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Yuval Yeret

Permanent Link to Feature Flow - Increasing velocity using Kanban - 1 views

  • team that had some problems getting their process right
  • their velocity was decreasing and spirits were low. Luckily we managed to change our process by changing some basic Scrum practices and replacing some of them with Lean practices, inspired by the new Kanban articles and presentations. Productivity is now higher than ever and we can now focus on what really matters: product quality and customer satisfaction.
  • one major issue: getting things done. The major symptom was the frustration of management and the team with the project. The first 3-week time box (sprint) ending with about 30% (!) of all features still in progress, when, of course, they should all have been done and ready for shipment.
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  • existing solution to this problem was to lower the expected velocity each sprint, so the next sprint would be on-time. But at the end of next sprint, the same problem occurred, so the velocity was going down sprint after sprint.
  • pressure of the rest of the organisation for the team to keep up their tempo. This pressure from both sides was crushing morale.
  • The way this team reacted to pressure was to work harder. Most people would have 2 or 3 tasks in progress at the same time. When a developer would finish a task, the testers were too busy testing something else, so they could give the developer direct feedback. When the tester found an issue with a new feature, the developers were already working on something else, so the tester had to wait. Simply put, there was too much focus on working long and hard, not on cooperation and the stuff that actually matters: features.
  • most dysfunctional behaviour comes from the system people are in
  • biggest struggle of this team: pressure & predictability.
  • Most Scrum masters challenge the team to reach the same (or higher) velocity each sprint. This pressure should give a team focus to perform at its best. However, it can also go haywire if the team doesn't deliver. No focus, no pride, no happy customer
  • retrospectives were dismal and planning meetings were a huge burden. The teams' productivity dropped in the days after the sprint, finding new courage to start the next one. Because they had an ineffective work-process, the only outcome of each sprint was to lower the expected velocity, to make sure we would be predictable. Estimation and predictability are only a means to an end and since they were getting in the way of fixing the root cause (and were bringing down the team's spirit) I opted to cut out the planning sessions and sprint deadlines.
  • first change we made was to set a limit of 8 tasks on the 'in progress' column
  • We spent 3 weeks bringing the numbers of open tasks from 21 to 8, without picking up any new work. Of course the team struggled with this new limit. They were used to pick up new work whenever they were blocked somehow, this wasn't allowed any more
Yuval Yeret

InfoQ: What is Velocity Good For? - 2 views

  • Doubling velocity (story points done-done in each sprint) usually means we must improve several things:
  • a clearer definition of done
  • no [known] bugs escape the Sprint
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  • we must prioritize the impediments, and keep removing or reducing the top one until velocity is doubled
  • Hint: We might want to prioritize the impediments by how much the removal/reduction will increase velocity. 25% here, 30% there; pretty soon you're talking a real increase in velocity.
  • Hint: Improving quality and reducing technical debt are almost always important keys to seriously increased velocity. Not the only keys, but very important.
  • Velocity is best used for long term planning. I can look at my velocity over several iterations and come up with an average (Preferably a range.) Then I can use that information to say things like: 1) Given the current backlog, how many iterations is it likely to take to complete a given set of stories? 2) How many story points, and by extension what set of prioritized stories, can I deliver by date X (e.g. in time for the trade show?)
  • I am very wary of anyone who suggests increasing velocity is a goal. *They are just estimates*. It is so easy to game. I've seen it happen both consciously and subconsciously with very undesirable effects.
  • The only measure of increased productivity is completed work. Measuring this also has the desirable side effect of encouraging people to break work down into the smallest possible deliverable units.
Yuval Yeret

GE Healthcare Goes Agile | Dr Dobb's - 0 views

  • we operate in a highly regulated environment so there are a number of additional quality and regulatory steps that must be completed before we can accept a "user story"— that scenario written in the business language of the user that captures what he or she wants to achieve. Therefore, our "definition of done" — that is, the list of activities that add value to the product such as unit tests, code coverage, and code reviews — turned out to be lengthy.
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    "Modify: It's OK to use a hybrid approach to agile. GE Imaging Solutions needed more up-front planning and post-sprint testing, for example. "
Yuval Yeret

tips on reviving retrospectives from the retrospectives yahoo group - 0 views

  • Has the team made changes that make a difference to them as a result of the retrospective?
  • Has the team explored a variety of different topics/areas, or do they stick to pretty much the same agenda around continuous improvement? What is the balance of change/improvement work vs. working on the product?
  • For example, try looking at technical practices, teamwork, or customer relationships... choose what ever seems most relevant to bound the discussion. That might help the team dig deeper and find issues that have more significance for them (now...I'm sure the other changes were significant at the time).
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  • Try a 'speed retrospective'. How quickly can the team get together and find one good, solid improvement to make? Make it exciting and use a stopwatch. I wouldn't do this all the time, but again, what harm to try it once?
  • How about one retrospective where you set yourselves the challenge of generating actions from the "What did we do well" column? In other words, find an action designed to magnify an existing positive rather than remedy an existing negative.
  • How about a 'Show and Tell' retrospective where every team member comes to the meeting with an action item and its explanation already prepared? The retrospective would really be each person presenting their idea in turn.
  • How about a retrospective wherein you challenge yourselves to come with a new approach to retrospectives that is so exciting that people would skip other work activities to attend?
  • I find it very important to revisit the outcome of the past retrospective and celebrate the things the team had been able to do differently.
  • The major thing is to make the changes visible and memorizable for everyone and not assuming that people remember what they decided on in the last retro.
  • Another thing is that I would invite team members to take turns in facilitating the retro. So not always the same person runs the retro (this typically also changes the format and techniques a bit).
  • - Heartbeat Retrospective (google for Boris Gloger)
  • - Temperature Reading
  • - Team Radar Chart
  • - Our project / team / product ship - draw a ship on a flip chart, ask the team what moved the ship forward, what blocked it
  • Just to add a totally different direction: I've made good experiences with having a *long* retrospective every few months. The short retrospectives are great to see the trees and optimize the daily work. A two or even three day retrospective helps the team to step back and watch the forrest instead.
  • It is important to get at least one item done every sprint. If you do the retro, but don't implement any of the actions, this is a tremendous demotivator. Better one thing finished that you can celebrate than 5 unfinished things in the queue.
  • Variety is the spice of life, so some variation is essential to keep the freshnees. Change the moderator, do technical focus once, then organisational, then "improving the fun factor", then go back to a general retro.
Yuval Yeret

Agile Project Management Blog - 0 views

  • Second getting them to understand Story Points, a seemingly meaningless measurement, seemed to be a non-starter for them.
  • deal hours first This is where ideal hours came to the rescue. They were far more able to wrap their heads around ideal hours i.e. if you lock the developers and testers in a room with zero interruptions, how long would it take. I figured that once they got their initial stories estimated in ideal hours down, switching to Story points will be easy as they would have established a scale of reference to compare against. This approach worked really well. They're now into their 3rd Sprint and now that they have an existing scale, whether the number is in ideal hours or story points or dog points for that matter, it really doesn't matter any more. If you're new to agile estimating, and you're having trouble coming to terms with Story Points try this first and then make the switch later.
Yuval Yeret

Ideal Training for Enterprise-Scale Agility? « Scaling Software Agility - 0 views

  • training strategy for a significant enterprise that is contemplating an “all in” (immediate and across the entire company) enterprise scale transformation approach
  • for the enterprise, a combination of team-based and role-based training that would touch every practitioner is ideal
  • all team practitioners receive a minimum of two days of agile training, (agile team training for the each team in the enterprise)
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  • an additional day or so of training for specialized roles of Product Owner, Project/Release Manager, and Agile/Scrum Master
  • All other executives and managers are invited to attend an overview course on scaling software agility
  • Agile for Teams –Essential, team-based training in a two day workshop
  • philosophy, principles, and benefits of agility, agile methods, iterative and release framework, roles, agile technical practices, and agile management practices (Scrum)
  • Agile Release and Project Management at Enterprise Scale – For Project Managers, Release Managers, Program and Portfolio Managers who have responsibility for helping deliver the product(s) to the marketplace. Topics include differences between traditional and agile product management, iteration framework, multi-level release planning and tracking, the agile release train, planning and executing the release planning event, and measuring enterprise progress.
  • Agile Product Owner in the Enterprise – For team-based product owners/candidates who will become responsible for backlog management, story writing, and iteration and release planning, and who will also be involved in the planning and coordination of larger scale software systems of systems built by teams of teams.
  • The Agile Master In The Enterprise – For potential agile team leads/future Scrum Masters who will be coaching agile teams and who will interact with other teams as well. Topics include: process facilitation, enterprise agility, mastering the iteration, team roles, release planning and tracking, agile leadership, empowerment and conflict management, and integration Scrums.
  • Agile Product Manager in the Enterprise – For enterprise product managers with product, product line, portfolio and business unit responsibilities. Topics include: what’s so different about agile, backlog and prioritization, relationship to product owners, PM’s role in release planning and management, visioning and the product roadmap.
  • Scaling Software Agility – Best Practices for Large Enterprises – For executives and key stakeholders in support, distribution, quality, internal IT, HR and all others whose roles will be impacted by the substantive changes that enterprise agile engenders. Part I – overview of agility highlighting lessons learned from the most common and effective agile methods Part II – seven team best practices of agility that natively scale to the enterprise level Part III – seven organizational capabilities that companies can master to achieve the full benefits of enterprise scale agility
  • The team member doesn’t need a CSM course, but he does need to know how to work in an agile environment.
  • what are the engineering practices need to support agile development? I’ve found that if developers only have their existing tools and practices, then they will continue to specify and develop waterfall-style within the sprints.
Yuval Yeret

Kanban development oversimplified: a simple explanation of how Kanban adds to the ever-... - 0 views

  • It’s a lot easier to estimate a story that’s small — which can lead to more accurate estimates, and better predictability.
  • It’s easier to plan with smaller stories. With big stories — stories that might take weeks for a developer to implement — it becomes difficult to plan a development time-box — particularly when the iterations are only a couple of weeks. It seems that only a couple stories fit — and there’s often room for half a story — but how do you build half a story? Splitting them into smaller stories makes it easier to plan those time-boxes.
  • Shrinking stories forces earlier elaboration and decision-making. Where product owners could write their stories fairly generally and consider many of the details later, now breaking them down into smaller stories forces more thinking earlier in a planning lifecycle.
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  • Managing little stories forces us to keep better track of how they fit together. Product owners are often asked to break down stories to a level where a single story becomes meaningless. To keep track of what’s meaningful to them and other stakeholders, they often need to keep track of bigger items such as the features of the product and how many stories contribute to building up that feature.
  • The result of these herniated time-box activities is a cycle that’s actually 3-4 times longer than our time-box. To get work done, we’ll use a time-box to elaborate stories, one to develop them, another to more thoroughly test them, and if there are bugs, possibly another to fix them.
  • During an ideal Agile time-box we’ll have frequent discussions between developers, testers, and those on a product owner team — like business analysts, user experience people, and business people. We’ll do this to understand what we need to build and describe what we’ll do to validate the story was really done. When time-boxes are short, there’s less time for this conversation. It’s common to move many of the conversations to detail the story and describe acceptance to the time-box before so we can be ready to really get moving with development when the time-box starts.
  • It’s difficult to fit thorough validation of the story into a short time-box as well. So, often testing slips into the time-box after. Which leaves the nasty problem of what to do with bugs� which often get piped into a subsequent time-box.
  • Anyone who’s attended an Agile planning meeting knows they can often last about an hour longer than you can stand it
  • As time-boxes shrink those on the product owner team and testers find themselves in a constant mode of getting ready for a next time-box and evaluating past time-boxes
  • work long hours, attend lots of meetings, and seem to have less time to be available to help developers with the current time-box. Since their focus is on a future or past time-box, questions about this time-box seem like interruptions. Collaboration decreases and tensions increase. Their work load is heavy, bumpy, not smooth or even.
  • Kanban cards are used to limit the amount of inventory the factory builds. It doesn’t do the Toyota factory any good to build doors faster then they can assemble cars. It just wastes money on excess doors, and parts of doors. Excess work in progress is considered to be waste in Lean manufacturing. (It’s probably waste in non-Lean manufacturing too.) In the above completely made up example, you’ll never have more than 15 finished doors hanging around. (Mudha is Japanese for waste. Learn it to impress your Lean friends.)
  • “Kan” means visual, and “ban” means card or board.
  • Kanban thinking in software development attempts to do a similar thing. We want to limit unnecessary work in progress to be no higher than it needs to be to match the throughput of the team.
  • In Kanban development: time-boxed development is out stories are larger and fewer estimation is optional or out completely velocity is replaced by cycle time
  • Exactly what’s left of Agile if we get rid of time-boxes, change the meaning of stories, and stop measuring velocity. And, exactly what do car doors and Kanban cards have to do with software development? Don’t get hung up on process. Remember, agile development isn’t a process.
  • You might have a column where business analysts spend time tracking down technical details that developers need to understand to write code.
  • These columns aren’t set. You should discuss with your team the phases that stories go through to be completed. Some organization may use columns for writing documentation, or preparing customer service people to support the feature in production.
  • The top is used for stories currently in progress in that phase. The bottom is the buffer. When work for that phase of the story is completed, it moves from “in progress” to the “buffer” where it’ll wait to be pulled into the next phase.
  • When we set limits for work in progress, we’ll set a total number for the process step that includes both “in process” and the “finished buffer” for that process step.
  • Stories must be minimal marketable features
  • To be marketable the feature needs to be large enough to be useful — probably larger than the teeny stories that take a couple days to build and seem to be best practice in Agile development today. A MMF may take weeks to build. But the important thing isn’t how long it takes to build, but that it be understandable and valuable to those who’ll receive it. To identify a MMF some folks ask the question “Would I announce it in my company’s product blog?” If it’s too tiny to mention, then it’s not a MMF.
  • To be lean, we’ll limit the number of stories we allow onto the board. A common formula is to add up all the members of the team in all roles and divide by two. All roles includes developers, analysts, user interfaced designers, testers, deployment people — anyone immediately responsible for getting features to market. For example, if team members total 20, we might limit the number of MMF-style stories on the board to 10.
  • Today developers have finished a story, and s they walk to the Kanban board to move it out of development, they notice their single buffer slot is full — and the “testing in progress” column is filled to its limit. What now? The developers talk to the testers. “We’re really struggling to keep up here. It’ll be till tomorrow morning before we can get some of these stories moved out.” “Hmm�” says a developer “Can we help test?” “Of course you can!” says the tester. “With your help we can get these cleared out by the end of the day.“ The tester grins “I just don’t want you validating a story you implemented.”
  • For the limits of the story process steps, the limit is often half the number of people that can perform the work for that phase of development. For instance if you have 6 developers, you might limit the development in progress column to 3. Now, this will force developers to work together on stories. I do find in practice that this may not work out for all teams — so I often see limits that equal the number of developers (or those that can perform the process step) or often 1.5 * the number of people in a role. Of course if you do this, it’ll raise the overall work in progress — and as you might expect, items will take longer to finish.
  • When a column in a Kanban board is full, we know that group is at capacity. We also know that if this keeps happening that that process step is likely where a bottleneck is.
  • If you’ve ever waited in line for the Pirates of the Caribbean in Disneyland you might remember signs along the way that say “Your wait time from here is 30 minutes” — something like that. Now you can post your own wait times on your Kanban board. At the bottom of your story queue post the average cycle time with wait time. It’ll say something like “Your wait time for a story here is approximately 18 days.” At the top of the queue post the average working cycle time. It might say “your wait time from here is 14 days.”
  • When you place focus on how quickly you can get functionality done, and have the ability to measure just that, then the estimates don’t much matter. In fact, many using a Kanban approach have simply stopped estimating at all. Yes story sizes vary, but being able to give a wait time plus or minus a few days is sufficient for many organizations’ concerns.
  • But, since there’s no development time-box in Kanban development, we’ll measure story-by-story how long they took to complete — the “cycle time” of the story.
  • Some do still estimate stories. Then use those estimates in conjunction with cycle time. Using a spreadsheet we can calculate the average cycle time for stories with a given estimate. If you do this, consider placing a handy chart next to your Kanban board showing estimate in one column, and wait times in adjacent columns. With this you’re answering the real question stakeholders are asking for when they get estimates: “when am I going to see this functionality in the software?”
  • If your stakeholders are like mine, they don’t want to know when they’re going to get this functionality, the want to know when they’re going to get all this functionality. I find that if I place stories into a spreadsheet with start and end dates, and calculate cycle time, if I select an arbitrary time period — say a two or three week time period — I can see how many stories where completed during this time period. For instance I might see the team finished 22 stories in 3 weeks — that’s about 7.3 stories per week. Given a backlog of 100 stories I can reasonably infer that it’ll take between 13 and 14 weeks (100/7.3). That’s yesterday’s weather for Kanban — at least the way I calculate it.
  • If I know that during three week time period there where 15 working days and that 5 developers worked the entire time, that’s 75 developer days. Knowing that lets me calculate the average number of developer days per story: 3.4 (75/22) — Which is darn close to pi — which makes me believe it has to be right. ;-) This number, 3.4, is what XP practitioners referred to as load factor.
  • Evaluation cycles, not development time-boxes
  • The only difference is the cycles aren’t used to plan and commit to stories any longer.
  • The daily standup or daily scrum meeting occurs as normal, but now it occurs in front of the Kanban board. Instead of the regular meeting ritual of checking in with each person to find out what they worked on yesterday and will work on today, the discussion revolves around the Kanban board and what will likely move on and off the board today, where “traffic” seems the heaviest, and what we could do to clear bottlenecks.
  • Reflect every few weeks
  • Lean practices help teams increase throughput. They don’t make developers type faster, rather they draw attention to bottlenecks that slow things down, help you see them and respond to them quicker. Using a Kanban board lets you easily visualize work in progress across different roles and lets you see when someone is taking on too much work simultaneously.
  • Demonstrate every few weeks
  • A task board as it’s commonly used in an agile approach can give you the visualization too. But, widening the task board to separate testing from development from acceptance or other process steps helps me better visualize where things are clogging up — helps me better diagnose problems. And, setting hard limits for process steps and respecting them really makes me deal with the problem in a way that dropping a pile of stories into a sprint or iteration didn’t. But, maybe it’s just me who’s lazy and avoids dealing with tough problems. I’m sure you’d never run into a situation where you and your team let lots of finished development work pile up waiting to be tested.
  • There’s no one as zealous as the newly converted There’s a lot of folks pretty excited about Kanban out there. I am too. Sometimes that zeal takes the form of telling people practicing common agile time-boxed development that they’re wrong. But, I guess I’m crusty enough to know that there’s lots of right ways to succeed and anyone who believes they’ve found the best ways is likely wrong. Don’t let those voicing opinions strongly for, or against, Kanban approaches stop you for digging in deeper and understanding the ideas behind it.
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    one of the best articles about Kanban and its relation to Agile I've encountered so far - focusing on Feature development (not maintenance)
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