Professional Documents
Culture Documents
BUDDY GUIDE
ABOUT THIS GUIDE 3
A quick overview 4
ROLES 5
Product Owner 5
Scrum Master 5
Development Team 5
ARTIFACTS 6
The Increment 8
EVENTS 8
Sprint Planning 9
The Sprint Goal 9
The Sprint 10
The Definition of Done 10
Product Backlog Refinement 11
METRICS 12
ESTIMATION TECHNIQUES 16
INFORMATION RADIATORS 17
2
ABOUT THIS GUIDE
Improvement
This Buddy Guide has been written to help you get up to speed
quickly with our agile way of working. It is designed to satisfy
the following acceptance criteria: “…we all need to be able
innovation, and
3
Instead, we want to reduce leaps-of-faith as far as possible by
delivering value early and often. By working in an iterative Sprints and
and incremental way, we can evidence a better control of risk Increments
and get an earlier return on investment than we otherwise
would.
As you read through this guide, remember that each
“…remember that each
increment is delivered to a regular cadence known as a Sprint,
a time-boxed iteration of productivity. A Sprint must not increment is delivered to
exceed one month. That is the limit to the risk, the maximum
a regular cadence
leap‐of‐faith that ought to be taken.
known as a Sprint…”
A quick overview
In our agile way of working, Development Teams produce
increments of release quality at least once a month. During a Sprint, the
A Product Owner orders work on a Product Backlog, and the team plan
Development Team will
to do some of it every iteration, known as a Sprint. The most important
items will be framed on a Sprint Backlog so an agreed Sprint Goal can work with a Product
be met. The Sprint Backlog is the team’s forecast of work for the Sprint.
The team hold Daily Scrums to ensure they are on course to meet the Owner to deliver a
Goal. They update their Sprint Backlog forecast if needed.
The team reserve time during the Sprint to help the PO refine Product valuable increment of
Backlog Items, so they can be planned into future Sprints.
work.
The Sprint ends with a review of the increment and a retrospective of
the team’s way of working, including the quality of “Done” work.
The Scrum Master removes impediments to the team’s progress.
By working iteratively, a
delivers further.
4
ROLES
Who does what
There are 3 roles in an Agile Team. These are the Product
Owner, the Scrum Master, and the Development Team
themselves.
Development Team
The Development Team, for their part, are Remember that
professionals with all of the skills needed to
collaboration is essential
deliver those increments of value, fit for use
by those stakeholders represented by the PO. in agile practice.
5
ARTIFACTS
The Product
There are only three important artifacts in our agile way of
Backlog
working. These are the Product Backlog, the Sprint Backlog,
and the Increment. Remember that our focus is on delivering
value rather than on producing documents.
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A key characteristic of a Product Backlog is that at any given
time, the amount of work remaining on it can be estimated Sprint Backlogs
and summed. The Product Owner can use this metric to re-
order the work and make delivery forecasts to the
stakeholders he or she represents.
“A Sprint Backlog is the
Our recommendation is to author Product Backlog Items in
the form of user stories. These explain the value being Development Team’s
provided to stakeholders, and are placeholders for
forecast of the work they
conversations between the Development Team and the
Product Owner about the work to be done. will do during a Sprint.”
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The Increment
Delivering
Every Sprint, the Development Team will produce
Increments
an increment of release quality which meets the
Sprint Goal, and which the Product Owner can
decide to make available to stakeholders. “Every Sprint, the
EVENTS
There are four events that occur within each Sprint, which is Incremental delivery
itself a time-boxed event that cannot exceed one month. These provides empirical
are Sprint Planning, the Daily Scrum, the Sprint Review, and
evidence of progress.
the Sprint Retrospective. Each event is time-boxed to a
certain length:
Sprint Planning is time-boxed to 8 hours for a 1 month Sprint. This is
adjustable in ratio for shorter Sprint lengths. A planning session for a 2-
week Sprint would thus be time-boxed to 4 hours.
The Daily Scrum is time-boxed to 15 minutes irrespective of how long a There are four events in
Sprint is.
A Sprint Review is time-boxed to 4 hours for a 1 month Sprint, adjusted each Sprint. These are
in ratio for shorter Sprints.
A Sprint Retrospective is time-boxed to 3 hours for a 1 month Sprint, Sprint Planning, the
and is also adjusted in ratio for shorter Sprints.
Daily Scrum, the Sprint
Retrospective.
8
Sprint Planning
Sprint Planning
During Sprint Planning,
which cannot exceed 8 hours
for a 1 month Sprint, the team
plan the work they will do.
“The work the
First, they select which items from
the Product Backlog they will Development Team
implement that Sprint. This selection
plans onto the Sprint
will allow a Sprint Goal to be met
which they agree with the Product
Backlog should be
Owner
The Development Team will then sufficient to produce an
plan the technical work (tasks) they
believe they will need to accomplish increment which meets
in order to meet the Sprint Goal.
the Goal and which is of
The resulting Sprint Backlog is the Development Team’s
release quality.”
forecast of the work they must do to meet the Sprint Goal they
agree with the Product Owner.
No‐one can force work onto the Development Team.
They produce their own plan of work for that reasonable and achievable Sprint Planning gives
agreed Goal, a forecast of what they will do in order to achieve it. This
plan is known as the Sprint Backlog and it will encompass the technical the team a forecast of
activities, such as tasks, which the Development Team expect they
work to meet the Sprint
must complete.
The Development Team own their Sprint Backlog. It is their forecast of Goal.
what they must do to meet the Sprint Goal, and it is theirs to re-plan as
necessary.
The work the Development Team plans onto the Sprint Backlog should
be sufficient to produce an increment which meets the Goal and which
A Sprint Goal should be
is of release quality.
achievable and give
The Sprint Goal
coherence to the Product
During Sprint Planning, the Development Team and the
Product Owner frame an achievable and useful Sprint Goal. Backlog Items selected
This goal, when satisfied by the delivery of the increment, will
for the Sprint, and to the
resolve the leap‐of‐faith for the Sprint.
increment delivered.
A good Sprint Goal gives coherence to the Product Backlog
items chosen for the Sprint, and makes a release valuable.
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The Sprint
Sprints
A Sprint is an iteration, a
period of work time-boxed
“During the Sprint, the
to a maximum of one
month. Sprints should be team performs the work
kept to a consistent length
they have planned into
so that the team can
forecast work, and inspect their Sprint Backlog.
and adapt their progress,
They craft an increment
with the best accuracy possible. A good Sprint length will
balance the needs of the Product Owner with the ability of the that will meet the Sprint
team to plan a good Sprint Goal, and to inspect and adapt Goal, and to the level of
their progress towards it.
quality that is stipulated
During the Sprint, the team performs the work they have
planned into their Sprint Backlog. in the Definition of
They craft an increment that will meet the Sprint Goal, and to the level Done.”
of quality that is stipulated in the Definition of Done.
They hold regular Daily Scrums, and re-plan their Sprint Backlog if
necessary so as to better meet the Sprint Goal.
The team will also work with the Product Owner to further refine the A Sprint is a time-box for
Product Backlog.
producing increments of
The Definition of Done
value.
The level of quality needed
to assure the release of a
truly usable increment is
expressed as the Definition
of Done. This definition
The Definition of Done
will stipulate the
characteristics of an asserts the level of
increment which is genuinely fit for purpose…the
quality that must be built
environment in which it must be supported, its performance
levels, the testing that is required, any documentation that into each increment for
must be produced, and perhaps a host of other considerations. release.
It is important to be clear about what “Done” means if
unnecessary rework and waste is to be avoided.
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Product Backlog Refinement
A Product Backlog is Inspect & Adapt
constantly evolving. Order
and detail will be added, and “A Product Backlog is
the Development Team will constantly evolving.
provide estimates for each
Order and detail will be
item. They will ensure that the scope of the
proposed work is understood sufficiently well so added, and the
that future Sprint Planning sessions can occur
Development Team will
without impediment, and so that the amount of
work that is thought to be remaining can be provide estimates…they
measured. The team should reserve enough time during a
will hold a 15-minute
Sprint to refine the backlog in a timely manner.
Daily Scrum…at the end
The Daily Scrum
of the Sprint a Review
Every working day, the Development Team
will be held…a
will hold a 15‐minute Daily Scrum. This is
an opportunity for the team to inspect and Retrospective will also
adapt their progress towards the Sprint be conducted”
Goal, and to re-plan their forecast of work – the Sprint
Backlog – if necessary. Team members will clarify what they
have done so far and what they plan to do next. The focus is
on completing work already in progress. If anything is causing Timely feedback of this
an obstruction, the Scrum Master will take the impediment in nature enables agility.
hand and resolve it.
of team performance.
If a team is to improve its process, then the availability of
metrics will prove useful. Metrics are an objective measure of
how the team is performing. The metrics which are of most
use to agile teams are:
Product burn rates, i.e. the rate at which work is being consumed and
implemented from the Product Backlog. Remember that the amount of Useful metrics include
work remaining on a Product Backlog (as estimated by the
Development Team) should be quantifiable at any point. evidence of product and
Sprint burn rates, i.e. the rate at which the team complete the tasks that
sprint burn rates, and
they have planned onto their Sprint Backlog.
Velocity, which is the amount of work completed in the Sprint as per the the team’s throughput or
total size of items implemented.
Throughput, which is the number of Product Backlog items velocity.
implemented in the Sprint.
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There are essentially two sorts of burn rate: the Product
Burndown and the Sprint Burndown. Both provide useful Burn rates
metrics for consideration in a Sprint Retrospective.
600 “There are essentially
500
two types of burndown:
400
Story Points
A Product Burndown shows the rate at which work is being for consideration in a
completed from the Product Backlog.
Sprint Retrospective”
Sprints are articulated on the x-axis and the amount of work remaining
on the y-axis.
Remember that at any given time, the amount of estimated work
remaining in the Product Backlog can be summed. A Product Owner
Burn rates provide an
can use this to appraise stakeholders of likely release dates.
Each item may be relatively sized in terms of “points”. These are the indication of likely
Development Team’s estimates, and represent the complexity and
effort they believe to be involved. completion times and
800
600
400
200
Velocity is the amount of
0
Day of Sprint
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 work completed in a
A Sprint Burndown shows the rate at which the Development
Sprint. This can help a
Team completes the work which they have planned into their
Sprint Backlog. team budget for how
At any time, the work remaining in the Sprint Backlog can be summed. much work they can take
By tracking the remaining work throughout the Sprint, the Development
Team can manage its progress. on in Sprint Planning.
Sudden drop-offs may indicate bottlenecks.
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USER STORIES AND THEIR ACCEPTANCE CRITERIA
Evolving
A user story is a placeholder for a conversation about a
requirements
requirement. In agile practice, we don’t define requirements
up front. We let them evolve along with our understanding of
“A user story is a
what’s needed. That’s why user stories have proven so
popular. placeholder for a
A user story is typically captured in the following format: conversation about a
"As a <role>, I need/want <goal/desire> so that requirement”
<benefit>".
The goals and benefits can be broken into clauses, each of
which is joined by "and". Here’s an example:
Requirements are
As a user closing the application, I want to be
fleshed out in greater
prompted to save anything that has changed since the
last save so that I can preserve useful work and discard detail the closer they get
erroneous work.
to the point of being
A common mistake is to construct a User Story as a tautology.
worked on. This is the
For example, the above story might be miswritten in the
following way: “As a user closing the application, I want to be purpose behind Product
prompted to save anything that has changed since the last
Backlog Refinement.
save so that anything since the last change is saved”. Instead
we should write it in such a way that the benefit is clearly
separated from the goal.
A User Story should give a clear expression of the business
value, including who expects it and why.
Card. The story should be concise enough to write on a simple index
card along with any annotations that may be required. If acceptance criteria are
Conversation. The story is discussed and clarified, re-estimated if
necessary, and perhaps even re-written. The benefit is an improved well understood, a
understanding at the point of development, and deliveries that are
consistently fit for purpose. Development Team will
Confirmation. A shared understanding of the User Story is confirmed
be able to make
by the delivery of work products that meet the requirement.
informed estimates.
To be confirmable and testable, every User Story should have
sufficient, well-formed acceptance criteria to assert its quality.
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Like User Stories, Acceptance Criteria are brief sentences that
conform to a certain format. The difference is that they place Acceptance
the focus not on statements of value but on tangible outputs: Criteria
"Given <initial context>, when/where <event or
condition>, then <expected outcome>" “…Acceptance
Here’s an example of one possible Acceptance Criterion for Criteria…place the focus
the User Story we saw earlier:
not on statements of
Given that a running application has open work, when
value but on tangible
the application is closed and changes to the work have
been made since the last save, then the user will be outputs”
prompted to save the work.
A common mistake made by teams is to write Acceptance
Criteria that simply rephrase the User Story, and thereby lack When teams estimate
focus on tangible outputs. Here’s an example of how the above
work, they pay close
criterion might have been miswritten:
attention to the
“Given that a user is closing the application, when they
are prompted to save anything that has changed since acceptance criteria that
the last save then the system will preserve useful work
must be met.
and discard erroneous work”.
This is a restatement of value rather than a test of specific
circumstance that would be required for objectivity.
The better written a User Story, the more effectively the “3
C’s” will be enabled. A good story meets the INVEST criteria:
Independent. User Stories should not overlap in terms of the value
they deliver.
Negotiable. It should be possible to debate and change User Stories,
and to trade them in and out of scope. There will usually be
Valuable. Every User Story must deliver stakeholder benefit.
Estimable. It should be possible to anticipate how much effort a User multiple acceptance
Story will require for implementation.
criteria for each user
Small. It is better to work on multiple small pieces of work than a larger
one, since progress is more easily ascertained and at least some value story.
can potentially be delivered earlier.
Testable. It should be possible to confirm the successful completion of
a User Story by objective means.
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ESTIMATION TECHNIQUES
Estimation can only be done by Development Team members, Estimation
since they will be the ones doing the work.
Planning Poker uses cards with the following numbers: ½ 1 ” Estimation can only be
2 3 5 8 13 20 40 100. Here's how it's played:
done by Development
An identical hand of cards is given to each team member. Each team
member will have a set of cards with numbers on the above scale. Team members, since
The Product Owner describes the piece of work to be estimated.
they will be the ones
Normally this is a user story with acceptance criteria.
Each team member mentally estimates the size of it on the scale. They doing the work”
can ask the Product Owner questions to clarify any points, but for the
moment they will keep their estimate to themselves.
Each team member places the card that corresponds to their mental
estimate face down in front of them.
Planning Poker or T-
At the facilitators instruction - usually the Scrum Master - the team turn
their cards over. In an ideal case the cards will all have the same value, Shirt Sizing may be
suggesting that the team have a common understanding of the
requirements and the likely effort that will be involved. used.
If the values are different, the team then need to discuss their estimates
and their reasoning behind them. They need to understand each other’s T-shirt sizes may be
thinking, and from that reach a consensus. It may be necessary to
replay the cards several times before agreement is reached. mapped to a story point
Estimates may be recorded on the story & then put on a Scrum board.
schedule so burn rates
T-Shirt Sizing All you need are six scraps of paper and a set
can be tracked.
of index cards with the requirements (e.g. user stories) written
on them. Normally these will be the same index cards that go
on the Scrum board.
Write one of the following sizes on each of the scraps of paper: Extra T Shirt Suggested
Small (XS), Small (S), Medium (M), Large (L), Extra Large (XL), and Size Point Value
Extra Extra Large (XXL)
XS 1
Arrange the sizes in a horizontal line on a table, ordered from XS on the
left to XXL on the right. S 2
Put the pile of index cards on the table in front of the sizing line.
M 3
The team then collaborate to organise the requirements on the cards
under the headings XS to XXL. They can ask the Product Owner to L 5
clarify any questions that they may have while doing so.
Once the cards have all been sorted, story points can be allocated to XL 8
each of them by mapping each T-Shirt size to a value. This allows
XXL 13
metrics to be gathered about the flow of work, and used to populate a
velocity or burndown chart.
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Boards
INFORMATION RADIATORS
Agile practice sits on the three legs of transparency, ” A good information
inspection, and adaptation. Agile teams should therefore
radiator will show
make good use of information radiators so they have good
visibility of the work being done, and can inspect and adapt timely information to the
accordingly. A good
people who need it when
information radiator
will show timely they need it…the most
information to the common type of
people who need it
when they need it, information radiator is a
and thereby render Scrum Task Board”
the production of
reports unnecessary.
The most common
type of information A useful board will show
A Task Board will show the progress of work as it moves from idea for a team to hold
the backlog through to Done.
their Daily Scrum in
An elementary board will have a Backlog, In Progress, and Done
stations. front of an up-to-date
A more advanced one will show additional stations which show where
task board.
work is building up.
A useful agile team member will be sufficiently cross-trained to act on
this information and ease any blockages before bringing any new work
out of the backlog.
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