Does a story need start and end date? [closed] - agile

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We are trying to implement Agile methodology in our development environment. Does a story require a start and end date OR is it purely applicable to a Sprint?
-Alan-

What do you mean by "end date"? The date you expect to finish the story (the dreaded Deadline) or the date you actually finish the story.
I'd say stories do not have a "date I expect to start/end this story" in Scrum². What you have instead is "the sprint that the team commits¹ to taking on the story". This is like an end date as you get an "all being well it will be released at the end of this sprint" but it is less finely grained as all work committed to at start of the sprint will, if all goes well, be released at the end of the sprint. You also don't get that information until the team actually commits to it.
You also have the estimated size of the rest of the backlog and the teams velocity. This can give a guide to when the story will be started. But it is a guide to a sprint, not a hard and fast date that you will pick up this story.
So what do you need the start/end date for? Once you know that you may find one of the other metrics Scrum/your flavour of Agile will provide you with the data you want. Or find that the data you want and Agile don't work together.
1) I've noticed a trend away from "committed" as it sounds rather fixed when it really means "we will try to get it done by then".
2) Scrum is only one of a ton of different Agile methodologies and while many people feel they have the One True form of scrum it would properbity be easier to get everyone to agree on the One True Emacs Bindings that the One True form of scrum. Some implementations of Agile or Scrum may have deadlines.

There are no start and end dates on stories.
Stories are bits of value that may (or may not) be implemented in your application.
In Scrum the decision to implement a story is taken at the sprint planning meeting where the story is moved into the specific sprint backlog that is being planned. Sometimes though stories are split at this point so a particular (original) story may actually only be partially implemented or implemented at different times.
So in a sense the "start" and "end" date of a story are the start and end dates of the sprint it is implemented in, with the caveats above.

Much like the others have said a user story will get its start date when you start work and the finish date will be when you are done. I think you maybe looking for an estimation on how long the story will take to complete - if that is the case then usually I put them into buckets of 1hr 4hr 8hr. If they don't fit into those categories you may need to rethink the complexity of your user story because it could be a large task that you are dealing with and require a user epic... which is just a larger story.

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Best way to modify my sprint [closed]

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let me paint for you the scenario in question:
I'm working through my weekly sprint using Trello. My board:
is up-to-date. Alas! Here comes a new business-critical feature requirement (e.g. Dancing hamster animation). I'm only 2 days into my sprint! Which of these options do I do!?
drop what I'm doing, add Critical feature to sprint and start working on it immediately
drop what I'm doing and make room for new Critical feature by moving other cards (aka pieces of work) into next week's sprint. Start working on critical feature.
tell the product owner that my sprint is locked and I'll add it to my next sprint
exclaim "Hey! where's my scrum master, he's supposed to shield me from this!" (This is a joke, we are 3 developers and don't have a scrum master).
Currently we implement option 2. This way the sprint remains a manageable unit of work, with a defined release date. After the sprint has finished we (the dev team) will review the sprint and follow up with the business team to see if we can avoid this situation going forwards.
Which option "is the best" or do most people recommend? I know it depends on your implementation of agile and kanban and scrum and all that but I'm looking for the best way for us to handle sprint modifications.
Please be gentle, we're learning agile methodologies. Please don't be overly dogmatic since this approach is called "agile" - not everyone has to do it in the same way.
Many thanks!
This is going to be highly opinionated, but #2 is what I end up doing most of the time. However, it also depends on your release cycle. If you're releasing at the end of the sprint and need this in, then it takes precedence over what was already scheduled.
Scrum idealists will say #3 is the right answer. It's not the wrong answer, but it also negatively impacts your working capabilities w/ the product owner.
Scrum is a team activity. The delivery team works with the Product Owner to deliver maximum value to the organisation as effectively as possible.
If the Product Owner wishes to introduce a business-critical feature to a sprint then the delivery team will usually work together with them to make it happen. However, a number of things need to be kept in mind:
Is the newly introduced story ready to be introduced to the sprint? Are there any unknowns about the work? Is there any preperation needed before the work is started?
Will the newly introduced story significantly impact on the planning for the sprint? If it will, it may well be worth the Product Owner aborting the sprint and calling a new planning meeting. This isn't ideal, but it can and does happen (particularly with organisations new to Scrum).
The impact of the late change to requirements should be raised as a discussion at the team's retrospective. Is there anything that can be done to avoid this situation happening in the future? Perhaps the sprint length is too long to accomodate the rate of change in the organisation?

What are the issues for a developer being a part of multiple scrums? [closed]

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I am working in 2 scrums as a developer, and it is difficult get anything done - I wanted to ask if other people have had the same issue and what did they do to manage their work?
It does not seem an agile way to work at all.
The problem is one of commitment. As a team you commit to your peers at the sprint planning meeting and each daily scrum what you will all accomplish together. If you have another team, that undermines that commitment naturally, it also inflates your WIP and causes task switching and the additional overhead of the ceremonies for two teams.
Why are you on both teams? The usual answers are: domain knowledge, skill set, because we only have one QA (insert any discipline there), funding/allocation, etc.
I fundamentally believe that your team will not have a reliable, predictable team until you form your teams in a way that you can commit to your team mates.
Report your situation as an impediment to the scrum master(s) and commit yourself only to the work you think you can achieve until this impediment is solved (by the scrum master(s)). It is not a contest on who commits to the most work done and then not achieving it.
I rather think this is a discipline issue. If you are following you need have scrum disciplines. What happens is when you are a shared resource, there will be switching cost and productivity loss. If you still want to follow this, you need to take actions to reduce switching cost and increase productivity.
One thing that you can defined dates where you are going to work on. Ex: first three days you are in one project and next two days your are in other project. If you define like that, then you can plan work to increase productivity and reduce switching cost.
Another thing is that reduce the participation time on stand ups and sprint planning. Make sure to prioritize your areas and discuss and then you leave those ceremonies than staying for the entire meeting. this is a responsibility of the scrum master to plan.
Working in multiple teams is possible, but each team needs to be considerate and accept they are only going to get 50% (or just under) of your time.
When planning, don't over commit, look at how many story points you can roughly achieve in a sprint and only commit to 50% of that total for each team.
Try splitting your time into Team A's work in the morning and Team B's in the afternoon. Each team will then know when you are available to them and should try (unless urgent) not to disturb you when you are not doing their work.
Have dedicated times for planning, standups and try to get the team to stick to these so you are not double booked.
The scrum master (or any elected person) for each team could also consider having a scrum of scrums where they get together and quickly discuss how things are going in the same way as a normal scrum so that they understand what pressures you are under.
However you mange this, you will get less actual work done than being in one team due to the commitments such as planning, standups, retrospectives which agile introduces.

Should a sprint planning meeting be held before the previous sprint has ended? [closed]

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I am currently working in a team where we are doing the planning aprox halfway through the previous sprint.
We start a 2 week sprint on a Monday, and the following Tuesday (1 week later) we have a planning meeting for the following sprint to start in a weeks time. We also conduct a weekly backlog grooming meeting where we prepare stories for planning.
Is this normal? My scrum master says this is a common method and widely used.
Is there any source of information for the case of holding the planning during the previous sprint?
Does anyone have an opinion on the pros/cons of doing this?
I agree that it seems unusual, but I need some good reasons for doing it. I can't bring this up only knowing the negatives. Is there any justification for doing the planning before the end of a sprint?
Is this normal? My scrum master says this is a common method and widely used.
No. He is incorrect. One sprint ends with a sprint review meeting. Then, the next sprint begins with a sprint planning meeting. Another meeting that happens during a sprint is a Product Backlog Refinement (aka Grooming) meeting.
Is there any source of information for the case of holding the planning during the previous sprint?
There appears to be no source of such information, other than your Scrum Master.
Does anyone have an opinion on the pros/cons of doing this?
Yes. It wastes time for at least two reasons:
It takes up time, during the sprint, when other work (such as perhaps backlog refinement) could be done.
The planning that is accomplished in that meeting may need to be re-planned at the beginning of the next sprint.
...I need some pros, some good reasons for doing it. I can't bring this up only knowing the negatives.
Really, there are only negatives.
That approach is quite unusual for several reasons.
Firstly, you don't know how the remainder of the sprint will go. It is quite possible some work will be incomplete and may need to be considered for the next sprint.
Secondly, the whole idea of Scrum is to get feedback from the stakeholders at the end of sprint showcase and feed this in to planning. If you have already decided on the content of the next sprint it implies you do not care what the stakeholders say.
I coached a team recently that had been doing planning 2-3 days before the end of the sprint. They had encountered numerous problems including having to carry over unfinished work and being forced to re-plan after the showcase. After we moved the planning sessions to the beginning of the sprint these problems went away.
In order to prevent long planning meetings I would suggest doing timeboxed "Backlog refinement meetings" during the sprint. Depending on the Sprint lenght and the uncertainty of the product backlog I would schedule one short session each week, unless you are doing one week Sprints.
The actual sprint commitment still only happens in the Sprint planning meeting, which starts after the previous Sprint ends.
But having the extra "estimation and planning" meetings during the Sprint will make the life of PO easier, the backlog more clear and the planning meetings shorter. Although not part of the official Scrum I can advocate for doing "Backlog refinement meetings" during each Sprint.

How do you structure a development sprint? [closed]

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So I have a backlog of features and we are about to get started on a sizable project. I am working on defining the structure of our sprints and I'm interested in the communities feedback.
What I'm thinking is:
One day sprint planning
Fill the backlog and figure out what each dev will go after this sprint
Three weeks of development
GO! GO! GO!
Daily stand up meeting
Check to see if anyone needs help or feels off track
Two days of sprint review
code reviews happen here, stakeholder presentations
One day sprint retrospective
what did we get done in the last sprint? how can we do better next time?
Sprints should always end on a Tuesday (to avoid too much weekend stress).
Anything else? There is obviously more to agile than this. I want to provide the team with a simple outline of how we are going to operate as we get this project started.
I'd consider experimenting with sprints that are shorter then one month.
Personally I find one-two week iterations more effective at getting effective feedback quickly. It also prevents any issues that may be causing problems at the iteration level building up to levels that become harder to manage.
Even for the 30 day sprint - two days sounds about a day to long for the sprint review... and one day sounds about 0.5 days too long for the retrospective. I've found that if you need much more than that there have been communication problems while the iterations has been going on - so you might want to look at needing long reviews as a possible red flag.
Of course that's just been my experience - of mostly developing web apps with smallish (4-12) person teams. You're experience may vary.
That said - I'd definitely give shorter sprints a try. Like integration builds - a lot of things get easier if you do them more often.
Turn off email, cell phone and instant messaging apps for core code time. 10am to 1pm, 2pm to 5pm might be good blocks for this.
Order food, drinks for team when they are in "the zone".
Cancel all other meetings for the days of, before and after the planning session and the review days.
Make sure the "stand-up" remains a STAND-up. It is very easy to slide into longer and longer meetings.
One day of sprint planning and three days at the end may be too much. Only schedule as much time as you need.
+1 to the idea of shorter iterations. Personally, four one-week iterations within a sprint have worked well. People are great at estimating near-term tasks; past that it becomes more and more guesswork.
Looks like a good approach. I second what adrianh and jedidja said about possibly shorter iterations. I like 1 weekers myself. As well as better estimation, it also keeps the idea of "working software" on a much shorter cycle.
A few questions:
Why are code reviews left until the end? Either pair program, or do your reviews as you go.
Does 3 weeks of development mean "dev, test, documentation, installers, etc" ? I.e. everything you need to be truly done?
We structure our sprints very similar to your outline except our sprint reviews are the last day of the sprint and generally on last about an hour. The sprint review is the time where you exhibit your work to the customers and any other interested parties, not the time to do code reviews. Code reviews, if you chose to do them, should be done periodically throughout the sprint. We used to have a one hour block each week where we'd go over developer nominated code, meaning we didn't waste time reviewing every LOC written.
We also end our sprints on a Tuesday and begin on a Thursday leaving Wednesday to wrap up loose ends and tackle technical debt created during the sprint.
I don't recommend postponing code reviews until after the sprint, they should be an integral part of the development process. In other words, a task is not done unless the code has been reviewed (and tested, and documented, and ...).
Its important to stay away from managing for the sake of managing. SCRUM only requires 1 meeting a day, and that's a short one. Additionally, during each sprint, the only other meetings are the Spring retrospective, and the sprint planning. This allows us to implement ROWE, or a Results Oriented Work Environment. Let your developers decide How, Where, When they will do thier development. Use your daily stand-ups to track that they are doing their work. Other than that, stand back and be amazed at thier productivity.
Ideas like "turn off cell phones, turn off IM apps, etc during coding" are all bad ideas. When you hire your team, you are hiring them with confidence that they know how to do thier job correctly. If you hired them with that understanding, why would you want to constrain thier ability to get thier job done the best way they know possible? If you're using SCRUM, then each developer will have chosen the work they feel they're able to do, your job as a Scrum-Master is to remove obstacles, not create them.
Code Reviews: Absolutely necessary. Peer reviews of code are a great teaching tool for junior developers attending meetings, and for the folks having thier code reviewed.
Design Documents: I personally feel that detailed design documents covering what the developer intends to do is very important, and I also feel they are an important part of the development process. Now, this is not specifically in-line with agile development, but I personally regularly refer back to design documents created years ago to see what the original developer was thinking when they coded their modules.

How do you use FogBugz with an Agile methodology? [closed]

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"Evidence-based scheduling" in FogBugz is interesting, but how do I use it w/ an Agile methodology?
As eed3si9n said, if you are consistent in your estimates for EBS, FogBugz will take care of this for you.
As to the more general, how does FogBugz fit with the Agile methodology, your best bet is to do sprints as mini-releases. Create a sprint and add the cases you want to achieve for that sprint to that release (or milestone). Give it an end date, say a week away, if you do week long sprints. Then EBS can track it and tell you if you are on schedule.
The graphs in the Reports section will also show you a burndown chart. The terminology is a bit different because FogBugz isn't Agile-only but the info is there.
You want to see if the expected time you are going to finish your sprint is staying steady or going forward. If it is steady you are on track and your burndown rate is on target. If it is creeping up, you are losing ground and your sprint is getting delayed. Time to move things to the next sprint or figure out why you messed up your estimates :)
Essentially I suppose this is a burn-up chart instead of a burndown chart, but it gives you the same answer to the same question. Am I going to finish on time? What do I have left to do?
Atalasoft's Lou Franco wrote an excellent post on this as well. Patrick Altman also has an article.
Update: fixed link to Altman's article
I asked the FogBugz guys the same thing because in XP for example you'd provide the estimate in IET (ideal engineering time). Their answer was to be consistent in the way you provide the estimate.
We started using FogBugz for pretty much everything within our technical team: Documentation, bug reporting, managing tasks. We have progressively got more Agile as time has gone on.
What I have done is created a release which is called the Product Backlog, and this is given an arbitrary release date in the future. I changed the FogBugz field "Version" to "Priority" so we can sort by priority. To manage the product backlog I heavily use Areas to categorise the user stories. Areas could be Themes or Epics. Each Iteration is a Release in FogBugz.
Now, one thing we have recently started using is Story Points as opposed to Ideal Task Days for estimating our Product Backlog. FogBugz doesn't understand a unit of measurement of Story Points so rather confusingly, 1 SP in our Product Backlog is reported as 1 Day in FogBugz. This could be dangerous if there is any confusion. But our team is small. I don't use the in built reporting tools in FogBugz, but it would be great if I could.
So, all my Story Point and Velocity calculations are done outside of FogBugz in Excel. This seems to be fine for now. We're tracking tasks using index cards for user stories and post-it notes as tasks on our boards in the office. Have a look at the book "Scrum and XP from the Trenches" book by Kniberg which influenced my decision. Actually having a big board with everything on it which we are staring at in our morning Scrums really helps.
I do think the historical estimation history and reporting in FogBugz is excellent. Does this work with the planning poker world? I suppose at least from a team's estimation history it does.
As User Stories in the Product Backlog often evolve as there are iterative planning sessions, (Agile Planning) it would be great if there was a wiki style editing of cases as opposed to a thread of descriptions.
There is talk that the next major version will be more supportive of Agile processes so am very much looking forward to seeing that this offers.
Edit:
FogBugz 7 is now out with much better management of Product "Project" Backlogs. Take a look!
http://www.fogcreek.com/FogBugz/blog/post/Scrum-Friendly-Features.aspx
Here are some suggestions for including Story Points in your planning:
When you enter your Story into FB7 you can do it as a Case and include the number of Story Points from Planning Poker in a new custom field that you create called "Story Points" (how to do this below). Then, when you get around to working on that Story, you can break it down further into Sub-Cases, if necessary, and also enter the estimated time to complete each Sub-Case (the estimated times will add up in the Story (top) Case's "Estimate" field, as well as feed Evidence Based Scheduling / Burndown Charts)
Here are two things to consider modifying in your FogBugz installation to reflect your Agile nomenclature.
(1) Out of the box, the FB Category "Feature" is most like your "Story." But you can change your Category names, and add new ones at Admin > Workflow > Customize Categories. Here's additional information on this:
http://www.fogcreek.com/FogBugz/docs/70/topics/plugins/CustomWorkflow.html?isl=174457
(2) To capture Story Points, you'll probably want to create a Custom Field in the Case dialogue. This is accomplished with the included Custom Fields Plugin. Additional information on this is available at isl=174461
Note that with Custom Fields, you can also add a text edit box for the Story which will always appear in the Case dialogue header (no matter how lengthy the case activity history below it gets.)

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