Shortening the Tail

This post is from jimhighsmith.com by Jim Highsmith.

In Agile Project Management, I wrote a short section on a performance metric called “shortening the tail.” I liked using the metric, tail length, because it is easy to calculate and tells a lot about an organization’s Agile implementation. It’s not a vanity metric, like the number of developers who have attended a refactoring seminar, but a true learning metric because it focuses on a key tenent of Agile development—running, tested software. It’s also a metric that can help an organization move closer to Continuous Delivery.

The tail is the time period from “code slush” (true code freezes are rare) or “feature freeze” to actual deployment. This is the time period when companies do some or all of the following: beta testing, regression testing, product integration, integration testing, documentation, defect fixing. The worst “tail” I’ve encountered was 18 months—18 months from feature freeze to product release, and most of that time was spent in QA. Routinely I find software companies whose tail is 4–6 months of a 12-month release cycle. Then, there are other companies, and a growing number of software companies, that have honed their processes to a zero tail length—they are truly doing Continuous Delivery and Continuous Deployment. Using the tail length metric, particularly in products or applications that have large legacy code bases , can help organizations monitor their progress towards CD.

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Gamification – Making Work a Game

This post is from agilescout.com by Jane McGonigal’s.

Gamification stands in contrast to what people call serious games.

Serious games are activities or games that are outside of normal work. These games can help you with estimation (Planning Poker), road maps (Prune The Product Tree), and team dynamics (Speedboat). Serious games often incorporate crowdsourcing, sometimes to scale efforts that might otherwise be difficult for teams to do alone, and other times to elicit information that people might otherwise be unable or unwilling to provide.

Jane McGonigal’s book, Reality Is Broken starts with the following proposition about gamification:

  • Since the launch of World of Warcraft, players have clocked more than 50 billion hours of time playing this online game.
  • People play World of Warcraft because, for whatever reason, they find it rewarding, despite the lack of tangible, real-world benefits of playing it. (Unless, of course, you count the people working in the underground economy of “gold farming” for massively multiplayer online games.)
  • Therefore, if you could somehow recreate the experience of playing World of Warcraft at work, you’d increase their motivation on the job. In other words, if businesses could capture even a fraction of those 50 billion hours playing World of Warcraft, they’d be very happy with the increased productivity.
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Untangling Adoption and Transformation

This post is from leadingagile.com by Mike Cottmeyer.

A few weeks ago I agreed to help Brandon Carlson as a reviewer on his Adoption & Transformation stage. Last night I went through about 20 proposals and learned that I think about adoption and transformation significantly different from many of the aspiring speakers. The problem, like many things we talk about, is that these words are overloaded. It seems there is almost a tendency to use adoption and transformation interchangeably… somehow as if adopting agile practices necessarily results in transformation. The insight I had, getting out of bed this morning, is that our use of these words might actually be THE problem. We seem to have equated adoption and transformation when they are really two very different constructs.

Some of the proposals I read last night were about transforming yourself to be more agile. The sessions were about leadership and understanding yourself, letting go and empowering your team members. The supposition was that personal transformation was a necessary precursor to agile software development. Some of the talks were about transforming what we do in our jobs. One proposal was about helping the people doing business analysis learn how to do business analysis on an agile team. My session proposal reflects the perspective that transformation is focused on the larger organization. We need to align our business objectives, management structures, and practices to support agility.

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The curse of e-mail

E-mail is an amazing technology which has transformed our world.  But what is more amazing is how we manage to find ways to use it which are completely unhelpful.

In an Agile environment, an e-mail can often be a very un-Agile way to communicate.  It removes the immediacy of face-to-face communication and encourages the mindset of putting the ball in someone else’s court, for example:  “What happened to the xyz issue?”, “I sent you an e-mail”, “When?”, “Yesterday”, “But I still have 100 e-mails to trawl through…”.

Then there is the amazing capacity for misunderstanding.  It is probably especially true of the tech world that we are tempted to believe that we can write things down precisely and unambiguously with one objectively “true” interpretation and we labour under the illusion that, not only will people be bothered to wade through the heavy text, but they will understand it perfectly, too.

The solution?  Ban e-mail!  Certainly within a single Scrum team for tasks related to the current sprint, I strongly feel that there is precious little reason for any communication to be had via e-mail.  Perhaps you may need to send an attachment or something, but I think this should be done sparingly and in a “guided” manner – ie: follow up the e-mail by telling the person that you have sent them something and explain why.

What?  Your Scrum team is distributed?  Even MORE reason to ban e-mail.  In such circumstances, the need to build a team spirit and to foster fluid, high-bandwidth communication needs special attention, so I recommend using every means of communication possible which ensures greater immediacy and contact, such as phone, messenger or Skype.

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7 Key Principles of Lean Software Development

This post is from allaboutagile.com by Kelly Waters.

I haven’t blogged much about lean development. I’m not an expert on lean, but agile development is a great example of lean thinking in action. So I thought it might be interesting to blog a bit about lean software development, and how I see it…

Before you can really put anything into practice, I think it’s important first to understand the key principles.

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Ways to split User stories

This post is from lassekoskela.com by Lasse Koskela

I’m sitting in the hallway in Limerick, Ireland, attending the XP2008 conference, downloading something from the company server to my laptop, eavesdropping on an open space session hosted by J.B.. He’s talking about user stories and roughly 4 minutes ago he mentioned he’s got a blog post up on his website that shows an example of four ways to split a story.

Since I’m so Web 2.0, I’m blogging about this while they’re having their open space session two meters from where I’m sitting. I tried to be Web 2.0 and blog this while they were running their open space session but I’m so darn slow and old school that it took me 2 days to get this written! Hardly enough to blog about it as it happens. I should’ve recorded a podcast, I guess.

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Agile Estimating in Scrum – Why Estimate Twice?

This post is from allaboutagile.com by Kelly Waters.

In my series of posts “How to Implement Scrum in 10 Easy Steps“, I refer to two stages of estimating:

Step 2 is how to estimate your Product Backlog.

Step 4 is estimating tasks in Sprint Planning.

Someone recently asked me a very good question – why estimate twice? I thought it would be worth addressing this question here…

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3 Ways to Minimize Handoffs

This post is from mountaingoatsoftware.com by Mike Cohn.

Agile teamwork can really help to minimize handoffs. Teams using a sequential development process have become accustomed to handoffs between specialists. Analysts hand their work to designers, who hand it to programmers, who pass it on to testers. Teams that are new to Scrum often do not go far enough in eliminating these handoffs, wrongly assuming, for instance, that the programmers should finish programming a product backlog item before handing it off to the testers or that analysts should work at least one sprint ahead of the rest of the team.

High-performing Scrum teams, however, have learned to do a little bit of everything all the time during a sprint, thereby eliminating large handoffs. To do this effectively, scrum teams must make three changes: favor talking over writing, make handoffs very small and very often, and mix the size of items that are brought into each sprint.

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Agile Software Development Estimating Experiment

This post is from allaboutagile.com by Kelly Waters.

I recently came across this agile estimating experiment by Lance Walton. The article is quite old now but I still found it very interesting…

In recent years, I’ve had quite a fascination with the concept of velocity and estimating in points.

To be honest, it took me quite a while to really get this concept! But once I understood the statistical nature of it – once the penny finally dropped – I have loved it ever since!

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The Role of Leaders on a Self-Organizing Team

This post is from mountaingoatsoftware.com by Mike Cohn.

Self-organization is a fundamental concept in agile project management. The Agile Manifesto includes the principle, “The best architectures, requirements, and designs emerge from self-organizing teams.” Yet a common misconception about agile project management approaches is that because of this reliance on self-organizing teams, there is little or no role for leaders of agile teams. Nothing could be further from the truth. In The Biology of Business, Philip Anderson refutes this mistaken assumption:

Self-organization does not mean that workers instead of managers engineer an organization design. It does not mean letting people do whatever they want to do. It means that management commits to guiding the evolution of behaviors that emerge from the interaction of independent agents instead of specifying in advance what effective behavior is.

Self-organizing teams are not free from management control. Management chooses for them what product to build or often chooses who will work on their project, but they are nonetheless self-organizing. Neither are they free from influence. Early references to Scrum were clear about this. In“The New New Product Development Game” from 1986, Takeuchi and Nonaka write that “subtle control is also consistent with the self-organizing character of project teams.” An agile or Scrum team’s job is to self-organize around the challenges, and within the boundaries and constraints, put in place by management. Management’s job is to come up with appropriate challenges and remove impediments to self-organization. That being said, the fewer constraints or controls put on a team, the better. If leaders overly constrain how an agile team solves the challenge given to it, self-organization will not occur. The team will shut down; because it has already been told so much about the challenge and how to solve it, it will wait to hear the rest.

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