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Agile Methods: Defining Velocity, Planning Poker and Burnup Charts

September 29th, 2010 by damonpoole

Having already discussed unit testing, continuous integration, and user stories (among other terms,) here are my final  Agile methods, defined: Velocity, Estimation using Planning Poker and Burnup Charts.

Agile Method: Velocity

The velocity of a team is simply the number of story points associated with stories that are finished over a given period of time, often 1 to 4 weeks. For instance, if the team completed 8 stories that were each 5 points during a four week period, then their velocity is 40 story points every four weeks. In a stable team, a team that is comprised of the same individuals working full time as part of that team, the velocity is a good measure of the overall throughput of the team.

Knowing your velocity helps with planning. For example, if you know that the velocity of your team is 40 points every four weeks, and you have 200 points worth of stories for a release, then you know it will take that team approximately 20 weeks to complete that release.

Agile Method: Estimation Using Planning Poker

Planning Poker is an estimation technique first described by James Grenning in 2002 in a paper by the same name. When I first heard about Planning Poker, I couldn’t help but chuckle. It seemed a bit silly to mix software development and poker. It wasn’t until I actually used it that I experienced its value. You may have a similar reaction. I would encourage you to invest the couple of hours it will take to do a trial run.  You will be surprised.

One of the biggest benefits of Planning Poker is the sense of team that it creates. The whole team is participating in the estimation. This creates a greater sense of team ownership and team responsibility for each story. Another major benefit of Planning Poker is that you leverage the collective wisdom of the whole team.

Planning Poker reminds everybody that the estimate includes all of the work that needs to be accomplished in order for the story to be considered done. It includes development, testing, documentation, and anything else required for completion. It also acts as a reminder that you are part of a cross functional team, and that nobody on the team gets credit for a job well done until the whole story crosses the finish line.

Agile Method: Burnup Chart

A burnup chart graphs the progress of getting stories done over time. The X axis is time and the Y axis is accumulated story points completed during that time. For instance, if the team finishes a story with 3 points on Tuesday and a story with 5 points on Thursday, the chart for the week, showing Monday through Friday, would display 0 for Monday, 3 for Tuesday and Wednesday and then 5 for Thursday and Friday. By using a longer time frame and drawing a line representing expected velocity, you can see how a team is progressing over time. If the number of story points accumulated is not matching the velocity, you know there is a problem and you can start asking questions such as “why aren’t any stories getting completed?”

Next Steps

You can read more about all of these practices on my blog and you can also browse our resources section. Many of these practices can benefit from modern tooling. Tools which support both Agile and traditional software development environments are the tools which are most likely to provide direct support for these practices, especially in a hybrid development environment. Look for tools that support both traditional concepts as well as Agile SCM, Agile Project Management, and Continuous Integration. There are also many classes available to learn more about Agile, Scrum, etc. If you are interested in taking a deeper look at the benefits of Agile or hybrid tooling or training, browse our web site to learn more, or contact us to start a conversation.

More Agile Methods and Practices Defined

August 30th, 2010 by damonpoole

In the last few posts I have discussed some of, what I consider to be, the most valuable Agile methods for development.  The list is pretty long, so breaking the list up allows me to define each practice and include the individual benefit of each Agile method.  This post defines some hot terms right now- continuous integration, multistage continuous integration, and story points.  Enjoy!

Agile Method: Continuous Integration

How frequently have you merged your code with changes from the mainline, only to find that the result doesn’t build, or it builds but it doesn’t work? Monthly? Weekly? Daily? Hourly? Or worse, how often have you made changes that broke the build, requiring you to quickly correct the problem while getting flames from your team members?

A practice that has emerged to address the problems of integration is called Continuous Integration. The basic idea is that if integrating changes together and getting build and test results on a regular basis is a good idea, integrating and getting build and test results on every change is even better.

With Continuous Integration, all work from all teams is integrated into a single codeline as frequently as possible. Every check-in automatically triggers a build and usually a subsequent run of the test suite. This provides instant feedback about problems to all interested parties and helps to keep the code base free of build and test failures. It also reduces the integration headaches just prior to release.

Agile Method: Multi-stage Continuous Integration

Integration is tough enough when you are just integrating your work with the work of other folks in your small team, or the whole effort is being done by a small team, but when you are part of a large team there is also something called “Big-Bang” integration. That’s the integration of the work that multiple teams have been working on for long periods of time. In a typical project, this integration is done in a phase toward the end of the project. During integration, many problems are discovered for the first time which leads to delays and/or changes in scope.

The real question is, what is a good way to structure this integration so that it will scale smoothly as you add more people to the equation? A good starting place is to look around for a pattern to follow. What are some similar situations? I have found that everything your organization needs to do in order to produce the best possible development organization can be entirely derived from the patterns and practices at the individual level. This approach makes it much easier to understand and much more likely that it will be successfully followed.

As individuals we work in transient isolation to reduce the impact of work in progress on each other. Organizations isolate WIP by using only official versions of 3pty sources and by producing official releases for customers.

Multi-stage continuous integration (MSCI) scales CI to large distributed environments by isolating work in progress at the team level. Changes move from individual to team to mainline as fast as CI allows, but stop on failure. MSCI is particularly important in a distributed environment where fixes to problems exposed by CI can be delayed by a full day

Agile Method: Using Story Points For Estimation, Instead of Units of Time

In my experience, the best unit to use for estimates is story points. Two different people with two different skill sets or levels of ability in an area may take different amounts of time to perform a particular task. Estimating in hours mixes together the scope of the work that needs to be done with the speed at which a particular individual can do that work.

On the other hand, story points are a relative measure of the scope of a user story. Story points separates out the “what” from the “who.” For instance, if you have one individual that is stronger with .Net than with Java, they will estimate a Java story as taking more hours than somebody that is stronger with Java. But they will probably both agree that something that is twice as easy to implement will take half as long to do.

To use story points, you need to create a relative scale of scope. A simple approach is to find a simple and straightforward story that you use to represent a single story point. Then think of stories that are 2, 3, 5, and 8 times larger in scope. You should have a couple of examples for each story point value to take into account that some stories have more test than coding, more documentation than test, etc.

Story points are primarily used for planning, not for implementation. Story points are used to help determine the contents of release by calculating a velocity.

Next up: Backlog, velocity, planning poker and burnup charts.

Best Practices for Agile Software Development Defined

August 23rd, 2010 by damonpoole

In the last post I defined two Agile software development best practices I believe provide value to a wide variety of development teams.   Here I define three more practices that I believe are also important when transitioning to Agile Software Development; collocation, unit testing, and refactoring.

Best Practice for Agile Software Development: Collocation

Collocation is simply having everybody on a cross functional team in close proximity to each other. This compounds the coordination benefit of cross functional teams. This is orthogonal to outsourcing. Whether you are outsourcing or not, collocation only refers to whether a particular cross functional team is sitting near each other.

Best Practice for Agile Software Development: Unit Testing

Unit tests are simply tests that exercise small amounts of isolated functionality. That is, if you have a function that adds two numbers, instead of depending on running a user function that eventually calls the function, exercise the function directly. This often requires the use of mock objects that pretend to be things that the function needs in order to test the function in isolation from other functions that it depends on.

The cost of unit tests is in writing the tests themselves and refactoring code as new functionality is introduced to keep the unit tests testing at the right level. The benefit is that you can easily test changes quickly to find simple problems before doing more thorough and slower testing. It also provides a good safety net for refactoring, gets developers more involved in testing, and usually improves the design of the software.

Best Practice for Agile Software Development: Refactoring

Refactoring is the practice of continuously improving the usability, maintainability, and adaptability of code without changing its behavior. That makes it much easier to add new and unanticipated functionality. Refactoring has the disadvantage that it takes extra effort and requires changing the code. Any change has the potential to reduce the maturity and stability of the product, especially if you don’t have adequate testing in place. That’s why refactoring is usually paired up with unit testing and together these are frequently combined with continuous integration.