap Zoom . . . . . . . . . . . . . . . . . . . . . . . 110
Untangle Yourselves . . . . . . . . . . . . . . . . . . . . 111
Minimum Viable Product
Minimum Viable Product (MVP) is the simpler version of a product
that can be available to validate a small set of assumptions on the
business.
Basically, you don’t want to waste time, money and effort building
a product that won’t attend your expectations. For that reason, you
need to understand and validate the hypothesis about the business.
MVP helps to validate and learn the fastest way.
Different from products created using the traditional way, usually
taking too much time and effort on prototyping, analysis and
elaboration, the goal of MVP is only to validate the first step, the
minimum product, far less elaborated than the final version. MVP
focuses on the minimum but viable product to verify if the direction
is correct. The initial set of functionality needed for hypothesis
validation and for learning more about the business.
Origin
MVP enhancement
MVP does not mean that the product won’t evolve and enhance
its features. On the contrary, the idea behind MVP is the product
enhancement guided by proven hypothesis validation.
Course correction or confirmation is what is going to guide the
following enhancements. These enhancements are MVP: new min-
imum products added to the minimum products already validated.
Once more, minimum products but viable to make decisions about
the product evolution. The product now is elaborated, maybe with
a bigger user database, allowing the validation of hypothesis even
more elaborated.
It is very important to comprehend that the MPV promotes an
evolutionary creation. Ergo, the architecture as well as the building
tools of the product must allow this continuous and progressive
evolutionary feature.
In 2010, Jez Humble and David Farley published the book Con-
tinuous Delivery ⁷. In this book the authors discuss a fast and
⁶Willian, S. Junk. (2000) The Dynamic Balance Between Cost, Schedule, Features, and
Quality in Software Development Projects, Computer Science Dept., University of Idaho,
SEPM-001.
⁷Jez Humble and David Farley. (2010) Continuous Delivery, Addison-Wesley.
Minimum Viable Product 3
Do you need to get taller? Would you step up once more for that?
Do you need to get taller? Would you step up once more for that?
Minimum Viable Product 5
Do you need to get taller? Can you wait for an elevator to be built?
the products and its hypothesis allows building products much more
elaborated, with small steps but very well-founded.
This figure shows how MVP offers small validations over time,
while more traditional product creation only validates the final
product. Traditional product would focus on the final version, for
example, the nice lawn mower (MVP 8) on the button right of the
figure.
The shears is the first MVP. Is there any grass to cut? Is there anyone
to handle a simple grass cutting apparatus? The validation of these
hypotheses drives the evolution of the product to the next MVP.
Perhaps, something more convenient: a grass cutting apparatus
with a cable. How about adding wheels to it? And so forth evolving
the product from MVP to MVP.
Minimum Viable Product 8
Collaboration
Punctual Paulo
Besides sharing some laughs and breaking the ice, this activity will
also help the team to associate people’s names with some adjective,
making it easier to remember them.
Placing
Maintain the same room allocated to the team during the intense
period of inception. This is commonly called war room.
Colored post-its
Make notes on colored post-its or index cards. Write and put them
on the table or on the wall. Gather people around them. Talk
about them. Write a little more. Group them. Separate them. Tear
them down and write again. Use colors. Reorganize them. The
collaboration born from such simple display cannot be reached by
any digital mean.
There’s no substitute to writing, re-writing, grouping or tearing
Lean Inception 15
Notice that in the planned agenda the kick-off activities and the
workshop showcase are marked in orange, respectively in the
beginning and in the end of the week. In an ideal world, everyone
Lean Inception 18
Parking Lot
The Parking Lot helps to track any items, ideas and issues that
are raised during an activity, but may not be useful to discuss at
that specific time in the inception. It is an essential toolkit for the
facilitator as it provides a polite way to say “yes, I heard you. But it
is not important at this moment.”
The facilitator should introduce the concept of parking either on the
beginning of the Lean Inception, or whenever the first conversation
goes off track. Write Parking Lot on a flip chart and place it on a
wall on the war room. If not already on a post it, the item under
discussion should be written on a post it and placed on the parking
lot. Make sure to briefly explain the concept of parking lot, and get
back to the current activity.
It is important to send the strong message to the participants on the
Lean Inception:
Indeed, at the end of each inception day, you should take 10 minutes
to review the items in the Parking Lot. Then one of these two actions
is taken for each item: (1) The item is removed from the parking lot
(the topic was already covered or no longer needs to be addressed),
or (2) the item remains in the parking lot for the next review.
The last parking lot review should happen towards the end of the
inception. At that last review it is very important to clarify any
remaining items and share with everyone what will happen to it.
Somewhere between the idea and the launching, the vision of the
product helps to trace the initial path. It defines the essence of your
business value and must reflect a clear and convincing message to
its clients. This activity will help you to define collaboratively the
vision of the product.
Product 21
.
Product 24
an example of result
Product 25
grouped objective
Product 27
re-written objective
Understanding trade-offs
The map contains four main areas, which fulfill the sentence: What
I ________?
Aside these four main areas, the original version presents two more
fields: pain and gain, for such persona.
Every time I’ve applied the Empathy Map for persona identification,
I’ve used its four main areas: see, hear, think and say. Sometimes, I
use the pain and gain areas, as described originally; but sometimes
I change these other areas, for instance: what I do, what I don’t do,
my friends and my enemies, my hobbies.
Activity’ step by step:
Discovering features
The team must guide itself on the canvas, repeating the above
question for every combination of persona and goal, starting with
the highest prioritized ones. Thereby, the features with the biggest
priority will come first.
The time tracking is essential for all activities, but this one requires
special attention. In case a great number of goals and personas
are selected (on steps 1 and 2), then innumerous features might be
raised by the team. This will be counterproductive and might take
the team in a direction of spending too much time talking about
features which will not be on the first MVPs.
For avoiding such scenario, it is strongly recommended that the
number of goals and personas are shortened to very few (such as
the top three or four goals and personals).
The above question helps the group prioritizing goals and personas.
Repeat the question a few tomes for goals, then to personas. This
should help with prioritization and focused discussions towards a
product MVP.
Feature 38
Example of result: features, goals and personas, respectively in blue and pink
post-its, and white paper sheet
Feature 40
This activity aims to discuss how the team feels according to the
technical certainty and the business agreement for each feature.
From this activity, new notes are captured and disagreements and
Feature 41
example 1
Feature 44
example 2
Feature 45
example 3
Feature 46
example 4
This activity aims to discuss how the team understands the effort
to do it, as well as the business value related to each feature. From
this activity, new marks are added to each feature.
Activity’ step by step:
Feature 47
2. Ask for a member of the team to read a feature out loud and
put it on the graphic according to his/her understanding of it
(effort and value of the business).
3. Question if everyone in the team share the same opinion. If
somebody disagrees, the team must discuss the requirements
and the technology involved in a way that an agreement is
reached about the feature. Everything that is mentioned and
that helps to achieve a better understanding must be noted
and attached to the feature.
4. Note, in the feature, the level of effort and the business
value. For instance, the picture below shows features in index
cards that were added the marks $, $$ and SSS, respectively,
indicating high, really high or super high business value, as
well as E, EE and EEE, indicating low, medium and high level
of effort, respectively.
5. For each feature captured previously, repeat steps 2 to 4.
example 1
Feature 51
example 2
Feature 52
example 3
By the end of the activity features will be marked with the un-
derstanding related to the effort and value of the business. Such
marking must help the team in activities such as: prioritizing,
estimate, and planning.
In the first activity the feature gets a color; on the second activity,
the feature gets two marks. The color represents the feature´s uncer-
tainty level: red for a high level of uncertainty, yellow for a medium
level of uncertainty, and green for a low level of uncertainty. The
marks are about effort and business value, and vary on a scale of
one, two or three times in comparison to each other; for example E,
Feature 54
EE, and EEE. Such color and marks will help the team in subsequent
activities to prioritize, estimate and plan.
Below are two examples of features before and after passing by both
activities.
Describing journeys
The photo below shows a lot of user’s journeys in the same table.
Note the personas and goals identified with a blue post-it are at the
left side, and their journeys that go from the left to the right. In
User Journey 59
various journeys
A talk, a post-it, and a pen. This is what you need to describe the
journey of a user. I suggest write and re-write. But start, don’t stand
User Journey 60
still waiting for an insight that won’t come. After having written
some stuff, you change it. If it makes sense, connect some detailed
steps into one. Or break up a very little detailed step into smaller
ones. There is no magic in it. The important is that the journeys are
described.
By the end of this activity, two things might occur: (1) missing
features are identified for some journeys, and (2) some features
were not mapped to any journeys. For (1) you must create the
feature cards as per the colors and marks identifying understanding,
effort and value (see chapter Features). (2) is an indication that
some features are not mapped to the users´ journeys. These features
should be cleared up (and documented) but the team does not need
to carry it forward, keeping the focus on priority items, as per the
journeys.
MVP blueprint
“Is this feature important?”
I’ve always had the same answer when asking such question. That
is why I don’t ask it anymore. The most relevant question that is
going to help you to plan the order of the features to be created is:
The MVP Canvas helps you organize and visualize the features and
its relation to the MVPs. The canvas organizes and plans the product
releases beyond the first MVP. Typically, teams using the MVP
canvas will dazzle the product evolution via a clear understanding
on the features contained by each MVP, and the MVPs release order.
Features will be added to each wave. Hereafter, the five rules for
adding features to the waves. Such rules were defined after applying
this type of planning and prioritizing innumerous times.
Simple rules are added to the MVP canvas template. Now, it’s just
a matter of seeking the first features of the first journey. Then you
must seek the next one. Respecting the rules, you will decide if such
feature gets in the wave ‘n’ or ‘n+1’.
If in doubt between two features that are in compliance to the rules,
just answer the question “Which one has the most priority?”
Below, you see a sequence with two pictures. The first one shows
a hand searching for a feature on the table where journeys and
features are mapped. In the second picture, the same hand puts the
feature in a wave of the template, respecting the rules.
MVP blueprint 74
seeking features
Below is a typical picture of a team using the MVP Canvas. Note the
involvement of the team, and how everyone is positioned in front
of the canvas. At this stage everyone is well aligned in relation to
the main user journeys and their features (with its uncertainty level
and marks for business value and effort).
MVP blueprint 76
Now it’s the time to understand the increments and the evolutional
creation of your product. The activities so far have cleared up and
prioritized each aspect of your product.
The small blocks of the product, the features, are now arranged
logically in the MVP canvas. In addition, you understand them and
visualize them for the users´ journeys. By browsing on the flipchart
of the MVP canvas with its waves and features, you will elucidate
the MVP increments.
By the end of each wave check if such composition of features
reaches a simple version of the product that can become available.
If so, give a name to this composition and write it down on a post-it,
putting it on the line that delimitates such wave. Do this for all the
waves in the MVP canvas.
Below, there are some examples after the stage of identifying MVPs
(in orange post-its) in the canvas.
MVP blueprint 77
The waves won’t necessary relate one-to-one with the MVPs. Note
that this was the case on examples of MVP in the MVP canvas
presented previously. The intention is to practice planning and
sequencing features in waves in order to deliver value as fast as
possible, although respecting the dependencies between features
and the rules of MVP canvas.
Below is a illustrative example for a MVP Canvas. In it you can
find two MVPs and thirteen features. The MVP 1 is composed of
MVP blueprint 78
the features F1, F2, F3, F4, F5 and F6. The MVP 2 is composed of
features F7, F8, F9, F10, F11 ,F12 and F13.
The size of the waves is alike. Ergo, choose three waves and
use them to generate detailed information on effort, time and
cost. Three waves are sufficient to give you a good view of such
parameters and generate an effective average.
Activity’ step by step:
When selecting the sample waves (on step 1), remember that in
this moment you are interested in the estimate of the whole and
the average size of a wave, and not in the detailing of work itself.
Therefore, the waves to be chosen must provide good combination
of the risk level (marked by the colors of the cards), as well as a
good variation in the sum of effort levels (marked with “E” on the
features).
The first waves are good candidate, because such details will
be useful not only to estimate the whole, but also helps in the
description of smaller pieces to build the initial features of the MVP.
The smaller piece (on step 3) must be something that makes sense
for each team. Software development teams that follow the scrum
methodology [ˆKen] typically utilize user stories ¹¹ as those smaller
pieces. Other teams prefer to call the smaller pieces tasks and
describe them with no predefined format. In the context of this
book, I will call tasks the smaller pieces of a feature.
[ˆKen] Schwaber, Ken and Beedle, Mike (2001) Agile Software
Development with Scrum; Prentice Hall
During step 3, make identification marks on both, the card feature
and its tasks cards. For instance, mark F1 for all tasks of feature 1,
F2 for the tasks of feature 2, and so on.
In the following activities, the cards will move and such marking
will be used to re-group features to their smaller pieces.
The pictures below present some examples of features that were
detailed in smaller pieces.
¹¹Cohn, Mike (2004) User Stories Applied: For Agile Software Development; Addison-
Wesley Professional
Calculating effort, time and cost 81
Comparative Estimate
By the end of this activity, all tasks will be on the canvas, where
they can be understood according to the effort level and how they
compare to each other.
Defining sizes
This activity is very simple but essential for is effective with time
and generates numbers for calculation.
Activity’ step by step:
example of result
1. Choose a small task, and ask how long a person can take to
complete it.
Calculating effort, time and cost 86
2. Choose two or three more tasks of the same size and ask
again.
3. Calculate the time average and take note.
4. Repeat the previous steps to tasks of different sizes.
example of result
By the end of this activity, all tasks will have an estimate of time and
cost. For instance, the following result was obtained in a request of
this activity: half day for small tasks, two days for medium tasks,
four days for large tasks and eight days for extra-large tasks.
The time answers will influence the final outcome. Therefore, be
emphatic regarding the question. If possible, ask for comparisons
Calculating effort, time and cost 87
with past jobs, and try to understand the motivation and the ability
of people answering such question.
Developers do not like to answer this question:
Note in the previous picture that the waves 2, 3 and 4 were selected
for sampling. Therewith, the features detailed in the tasks were: F4,
F5 (wave 2), F5, F6, F7 (wave 3), and F9, F10 and F11 (wave 4).
Calculating effort, time and cost 89
The previous picture shows the calculation made to get the average
time estimated per wave. Each task was estimated in days for a
pair of developers. In the picture, each line shows the sum of time
estimated per task of a feature. The measure of time estimated for
each task was: ¼ of a day, ½ day , 2 days or 5 days. Making the sum
per feature and then per wave, the team has reached the values of
11 day, 11 ½ days and 9 days, respectively, for the wavez 2, 3 and 4.
The average used for such team as 10 days for a pair of developers
per wave.
Below you can see another example of outcome to another team.
Calculating effort, time and cost 90
example of result
In this picture the resulting average was 20 units. Note the calcula-
tion on the pink post-it at the left, with three waves of sample.
In this team, the unit used was a pair of developers a day. With this
information in hands, it became easy to calculate effort, time and
cost of each wave.
Product Vision
Goals
Personas
Feature
A feature is a grouping of related functionalities. Such grouping
helps to understand the product as a whole, as well its smaller and
complementary parts. The understanding of a feature will change
from team to team. The important thing is that such groupings
makes sense to your team, and are aligned with the product goals.
The clearness of the goal of the feature, the benefit for the business
and what should be done. What to do? Direct and clear answer
indicates high level of agreement.
Feature Effort
The level of the work that needs to be done for a feature. The
understanding of the team according the difficulty and the work
that is going to be necessary to complete such feature.
Glossary 93
User Journey
MVP
burn-up at noon
The axis
Agenda topics
• Topic 1&2
• Topic 3
• Topic 4
• Topic 5.1
• Topic 5.2
The time marks on the horizontal axis must identify equal interval
of times, starting on the beginning of the workshop, and finishing
on the expected end of the workshop. The burn-up agenda example
show time marks as half-hours. The time parks units (such as
minutes, hours, days) should be related to the excepted duration
for the topics. Consider you are building an agenda for a 5-day
workshop with 10 topics. Perhaps an hourly-based time marks
The Burn-up Agenda 100
would be too fine grained; a daily or half-day time marks feels more
appropriate.
By drawing a diagonal line from the start point (the point where
the axes meet) to the target point, you do have a clear indication of
the pace for the meeting or workshop. On the figure, it is depicted
as the planned line.
Scope line
Checking progress
From time to time you should look at the amount of topics covered
and the total amount of planned topics. The distance between the
horizontal lines marking the current topic and the last one to be
covered is thus an indication of the amount of topics remaining.
two lines
When the two lines meet, the planned agenda will be complete. This
is a powerful measure of how close you are to complete the planned
agenda.
Regularly checking progress is an important part of time manage-
The Burn-up Agenda 102
ment. There are two basic movements on the agenda, and they are
both horizontal movements: (1) time has changed; the post-it with
a big arrow representing the current time moves to the right, and
(2) an agenda topic discussion has ended; the respective topic post-
it moves to the right to the current time. This tracking mechanism
allows you to instantly identify certain types of problems, such as
a deviation from the excepted duration for the first topics. These
problems can then be discussed and corrective action can be taken
at an early stage, rather than when it is too late.
Making choices
Draw a line from the start time to the last topic covered, and then
extend it to the end line. This is the actual line. With it, the target is
questioned. What to do? Accept the current pace, and reduce scope
(remove topics from the agenda)? or move faster on the remaining
topics?
Icebreakers
Icebreakers are activities to warm up the team and promote group
interaction. It is a good starter for any team meeting. It is extra
valuable for early stages of team building, and intensive workshops
such as Lean Inceptions. An activity called Punctual Paulo has
already been demonstrated in the Chapter Lean Inception.
This appendix brings even more icebreaker ideas for your Lean
Inception. Such activities have been cordially shared from the
website and book Fun Retrospectives ¹².
Punctual Paulo
Besides sharing some laughs and breaking the ice, this activity will
also help the team to associate people’s names with some adjective,
making it easier to remember them.
Geographic Location
Visual phone
Participants drawing
Icebreakers 107
Sample result
Typically the participants will laugh and have a great time compar-
ing drawings and sentences.
This is a great energizer with a sublime message about communi-
cation (visual and written), context and interpretations.
This is an adaptation from an activity we have learned on a UX
(User eXperience) workshop by my dear UX friends Natalia Arsand,
Glauber Ramos, Juliana Dorneles and Gabriel Albo. They have
learned it from the Human Centered Design workshop by IDEO.
Forming Triangles
Forming Triangles
Second part
The first part shows a self-organizing group; the second run shows
a group guided by one organizer (the group triangle fugleman).
Typically, the self-organizing triangle formation runs faster than its
counterpart, and the team feels more engaged on the activity.
This activity was engaged from Heitor Roriz¹³, a friend and scrum
coach and trainer. Kudos to him for applying a fun activity for
fostering the conversation about an essential concept of successful
agile teams: self-organization.
¹³https://twitter.com/hroriz
Icebreakers 110
This activity is not only a good energizer but also pushes the
participants to focus, and helps them to remember each other’s
names.
Untangle Yourselves
untangling
The group will jump hands, switch around and find a way out,
either forming one or more circles. Sometimes, it is not possible
to untangle. At such scenario, ask the group to select one person to
be removed. Hands that become free should reconnect to the person
remaining on the tangled group.
Group size: larger than 6 people, up to any number. For very large
groups, break into smaller groups of approximately 12 people.