How to measure project completeness? [closed] - project-management

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Are there any formal/informal measures of comparing completed functionality vs initial requirements of a project. Specifically, my goal is to identify any missed requirements early on in a project. Having gone through many agile/scrum methodology articles and books, one way to do this would be a requirements review during a "sprint review" but I was wondering if there were any other techniques/tools out there.
Thanks,

Are there any formal/informal measures of comparing completed functionality vs initial requirements of a project.
The word(s) you are looking for is "Done Criteria". It has a more deeper meaning than the words itself, in the Agile world. It is often the first thing to be fixed in an Agile Organization, if it is found to be missing. Below (at the end) is a link to an article which explains it in more detail.
Most Agile Teams use User Stories as their "initial requirements". The user story would be your initial requirements which would be just enough to get the Team started. The measure used, should be what most Teams call, "the Done Criteria". Every User story should have a done criteria. For eg. In order to call a backlog done, these list of things need to be Done. While setting this we do not worry about How it would be done, only What needs to be done.
During the Sprint Review, the Team would do a show and tell of the working software, and if it meets the done criteria, the PO should approve it to be officially marked done.
Off course, sometimes User stories have changing Done criteria, especially for new Teams or Projects, but that is perfectly normal, because a sign of a good user story is that it is negotiable. The Done Criteria can be slightly modified after getting approval of Team. Teams rarely disapprove these, unless the change causes a dramatic increase in complexity of the work to be done.
So to summarize:
Initial requirements i.e. User Stories need to have a "what" needs to be Done Criteria". If something is missed and discovered during the Sprint the PO may change the Done Criteria of a User Story after getting an approval from the Team.
During Sprint Reviews the working software can be measured against the Done Criteria, and if it measures up, the User Story can be called done.
http://scrumalliance.org/articles/105-what-is-definition-of-done-dod

In an agile approach, changes in requirements are expected and considered healthy. Responsiveness to change is considered more important than following a plan.
A sprint review is one place to gather feedback and new requirements. Usability tests also help. But what helps the most is heavy use of the software by a QA team and/or actual users.
If you happened to be using JIRA and GreenHopper for managing your requirements (as stories), you might find helpful a search for stories created after a certain date. Finding modified requirements would be more interesting.

Is software ever complete? Obviously the real benchmark for completeness is someone's mind's eye view of what the software should do.
Trying to measure against a person's mental image is ultimately going to be challenging and no formal method will ever really do it well. The only thing you can measure against are the requirements they give you. You can look at un-addressed requirements, but you can never measure the gap of what they didn't tell you.
The message I have gotten from the agile school of thought is that measuring completeness is kind of a waste of time - it's really the wrong question.
For example, with scrum, you make a prioritized backlog of all the requirements and just start working down the list. When the money/desire runs out... you stop.

If you're going the agile/scrum route as you imply, then generally you'll want to break up the project into small discrete units of effort. A project contains epics (or is an epic), an epic contains stories, a story contains tasks. (A task should ideally be 4-8 hours of work. Something that somebody can do in a work day.)
As each story is completed, it should be tested and verified. This generally isn't done for tasks because often a single task can't be tested by a user until other tasks for the story are complete. A user can't be expected to test "Write a method to persist an order to the database" but would instead test "When this button is clicked, the order is persisted to the database and the user is shown an updated shopping cart to include re-calculated taxes and shipping."
This testing/verification is not done by the developer. It should be verified by whoever is in charge of the product/project or a delegate thereof. The developer will naturally test it the way he or she wrote it, expecting it to work that way. If anything was misinterpreted in the requirements, it would just be misinterpreted again.
As each story is verified as complete, it's a discrete and measurable step towards project completion. (Measurable by how many tasks it involved and therefore how much work was completed towards the sum total.)
Keep in mind that any such measurements can change from one sprint to the next. If upper management is looking for a single road-map with completable steps along the way all the way to the end of the project, they may be misunderstanding a fundamental concept in agile development. The stories further down the line haven't been fully defined yet. They may involve more or less work than originally estimated, based on development done on (and changes made to) the immediate stories.
One way to try to approach the concept of fluid stories and changing requirements is to not think in terms of "projects" but just epics and stories. These discrete units should be wholly workable and testable on their own (though some will of course have others as pre-requisites). Changing priorities can move the stories around at will. A "project" doesn't need to be "put on hold" if priorities change, its stories are simply moved to the backlog in lieu of other stories.
The idea is that management is steering where you go next, not just giving you a list of destinations and hoping you'll arrive at them in the right order.
In this sense, the "completeness" of a "project" almost entirely loses its meaning. How much is "complete" is up to whoever owns the product/project. They can add to it or remove from it at will, shift priorities easily, etc. If they want to know "when will we arrive at destination A?" then that's up to them. You've given them estimates on how much work is involved in each step along the way, it's up to them to steer in what they think is the best direction to get there while you provide the work.

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How to compete on a scarce spec'd project to avoid team death-march [closed]

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I'm time+cost estimating a semi-complex software solution, that hasn't got specific requirements in about 75% of features. I would still like to make as good estimate as possible, by getting additional data from the client. There will still be parts that may end up not being able to develop, since there's too many dependencies with other products/technologies and lack of definition. I also have a very tight schedule to produce this estimate.
There will also be other contenders on this project. Client expects a price+duration (and probably also features) and I know everyone will be off. I know that's impossible, but tell that to marketing people. Another problem is that I'm talking to middle-man and not directly to the client. I can get confidence with middle-man only, but not with the deciding client. Which is a different problem altogether.
What disclaimer/info can I put in my price plan/contract not to kill team with this project, so when project starts slipping (in terms of cost/time/features) we will be covered with some sort of payment. I would of course like to be paid by sprints or releases with relation to time, but I doubt client could be convinced in this. I'm sure we can finish this product before deadline and also create a great product, but how can I convice client to believe me?
Question
What can I do to get this project and avoid death march situation at the same time?
Any suggestion welcome!
EDIT: Outcome
In the end we (me and my co-worker) convinced the client we need at least a week to evaluate the product. So we did. We also pushed (and got) a slot for a few hours long meeting with the client to clarify any outstanding requirements' questions. So we did. Meeting was done after we made the first estimate draft, so we were sure we have all the questions to point out specifics that were either completely misunderstood or too vague to estimate. I hope we get the project, because it would mean 8 months of full time work for us, plus a reasonable pay. We'll know in about a week and a half.
Of course I also pointed out that the way we'll be delivering this product will get them exactly where they want to be with a product that will actually be what they wanted. And also that we only commit to price and time, but not functionality, because it is and will be subject to change. I think we made a good enough impression.
In this economic environment, there are a lot of companies competing for a little work. Someone is bound to give them a very sweet bid that will
Not be able to deliver on,
Kill their team with, or
Both.
When they can't deliver at the agreed price, they will start to cut down on the quality in order to deliver something and get paid.
Your challenge is to present that fact to your prospect in a professional manner, and convince them that you will work very hard to deliver at a reasonable cost, but also to deliver exactly what they need. The fact that you're going back for more detail, and the method you approach the project with (agile... but be sure and explain the business benefit to them) helps ensure that they will end up with what they really need.
Remember, they want to get the software delivered that they need at the lowest possible price.
Convince them that you will deliver exactly to their needs, and that your price is reasonable.
Welcome to the world of fixed priced development services :-)
Techniques for to win this project and avoid death march situation at the same time:
Don't underbid a project. Bid for what you think the project will take and add some percentage for things likely to go wrong.
If you are missing 75% of the detail, odds are the project will be significantly different than you currently expect. Document some reasonable detail assumptions within the outline of the defined work. When the project actually starts and the details don't match the assumption, you have an opportunity to negotiate the costs for the changes. At that time, you may also be in a better position to know how much you are over/under and attempt to compensate with this quote.
Your goal in an SOW (statement of work) should be to define enough details so that it gives you an opportunity to renegotiate the cost of changes when you know more about the project. Write these as positives, as much as possible. Note, it is unlikely that people that actually understand the project will read or understand the SOW...I base this on the point that you are given few details to quote. This means it isn't a consultative sale and neither party is really focused on building the 'right' solution.
If you can get a contract as T&M (time and materials) great. I doubt you'll get it or unable to get it without some restrictions that essentially defeat the purpose of a T&M. Your potential customers look at this as them accepting all of the risks around your abilities.
Hopefully, you aren't the first at your company to do this. Find out, historically, how projects have been and the typical result rates. Many software development groups charge an hourly rate that is significantly higher than cost...but their quotes tend to be lower and not actual hours. Customers often will argue more about the hours/days than the actual quote. Enterprises tend to be used to paying high hourly rates.
Figure out your department's expected margin (profit you need to gain from the job). This may help you to understand how much of a 'death march' you may face when your project slips.
In the SOW specify the level of detail that will be required in a specification before you begin work. While Agile and other customer focused processes take an approach that oriented at finding the best solution, they aren't designed to keep costs under control in a fixed bid environment. You will need to take a waterfall approach to requirements and then build in an agile fashion so that you can adjust along the way. The specification, like the SOW, will give you an opportunity to bill for changes. While the customer won't like this, it will put the burden and risks associated with requirements on them and not your team.
Note, to be successful with these negotiations, you needs a supportive management, sales and project management team. If you don't have that, you are bound to always be on 'death marches.' Even if you forgo quality, process, testing and other items, you'll find there's never enough time for a project.
EDIT:
Addressing the middle-men situation. I think the best course of action would be to submit a list of risks along with your bid as a courtesy to the customer. Kind of like giving them a heads-up on what their project limitations are. This will cost you some work up front but I think it could help you win the project.
you have two options
make a best-guess and double or triple your estimate (your competition is probably doing the same thing.)
explain to the customer that you can't bid work like this, and tell him that everyone else that gives him a fixed estimate is probably not being completely truthful.
At the end of the day, if you can't make money on the work, the there is not point in trying for it.
Personally, I prefer the latter, up-front and honest communication with your customers will take you farther than any bid tricks ever will.
A few things I'd say you should think about:
Assumptions: There's no one disclaimer you can add but you need to fill the gaps in the requirements with sensible assumptions and document them. Nothing major or scary, just a section in your spec/bid with a list of bullet points saying what you assumed to be true which was missing (e.g. users details will be pulled using LDAP and no admin screens will be written to cover user admin).
This gives you clarity in estimating as you now have a full scope to work from, but it also means that if the client comes back with things which are wildly different you have a fair basis to start talking about raising change requests and varying the cost. Alternatively they may come back during the negotiations saying this assumption or that one isn't true and you have more information.
Out of Scope: A specific case of assumptions - list things which you aren't including (e.g. No integration will exist with system X). Again this allows you to have a full scope and a reasonable case for potentially varying cost at a later stage.
Assumptions and out of scope are particularly applicable when things are mentioned in passing but not really followed up, or for things which they say could wait for a second phase. These are often the things the client will believe are being done as part of the main project but the project team don't.
Hopefully the thoroughness and insight from the assumptions and scope you define will help inspire confidence with the ultimate client too.
Contingency: A tricky one but you should add contingency in two ways:
(1) for specific risks. For things which might mean something takes longer than you've estimated then put in an amount to cover that weighted by the chance of it happening. Add all these up and that's your risk contingency.
(2) Shit happens contingency - unpredictable shit happens on IT projects. Add between 10% and 20% to cover this.
Whether you hide contingency from your commercial people and the client or not depends on your relationship but if it gets removed they need to understand what that means (essentially you WILL over run).
Understand the relationship between effort and cost: As a technologist your role is to provide an estimate of the effort based on the information you have. You need to then communicate that with assumptions, level of contingency and so on to your commercial team who can convert it into a monetary value. The thing to be clear with them on is that if they want to drop the cost that doesn't change the effort.
There are loads of good reasons for writing down the cost to the client (to build a relationship, because you'll end up with stuff you can reuse later and so on) but people need to understand that unless the scope changes the effort stays the same - the reduction comes out of the profit.
i have a blog article which may have a few tips in it for you:
http://pm4web.blogspot.com/2009/06/surviving-under-resourced-project.html
one of the other posters here has a good point to. there will always be someone who will offer a lower price to get the work. and the developer will suffer for it later (i.e. having to do a lot of free work to satisfy the client).
some clients need to have this experience before it clicks that you cant do IT projects on the cheap without paying some kind of price.
LM
Go for realism. Avoid promising too much, then make a point of it.
A lot of customers out there have been burnt by unrealistic offerers who fail to deliver as promised.
Emphasize the need for a specifications sprint. Convey a focus on core functionality and commitment to deliver rather than a feature bonanza. Offer a primary development phase to deliver core functionality.
Communicate the power and safety of the agile approach. Credit the customer with the ability to see good sense.
In short: Strive to come across as realistic and serious (more so than your competitors). The most important thing for any serious customer in the end is not the price, but a confidence that the product will be delivered on time and budget.

How do you manage customers with regards to changing requirements? [closed]

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Steve Yegge's wisdom notwithstanding, most developers are faced with requirements which were gathered from non-technical customers. Sometimes there are project managers who deal with the customers and translate their requirements, other times not. In any event, the fact that the requirements will change is an inevitability.
Most of what consititues "good programming practice" has to do with developing systems which are adaptable so that they can withstand changing requirements. Principles like YAGNI, DRY, loose coupling, etc. contribute to this. Iterative development processes such as Agile also attempt to address the concern of trying to hit a moving target, and of course having a system under test makes it infinitely more feasible to make changes.
Nonetheless, it seems that for many of us changing requirements can not only hurt the quality of our software, but can also drain our motivation and make us want to stab someone.
This question is about how to manage the customer to make it possible for them to change their requirements in the ways that they need, while discouraging arbitrary or frivolous changes. How do you do it?
Do you have project managers to insulate the devs from the customer?
Do you have a formal change management process? Change managers?
How difficult is it for the customer to get a change when they really need it?
Conversely, how easy is it for a customer to get a change when it's "frivolous"?
How much detail do you give the customer when explaining the cost of a change?
How quickly are you able to give the customer this information after receiving a request for change?
What factors can torpedo the process (e.g. PM's who can't say no to the customer?)
What works for you?
If you are looking for the ideal world where the customer never changes his mind or you get the ideal spec - you are in the wrong business. That being said, the most effective mechanism I have found for managing customer expectations and change requests is to institute an accurate system of measurement.
This is how I run my team:
1) We start with user stories. The customer is involved in writing them and the development team estimates how long each user story will take in a relative manner.
2) Using prior experience I take these relative estimates (story points) and create a rough schedule for when major milestones of the project will be complete.
3) Within these milestones we run 2-week iterations. The customer is involved in setting the approval criteria and whether or not the story has been approved. A simple burn down chart shows the customer how close we are to meeting the launch goal.
4) Often time during the approval sessions the customer will request a change because the feature did not turn out how he expected it (even though it met his original approval criteria). At this time you generate a new story with a new estimate. You can also adjust your milestone dates appropriately. This then puts the ball back into the customers court:
Often times they realize their change request isn't worth it (they'd have to get approval from their boss) and we'll kill the new feature
Sometimes it is important so we'll delay the due date to get the feature in
And finally, there's always the option to kill another not so important feature that will take an equivalent amount of time.
The key is not to run away from change requests, but to establish that every change request has consequences on the product. There's no such thing as a free lunch.
I work as indpenedent developer and so contact with customers directly. It's normal that most of the time they have no idea what they actually want. So we start slowly and I give them prototype early on to play with and then the changes will be gradualy made. If I think that customers wants "frivolous" change then I tell him that this change doesn't work or is not needed. If it is 5 min of work then I might even do it anyway.
It helps to add later on to the contract some maintenance clause to get money for those small changes that will come up later on. For bigger changes you just charge by the hour.
Managing the customer is hard, and it is something that very easily can go wrong.
I find that as early as possible you need to gain the trust of the customer. For me I think you can do this by:
Ask the customer to appoint a product manager - who is clear thinking enough to communicate the requirements he/she wants, and look to build a strong working relationship with him/her.
Really try to understand their business - you don't need to be a domain expert, but you need to know where the customer is coming from.
Ask pertinent questions about what they want - don't assume what they ask for (at first) is what they really want.
At first welcome all changes. This is not the customer being annoying and fickle, it as an opportunity to better understand what the customer really wants. If this costs you time/money, then you may need to accept it as a loss leader.
Deliver a prototype early, and incorporate as much customer feedback as practicable.
Give the customer a kick arse product.
Once you have done this, and the customer trusts you, then you will be in a position to start knocking back unreasonable changes, or ask for extra payments/time for things that were previously considered out of scope.
Of course, you won't be able to build this sort of relationship with every customer, some are idiots (in this case see if you can have a different product manager appointed) but you should always do as much as you can to build an effective working relationship.
You can’t expect customers to know what they want at the start, so you must be adaptable. But also you need to stop change for changes sake.
This is for ‘internal’ customers.
I have found that bargaining with the customer is an effective way to go. They can have whatever feature they want if they wait for it, or if they sacrifice some other (yet to be implemented) features. This forces them to think about the value of the change they are asking for in relation to the system as a whole.
Sometimes this works well and a good compromise is reached. Other times the customer throws their toys out of the pram and goes however high they have to get the feature implemented and quality is reduced.
If the customer is paying, it is a different ball game. They need to be made aware that change costs, and that the cost increases as the product nears completion. This means that you have to do a lot of up front analysis about what you will deliver and make sure the spec is agreed upon. So then you can measure what has changed. This may not be the most effective solution for either party but it does keep things cut and dry. So they are not dissatisfied and you don’t end up doing loads of work for free.
In software engineering, change is just a fact. It will happen. For us, everything comes at a price. We'll make just about any change the clients wants, but there is always a time estimate and a cost associated with it. Do we ever tell the client no -- not normally, but sometimes the changes request comes in at a very high cost. We do draw the line at potential security threats etc. in which case we calmly explain to them that we can't accommodate the request.
How much do we explain to the customer, we explain where the money is going to be allocated, this much for development, this much for analysis etc. We don't explicitly tell them why something costs the way it does. Now I will admit, this does vary a little with some of our clients. Some of them get very detailed billing as to exactly how many hours are spent where. To get the contract we had to agree to it, although this is very rare for us.
We have sales people who can't say no at times, and that can cause problems. We have spent a lot of time working on that, but unfortunately it still crops up. We combat it by explaining how much money they cost us by quoting something without researching what it will take. Transparency is key at all levels. Everyone has to know how their decisions affect the bottom line.
Do we do frivolous changes? Yep. What you have to remember is that when you bill hourly most of the time a 5 minute change is billed at a full hour, so that is quite lucrative. We explain all of this before like we do with any change request so they are aware of it, but it tends to help discourage such behavior unless it is really important. The fact is that we treat all changes the same. We don't assume we know what is considered frivolous to them no matter how absurd we think it might be. We have a formal change process where the customer asks for something we write it down and get them to sign off that is what we evaluate it and present a Cost of Work Estimate. They either agree in which case they formally sign a document letting us know it is ok to start, or they rescind the request. We try to be diligent, but we let them know that it will take a few days for us to get a response to their request.
A coworker of mine gave me the best advice I have ever heard about managing customer relations ships. It's a give and take. To make the customer happy, you have to be willing to help them when they need something, but at the same time, you have to be able to say no. When dealing with people they want you to help them, but they also want you to have a spine and stand up for yourself. It becomes a win-win situation that way.
I’d prefer a term of evolving requirements to “changing requirements”. Professor M.M.Lehman (http://www.doc.ic.ac.uk/~mml/ and http://en.wikipedia.org/wiki/Meir_Manny_Lehman) has done a considerable contribution into research on software evolution; his works also suggest that not all types of requirements evolve. One might consider themselves lucky if they happen to work on one of these systems, where requirements stay the same (i.e. math libraries etc).
To the rest of us experience suggests that developers prefer as much information about requirements up front as possible, whereas customers or end-users value an ability to specify or adjust requirements as late as possible into the development process. The former need the detailed information to help planning and designing the solution, the latter can gain a strategic advantage through changing a requirement late, because it gives customer some room for manoeuvre to respond to the changing environment or information gained on as a result of the earlier stages / iterations of the project. A trade-off between the ability to have a detailed plan and change things largely determines the development process itself (waterfall, agile, spiral etc).
Some practical advice managing the evolution of requirements:
Build in some room into the initial plan to account for evolving requirements, multiple check points or iterations.
Either put volatile requirements into the beginning of the project so that some kind of prototyping or feasibility study is likely to clarify them or plan for the change late into the project.
Monitor that the requirements are still relevant.
Have an up to date, prioritised list of current requirements handy. Nothing else helps to keep evolution in control as a good visibility to all stakeholders of current “must haves” including their relative priority and cost.
Keep managing customer expectations on how long things are going to take; this also helps to keep focus.
Introduce a formal process for changing or adding requirements if you need. The process description needs to specify roles of these involved, frequency of reviews etc. It could serve as a good safeguard against some political and most opportunistic but not essential requirements.
Build in some time for refactoring even for the first version. You’re very likely to throw all or part of the solution as a result of additional knowledge gain during the development.
The customer comes to you to do something because they either don't have the time to do it or they don't know what to do (and want to pay you to do it for them). If you have changing requirements, it's because of the latter. In other words, they are paying you to figure out the details! And they know what they like and don't like but they won't know how it works.
Recognize this and whatever the solution needs to be falls in to place.

How does a Scrum Master "manage" an out of control Product Owner? [closed]

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I new to Scrum and while I understand the team concept behind the Sprints, I imagine there still needs to be a guardian for the team who minimizes the interference from Product Owners who are not conversant in software development. What are your successes, and what horror stories have you lived through?
Update:
I am looking for the balance between coding to implement business process vs creating the appropriate architecture for a client. If the product owner is from the business unit there has to be guidance as to what amount of time should be spent on data model, etc.
Definition:
By "out of control" product owner I mean typically some one from the business unit who aggressively sets time frames while having no real technical ability to create that estimate. Typically this person will say: "I need those screens before the next meeting with the Operating Committee next week, so prioritize those work products first. We'll tackle the database after we talk to Operations."
Great answers everyone. Thanks for the good input.
The responsibilities are very clearly defined in Scrum - the Product Owner defines backlog items and prioritizes them, the developers commit on how much they can do in a Sprint.
So, a Product Owner simply has no authority at all to set estimates. Of course he can still say that he needs something to a specific point in time - that simply happens. But it's still the developers who will say whether it can be done. And if it can't, they have to work out together on how to change the scope or whatever else can be done to get the needs of the PO fulfilled as best as possible.
Now, how exactly the SM should act in a situation where this doesn't work smoothly depends a lot on the specific situation. I'd rather see him facilitate a good relationship and communication culture between the PO and the team than have him shield the team from the PO, though.
"there has to be guidance as to what amount of time should be spent on data model, etc."
Right. That's what prioritization is all about. You define the work, you prioritize. You work according to the priorities.
What can get out of control?
Redefining the work before anything gets done?
Redefining the priorities before the work gets done?
The solution is the same. Break the work into smaller pieces so something gets done before there's an opportunity to make a change.
If you have short (2-week) sprints, it's not possible to be out of control. If you go for slightly more practical 4-week sprints, then you have a small chance of getting into trouble.
The product owner is supposed to be the one that shields you from ambiguous or varying customer requirements.
The product owner must not give the estimates.
I don't think it's a question of "out of control".
"I need those screens before the next
meeting with the Operating Committee
next week, so prioritize those work
products first. We'll tackle the
database after we talk to Operations."
There is nothing inherently wrong with that statement by itself. If your app is properly abstracted, then your DB is separate anyway. The main problem with UI first is more psychological: The non-devs will assume that most of the work is done if they see screens and go bonkers when things "slow down". However, here's what I think your real problem could be:
The person you have flagged as a Product Owner is not owning the product, and so isn't taking on enough responsibility.
The product is the whole thing, not just the "functional requirements" (to borrow terminology). Your SM needs to have a sit down and be adamant that the PO needs to not try to push off understanding the scope of the behind the scenes work that needs to be accomplished. Once you're PO starts to look at the entire scope, then they can actually be your representative to the broader stakeholder community.
Ultimately, your SM is the one in charge of enforcing process. They should act like it.
I've used Agile at two different shops, both times it works well. I don't see how an out of control anything can ruin the system. Before the sprint, you plan all the tasks you will do and guesstimate how long they will take (always round up). Then you can figure out approximately how much work can be done during your sprint.
Most shops use 4 week sprints, and 6.5hrs of workable time a day. When a sprint has been set, you don't introduce new tasks and only unplanned work that creeps into a sprint is fixing bugs in the features you are adding, of course that is suppose to be included in your guesstimate time.
If you want a more specific answer, you need to define what you mean by an "out of control" product owner.
I have two things to say.
You probably have some kind of R&D manager (that is not necessarily scrum master) and that is not a product owner).
This guy can and should (I think) "protect" developers.
We were in situation when we had such a guy, and it worked pretty well. He helped us with getting non-functional stuff in the backlog for instance.
Now we don't have this guy. Our manager is scrum master. And he does pretty good job protecting us as well.
Though...the problem here is that generic scrum master has no official power, so he cannot say "you are not going to press them this much", but he of course can and should talk if he sees that teem needs help.
The team itself and product owner also evolve with time so that they start to care more of each other. Product owner understands when the team just does not commit to more or says "we need some time for non-functional stuff now".
But then - again - it's nice of course if there's a separate R&D manager whose main responsibility is taking care of developers...then it will be more balanced I think..
We also have support department which borrows developers for support tasks. Sometimes it is difficult to agree what is going or is not going to be done for this or that customer (because support wants it all).
For this case R&D manager - a very good idea too..
Ideally, I like the idea going completely lean so that developers don't need a manager or shield...but I don't know whether and how it works...:)
I agree with S. Lott. Short sprints are better. Short user stories can help to. We try to limit our user stories to 2 - 4 days max.
Make sure that all your user
stories are well defined and that
the owner in agreement with them.
Once a sprint has started, insist
that new tasks cannot be added to
the current sprint, but they can be
high priority in the next sprint.
Shorter sprints make this much
easier.
Also, in order to remove the
imposition of artificial deadlines,
you really shouldn't deliver items
from the current sprint until the
beginning of the next sprint when
possible.
The hardest part about agile development is discipline. Once you have a disciplined team and scrum master, the users get used to it and things move much smoother. I'm not sure if you use any software for project management, but take a look at Rally. They have made some major improvements over the past year or so.
The iteration (Sprint in Scrum) scope should not be changed during the iteration. That's why only one iteration is planned at a time. As S. Lott pointed out, the shorter the iteration, the sooner the Product Owner will be able to get new things planned.
The Scrum Master role is to isolate the Team from such pressure and shall say to the Product Owner that new requests have to wait for the next iteration.
Now the Product Owner role is to maximize the value of the work the Team produces, so if there is a new top-priority item, which could not wait for the end of the current iteration, it is still possible to replace items with similar estimate and that have not been started.
This should be the exception, not the rule.
Stick with the clearly defined rules of engagement then you(SM) can rather spend the time leading your team.
An agile team is Consist of Developer, Business analyst ,Tester ,DBA ,Scrum master and Product owner.All are working as one feature based team.
Agile methodology is here to help business to accelerate the faster product development. The product owner can define the priority and change the priority of it. Actually, it is a Scrum team ,who estimate it including (SME, Developer ,designer ,tester…. Everyone).Each team member brings a different perspective on the product and the work required to deliver a user story and one sprint comprises with big and small user story. If Scrum team feels that it can't be done within sprint then it needs to be a divide into the small chunk of the user story and estimate based on the stack trace involved to developed it.
i.e. If Product Owner(PO) want the specific user story need to finish first but if that story included the multiple changes (i.e. Frontend and backend including database) and it can't complete in one sprint , Scrum team can follow below key rules:
Key Elements :
Divide into the sub-user story based on stack track
Estimate each user story related to this
Scrum master should Informed the Product Owner about the timeline
to finish this user story based on team current team velocity
Product owner should be mature enough to understand the timeline as it
can't be completed within the sprint.
If Still PO has the problem for priority ,He/she can consult the
Scrum Master/Coach.
At a glance, Agile is more for helping business but need to take care that
it won't overload scrum team . As it is a regular process for
iterative development.

Managing user stories for a large project [closed]

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We are just starting on a pretty big project with lots of sub projects. we don't currently use any kind of named process but I am hoping to get some kind of agile/scrumlike process in by the back door.
The area I will be focusing on most is having a good backlog for the whole project and, at least in my head, the idea of an iteration where some things are taken from the backlog, looked at in more detail and developed to a reasonable deadline.
I wonder what techniques people use to break projects down into things to go in the backlog, and once the backlog is created how it is maintained and ordered. also how relationships between elements are maintained (ie this must be done before it is possible to do that, or this was one story now it is five)
I am not sure what I expect the answer for this question to look like. I think what may be most helpful is if there is an open source project that keeps its backlog online in some way so I can see how others do it.
Something else that would get +1 from me is examples of real user stories from real projects (the "a user can log on" story does not help me picture things in my project.
Thanks.
I would counsel you to think carefully before adopting a tool, especially since it sounds like your process is likely to be fluid at first as you find your feet. My feeling is that a tool may be more likely to constrain you than enable you at this stage, and you will find it no substitute for a good card-wall in physical space. I would suggest you instead concentrate your efforts on the task at hand, and grab a tool when you feel like you really need one. By that stage you'll more likely have a clear idea of your requirements.
I have run several agile projects now and we have never needed a more complex tool than a spreadsheet, and that on a project with a budget of over a million pounds. Mostly we find that a whiteboard and index cards (one per user story) is more than sufficient.
When identifying your stories, make sure you always express them in terms that make sense to your users - some (perhaps only small) piece of surfaced functionality. Never allow yourself to slip into writing stories about technical details that you could not demonstrate to a user.
The skill when scheduling the stories is to try to prioritise the things you know least about first (plan for what you want to learn, rather than what you want to do) whilst also starting with the stories that will allow you to develop the core features of your application, using subsequent stories to wrap functionality (and technical complexity) around them.
If you're confident that you can leave some piece of the puzzle till later, don't sweat on getting into the details of that - just write a single story card that represents the big conversation you'll need to have later, and get on with the more important stuff. If you need to have a feel for the size of what's to come, look at a wideband delphi estimation technique called planning poker.
The Mike Cohn books, particularly Agile Estimating and Planning will help you a lot at this stage, and give you some useful techniques to work with.
Good luck!
Like DanielHonig we also use RallyDev (on a small scale) and it sounds like it could be a useful system for you to at least investigate.
Also, a great book on the user story method of development is User Stories Applied by Mike Cohn. I'd certainly recommend reading it if you haven't already. It should answer a lot of your questions.
I'm not sure if this is what you're looking for, but it may still be helpful. Max Pool from codesqueeze has a video explaining his "agile wall". It's cool to see his process, even if it may not necessarily relate to your question:
My Agile Wall (Plus A Few Tricks)
So here are a few tips:
We use RallyDev.
We created a view of packages that our requirements live in.
Large stories are labeled as epics and placed into the release backlog of the release they are intended for. Child stories are added to the epics. We have found it best to keep the stories very granular. Coarse grained stories make it difficult to realistically estimate and execute the story.
So in general:
Organize by the release
Keep
iterations between 2-4 weeks
Product owners and project
managers add stories to the release
backlog
The dev team estimates
the stories based on TShirt sizes,
points, etc...
In Spring planning
meeetings the dev team selects the
work for the iteration from the
release backlog.
This is what we've been doing for the past 4 months and have found it to work well. Very important to keep the size of the stories small and granular.
Remember the Invest and Smart acronyms for evaluating user stories, a good story should be:
I - Independent
N - Negotiable
V - Valuable
E - Estimable
S - Small
T - Testable
Smart:
S - Specific
M - Measurable
A - Achievable
R - Relevant
T - Time-boxed
I'd start off by saying Keep it Simple.. use a shared spreadsheet with tracking (and backup). If you see scaling or synchronization problems such that maintaining the backlog in a consistent state is getting more and more time-consuming, trade up. This will automatically validate and justify the expenditure/retraining costs.
I've read some good things about Mingle from Thoughtworks.
here is my response to a similar question that may give you some ideas
Help a BA! Managing User Stories ...
A lot of these responses have been with suggestions about tools to use. However, the reality is that your process will be the much more important than the tools you use to implement the process. Stay away from tools that attempt to cram a methodology down your throat. But also, be wary of simply implementing an old non-agile process using a new tool. Here are some strong facts to consider when determining tools for processes:
A bad process instrumented with a software tool will result in a bad
software tool implemention.
Processes will change based on the group you are managing. The
important thing is the people, not the process. Implement something
they can work successfully in, and your project will be successful.
All that said, here are a few guidelines to help you:
Start with a pure implementation of a documented process,
Make your iterations small,
After each iteration talk with your teams and ask what they they
would change, implement the changes that make sense.
For larger organizations, if you are using SCRUM, use a cascading stand-up mechanism. Scrum masters meet with thier teams. Then the Scrum Masters meet in stand-ups of 6 - 9, with a Super-Scrum-MAster responsible for reporting the items from the Scum-Master's scrum to the next level... and so forth..
You may find that have weekly super-scrum meetings will suffice at the highest level of your hierarchy.

Obtaining Management Buy-in on Process [closed]

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The company I work for has historically had very little process as far as software development. Currently we don't really follow any specific method. The problem is of course it makes it difficult to plan, successfully have a decent release or even attract good software developers.
I think I may be able to convince them to do some sort of Scrum process. Key however is getting management/owner buy-in. The idea of locking into specific features for any period of time I think scares them off.
Does anyone have any suggestions on how I can make my case?
So far I plan to:
Give presentation on how Scrum works. how I see it working with the people we currently have and how it will benefit the business.
Ask for training for specific people so we aren't "making it up as we go along"
Set a date to implement, there is some planning and loose ends I probably have to tie up to start a process fresh.
If your projects are like the standard / typical IT projects, then chances are your projects have failed, or been buggy, or cost too much, or didn't do what the customer (internal or external) needed, or took too long to develop.
If you are going to advocate a process, it needs to be shown that you will not lose flexibility just to have structure.
Points to make to decision makers:
Having a Scrum-like process will improve how much information that management has at its fingertips, and allow them to make decisions more quickly. Consider the scenario that you have a 6 month project. Well, with no processes, how do you know how much work is done until it is released? With Burndown charts, you can track how much time is left in a visible way. If you couple that with TDD, where you define say 100 test cases, they can see that 50% of the test cases are left to get working, but from the burndown rate there is only enough time to do 25% (remember Managers like it simple, so this isn't a perfect state of the project, but it is an easy to understand one that was better than what they had before). .e.g. they will feel more in control because the projects have better visibility.
Having process allows you to improve quality, which long term will result in less bugs, less time spent on bugs, more knowledge transfer (what happens if your star developer is hit by a bus), and all this means that the company will get developers focused on a better product than on continuously fixing bugs. e.g. this will save them money
A small set of changes will be implemented first. This will be a proof of concept, and safe and easy to back out of if needbe. e.g. this shows that you are mitigating perceived risk . And you need to mitigate perceived risk because that is what they'll be focusing on. That said, you will want to gather some data before you even make the proposal. Why? Good question: you need a baseline for 2 reasons:
You'll want to know how much the changes have helped. So you can propose more changes.
You'll likely have a manager complain about a problem while the proof of concept is going on. You'll want evidence that shows that problems in a chaotic process free environment are the norm, and this is not a worsening of the state, and perhaps a slight improvement. You can bet on something going wrong in a process-free environment. And you can bet that the proof of concept process changes will be blamed. So be ready for it.
In my experience it's easier to sell management on a design methodology or practice after it's been piloted once. I would cherry-pick a small project, usually internally facing if possible, and ask to "pilot" your new scrum process. Generally it's a lot easier to get people to buy into a pilot because they only have to commit on a limited basis.
As your new scrumified pilot project moves along, be sure to document (post-its, notepads, Word doc, whatever) how scrum is making your project more or less successful than the previous (lack of) method. Be brutally honest here, and try to quantify things in real terms whenever possible.
After the project completes, compile your notes and present to management your findings using the completed project as evidence. Use findings such as:
"product backlog provided users with real sense of progress on featureset X"
"pigs/chickens meetings style saved X man/hours a week by keeping meetings in control"
"sprints allowed developers to work more closely together and resulted in X% less buggy code"
Generally, if you can bring leaders to a spot where they can draw dollars-and-cents conclusions, they will go for a new product or methodology. Also, and this is important as well, be prepared to walk away from your original process ideas if you find them not bearing out during the pilot.
Good luck and happy productivity!
You can sell Scrum as a "No Lose" proposition. Look at what happens when you use Scrum:
All development work is always focused on the highest priority tasks.
Progress is 100% open, and inspected daily.
Users/customers get to examine the progress at the end of every iteration.
Shifting requirements are handled automatically.
The only reasonable objection that I've ever seen to Scrum is that it isn't really possible to predict how much a project will cost, or how long it will take. This is because Scrum acknowledges that everyone will learn as the project commences, and the requirements will change. Waterfall pretends to be able to do this, but we all know how well this works.
Run the Joel Test to determine how much work you have to do. If you are having trouble estimating release dates, look into Evidence Based Scheduling.
Provide some sort of argument that shows how Scrum will address past pain points experienced by the key decision maker. Extra points if you can also provide evidence that demonstrates this.
Keep in mind that it is also possible that you don't have a process because the management doesn't know and doesn't care about it. If your managers have no interest or no understanding of a process, such a process could also be started by getting all the programmers to agree to it (or at least team leaders) and telling new employees, "this is how things are done." Of course, it is necessary that you pick a process that is compatible with your manager's requirements if you do this (e.g. if your managers ask for daily updates on milestones, don't pick a process that has no coding for the first two weeks).
This is really only appropriate if you have a discussion with a manager and their basic reaction is "It doesn't matter, as long as you keep writing code." If you present a process as being a means to redistribute order of work done rather than as one which adds new work, you're more likely to succeed in such an approach.

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