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August 23rd, 2011

Improving user stories with a Definition of Ready

Posted by Nathan on August 23rd, 2011

In Scrum, the definition of done tells us when a feature is completed to a releasable standard. It sits above the individual acceptance criteria for each user story. For example, here’s the definition of done for development stories from one of our projects:

  • committed to source code repository
  • passes appropriate tests for story (including cross-browser testing)
  • tests written and run on integration server
  • accepted by product owner on UAT (unless story asks otherwise)
  • documented (well-commented)
  • cross- browser testing of interface elements
  • readme updated if applicable
  • change log updated

Adding the definition of ready to the definition of done

Recently, we’ve been looking at the definition of ready – the criteria a user story has to reach before it can be handed over to the team. You can think of the definition of ready and the definition of done as two key points in the sprint cycle – one defines when a story is ready to go in, and the other defines when a story is ready to come out.

Jeff Sutherland and Carsten Ruseng Jakobsen have described a definition of ready as a simple concept that depends on discipline and creates stability in a sprint. It’s designed to stop time being wasted when it’s discovered that user stories are missing important pieces of information that means they can’t be started or completed.

A definition of ready gives the team confidence that every story they bring into a sprint is completely ready for them to get started on. In this way, as Sutherland and Jakobsen observe, a definition of ready can improve the flow and stability in a sprint.

A sample definition of ready

Here’s a definition of ready we’ve  developed for one of our projects:

  1. The business value is clearly articulated (in the format of ‘As a type of user I want some goal so that some reason‘)
  2. The story follows the INVEST model
  3. The story has a 2 – 3 word short summary
  4. The story is small enough to fit in one sprint
  5. The story has clear and concise acceptance criteria which describe all of the features of the story. Details are captured as a narrative texts that describe an interaction of the user and the system, focusing on the value a user gains from the system.
  6. Once the acceptance criteria have been met the story is complete
  7. No external dependencies block the story being completed
  8. Story identifies external expertise and provides contact details.

Many of the points (for example, 2,4 and 5) reinforce the usual expectations of a good user story. Some are designed to trouble-shoot in advance: for example, 7 and 8 are there to help the team work as efficiently as possible, by ensuring they’re not being held up by business processes outside of the team, and have ready access to any expert help they need. And some are small tweaks that add efficiency in the longer term – for example, point 3 ensures we have a short headings for the user stories that make them easy to scan in Pivotal Tracker.

In conclusion

Of course, having a definition of ready doesn’t mean there won’t be occasions during sprint planning meetings when gaps are found in the preparation or understanding of a user story. It also doesn’t mean the team no longer has to talk the stories through with the product owner during these meetings, and throughout the sprint. But it does mean you’re creating the best possible conditions for optimal productivity in the sprint.

More reading:

  • Going from Good to Great with Scrum presentation by Jeff Sutherland and Carsten Ruseng Jakobsen
  • Definition of ready by Ken Power
  • The definition of ready by Roman Pichler
 
Tags: definition of done, definition of ready, product backlog, scrum, user stories
Posted in: Agile
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August 15th, 2011

Jeff Sutherland on the History and Structure of Scrum

Posted by Jacob on August 15th, 2011

As you might have noticed lately, we’ve been talking a lot about Scrum – we’ve done a great post on Learning Scrum in 10 Minutes, and for those of you in Wellington, we’re even running free Scrum workshops.

All of this is really useful, really interesting information, and we hope that you are all getting value from it. From these posts, and through our Twitter stream one of the questions we’ve been getting most frequently is about the history of Scrum – where did it come from and why did it turn out the way it did?

To answer this question we’ve got a video straight from the source with one of the founders of Scrum, Jeff Sutherland.

Check out the video below to learn about the history and reasoning behind Scrum.

Where did Scrum come from?

The logic behind Scrum as a development methodology is really very interesting, and Jeff Sutherland does a great job of explaining it. There are a few key points I find particularly interesting, and that are reflected in Scrum processes as we see them today:

    Why other systems don’t work:

  • Specialised silos of activity leads to slower communication and add lengths to the development process – this makes sense as there is not enough communication between people with different roles so it makes it hard to achieve the goals or development milestones that they have committed to

How they developed Scrum processes

    The roles of Scrum

  • To simplify the process they created teams with just two roles – a team and a team leader (aka The Scrum Master)
  • They found that the needed someone who truly understood the requirements of a project as well as representing the users, and so they came up with the role of Product Owner. This way every development cycle would add value for users and the business, and the team would have someone on hand who understood the requirements of each piece of functionality and could explain the reasoning each part of the project

    The meetings of Scrum

  • Experience shows (and anyone who works in a large organisation can testify) that too many meetings slow down the development process; in order to speed up the process, the needed to reduce the number of meetings to a minimum amount
  • They found development should be done in short cycles of 2 to 4 weeks (aka sprints) – essentially so there is good communication, and each development cycle can be well estimated
  • You need a meeting at the beginning of a sprint to define what you are going to pull from the product backlog (as managed by the Product Owner), how you are going to implement and track each item from the backlog
  • Research from Bell Labs showed that teams were driven by daily meetings, but they wanted it to be a very short meeting of no more than 15 minutes, so all members of the team knew what was going on, what they were going to achieve and how they could help other team members
  • At the end of a sprint, you would demo real, working software to get feedback from the product owners and stakeholders of the project, so you know what’s working well and what’s not – that feedback cycle (aka a Retrospective) is what helps teams to improve and help development go faster

    Reporting in Scrum

  • They needed to do a rethink of how reporting would occur in software development as the traditional method of using Gantt charts simply didn’t work as too many changes occur. They came up with the concept of a Burndown Chart so you could see a glance how fast the team was going, how much work was remaining and how much time was left to do it
  • They left the Burndown Chart up on the wall as a method of self reporting. Everyone could see the state of the Scrum at any time, and immediately know how much work was left to do.
  • They used a visual workspace (again, up on a wall) so you could see what needed to be done, what work was in progress, and what was done and tested at any moment in time

Scrum in a nutshell

So that’s more or less how Scrum came about – quite an interesting story really. Jeff Sutherland is evidently a very interesting character, and the thought that has gone into making Scrum as efficient is really very apparent.

Does this match up with your own experiences of Scrum? How does Scrum work for you? Did you enjoy your history lesson? Be sure to let us know in the comments below.

Want to learn more about Scrum? Be sure to sign up for our RSS feed, or follow us on Twitter and Facebook for more great information. Thanks for dropping by!

 
Tags:
Posted in: Agile, Business, Development
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August 4th, 2011

Free Friday Agile workshops at Boost

Posted by courtney on August 4th, 2011

[Here's the tl;dr version of this blog post. Every Friday we run free workshops about Agile development here at the Boost offices in Wellington. To find out more, read on. To sign up, scroll down to the end of this post, or email [email protected]]

Here at Boost, we’ve been using Agile development practices – Scrum in particular – to run our internal projects for five years, and with our clients for three years.

We keep meeting more and more people curious about how using Agile might help their organisations. So a few months ago we sat down and  developed a two-hour workshop, Introduction to Scrum, which introduces the main Agile ideas and practices, with a special focus on the Scrum techniques that we use. We tested the workshop with clients and other people, and got really good feedback.

In fact, the feedback was so good that we’ve developed and tested a second workshop, Writing Great Agile User Stories. This two-hour workshop is focused on understanding how user stories work within Scrum, and lots of hands-on practice writing user stories and acceptance criteria.

We’re now opening the workshops up to the world. There’s a workshop session available every Friday from 2pm to 4pm, and we’re alternating between Introduction to Scrum and Writing Great Agile User Stories. Further workshops are being worked on right now.

Workshop 1: Introduction to Scrum

The Introduction to Scrum workshops are run by Boost’s managing director Nathan Donaldson, a certified Scrum master.

We start off by talking about where Agile has come from, and how it’s different from traditional Waterfall development.

Then we’ll talk about the different roles in Scrum:

  • Product owner
  • Scrum master
  • Scrum team

We’ll cover off the core ‘artifacts’ in Scrum:

  • user stories
  • product backlog
  • sprint backlog

And then run you through the Scrum sprint rhythm:

  • sprint planning
  • estimation
  • demonstration
  • retrospective

After this, we’ll talk about some of the improvements we’ve seen in projects and organisations that have adopted Agile, like more communication, better specifications, less waste and less rework, better prioritisation and planning, and happier, more productive teams. And we’ll talk about the challenges that have to be overcome when Agile practices are introduced into an organisation for the first time.

And in the last five minutes we’ll run a quick retrospective on the session, so you can tell us what you liked and what we could improve. Continuous improvement is one of the core principles of Agile, and we apply it to these workshops too.

Workshop 2: Writing Great Agile User Stories

Writing Great Agile User Stories is run by Courtney Johnston, one of our project managers, a certified Scrum master and experienced Product Owner. The workshop is a focused and hands-on introduction to writing user stories and creating a product backlog.

You’ll learn

  • How to write user stories
  • How not to write user stories
  • How to write acceptance criteria
  • About Done definitions
  • How to create and maintain your product backlog
  • How user stories are estimated by the team.

As with Introduction to Scrum, at the end of the session we do a quick retrospective to figure out what worked well, and what improvements we can make.

The nitty-gritty

Who are the workshops for?

Introduction to Scrum

This workshop will be helpful for anyone involved in website and software development. We’ve had project managers, usability analysts, programmers, designers and writers attend, and everyone has found something useful in them. It doesn’t matter in the least if you’re public sector, private sector, work for a charity or a start-up, or are just plain curious.

Writing Great Agile User Stories

This workshop will be helpful for people who have already had some experience or exposure to Scrum, and who want to learn more about this particular aspect. It will be especially helpful for people new to or thinking of taking on the Product Owner role.

How many people can attend?

We cap attendees at 6 people; this is the best number for discussion and sharing experiences.

You can come  along as a team – that way, you can talk about how you manage things currently, and what you’re looking to change. But we’re also happy for people to sign up in ones and twos; it’s just as useful and sometimes even more interesting to have a bunch of different perspectives in the room.

Where are the workshops held?

We hold the workshops here at the Boost offices in central Wellington. You won’t be trapped in a stuffy little room – it’s nice and spacious, with great views over Cuba Street.

What does this cost?

Nothing. The workshops are completely free, and completely obligation free.

We’re running these as free sessions for two reasons:

  1. We really think people would benefit from using Agile methods to run their projects
  2. We’ve learned a lot from the Wellington and international Agile communities, and want to keep the sharing going

How do I sign up?

It’s easy. You can fill out an online form:

Sign up for Introduction to Scrum

Sign up for Writing Great Agile User Stories

or email us at [email protected], and we’ll work with you to find a suitable date and book you in.

If you have any questions, just drop us a line. We hope to see some of you soon!

 

 
Tags: agile, agile development, agile project management, scrum, training, workshops
Posted in: Agile, Scrum
1 Comment
 
July 5th, 2011

Scrum in 10 Minutes

Posted by Jacob on July 5th, 2011

One of the topics we most frequently talk about here on the Boost blog is Scrum and Agile development.

Much of the information is targeted at people who are already familiar with Scrum and Agile, but we are well aware there are many people out there to whom Scrum is something to do with rugby, and being Agile is to do with being flexible (which I suppose is actually true either way).

As a relative newcomer to the worlds of Agile and Scrum, I’m realise there is quite a learning curve, and throughout my learning process I’ve come across a number of different resources that have helped my understanding immensely.

One of the more useful resources I have come across is the following video (and of course, the great free ‘Introduction to Scrum’ seminar we run here at Boost), which quite succinctly explains Scrum in less than 10 minutes.

Of course, there is more to Scrum than this, and a number of different ideas and terms that you’ll have to remember and understand, but it’s a great way to get started.

Scrum in 10 Minutes

 

Scrum software

Did you catch all of that? There is a lot of information being covered in a short period of time, and I’d recommend watching the video a couple of times to try and listen and understand all the information that is being shared.

A couple of our Scrum Masters here do have a couple of thoughts to add to the video though:

  • Scrum Masters and Projects managers aren’t the same thing
  • We like to user story points for estimation as opposed to hours
  • We do a burn-down of hours and a burn-up of story points
  • We think daily stand-ups are essential, regardless of team experience

Of course you are more than welcome to ask any questions you have about the video in the comment section below, or ask us on Twitter @BoostNewMedia or on our Facebook page. We’ve also included some of the key terms from the video below to help with your learning.

Key Scrum Terms

 
There are a few key terms in there that are pretty crucial to understanding Scrum, and for your benefit (and mine), here is a quick recap of some key Scrum terms using definitions from the video. Feel free to chime in with your own definitions if you have something to add:

Product Backlog: A wishlist of features you’d like to implement for your site/service/product, generally ordered in terms of business value.

Product Owner: Represents the users and owners of the site/service/product to ensure the right features make it through to the Product Backlog. They set the direction of the site/service/product.

Scrum Master: Makes sure the project is progressing smoothly, and that every team member has the tools they need to get the job done. They also remove any impediments to progress for the team.

The Team: A multifaceted group that gets the job done; includes developers, testers, and other talents as required.

Sprint: A short duration milestone that gets elements of a site/service/product to a ship ready state, taking prioritised tasks from the Product Backlog.

Burndown Chart: A chart that shows a day by day measure of the amount of work remaining in each sprint or release. Often has a Burndown Velocity line showing the trend of the project to help you understand if the project is going to be finished, early, on time or later than expected.

The Daily Scrum: A daily stand-up meeting (aka. The daily stand-up) with the team that asks ‘What did you get done yesterday?’, ‘What will you work on today?’ and ‘Are there any obstacles in your way?’.

Further Resources

  • Scrumology – has a great blog, and email series called the Scrum Addendum that is well worth signing up for
  • Mountain Goat Software – full of fantastic resources about all things Scrum
  • 10 Great Scrum Practitioners to Follow on Twitter on the Boost Blog

That’s a wrap

Simple, huh? Of course, that’s a very introductory overview, but hopefully this video makes you realise that it’s not impossible to learn, and shows you a few of the ways that Scrum can improve your development practices.

If you’ve got any questions about Scrum, let us know in the comments below, and we’ll do our best to help you. Don’t forget to subscribe to our RSS feed to keep up with our latest news and adventures, and to help you continue on your Scrum learning way.

Thanks for dropping by.

 
Tags: agile development, Development, product owner, scrum, user stories
Posted in: Agile, Scrum
1 Comment
 
June 28th, 2011

Jean Tabaka on the Golden Circle of Agile & StackExchange for project management

Posted by courtney on June 28th, 2011

Last week a group of us went along to see Jean Tabaka (from Rally Software Development) presentation at a special Agile Welly Meet-up.

The event was an interactive session called Tell Me Why: The Golden Circle of Agile Transformation. Casting aside the traditional slide deck, Jean used Simon Sinek’s golden circle model to get us talking about the What, How and Why of our adoption and use of Agile methodologies. We organised ourselves into small groups and went through three rounds of discussion.

First, we talked about the what. What have we done that tells us we’re doing Agile? So, things like writing user stories and acceptance criteria, and holding stand-ups and running retrospectives – these are the practices (or rituals) that we perform when we’re doing Agile.

Then we talked about the how. How do we know which practices we should be using, or trying to improve? So things like, if a product owner keeps rejecting delivered work, maybe we need to look at the way acceptance criteria and done definitions are being stated, because there seems to be gap between what the developers are hearing and the product owner is seeing. Or things like holding regular product backlog grooming sessions, so we know we’re always working on the most important features for our product. As Jean observed, this is how you avoid getting trapped in cargo cult Agile – going through all the right motions, but not seeing the expected benefits.

In that discussion, we started digging into the principles of Agile – the why. Why is it that we and our organisations have decided to adopt Agile? For some people it was about increasing returns, or decreasing risks; for some, it was about improving the quality and timeliness of work delivered; for some, it was about team morale. Everything about your take up of Agile needs to stem from this why – if you don’t know why you’re doing something, why bother?

Back at work I started reading over the Rally blog, and found this post from Jean about being a newbie on the Project Management StackExchange. This is one of 50-plus question and answer sites on the StackExchange network, where people can ask and answer questions on specific topics. The StackExchange sites are known for their exemplary community management (and Jean’s post gives a great insight into how this works). In fact, one of my favourite Webstock 2010 talk was Jeff Atwood’s Stack Overflow: Building Social Software for the Anti-Social, about creating the first of these sites, devoted to programmers and their detailed technical questions.

Having a quick browse through the PM StackExchange, I found some interesting threads on topics like whether there’s data to show that planning poker produces better estimates than individuals, how to handle an argumentative team member, and how to avoid micro-managing a dev team. Appropriately for project management – where the job is to figure out the best system for the situation you’re in, the thing you’re building, and the team you’re working with – the answers are often opinions or sharing of experiences rather than flat-out dictums. Maybe soon I’ll quit lurking and post a question of my own.

 
Tags: agile, agile project management, project management, scrum, user stories
Posted in: Agile
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May 25th, 2011

Agile experiments: creating user stories with story mapping and ‘buy a feature’ prioritisation

Posted by Nathan on May 25th, 2011

Here at Boost we’ve been running Agile projects (using Scrum) internally for about five years, and with clients for more than three. Constant refinement and improvement is a key aspect of Scrum processes, and for our scrum masters in particular (myself, Gavin, Kriston and Courtney) looking for ways to tweak our projects is a big part of what we do.

One way we do this is by trying practice runs of new processes internally before we unleash them on our clients. Recently we trialled story mapping as a different way to generate user stories, and then tested two different ways of prioritising the stories into a product backlog. We learned a lot from this, and are looking forward to trying it with clients soon.

What is story mapping?

Jeff Patton has done the most to formulate the method of story mapping, and he contrasts it to the traditional ‘flat’ product backlog. Patton argues that while a flat product backlog is good for helping the team understand what needs to be done next, it doesn’t help the team see the big picture of what they’re making:

Arranging user stories in the order you’ll build them doesn’t help me explain to others what the system does. Try handing your user story backlog to your stakeholders or users when they ask you the question “what does the system you’re building do?”

For my money, trying to understand the system – the whole system – is the difficult part of software development. One of the most common complaints I hear from Agile teams is that they lose the big picture – that is if they ever had it in the first place.

… [A] story map arranges user stories into a useful model to help understand the functionality of the system, identify holes and omissions in your backlog, and effectively plan holistic releases that delivery value to users and business with each release.

Occasionally on our Agile projects we’ve run into the problem where, although we’re working in order of priority and regularly delivering new functionality, it still feels like that new functionality isn’t building into a cohesive whole for users. We decided to try out story mapping to see if it might help in these situations.

Generating the stories

For the trial we had:

  • the four scrum masters (me, Kriston, Gavin & Courtney)
  • a big empty wall
  • some builders tape, lots of Post It notes, and a bunch of Sharpies

I facilitated the story mapping, and Kriston, Gavin and Courtney took on the role of the team. Gavin was our Product Owner, and Kriston & Courtney played the part of topic specialists, there to advise the Product Owner on business and user needs. (Any combination of people could form the team for this exercise, but it’s important to make sure that the Product Owner continues to be the person making decisions about priorities based on business value, with everyone else there to advise and support them.)

The scenario we used was imagining we were going to launch an online card-sorting tool to complement IntuitionHQ, our online usability testing tool.

First, I asked the Product Owner ‘What will people do with this tool?’ (this is a more user-focused way of asking ‘What will our software do?’). The team brainstormed the high-level activities:

  • manage the site (admin features)
  • open and manage an account
  • create and distribute a test
  • display results

The Product Owner wrote each of these down on Post Its and and placed them in a row above a strip of builder’s tape on the wall.

Next I got the Product Owner to brainstorm the user stories that fell out of each activity, and stick them up in columns under the related activities. For example, under ‘Open and manage an account’, we had the user story As a IntuitionHQ customer, I want to log into the cardsorting tool with my existing account details, so I can get started testing quickly. We ended up with about 25 user stories across the four columns.

'Wall' with stories arranged into groups

'Wall' with stories arranged into groups

Prioritisation 1: traditional method

At this point, the user stories were in random order in their columns. Next I got the Product Owner to order them from most to least important within their columns.

After the stories were prioritised, I got the team to work together to identify a ‘walking skeleton’: the stories from each column we’d have to complete in order to have a first release of the software that was both high value and immediately useful. We put a line of builder’s tape across each column where the cut-off point fell.

'Wall' with priortised stories

'Wall' with priortised stories

Prioritisation 2: ‘buy a feature’ method

Next we tried another way of selecting stories for the first release. We went through and roughly sized each of the stories, allocating 1, 2, 3, 5, or 8 points to each (in the real situation, we’d have the people working on the project estimating like they normally would).

Then I gave the Product Owner a ‘budget’ of $30 to ‘buy’ the stories they wanted to see in the first release (with ‘buy a feature’ prioritisation, you use a budget of between 1/3 and 1/2 the entire system budget, to force decision-making.) The ‘cash’ was in the form of small Post Its with $5, $2 and $1 written on them – so to buy an 8 point story, the team had to pony up a $5, a $2 and a $1.

'Wall' with stories prioritised by 'buying' features

'Wall' with stories prioritised by 'buying' features

What we learned

It was fascinating watching the team change their mind about priorities with this spending limit in place. For example, in the first prioritisation, the story As a IntuitionHQ customer, I want to log into the cardsorting tool with my existing account details, so I can get started testing quickly didn’t make the cut as a first release. In terms of opening and managing an account, this was originally seen as a nice to have, compared to the functionality to create a new account. When faced with a limited budget however, the team decided this was the only story they wanted to buy from the ‘Open and manage an account’ column, reasoning that for a beta release, they’d be happy to offer the site just to existing customers. This released more cash to buy the essential stories associated with creating and distributing tests, and collecting and displaying results.

Based on current and previous projects, we know that a point usually represents about three hours work. Using this technique of estimating and ‘buying’ stories, we know we’d be able to give a client a reasonably accurate picture of what we’d be able to deliver within any given budget.

Where we think story mapping will be useful

The scenario we picked – building an online card-sorting tool – was quite simple, and as we’ve built something similar we had a good understanding of what we’d need and how much work was involved. Our story mapping exercise was therefore quite straightforward, and we completed it in under two hours. In his article ‘How you slice it’ (download the PDF) Jeff Patton describes how to run a far more complex story mapping exercise. The overall goal remains the same: a useful and highly usable first release, which sets the stage for further iterations. As Patton writes in the article:

Incremental release may be one of the more valuable aspects of the various Agile development methodologies. An early release can help capture market share, generate early return on investment, and reduce money risked on software development. A strong early release can increase those benefits immensely. The model we’ve built can give you a better picture of your software’s features and help your organisation construct the most useful and coherent early release possible.

We can see a number of situations where this technique will be useful

  • at the beginning of any Agile project, when user stories need to be written and prioritised
  • particularly, at the beginning of projects where the software or product is intended to do a number of different things
  • when you’re working with a team that has previously felt like it doesn’t have the big picture of a project
  • when a product owner is finding it hard to prioritise stories for the first sprint or first release
  • when a product owner needs support getting stakeholder agreement on how features and stories are to be prioritised.

More background on user stories

Want to know more? Check out our introductory series

  • an introduction to user stories
  • adding acceptance criteria to user stories
  • user stories and the development process
  • bringing stakeholders on board through user stories

Don’t forget to subscribe to our RSS feed to keep up with all our latest news and developments, as well as a ton of great Scrum and Agile resources. Thanks for dropping by!

 
Tags: agile, agile development, agile project management, priorisation, product backlog, product owner, scrum, user stories
Posted in: Agile
5 Comments
 
May 18th, 2011

10 Great Scrum and Agile Practitioners on Twitter

Posted by Jacob on May 18th, 2011

The internet is full of interesting resources, but sometimes it gets hard to sift through all the junk in order to find the good content. I find Twitter is really useful for this, especially if you are following the right people, because they sift through all the bad stuff before it gets to you.

Lately I’ve been learning a lot more about Scrum, Kanban and Agile in general, and I’ve discovered a number of really useful people to follow. Read on to see 10 people (in no particular order) you really should be following on Twitter if you are interested in learning more about Scrum and Agile:

10 Great Scrum and Agile Practitioners on Twitter:

 

@MikeWCohn wrote the book (literally) on Succeeding with Agile. He also publishes a great blog that has all sorts of interesting discussions about Scrum and Agile. Definitely worth a follow.

@ScrumAlliance is the official feed of the Scrum Alliance; an organisation set up to help promote awareness and understanding of Scrum. They post a ton of helpful resources in this area, and keep a very steady stream of great content pumping out.

@Scrumology is the Twitter feed of Kane Mar, one of the earliest certified Scrum coaches. He retweets a whole bunch of helpful links, and also publishes a very interesting blog and an awesome email series that is well worth subscribing to.

@smamol is the feed of Sandy Mamoli, the head of the Wellington Agile Professional Network. She also publishes a fantastic blog about Scrum and Agile that is well worth following. She also keeps a very active Twitter feed.

@JeffSutherland, for those who don’t know, is one of the co-creators of Scrum. He regularly links to great Scrum resources from his Twitter feed, and although he isn’t the most prolific Twitterer, he always tweets interesting information.

@JeffPatton has been involved in Scrum and Agile for a very long time. You can check out his website, Agile Product Design or just follow him on Twitter to keep up with his insightful tweets.

@KSchwaber – Ken Schwaber, along with Jeff Sutherland, is one of the co-creators of Scrum. Again, not the most frequent tweeter, but it’s always very interesting to see what he is sharing. You can also follow his blog for more great information.

@JimHighsmith is one of the cofounders of the Agile Alliance, an author, and a man with a huge amount of experience working with Agile. He also regularly publishes interesting content to his blog.

@LyssaAdkins is a certified Scrum Trainer and Agile Coach. She wrote a book on Scrum and Agile Coaching, and she has a very lively Twitter feed.

@Scrum_Coach is Doug Shimp’s Twitter feed. Doug is a Certified Scrum Trainer with a very lively Twitter feed. He posts all sorts of great quotes and links to other resources. He also (periodically) writes a Scrum blog.


Hopefully that gives you some useful people to get started with in your Scrum learning quest as well. Of course, you can also follow us @BoostNewMedia or on Facebook.com/BoostNewMedia to keep up with all our latest news and developments. We share a ton of Scrum and Agile resources as well.

If there is anyone else you think we should add to this list (or when we do a ‘people to follow list 2′, be sure to let us know in the comments below. We’d love your feedback.

Don’t forget to subscribe to our RSS feed to keep up with all our latest news and developments, as well as a ton of great Scrum and Agile resources. Thanks for dropping by!

 
Tags: agile, agile development, scrum, Social media, twitter
Posted in: Agile
1 Comment
 
May 16th, 2011

alpha.gov.uk – the UK Government releases an agile prototype for a single government website

Posted by courtney on May 16th, 2011

Last week the UK Coalition Government launched alpha.gov.uk, a prototype of a possible single government website aimed at making government services easier to use. The prototype is a response to Martha Lane Fox’s (appointed UK Digital Champion by the UK Government in June 2010) call for ‘revolution not evolution’ demanded in her review ‘Directgov 2010 and beyond’.

Alpha.gov.uk is an attempt to achieve two goals:

  1. To test, in public, a prototype of a new, single UK Government website.
  2. To design & build a UK Government website using open, agile, multi-disciplinary product development techniques and technologies, shaped by an obsession with meeting user needs.

About the site

According to the Cabinet Office news release, this is the first time the UK government has followed the normal practice of large organisations of launching a prototype test a web service and gather feedback.

At the moment, the website contains answers to the 100 most frequently asked questions in government. The site is focused on search (including search results tailored to people’s locations) and directing visitors towards high-demand topics.

 

alpha.gov.uk homepage

The site has been created to test ideas and approaches, not immediately replace existing websites:

it is not intended to be an instant replacement for existing gov.uk sites. Nor does it improve the quality of government’s online transactions – others are working hard to make these easier to use.

What Alpha.gov.uk does do is trial a selection of new, simple, reusable tools aimed at meeting some of the most prevalent needs people have from government online. The aim is to gather feedback on these new approaches from real people early in the process of building a new single website for central government.

It is made very clear throughout the site that this is an alpha release, and, as the strapline on every page states ‘There may be errors, inconsistencies and inaccuracies’.

 

Prototype warning on 'report a lost or stolen passport' page

About the team

The site was developed in three months by a small group within the Government Digital Service, led by Tom Loosemore. Introducing the prototype on the site’s blog, he writes:

If people who are not yet online can be tempted into doing just one of their (typical) 4 or 5 monthly Government transactions online, then that would save the Government – and hence taxpayers – about £1bn each year. That’s a big number.

But, equally important, a gov.uk which is so good, so simple, so hassle-free that it actually encourages people who are not online to get online will save them hundreds of pounds per year – think price comparison sites, cheap online offers etc. And many of those who are not yet online are people for whom savings hundreds of pounds can make a huge difference.

The team is a mixture of government employees and vendor/agency types: half a dozen developers, two search analysts, a product lead, a design lead, a tech lead, an editorial lead, a content strategist, an editor and a project manager.

The team’s blog about the project is an absolute delight, with posts about the visual language, other parts of the UK public service that have been trialling similar approaches,  the technology behind the site, early sketches and more. Team members have also been writing and posting about their work off-site, like Paul Annett posting design iterations to Dribbble and content strategist Relly Annett-Baker writing on her own blog.

An agile, user-centric approach

As David Mann writes on the alpha.gov.uk blog:

we see our project as part of a wider cultural movement with many advocates across government, seeking far more agile, iterative, user-need-driven digital product development.

Recently here at Boost we’ve been reviewing the UK Government ICT Strategy, released in March. One of the strategy’s objectives is ‘Reducing waste and project failure’:

Where possible, government will move away from large ICT projects that are slow to implement or pose a greater risk of failure. Additionally, the application of agile ICT delivery methods, combined with the newly established Major Projects Authority, will improve government’s capability to deliver projects successfully and realise benefits faster.

Among the actions listed in the strategy are:

  • establish[ing] an approach and capabilities for agile delivery in government which can be replicated across departments (culture, multidisciplinary teams, risk-based testing, service-oriented architecture, product management and road-mapping)
  • creat[ing] a ‘virtual’ centre of excellence across government and the private sector which can enable fast start-up and mobilisation for agile projects
  • identify[ing] a pilot project within each department to prove and embed the agile approach

Given our focus on Agile projects and user-centred design here at Boost, we’re understandably excited to see this happening. If you’d like to learn more about Agile, we’d love to hear from you.

 
Tags: agile development, prototype, scrum, user-centred design
Posted in: Agile
1 Comment
 
May 10th, 2011

Adapting Agile’s visible workspaces to the humble to-do list

Posted by courtney on May 10th, 2011

For the past three weeks I’ve been trialling a new form of to-do list, inspired by the Agile visible workspace. It’s a literal desktop solution: it involves three pieces of tape, some Post It notes, and the right-hand side of my desk. So far, it’s been awesome. Here’s the story …

Since joining the working world, I’ve tried all sorts of ways of listing and prioritising my work: mentally (yeah, like that was ever going to work), with various online tools (always felt like too much overhead, and like I had to go somewhere to see what I should be doing), by blocking time out in my diary to focus on chunks of work (awesome, right up to the point when someone books over your work time with their meeting time) and paper lists (my favourite, but they have a tendency to breed promiscuously on my desk, resulting in archaeological layers of half-done lists doing double-time as a place to rest my damp-bottomed mug of tea).*

Over that time, I’ve found Agile visible workspaces to be the best form of to-do list for me. The whole point of the Agile board is to show what work has been committed to (through user stories), the priority of each story, the task related to each story, and the stage each story and task is at. (You can read more about how this works in our earlier post on user stories and the Agile development practice.)

Scrum Board by Drew Stephens on Flickr, released under a Creative Commons BY-SA license

My ideal situation then would be working full time on one of our Agile projects. At the moment however, while I contribute to one of our large Agile projects and run a couple of smaller ones, I’m spread over multiple projects and clients. So I started thinking about how I could adapt what I enjoy about the Agile workboard to my own case.

First I thought about what I needed. I wanted:

  • to keep track of the various tasks I needed to complete for each of my projects and clients
  • to see these tasks at all times, but not keep a whiteboard by my desk
  • to know what my backlog of tasks was
  • to be aware of which tasks were ‘blocked’ (for example, where I was waiting on client feedback before making the next set of revisions to wireframes).

I decided on a super-simple solution. I cleared some space on the right-hand side of my desk (to the right of my mouse, so firmly in my peripheral vision). I tore off three bits of blue builders tape (the kind that doesn’t mark surfaces) and used them to create three boxes on my desk top, and used a Vivid to mark these as ‘NOT STARTED’, ‘IN PROGRESS’, and ‘BLOCKED’. Then I wrote down each of my tasks on one of the smallest sizes of Post It note (5x5cm), and stuck these in the ‘Not started’ box. I tried to keep my tasks to about three hours’ work or less (so not prepare workshop but prepare card-sorting exercise; not write strategy but research governance models).

After that, I moved the tasks that I needed to work on that day into ‘In Progress’. There were about 6 of them, which isn’t ideal – not a lot of priority there. When Nathan  (the boss) looked at my new visible workspace, he suggested that I try the Kanban technique of limiting how many tasks can be in progress at any given time. So I got out my Vivid and added (3) to my piece of ‘In progress’ tape.

I’ve trialled my simple visible workspace for the past three weeks. In that time, I’ve prepared and given a user-testing workshop, worked on strategy documents for two clients, worked on wireframes for one of our large Agile projects, overseen some online user-testing for a client, kept the wheels turning on two development projects, and done miscellaneous other stuff. And I’ve found my visible workspace works really well.

I can see at a glance all the work I need to do. I make decisions every morning about which tasks to move into ‘In progress’. When I’m waiting on feedback or decisions, tasks go into ‘Blocked’ (so I don’t forget about them) and new tasks move into ‘In progress’. I haven’t gone to the level of writing acceptance criteria for my stories, as I know these already.

The one thing I miss is done stars. On our big Agile boards, when a story is completed and accepted by the product owner, it gets a lovely big orange star-shaped Post It note slapped on to it during the stand-up and everyone gets to share in the glow of a job well done. When I complete a task, the Post It note gets crumpled up and tossed in the bin. The result is the same – the task moves out of the backlog of work – but the effect is certainly lacking. This reinforced for me how well Agile supports team building and team morale through very simple practices. However, having my own set of gold stars feels a wee bit over-indulgent, so I’m sticking with my more puritanical ways.

*All this makes me sound rather unfocused. I like to think that the amount I angst over my to-do lists is a sign of how much I like to be organised, not how little.

 
Tags: agile, agile project management, to-do list, visible workspace
Posted in: Agile
6 Comments
 
October 7th, 2010

User stories and stakeholders – bringing people on board with Agile

Posted by courtney on October 7th, 2010

Welcome back!

So far in this series I’ve covered

  • an introduction to user stories
  • adding acceptance criteria to user stories
  • user stories and the development process

Today’s post is about how you can use user stories (and other tactics) to engage stakeholders in an Agile project.

It might sounds like user stories are being proposed here as some kind of magic bullet for any and all project woes. They’re not. User stories are a tool, and like any other tool, if they’re badly used or ill supported they won’t bring you the benefits you were seeking. Equally, when well used they not only underpin a very effective development process but can also be used to communicate project progress and decision points to people outside the development team (aka stakeholders).

What’s a stakeholder?

As noted in the post about the development process, in an Agile project there are three roles: Product Owner, Scrum Master and team member. Only people doing actual work are in the team. Only people who are in the team go to stand-ups, retrospectives and planning sessions. It might sound blunt, but that’s the way it works best.

I usually define ‘stakeholder’ as a person outside the team who has a direct interest in the project’s outcome. (This is another good definition.) They might be paying for the project, they might be ‘sponsoring’ the project within an organisation, they might be the people who work with the end customers. They are the people who the Product Owner needs to take direction from and report back to.

Product Owners and stakeholders

The relationship between the Product Owner and project stakeholders can be a delicate dance. Ideally, the Product Owner will be someone who the stakeholders really trust. The Product Owner is constantly making decisions for the project, and needs to have the confidence to make these without referring back to the stakeholders in each instance. Equally, the Product Owner needs to keep stakeholders advised of progress, and get sign off on any necessary decisions.

I’ve been the partner in these dances before, and I’ve learned it’s something you get better at the more you practice. Here are a few things that I’ve found work well.

Kick-off meetings

Before you start writing user stories or anything else, bring the whole team and all the stakeholders together. Get the stakeholders talking about who their customers are, and what they want to make for them.

In these meetings, we often use a variation on the project success slider tool to understand the environment we’re working in. Often stakeholders are under pressure: a limited budget, a tight timeframe, a group of customers who they need to deliver a new service to.

Project Success Slider from LibraryTechNZ

At Boost we used a modified version of the sliders, where each factor can be awarded a value between 1 and 7, but only 28 ‘points’ are available to be awarded. We find the exercise has two benefits:

  1. Everything gets discussed out in the open, and the group has an objective and visual way of reaching consensus on what the project needs to do in order to be successful (e.g. “We’ll accept delivering beta software that’s 80% in terms of our quality criteria, if it means that we hit our deadline and we have all the functionality we wanted to get out there.”)
  2. An understanding is reached that can be used to make decisions later in the project. Say the group decided that staying within budget was more important than the timeline. Now imagine a scenario where a key team member has to take two weeks’ sick leave a month before launch. Going back to the original values, you decide to push out the launch and wait for the team member to come back to work. If you’d decided timeline was more important than budget, you might decide to bring in a contractor to take the team member’s place to get the work done in time for the scheduled launch.

Priorities and the product backlog

I don’t advise getting stakeholders involved in writing user stories, or doing the prioritising. However, they are likely to want – and warrant – insight into what’s being prioritised and why. And you as product owner need to make sure you’re still making decisions according to the business’s needs (and that the business needs haven’t been changed without anyone telling you).

A technique that’s worked well for me in the past looks something like this. The afternoon before the sprint retrospective, but after I’ve prioritised the user stories for the coming sprint, I have a meeting with the project stakeholders/sponsors. I show them the work that’s been completed since we last met, and present anything that needs to be signed off as a milestone. I explain what I’m trying to achieve in the next sprint. Then I confirm that my priorities are still the right priorities.

I usually use Pivotal Tracker and show stakeholders a view where completed stories are presented in one column, current sprint stories in the next column, and the unstarted stories in the last column. It’s a project update in one screen. Then if they chose to reprioritise anything, they watch on the screen as I drag and drop stories around. It demonstrates very effectively the impact of these decisions on when work is likely to get done.

Demonstrating progress

Because the focus with Agile is on regularly delivering deployable software, you’re in the happy position of frequently showing stakeholders completed chunks of work. And because user stories are written in plain language, when you look at a list of completed stories it’s easy to understand exactly which features and functionality have been completed – even if you’re delivering something hard to demonstrate, like setting up a server or fixing bugs.

Between demonstrations and the user stories, I’ve found there’s rarely any need to write project update documents. It’s obvious what’s been completed, and what remains to be done. It’s also possible to see if you’re working more slowly than you expected, and therefore need to start thinking about getting more people into the team, or freeing up more of existing team members’ time for the project.

In summary

The things you’re already doing as part of an Agile project make good communication tools when you’re talking to people outside the project. You can do reporting without the overhead involved in writing reports, and you can stay within the spirit of the process. All of this helps develop people’s understanding of how web and software projects happen.

That’s all for this week. The next post will look at trouble-shooting some of the common challenges faced on Agile projects. Thanks for reading!

 
Tags: agile, agile development, agile project management, communication, product owner, stakeholders, user stories
Posted in: Agile
No Comments
 
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