Escolar Documentos
Profissional Documentos
Cultura Documentos
Defect
Density 3
(bugs/k
LoC)
2
Industry NASA
NASA’s Cost 1
6 900
$850.00
800
5
5
700
4 600
Defect 500
3
Density
$/LoC 400
(bugs/k
LoC)
2 300
200
100
0 $5.00
0 0
Developers
Customer plans
implement,
iteration
Customer tests
Iteration (Cont)
Split into groups of 5-6 people
We will play 3 iterations
Earn Business Value by implementing stories
Team with highest Business Value wins
Every Story is worth some Business Value...... but only if
Story is implemented fully
Time is limited (180 seconds per iteration!)
User Story 4
Iteration 1, step 1 – Customer
Writes Stories
No need to do anything for this game – all done
Customer
writes stories
Developers
Debriefing &
estimate
retrospective
stories
Developer
Customer
implements,
plans iteration
Customer tests
Iteration 1, step 2 – Developers
estimate stories
Order all stories by effort
NOTE: ASK ABOUT
THE ACCEPTANCE
CRITERIA!
User story 1
>
<
= User
Userstory
story432
Customer
writes stories
Developers
Debriefing &
estimate
retrospective
stories
Developer
Customer
implements,
plans iteration
Customer tests
Iteration 1, step 2 – Developers
estimate stories (cont) User story 1
Debriefing &
Developers
estimate
User story 4
retrospective
stories
4
Developer
Customer
implements,
plans iteration
Customer tests
Impossible stories
If a story requires more than 3 times as much effort
than story with effort 2, then choose impossible
Too big to estimate correctly
Too big to implement quickly
Needs to be broken up into smaller stories
Why?
Short stories are:
Easier to estimate
Gives more flexibility to implement
Less risky to implement
Iteration 1, step 2 – Developers
estimate stories (cont)
How many stories can we implement in 1 iteration?
Can’t make an accurate estimate yet
Guess!! (based on experience, maybe)
For this game, use 12-15
DONE! – head to customer table/area
Customer
writes stories
Developers
Debriefing &
estimate
retrospective
stories
Developer
Customer
implements,
plans iteration
Customer tests
Iteration 1, step 3 – Customers
choose and prioritize stories
Order stories by business value/effort ratio
E.g. – business value – 300 / 2 – effort = 150
Select the stories to implement
Complexity points must not be more than the no of points set
by ‘developer’ for first iteration
But, ‘buy’ as much value as possible
Choose the order of implementation
Since it’s the 1st iteration, may not finish all stories, so which
do we want done first to maximize biz value?
Highest biz value?
Least/most effort? Customer
writes stories
Best ratio?
Developers
Developer
Customer
implements,
plans iteration
Customer tests
Iteration 1, step 4 – Developers
Implement Stories
Only implementation time is measured.
Time stops when
A story is done. Acceptance test is carried out by
facilitator
At 90 seconds for mid-iteration review
At 180 seconds – time’s up!
Implement only one story at a time
Customer
writes stories
Developers
Debriefing &
estimate
retrospective
stories
Developer
Customer
implements,
plans iteration
Customer tests
Iteration 1, step 4 – Developers
Implement Stories
Half-time
Developers re-estimate points for the iteration
Example:
Initial guess = 12
Half-time stories completed = 5
Estimated stories completed by end of iteration = 10
Move to customer table – drop 2 points worth of stories.
Move back to the developer table and continue implementing
If you are ahead at half-time, then how?
Customer
Note: If a story takes too much time, you may choose writes stories
to abandon it.
Developers
Debriefing &
estimate
retrospective
stories
Developer
Customer
implements,
plans iteration
Customer tests
Iteration 1, step 5 - Review
Things gone Wrong / Right, Lessons Learnt, Next
Actions
Re-estimate stories
Sort the cards according to experienced complexity
Give them a new 1-6 complexity estimate
Why? Bcoz we’ll use them in iteration 2
Customer
writes stories
Developers
Debriefing &
estimate
retrospective
stories
Developer
Customer
implements,
plans iteration
Customer tests
Iteration 1 - Debrief
Questions
How did you estimate how long a task would take?
How did you react when you noticed that 2 stories are
the same?
Were the estimates the same for different teams?
Real-life customers: how did you feel making the
estimates?
Real-life devs: is estimating in real-life easier or more
difficult?
Project Velocity
Calculate your teams velocity:
VELOCITY = no. of story points / iteration
What’s our score?
Iteration 2
Same as Iteration 1, but a few differences:
Estimating
New Scoring Rules
Iteration 2 – Estimating Stories
Use Iteration 1’s experienced estimation
Iteration 1 Iteration 2
2 2 2
User story 2 =
< User story 4 User story 3
3 3
3.5
User story 3 >
4
Iteration 2 – New Scoring Rules
If team is fast
Unplanned stories that are implemented are only worth
half the business value
If team is slow
Half of the business value from planned stories that are
not implemented will be deducted
Why?
Marketing!
Iteration 2 – Ready? Go!
Iteration 2 - Debrief
If you compare the first and second iteration, are there
any differences? How do you feel?
How accurate was the iteration plan this time? How far
off were you?
Did your velocity go up or down?
What’s our score?
Iteration 3 – Get ready
No difference, same as iteration 2
Iteration 3 – Ready? Go!
Iteration 3 – last minute story
Estimate the new story
Move to customer table/area and replan iteration
Note – only exchange stories if the new story brings
more business value
Last Minute Stories
The last minute story shows how agile responds to
changes
Increase business value while maintaining the same
amount of work.
And the winner is…
Game Debrief
What do these things tell you about the performance
of your teams?
Velocity
Business value earned
Did your a)estimates and b) velocity get more precise
as the game went on?
Could you apply the planning game to your projects?
Why? Why not?
What this game doesn’t simulate
Dependencies
Full – team dynamics
Implementation issues
References
1. Agile Overview, Balachander Swaminathan,
www.agileindia.org/agilecoimbatore07/presentations/A
gileOverview.pdf
2. Agile process diagrams, Don Wells,
www.extremeprogramming.org
3. Customer Development Engineering, Eric Ries Haas,
http://www.slideshare.net/guest472f47/2008-09-06-eric-
ries-haas-columbia-customer-development-engineering-
presentation
4. Agile Game, Vera Peeters (Tryx) and Pascal Van
Cauwenberghe (Nayima),
http://www.xp.be/xpgame.html
We hope you enjoyed the game!
If you do, please help by promoting it
Tweet,
Blog,
Facebook
Slides and pictures will be posted on our company
blog: http://www.consoci8.com
asyraf.rahman@consoci8.com