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Yuval Yeret

Alistair.Cockburn.us | Agile contracts - 1 views

  • Venture-capital financing model This can be used with any of the above contract forms. In this model, the sponsor gives a round of financing for a certain amount of work, and the contracted company must produce results in order to get more funding. The sponsor can cut their losses at any time if they are not getting the results they need. They can presumably alter the terms of the contract after each work period. The result of a work period need not be working software; it could be a paper study, or a requirements document, or anything the sponsor selects. The venture-capital finance model works well with agile providers, since the agile provider is used to delivering useful, working software early and regularly. I find it an odd irony that the venture capital financiers running start-ups that I have encountered don’t take advantage of their own model to the extent agile teams do. The venture financiers let the evaluation markers occur too far apart in time. If they attached funding to monthly releases, that would oblige the start-up team to think through what it really can accomplish each month. The monthly progress would give the financiers a better sense of the start-up company’s real progress.
  • Venture-capital financing model This can be used with any of the above contract forms. In this model, the sponsor gives a round of financing for a certain amount of work, and the contracted company must produce results in order to get more funding. The sponsor can cut their losses at any time if they are not getting the results they need. They can presumably alter the terms of the contract after each work period. The result of a work period need not be working software; it could be a paper study, or a requirements document, or anything the sponsor selects. The venture-capital finance model works well with agile providers, since the agile provider is used to delivering useful, working software early and regularly. I find it an odd irony that the venture capital financiers running start-ups that I have encountered don’t take advantage of their own model to the extent agile teams do. The venture financiers let the evaluation markers occur too far apart in time. If they attached funding to monthly releases, that would oblige the start-up team to think through what it really can accomplish each month. The monthly progress would give the financiers a better sense of the start-up company’s real progress.
  • Bob Martin’s idea Bob Martin of Object Mentor posted an interesting variant to get around this problem: a base fee per story point, plus a lower-than-usual (close-to or below cost) fee per hour. This biases the contracted company’s to deliver early, but gives them some protection in case work proceeds slower than expected. Bob Martin described it this way:”[A]gree to pay a certain amount for each point completed, plus a certain amount for each hour worked. For example, let’s say you’ve got a project of 1000 points. Let’s also say that a team of four has established an estimated velocity of 50 points per week. This looks like about an 80 man-week job. At $100/hour this would be a $320,000 job. So lets reduce the hourly rate to $30/hour, and ask the customer for $224 per point. This sets up a very interesting dynamic. If the job really does take 80 man-weeks, then it will cost the same. If it takes 100 man-weeks then it will cost $344,000. If it takes 70 man-weeks it will cost $308,000. Notice that this is a small difference for a significant amount of time. Notice also that you, as developer feel strong motivation to be done early, since that increases your true hourly rate.” I have not seen that model in action myself, but several people have written in recommending it.
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  • Bob Martin’s idea Bob Martin of Object Mentor posted an interesting variant to get around this problem: a base fee per story point, plus a lower-than-usual (close-to or below cost) fee per hour. This biases the contracted company’s to deliver early, but gives them some protection in case work proceeds slower than expected. Bob Martin described it this way:”[A]gree to pay a certain amount for each point completed, plus a certain amount for each hour worked. For example, let’s say you’ve got a project of 1000 points. Let’s also say that a team of four has established an estimated velocity of 50 points per week. This looks like about an 80 man-week job. At $100/hour this would be a $320,000 job. So lets reduce the hourly rate to $30/hour, and ask the customer for $224 per point. This sets up a very interesting dynamic. If the job really does take 80 man-weeks, then it will cost the same. If it takes 100 man-weeks then it will cost $344,000. If it takes 70 man-weeks it will cost $308,000. Notice that this is a small difference for a significant amount of time. Notice also that you, as developer feel strong motivation to be done early, since that increases your true hourly rate.” I have not seen that model in action myself, but several people have written in recommending it.
  • Norwegian PS 2000 Standard contract http://dataforeningen.no/?module=Articles;action=ArticleFolder.publicOpenFolder;ID=1044 “The main feature of the contract for software development is that it provides mechanisms for establishing a common understanding between customer and the developer and a flexible iterative model for development suited for an environment of uncertainties and risks.” ...” Stage by stage, iterative development model securing ability to benefit from increasing understanding of the requirements and challenges Close co-operation between supplier and customer Incentives and sanctions in combination with target pricing Procedures for conflict resolution with an expert as a mediator ” You need to order it (it costs several thousand Norwegian kronor):
Yuval Yeret

James Shore: Value Velocity: A Better Productivity Metric? - 0 views

  • *Please note that I'm specifically talking about productivity. Velocity is a great tool for estimating and planning and I'm not trying to change that. It's just not a good measure of productivity.
  • rather than asking your business experts to measure business value after delivery (difficult!), have them estimate it beforehand. Every story (or feature--keep reading) gets an estimate before it's scheduled. At the end of each iteration, add up the value estimates for the stories you completed in that iteration. This is your "value velocity."
  • And rather than reflecting the hours programmers work, as cost velocity does, value velocity actually reflects productivity. Remember, productivity equals output/time. Value estimates are a much better indication of output than cost estimates are.
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  • It's like traditional velocity, except it's based on your customers' estimates of value rather than your programmers' estimates of cost.
  • stories don't always have value on their own.
  • Although value velocity isn't perfect, a team with consistent value estimates would be able to graph their value velocity over time and see how their productivity changes. This would allow them to experiment with new techniques ("Let's switch pairs every 90 minutes! Now once a week!") and see how they affect productivity. If balanced with actual measures of value and some sort of defect counting, this could be a powerful tool.
  • just estimate and score features rather than stories.
  • Another option would be to pro-rate each feature's estimate across all of the stories required to deliver it.
  • some types of stories don't provide value in the traditional way. What's the value of fixing a nasty crash bug?
  • Third, value velocity is just as vulnerable to gaming as cost velocity is... perhaps more so. I'm not sure how to prevent this.
Yuval Yeret

Is Design Dead? - 0 views

  • In its common usage, evolutionary design is a disaster. The design ends up being the aggregation of a bunch of ad-hoc tactical decisions, each of which makes the code harder to alter. In many ways you might argue this is no design, certainly it usually leads to a poor design. As Kent puts it, design is there to enable you to keep changing the software easily in the long term. As design deteriorates, so does your ability to make changes effectively. You have the state of software entropy, over time the design gets worse and worse. Not only does this make the software harder to change, it also makes bugs both easier to breed and harder to find and safely kill. This is the "code and fix" nightmare, where the bugs become exponentially more expensive to fix as the project goes on
  • the planned design approach has been around since the 70s, and lots of people have used it. It is better in many ways than code and fix evolutionary design. But it has some faults. The first fault is that it's impossible to think through all the issues that you need to deal with when you are programming. So it's inevitable that when programming you will find things that question the design. However if the designers are done, moved onto another project, what happens? The programmers start coding around the design and entropy sets in. Even if the designer isn't gone, it takes time to sort out the design issues, change the drawings, and then alter the code. There's usually a quicker fix and time pressure. Hence entropy (again).
  • One way to deal with changing requirements is to build flexibility into the design so that you can easily change it as the requirements change. However this requires insight into what kind of changes you expect. A design can be planned to deal with areas of volatility, but while that will help for foreseen requirements changes, it won't help (and can hurt) for unforeseen changes. So you have to understand the requirements well enough to separate the volatile areas, and my observation is that this is very hard. Now some of these requirements problems are due to not understanding requirements clearly enough. So a lot of people focus on requirements engineering processes to get better requirements in the hope that this will prevent the need to change the design later on. But even this direction is one that may not lead to a cure. Many unforeseen requirements changes occur due to changes in the business. Those can't be prevented, however careful your requirements engineering process.
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  • The fundamental assumption underlying XP is that it is possible to flatten the change curve enough to make evolutionary design work. This flattening is both enabled by XP and exploited by XP. This is part of the coupling of the XP practices: specifically you can't do those parts of XP that exploit the flattened curve without doing those things that enable the flattening. This is a common source of the controversy over XP. Many people criticize the exploitation without understanding the enabling. Often the criticisms stem from critics' own experience where they didn't do the enabling practices that allow the exploiting practices to work. As a result they got burned and when they see XP they remember the fire.
  • XP's advice is that you not build flexible components and frameworks for the first case that needs that functionality. Let these structures grow as they are needed. If I want a Money class today that handles addition but not multiplication then I build only addition into the Money class. Even if I'm sure I'll need multiplication in the next iteration, and understand how to do it easily, and think it'll be really quick to do, I'll still leave it till that next iteration.
  • You don't want to spend effort adding new capability that won't be needed until a future iteration. And even if the cost is zero, you still don't want to add it because it increases the cost of modification even if it costs nothing to put in. However you can only sensibly behave this way when you are using XP, or a similar technique that lowers the cost of change.
  • My advice to XPers using patterns would be Invest time in learning about patterns Concentrate on when to apply the pattern (not too early) Concentrate on how to implement the pattern in its simplest form first, then add complexity later. If you put a pattern in, and later realize that it isn't pulling its weight - don't be afraid to take it out again.
  • begin by assessing what the likely architecture is. If you see a large amount of data with multiple users, go ahead and use a database from day 1. If you see complex business logic, put in a domain model. However in deference to the gods of YAGNI, when in doubt err on the side of simplicity. Also be ready to simplify your architecture as soon as you see that part of the architecture isn't adding anything.
  • XP design looks for the following skills A constant desire to keep code as clear and simple as possible Refactoring skills so you can confidently make improvements whenever you see the need. A good knowledge of patterns: not just the solutions but also appreciating when to use them and how to evolve into them. Designing with an eye to future changes, knowing that decisions taken now will have to be changed in the future. Knowing how to communicate the design to the people who need to understand it, using code, diagrams and above all: conversation.
Yuval Yeret

http://studios.thoughtworks.com/2007/5/10/continuous-integration-in-the-enterprise-with... - 0 views

  • One of the developers had checked in some code that failed the regression tests. The application, on which the company had spent considerable time, money and effort, was now in an uncertain state. It wasn't behaving as expected. In the past, this type of bug usually wasn't discovered for months. Usually, it wasn't discovered until the System Integration Testing cycle got underway. For this project, that wasn't scheduled for another 6 months.
  • In the past, this bug would have lingered in the code for 6 months before anyone even realized it was a problem
  • . The light had gone off only 6 minutes after the code had been committed. Notice: not 6 months...but 6 minutes!
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  • I told them I just saved them $12,535! They looked around to figure out how. The reason I was there was simple. Earlier that year, those same IT managers had performed a series of calculations to estimate how much it cost the department each time a bug made its way out of development, into SIT, into User Acceptance Testing, or all the way into production. For this IT shop, one bug into SIT cost them $12,605 (and you can imagine how much a bug into production would cost.)
Yuval Yeret

How to make a LOT more money using agile - 0 views

  • How to make a LOT more money using agile
  • More frequent releases
  • expectations must be set for releases to be smaller but still have significant marketable value.  It also means managing scope for smaller releases so the value can actually be delivered to meet the expectations.  If we make the assumption these two pre-requisites can be handled, then we can also assume faster releases are possible.  Yes, I know, releasing software is expensive, requires other groups, etc.  For now, let’s assume all of those costs are negligible compared to the potential results and see where we end up.
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  • team of 8 people work on a project for a year with an anticipated ROI of 100% after 2 years.
  • $1,000,000 (approximately) in 12 months to build the product
  • get $2,000,000 in revenue within the 12 months following release.
  • ROI is calculated as $profit/$invested which in this case is ($2,000,000-$1,000,000)/$1,000,000 or 100%
  • cash expended, which in this case exactly matches the investment since we did all of the investment prior to receiving any return.
  • Let’s assume that scope can be managed so the product can be delivered in two phases, each taking 6 months.
  • each piece of the product is worth about half of the revenue value of the complete product
  • 6 months at an investment of $500,000 to build the first piece
  • 6 more months at an additional cost of $500,000 to complete the second half
  • after 6 months revenue starts to be brought in for the first release
  • the amount of revenue during the first 6 months of release of the first half of the product would be $500,000 ($2,000,000 for full product for 12 months = $500,000 for half product for 6 months).
  • matches the cost for building the second half of the product, so the cash expended is actually only $500,000 for building the product vs. $1,000,000 for building the product in one step.
  • After phase 2 of the product is completed it too starts to bring in revenue.  We now have the complete product, so we can get full value of it during each time period.  In other words, during the next 12 months it will generate $2,000,000 in revenue.  This brings total revenue to $2,500,000 which means our ROI is now 300% (higher profit divided by smaller investment - $1,500,000 profit / $500,000 invested).
  • Month Expense Revenue Cash (Profit) Total Revenue 6 $500,000 $0 -$500,000 $0 12 $500,000 $500,000 -$500,000 $500,000 24 $0 $2,000,000 $1,500,000 $2,500,000
Yuval Yeret

Agile Game Development: The Project Manager Role - 0 views

  • The Project Manager works with the Product Owner to insure that cost is always a consideration when evaluating the Product Backlog.
  • "Super Scrum Master"
  • Tracking costs, especially for production
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  • Facilitate the Product Owner's role (backlog maintenance and meetings)
  • Among the Project Manager's responsibilities:
    • Yuval Yeret
       
      sounds like what some organizations will call "Program Manager"
  • Tracking project risk
  • The Project Manager on a Scrum project has to be a Scrum expert and evangelist.
  • As each Scrum team on the project evolves their practices, the Project Manager will insure that they are continuing to work effectively with the other teams
  • One example of this would be the application of Test Driven Development and similar practices to build stability. It doesn't make sense for some teams to use TDD while others don't. The PM would have to step in and work with all the teams to insure that practices won't interfere or cancel each other out.
Yuval Yeret

Using a Task Board with One Remote Team Member | Mike Cohn's Blog - Succeedin... - 0 views

  • Try to get the one person to move to where the rest of the team is.
  • Having one remote is a cost that must be borne by the full team. For the right person, it’s easily worth it. But sometimes, the person who is remote has not special skills, knowledge or experience to justify the added hassle.
  • continue to use the physical task board–it is simply too beneficial to the collocated team members to give it up in favor of a product backlog tool, especially if team members are already used to it and like it.
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  • The remote person in this case could identify during the daily Scrum what he or she will work on and not need further interaction with the task board until selecting the next task. Here, the remote person doesn’t really interact with the task board at all and interacts only with the team. Not ideal as I’d like the person to see the tasks, but this can work in some situations.
  • more common is for the ScrumMaster to take on the responsibility of updating an electronic version that mirrors the physical task board
  • One good way of minimizing the time the ScrumMaster spends doing this is to mark the cards on the physical task board. The mark indicates “I’ve updated this task. Please update it in the online task board.” I like to use Post-It flags for this
Yuval Yeret

Agile PMO Role - 0 views

  • Institute an agile transition team, and have the agile PMO play a significant role on that team. If you are starting on the journey, establishing an agile transition team can be a critical factor in your success. The agile transition team plans and implements the strategy for the organization’s agile transition (using a backlog, iterations, planning meetings, retrospectives and, in general, responding to change) This group monitors and communicates results throughout the organization, and is responsible for removing organizational level impediments. The PMO representative can act as ScrumMaster for the agile transition team. Members should be leaders representing different departments and functions that are impacted by the agile transition. For example, having leaders from development, QA, product development and the PMO is an excellent practice.
  • Establish a “Meta Scrum” that is tasked with mapping projects and features to corporate strategy. As part of optimizing the whole, it is important for there to be a big picture view across products and features. In general, product managers are tasked with defining, prioritizing and communicating the vision and features for their products. When you have a program that encompasses multiple products with multiple product owners and project teams, keeping everything in line with the corporate vision can sometimes be overlooked.   Unlike the Scrum of Scrums--which is tactical, i.e. focused on execution--the Meta Scrum is focused on the strategic planning and decisions guiding the program or programs as a whole. Establishing a Meta Scrum with the PMO representative acting as ScrumMaster to plan and facilitate meetings (as well as reporting and tracking decisions and action items) can add significant value in having a program able to rapidly respond to change while staying true to the corporate strategy and objectives.
  • I like using story points to establish the velocity of individual teams. From a program point of view, however, story points are difficult to use across multiple teams. The nut there is that one team’s story point is not equivalent to another team’s story point. To crack that nut, I use agileEVM to “normalize” to standard project management metrics like the Cost Performance Index and the Schedule Performance Index, as well as the Estimate At Complete in integrated dollars. These metrics can be aggregated across teams to establish progress against the plan for the entire program.
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  • Establish an agile CoachingCenter. It is important from an organizational perspective to continue to provide coaching and training to agile teams. Team development and facilitation needs continue after the initial shift to agile methods is completed. In addition, new team members are hired, new practices discovered and implemented. Establishing an agile coaching center of excellence can meet this need.   In order to be successful, the center needs to be a legitimate organization with an assigned budget, staff and objectives. The center can be a located within the agile PMO. The center can develop and manage a central agile library, produce various lunch ‘n’ learns and other programs to infuse agile values and knowledge across the organization, and provide proficient, independent facilitators to teams for various retrospectives and other needs. In addition, the center can help the team gather metrics on their agility and health so that the team can take action if the decide to.
Yuval Yeret

From the Agile Transformation Trenches: Borland Agile Assessment 2009 - 1 views

  • We measure progress in business-valued terms such as time-to-value, cost/benefit ratio and customer satisfaction.
  • There is no "score" to this assessment.  It is administered anonymously with results reported in aggregate.  This is a diagnostic tool to help us all reflect on our processes and identify ways to improve.  It cannot measure "improvement" from a previous assessment, only relative importance of potential improvements to our current situation.  
  • inally, this is not a competition.  The results will be most useful in helping you reflect on your current circumstances and establish priorities within your teams on areas of potential growth.
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