How to estimate while pair programming [closed] - estimation

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Reading the XP book, I have a condtradiction in my mind that I cant address and am wondering if you guys can help.
XP says write stories on index cards, assign those to a developer, have her estimate how long the task would take and then use pair programming to do the coding bit.
So then her and the developer she pairs with must choose to implement either his or her task. Based on that choice the work they perform is then counted toward the estimate that she made for the task. Is that estimate still valid, because it seems to be dependent on who she is working with?

The estimates have to be made with the knowledge of who is going to do the tasks.
Otherwise they make no sense.
Developer: "I can drive from Toronto to Los Angeles in 17 hours" (that's two random cities in the world and a 110% made up number, don't sue me if it isn't even possible to drive between those two cities)
Manager: "Ok, then I'm going to give you this old rusty kids bike. See you in Los Angeles in 17 hours"
Obviously that's not going to work.
So the estimates have to be made after it has been decided who's going to work on the tasks.
If not, you're going to have to build one big homogenous team, consisting of clones or something, that will all take the same amount of time as every other team member on a particular task.
Note, this is kinda the same problem of one person estimating a task, and another going is going to implement it. Unless the two are extremely familiar with each other (or at least the person estimating knows the other person 100%), you're going to get incorrect estimates.
"I estimate Bob will use 2 hours on this"
Like that's ever going to fly.

All developers in the team should be involved when estimating a story. The estimate shouldn't depend on who's going to do the work. That's not even known at estimation time. We use Planning Poker wich is both fun and gives good results.

So then her and the developer she pairs with must choose to implement either his or her task. Based on that choice the work they perform is then counted toward the estimate that she made for the task. Is that estimate still valid, because it seems to be dependent on who she is working with?
Did I read this correctly? It appears to imply that:
John estimates it will take 2 days to build a Widget
Lisa estimates it will take 7 weeks to fix a bug
John and Lisa get together, and decide to work on the bug fixing.
7 weeks occur, and even though the widget isn't started, it gets 7 weeks booked against it.
I haven't read the XP book, but surely that can't be right?

You can create dependent estimates:
If I get to work with Bob this will take 3 days, anyone else 5 days.
I'm not sure I understand the last part of the question, but when a pair get together its on the basis of one developer asking the other to pair. The developer who asks is asking that they work on his task, and they should only work on one task at a time. If they finish quickly, the pair breaks apart and goes their separate ways. If they take a long time, they may break up before the task is finished, and the original developer has to find someone else to pair with before being able to finish the task.

I didn't see a answer I could agree with, so here is a wiki describing how I now look at this issue.
Practically, the developer responsible for the task will come up with the estimate. Assuming that we can correct that estimate (based on history for that specific developer for example), we can deduce that the longest the task will take is her corrected estimate, since working in a pair will probably allow the developer to finish either on time using her own expertise or faster with the help of the person she is paired with. So in the worst case the estimate is too long, allowing for some slack.

One of my basic rules when pairing:
Never ever pair a crack with a beginner. The buddies must be comparable in skill. Otherwise, you will get low performance, frustration and trouble.
So the estimate should come out more or less realistic - no matter who did it.
My personal opinion.

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Scrum Developer .. or am I? [closed]

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I work in a SCRUM team and we had a session of pokering just minutes ago.
I had (still have) an idea of 'how should I poker' but my team had another idea of it. I come today in front of you to ask if I should change the way I see pokering or is the environment (team) not 'SCRUM-enaugh'...
We had this story .. I pokered 50 storypoints (the numbers are not important, the idea is), 2 colleagues pokered 10, the rest of the team pokered an average of 25. We talked over this a bit and we decided to repoker.
As my experience has not improved during the talks, nor the requirements changed, I decided to still poker 50 on it while the rest of the team 'agreed' on a 25 storyPoints estimation.
25 remained.
My argument: after the talks, I consider my knowledge on the story is the same, the requirements are the same thus my estimation is the same.
Team argument: after the talks, we saw that there are 2 guys that know exactly what the story is about and they estimated 25 so we are going to poker all 25 because 'there would be a 25 sp effort of the team'
Should I change the way I see pokering or is the environment (team) not 'SCRUM-enaugh'... ??
Thank you guys.
The situation looks good enough to me. When people after discussion still do not converge toward same estimation, it is a common practice to take the mean (in your case about 25).
It is also common that different people in a team have different "bias": some people tend to over-estimate all stories, other tends to lower-estimate. That's why the mean is a good estimation.
Anyway, after some iterations, you and the team will have more knowledge about the difficulty of this kind of story. The estimation should become easier as all team members would be able to refer to a past experience instead of a best-guess of a complexity.
You don't have to change your estimation, if you can justify. And if you could justify, then the team is not 'SCRUM-enough'. And then the team needs to go through it's estimation procedure and check out for improvements :-)
This is what our teams call "conflict resolution". Every time we put together a team on a project, part of our team charter is to get everybody to agree to a conflict resolution model. We use this to ensure that in the case where we do not have 100% consensus, we have a model that everyone has agreed to to resolve the difference.
In your case, your model starts by having a discussion and re-estimation to attempt to get folks onto the same number. When that fails, most of your team seemed to believe that taking the mean/average/most voted as the estimation was correct. By your question, I tend to think you had not agreed with that approach.
On some of our teams, we have used a "competition" model, like rock-paper-scissors, to determine a victor. Sometimes it's always "highest wins" so that if the person who grabs the story is the person who needs more time they have the points to do it. Sometimes it's "majority rules", as seems to be the case on your team.
I would suggest to your scrum master or product owner to have the team agree on a single model that everybody agrees to so that everybody knows what they are getting into. Something like the following.
Model:
Step One: Discuss for 2 minutes and re-estimate.
Step Two: If still deadlocked, choose majority.
Step Three: If no clear majority, choose higher value.
Obviously, this probably isn't the model you'll use, but it's an example of how you can go about getting your team to agree to something that always has an outcome and still allows the basic principle of talking it out first. The most important thing is that everybody knows what the model is, and everybody agrees to it.

Calculating Project Programming Times [closed]

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As a lead developer I often get handed specifications for a new project, and get asked how long it'll take to complete the programming side of the work involved, in terms of hours.
I was just wondering how other developers calculate these times accurately?
Thanks!
Oh and I hope this isn't considered as a argumentitive question, I'm just interested in finding the best technique!
Estimation is often considered a black art, but it's actually much more manageable than people think.
At Inntec, we do contract software development, most if which involves working against a fixed cost. If our estimates were constantly way off, we would be out of business in no time.
But we've been in business for 15 years and we're profitable, so clearly this whole estimation thing is solvable.
Getting Started
Most people who insist that estimation is impossible are making wild guesses. That can work sporadically for the smallest projects, but it definitely does not scale. To get consistent accuracy, you need a systematic approach.
Years ago, my mentor told me what worked for him. It's a lot like Joel Spolsky's old estimation method, which you can read about here: Joel on Estimation. This is a simple, low-tech approach, and it works great for small teams. It may break down or require modification for larger teams, where communication and process overhead start to take up a significant percent of each developer's time.
In a nutshell, I use a spreadsheet to break the project down into small (less than 8 hour) chunks, taking into account everything from testing to communication to documentation. At the end I add in a 20% multiplier for unexpected items and bugs (which we have to fix for free for 30 days).
It is very hard to hold someone to an estimate that they had no part in devising. Some people like to have the whole team estimate each item and go with the highest number. I would say that at the very least, you should make pessimistic estimates and give your team a chance to speak up if they think you're off.
Learning and Improving
You need feedback to improve. That means tracking the actual hours you spend so that you can make a comparison and tune your estimation sense.
Right now at Inntec, before we start work on a big project, the spreadsheet line items become sticky notes on our kanban board, and the project manager tracks progress on them every day. Any time we go over or have an item we didn't consider, that goes up as a tiny red sticky, and it also goes into our burn-down report. Those two tools together provide invaluable feedback to the whole team.
Here's a pic of a typical kanban board, about halfway through a small project.
You might not be able to read the column headers, but they say Backlog, Brian, Keith, and Done. The backlog is broken down by groups (admin area, etc), and the developers have a column that shows the item(s) they're working on.
If you could look closely, all those notes have the estimated number of hours on them, and the ones in my column, if you were to add them up, should equal around 8, since that's how many hours are in my work day. It's unusual to have four in one day. Keith's column is empty, so he was probably out on this day.
If you have no idea what I'm talking about re: stand-up meetings, scrum, burn-down reports, etc then take a look at the scrum methodology. We don't follow it to the letter, but it has some great ideas not only for doing estimations, but for learning how to predict when your project will ship as new work is added and estimates are missed or met or exceeded (it does happen). You can look at this awesome tool called a burn-down report and say: we can indeed ship in one month, and let's look at our burn-down report to decide which features we're cutting.
FogBugz has something called Evidence-Based Scheduling which might be an easier, more automated way of getting the benefits I described above. Right now I am trying it out on a small project that starts in a few weeks. It has a built-in burn down report and it adapts to your scheduling inaccuracies, so that could be quite powerful.
Update: Just a quick note. A few years have passed, but so far I think everything in this post still holds up today. I updated it to use the word kanban, since the image above is actually a kanban board.
There is no general technique. You will have to rely on your (and your developers') experience. You will have to take into account all the environment and development process variables as well. And even if cope with this, there is a big chance you will miss something out.
I do not see any point in estimating the programming times only. The development process is so interconnected, that estimation of one side of it along won't produce any valuable result. The whole thing should be estimated, including programming, testing, deploying, developing architecture, writing doc (tech docs and user manual), creating and managing tickets in an issue tracker, meetings, vacations, sick leaves (sometime it is batter to wait for the guy, then assigning task to another one), planning sessions, coffee breaks.
Here is an example: it takes only 3 minutes for the egg to become roasted once you drop it on the frying pen. But if you say that it takes 3 minutes to make a fried egg, you are wrong. You missed out:
taking the frying pen (do you have one ready? Do you have to go and by one? Do you have to wait in the queue for this frying pen?)
making the fire (do you have an oven? will you have to get logs to build a fireplace?)
getting the oil (have any? have to buy some?)
getting an egg
frying it
serving it to the plate (have any ready? clean? wash it? buy it? wait for the dishwasher to finish?)
cleaning up after cooking (you won't the dirty frying pen, will you?)
Here is a good starting book on project estimation:
http://www.amazon.com/Software-Estimation-Demystifying-Practices-Microsoft/dp/0735605351
It has a good description on several estimation techniques. It get get you up in couple of hours of reading.
Good estimation comes with experience, or sometimes not at all.
At my current job, my 2 co-workers (that apparently had a lot more experience than me) usually underestimated times by 8 (yes, EIGHT) times. I, OTOH, have only once in the last 18 months gone over an original estimate.
Why does it happen? Neither of them, appeared to not actually know what they are doing, codewise, so they were literally thumb sucking.
Bottom line:
Never underestimate, it is much safer to overestimate. Given the latter you can always 'speed up' development, if needed. If you are already on a tight time-line, there is not much you can do.
If you're using FogBugz, then its Evidence Based Scheduling makes estimating a completion date very easy.
You may not be, but perhaps you could apply the principles of EBS to come up with an estimation.
This is probably one of the big misteries in the IT business. Countless failed software projects have shown that there is no perfect solution to this yet, but the closest thing to solving this I have found so far is to use the adaptive estimation mechanism built in to FogBugz.
Basically you are breaking your milestones into small tasks and guess how long it will take you to complete them. No task should be longer than about 8 hours. Then you enter all these tasks as planned features into Fogbugz. When completing the tasks, you track your time with FogBugz.
Fogbugz then evaluates your past estimates and actual time comsumption and uses that information to predict a window (with probabilities) in which you will have fulfilled your next few milestones.
Overestimation is rather better than underestimation. That's because we don't know the "unknown" and (in most cases) specifications do change during the software development lifecycle.
In my experience, we use iterative steps (just like in Agile Methodologies) to determine our timeline. We break down projects into components and overestimate on those components. The sum of these estimations used and add extra time for regression testing and deployment, and all the good work....
I think that you have to go back from your past projects, and learn from those mistakes to see how you can estimate wisely.

Estimating time in a project that includes unfamiliar concepts? [closed]

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When giving a time estimate for a project that includes work in areas you don't have experience with how do you estimate?
In most cases it is hard enough to get the estimate right when the project's areas are familiar.
What methods have you used in these cases? How well did they work?
Not Serious...
Reach your hand up in the air.
Grab an estimate.
Write down what you find.
Ok, ok...
It's hard. Actually, it is not possible to give an accurate estimate of something that is not known. But that doesn't stop people from needing to know.
Write down a list of all functional components or aspects that you are aware of.
Be as vague as necessary to cover everything.
Now, you have a list of components. For each component, do your best to get the business and/or functional requirements of that part. Why is it there? What is it supposed to do? Why? How? Drill down to more detail, add as many items to your list as possible (nested, components, sub-components).
The more items you have the easier it is to estimate each one.
Then double it!
I think it is very reasonable to walk the stakeholders through some level of design in order to provide an estimate. Otherwise, it's like walking up to a construction company and saying "I want a house, how much will it cost?"
And keep in mind -- it is an estimate :)
Oh, one last thing... Be clear about what it is that you are estimating. If it is "a, b, c" and they later ask for "d", it will be easy to point out that your estimate did not cover "d"... your new estimate is ...
Know what you Know AND Know what you don't Know and you'll be successful.
Use a work breakdown structure (WBS) to get the sub parts of the project/application/whatever. You can provide an est. (to a degree) of the effort to get the knowns complete, as with any project there are the unknowns - identifying them is the first big step. The best next step is to add to the WBS steps to better know those unknowns, for example, if the task is to go BBQ a cheese burger with strips of bacon and you've never BBQ'd bacon before - then you break the job down to getting the ingredients, getting the BBQ, starting the BBQ, etc. and the one thing you don't know - getting/cooking bacon you add some sub-components like:
call butcher
research bacon cooking
hire bacon BBQ'er expert
etc. - each of those you can assign some est. to and put a ? near the actual cooking. Call it a proof of concept (can you bbq bacon?), research and development, whatever - but there are somethings when you start a project you don't know, but you can devise a plan to better know those areas AND once you do revisit the plan and add the findings. By doing this you're communicating out to the team, sponsors, etc. what you know, those areas you don't know but have a plan to get to know, and a rough est. with the unknowns identified.
MinMaxLikely is the method I use. The minimum for the case where everything goes well, the maximum for everything going pear-shaped, and the likely somewhere in between.
Of course, management only ever looks at the minimum figure but, by the time they start complaining about cost over-runs and missed deliverables, you've already got them locked in and you have been (hopefully) keeping the fully appraised of any problems you've encountered and the effect those problems are having (pushing the actuals away from Min and closer to Max).
Have you tried planning poker?
These SO questions might be relevant:
How to estimate the length of a programming task
Dealing with awful estimates
The most significant project management mistakes
Do you practice the planning game?
You cannot estimate these, you can only guess. The difference, to me, is that an estimate is based on knowledge & experience, and you have neither for the unknown.
You have to constantly reevaluate where you started, where you stand, and your guess on what's left. You could probably break down your problem into steps but your biggest issue will be in the "footnotes" of what you're learning.
The example that comes to mind was my first C# interop with Word. It was entirely unknown and I didn't have the foggiest clue what it would take to generate a 1000 page formatted document based on database information. It, in itself, is pretty straight-forward: open Word, format page, and insert data. There are all kinds of issues that cropped up that you couldn't fathom and that easily doubles your guess.
Ask people who are familar with the concepts how long it would have taken them back when they first learnt the technique (including how long to learn). Average the results and adjust based on your capability to learn.
Then guess anyway and triple the quote. Doubling is for chumps.
Wherever possible, go one meta-level up: give an estimate of when you can give reasonably accurate estimate.
"I don't know enough about Foo to give an accurate estimate, but I will know enough about Foo by Thursday week."
I acknowledge it often isn't possible, but I try to make it an option when I am project managing.
You can even go up another meta-level, in large projects.
"I don't know how long it will take for us to get a expert in to give us an estimate. I will talk with my colleagues, and give you an estimate on Friday of how long it will take to get an expert estimate."
This can be combined with large error margins, diminishing rapidly. "It will take 1 year, +/- 9 months. I'll give you another estimate with an error range +/- 3 months by June 30."

Giving estimates for large scale projects in an Agile Environment [closed]

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My firm just got its first large-scale development project inquiry and I would like to use an Agile process. The client has a vision for the application but openly admits to having very few requirements and recognizes that we will have to charge by the hour. Because of this, I've all but sold him on an Agile approach.
The problem is that he wants a figure to budget around. I've read a number of articles that pretty much advocate against giving up an estimate because the client will budget for that number and even as requirements change, the number in their head and in the books doesn't.
I've read there are a number of ways to factor in pricing in the contract, but almost all of them (save one) incorporate an up-front number. This just seems to violate the entire set of principles of Agile development.
So my question is, if you're an Agile shop, how do you manage to circumvent this Catch-22 of Agile development?
Here's the fundamental question.
When will the client think they're done?
If they think they'll be done by June, then you put an Agile team in place. That's 4-6 people for 6 months. That's the budget. Essentially, you do the multiplication for them. team * rate * 6 months.
If they think they'll be mostly done by June, but there will be more work after that, then you're possibly looking at 9 months of work. Again, you're just doing a multiply that they could do for themselves. team * rate * 9 months.
If they think that you'll be their development team for the foreseeable future, give them a price that will get the project through to the end of the year. team * rate * 12 months.
Since each release is an opportunity to reprioritize, you should be pricing each release as as separate piece of work based on the things you will get done in that release. Since it's their priority scheme, they control what you build, they control the budget, phase by phase.
Often your client really wants to know how much a particular feature set will cost. Instead of ask that, they ask about overall budget (which is silly). Spend a lot of time on the first release showing what they get and how much that first release will cost.
Eventually, they'll see the fundamental truth.
They're buying the features from most important to least important. If they prioritize correctly, they can stop spending money at any time and have something useful.
Done is a relative term. Some projects are "done" because there's no more money. Others are done because there's no more time. Rarely (at least in software development) is a project ever done because we ran out of things to do.
For this situation, we've provided an estimate for the first chunk of work, and then let the client purchase more sprints as required to complete the work to the desired level.
As you get more of the system developed, and incorporate feedback from the client into the sprint deliverables, you will both get a better feeling for the amount of work involved, and hence the costs involved.
Edit: Cool. Way excellent! From the fact that you've sold them on an Agile approach, BTW good one!, chances are you will be able to seel them on approaching it from an agile point of view in terms of features to be implemented. Maybe have a listen to this "Intro to Scrum" podcast. You might be able to sell them on the fact that they probably won't need to have all the bells and whistles that they think tha they need right now.
HTH
cheers,
Rob
Look, there's a core fact here. You will be asked to estimate cost, contract for a particular delivery date, and commit to a full set of delivered features.
You can't do all three.
Not "you shouldn't" or "it would be wise not to"; you (for all practical purposes) can't. By which I mean that the probability of successfully doing all three is extremely small.
The best answer is to commit to a cost and schedule, and to an iterative process with quick iterations and regular feedback, and then write the agreement so that what is done unde the fixed cost and schedule is what will be delivered. That is, you keep delivering new features (and modifications) until the time and money runs out.
The truth is, even if you do sign up to all three, the best you'll ever be able to do is two out of three anyway. Might as well be open about it.
Here's how a crusty old government contractor I know recently put it: "As the prostitutes say, first you gotta get them upstairs."
That doesn't answer your question, but it's worth remembering. If they won't come upstairs without number up front (and they won't), you have to give them a number.
Anybody sponsoring a software project needs to have an idea of what kind of return they're going to get on their investment, so that they can evaluate whether or not the investment is worth making. A project may be worth doing if it costs $1m and takes 12 months. It may not be worth doing if it costs $2m and takes 24 months.
The real question is: can you do this project within a time frame and budget that makes it possible for the client to realize an appropriate return on their investment? If your answer to that question is anything but "yes," then they shouldn't hire you to do the project. Otherwise, they're just spending money and rolling the dice.
If your current answer to that question is "we don't know yet," then they shouldn't hire you to do the project. But that doesn't mean that they shouldn't hire you to find out whether or not the project is worth doing. A good consulting-firm buzzword for this is "preliminary scoping exercise."
Agile development is about managing a curve in three dimensions: money spent, calendar time, and feature set. It's a given that if the budget and schedule are fixed, the feature set must be variable. You can't know what the final feature set will be, given those constraints. But you can know if a feature set that you'll be able to produce within those constraints falls inside a range that your client will find acceptable.
You can know this, and you can find it out. Finding that out is something that your firm can do and your client can't. It's a service that you can provide to them and that they should pay you for. Avoid the temptation to do this for free and call it a cost of sales. Project scoping is every bit as much a part of professional services as software development. You're not doing this to close a sale; you're doing this to help your client make a business decision that they don't yet have enough information to make.
But first you gotta get them to come upstairs.
These answers are really great. I don't have a lot of experience to share, but I thought of an analogy:
Last year my wife and I remodeled our kitchen. The contractor proposed billing on time & materials instead of giving an estimate, because we didn't know what we'd discover with respect to plumbing, subfloor damage, and so on. We agreed, because I'm working from home and I was available continuously to answer questions. The contractor and I had a good rapport so when something came up, he felt free to knock on my office door and we'd discuss it. Decisions got made quickly and the work was done the way I wanted it. That seems similar to the Agile priority on frequent customer review.
By contrast, my wife's cousin is also remodeling his house. He's an ER doctor and he is not available on site during the remodel. So he described being regularly surprised by the contractors making major decisions without consulting him ("What? I didn't want that picture window blocked off! Tear out the wall and reframe the window the way it was!"). This is of course painfully expensive and blows the schedule out of the water. Definitely not Agile.
So one way to convince a client that a time & materials mode will work may be to assure them you'll make frequent progress reports to get their feedback. I believe this is already a core recommendation of most Agile methodologies. To begin, of course this requires the customer give their trust to the consultant.
As a separate resource, I searched and found a book on this subject: "Agile Estimating and Planning" by Mike Cohn. Read the praise quotes on that page, from an impressive set of Agile experts.
First of all, I want to say I think it's great you've sold him an on agile approach and per hour pricing. That's very hard to do.
Regarding your dilemma, I think you should present him with a rough pricing estimate and the features / scope it includes. During the development process, if you see something important coming up that will change the scope / cost, you say to the client "stop - this is great, but understand that it changes the original scope we discussed."
At this point the client has the privilege of agreeing, being aware that he will pay more than he originally thought, or halting the new development for now. Many agile projects are built in many mini-stages - for which you can give pretty accurate estimate of price / time. Before any new mini-stage commence, it's important that you and the client see eye to eye on what is up next and how much time / cost will be spent on it.
As always there's quality, functionality and time (=resources) which are your main parameters. We're not messing with quality any more, so there's only features and resources left. Fairly often you can get away with convincing that a certain amount of resources will at minimum reach a certain feature set. So as long as you can find an amount of resources that delivers a plausible feature set I believe this is enough for quite a few customers. The upside is that they can control progress while on the move, and there's always the option of backing out.
The way that I have done this is to use my current velocity and estimate a range based on rough estimates of complexity (number of stories). You would update this as you begin planning the application so that the range estimate gradually becomes better and better.
For example, give an estimate from 6mos to 2 years (if you're sure that it will take less time than 2 years. As you break it down into features, then plan for those features, you come up with better and better estimates so that after 6mos you can reliably say (absent any other changes), we'll be done in another 2-3 months (total of 8-9 months). Eventually, you get to the point where you can say, we'll be done after the next iteration (2weeks to 1month).
You need to pair this with letting the customer know that adding features will increase the time to completion, then let them decide how to proceed -- either drop the feature or increase the time. For any given project, scope and time are really the only variables that you can effectively change. Quality and resources are pretty much fixed. Actually, you can add resources, but generally you see an increase in time and decrease in quality initially so this only works if your time horizon is long.
One approach you could take is to give the client a general estimate that you believe is relatively close. Also give a percentage. The percentage will be an increase or decrease allotment in the budget due to changing requirements.
Example: General estimate of $10,000 but since the requirements are vague and the project could change course easily there is a +/- 30% price adjustment option.
This way the client can have a general idea of what to budget and you have some flexibility in charging to the project.
This is a really tough issue. See what Robert Glass has to say on the subject in his book "Facts and Fallacies of Software Engineering". (Note that Amazon has books available new for less than they're available second-hand! [as of 2009-01-05 12:20 -08:00]; also at Google books.)
If you have successfully sold the customer an on Agile approach, and billing by the hour, do not give them an estimate for how much it will cost to complete the project!. Even if they say they want it only for budgeting purposes, do not do it!.
The reason is that any estimate of cost will come to be treated as a definite commitment; no matter how many times you say it isn't, and how many times the customer says they understand that, it will be treated as a commitment. Even if the customer understands, their boss won't, and although they won't be able to legally force you to deliver for the price you said, you will come to known as a company that doesn't deliver what it promised. Providing an estimate throws away all the advantage of being agile in the first place.
What I suggest is telling them that you will spend no more than such-and-such an amount before the end of the financial year (or whatever other billing period your customer is interested in). That should be enough for them to plan financially without in any way saying that the project will be finished by then.
This was my answer to a closed question related to story points. I use this all the time for macro estimation.
When I switched to points, I decided to it only if I could meet the two following points; 1) find and argument that justify the switch and that will convince the team 2) Find an easy method to use it.
Convincing
It took me a lot of reading on the subject but a finally found the argument that convinced me and my team: It’s nearly impossible to find two programmers that will agree on the time a task will take but the same two programmers will almost always agree on which task is the biggest when shown two different tasks.
This is the only skill you need to ‘estimate’ your backlog. Here I use the word ‘estimate’ but at this early stage it’s more like ordering the backlog from tough to easy.
Putting Points in the Backlog
This step is done with the participation of the entire scrum team.
Start dropping the stories one by one in a new spreadsheet while keeping the following order: the biggest story at the top and the smallest at the bottom. Do that until all the stories are in the list.
Now it’s time to put points on those stories. Personally I use the Poker Planning Scale (1/2,1,2,3,5,8,13,20,40,100) so this is what I will use for this example. At the bottom of that list you’ll probably have micro tasks (things that takes 4 hours or less to do). Give to every micro tasks the value of 1/2. Then continue up the list by giving the value 1 (next in the scale) to the stories until it is clear that a story is much bigger (2 instead of 1, so twice bigger). Now using the value '2', continue up the list until you find a story that should clearly have a 3 instead of a 2. Continue this process all the way to the top of the list.
NOTE: Try to keep the vast majority of the points between 1 and 13. The first time you might have a bunch of big stories (20, 40 and 100) and you’ll have to brake them down into chunks smaller or equal to 13.
That is it for the points and the original backlog. If you ever have a new story, compare it to that list to see where it fits (bigger/smaller process) and give it the value of its neighbors.
Velocity & Estimation (macro planning)
To estimate how long it will take you to go through that backlog, do the first sprint planning. Make the total of the points attached to the stories the teams picked and VOILA!, that’s your first velocity measure. You can then divide the total of points in the backlog by that velocity, to know how many sprints will be needed.
That velocity will change and settle in the first 2-3 sprints so it's always good to keep an eye on that value

How long does it really take to do something? [closed]

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I mean name off a programming project you did and how long it took, please. The boss has never complained but I sometimes feel like things take too long. But this could be because I am impatient as well. Let me know your experiences for comparison.
I've also noticed that things always seem to take longer, sometimes much longer, than originally planned. I don't know why we don't start planning for it but then I think that maybe it's for motivational purposes.
Ryan
It is best to simply time yourself, record your estimates and determine the average percent you're off. Given that, as long as you are consistent, you can appropriately estimate actual times based on when you believed you'd get it done. It's not simply to determine how bad you are at estimating, but rather to take into account the regularity of inevitable distractions (both personal and boss/client-based).
This is based on Joel Spolsky's Evidence Based Scheduling, essential reading, as he explains that the primary other important aspect is breaking your tasks down into bite-sized (16-hour max) tasks, estimating and adding those together to arrive at your final project total.
Gut-based estimates come with experience but you really need to detail out the tasks involved to get something reasonable.
If you have a spec or at least some constraints, you can start creating tasks (design users page, design tags page, implement users page, implement tags page, write tags query, ...).
Once you do this, add it up and double it. If you are going to have to coordinate with others, triple it.
Record your actual time in detail as you go so you can evaluate how accurate you were when the project is complete and hone your estimating skills.
I completely agree with the previous posters... don't forget your team's workload also. Just because you estimated a project would take 3 months, it doesn't mean it'll be done anywhere near that.
I work on a smaller team (5 devs, 1 lead), many of us work on several projects at a time - some big, some small. Depending on the priority of the project, the whims of management and the availability of other teams (if needed), work on a project gets interspersed amongst the others.
So, yes, 3 months worth of work may be dead on, but it might be 3 months worth of work over a 6 month period.
I've done projects between 1 - 6 months on my own, and I always tend to double or quadrouple my original estimates.
It's effectively impossible to compare two programming projects, as there are too many factors that mean that the metrics from only aren't applicable to another (e.g., specific technologies used, prior experience of the developers, shifting requirements). Unless you are stamping out another system that is almost identical to one you've built previously, your estimates are going to have a low probability of being accurate.
A caveat is when you're building the next revision of an existing system with the same team; the specific experience gained does improve the ability to estimate the next batch of work.
I've seen too many attempts at estimation methodology, and none have worked. They may have a pseudo-scientific allure, but they just don't work in practice.
The only meaningful answer is the relatively short iteration, as advocated by agile advocates: choose a scope of work that can be executed within a short timeframe, deliver it, and then go for the next round. Budgets are then allocated on a short-term basis, with the stakeholders able to evaluate whether their money is being effectively spent. If it's taking too long to get anywhere, they can ditch the project.
Hofstadter's Law:
'It always takes longer than you expect, even when you take Hofstadter's Law into account.'
I believe this is because:
Work expands to fill the time available to do it. No matter how ruthless you are cutting unnecessary features, you would have been more brutal if the deadlines were even tighter.
Unexpected problems occur during the project.
In any case, it's really misleading to compare anecdotes, partly because people have selective memories. If I tell you it once took me two hours to write a fully-optimised quicksort, then maybe I'm forgetting the fact that I knew I'd have that task a week in advance, and had been thinking over ideas. Maybe I'm forgetting that there was a bug in it that I spent another two hours fixing a week later.
I'm almost certainly leaving out all the non-programming work that goes on: meetings, architecture design, consulting others who are stuck on something I happen to know about, admin. So it's unfair on yourself to think of a rate of work that seems plausible in terms of "sitting there coding", and expect that to be sustained all the time. This is the source of a lot of feelings after the fact that you "should have been quicker".
I do projects from 2 weeks to 1 year. Generally my estimates are quite good, a posteriori. At the beginning of the project, though, I generally get bashed because my estimates are considered too large.
This is because I consider a lot of things that people forget:
Time for bug fixing
Time for deployments
Time for management/meetings/interaction
Time to allow requirement owners to change their mind
etc
The trick is to use evidence based scheduling (see Joel on Software).
Thing is, if you plan for a little extra time, you will use it to improve the code base if no problems arise. If problems arise, you are still within the estimates.
I believe Joel has wrote an article on this: What you can do, is ask each developer on team to lay out his task in detail (what are all the steps that need to be done) and ask them to estimate time needed for each step. Later, when project is done, compare the real time to estimated time, and you'll get the bias for each developer. When a new project is started, ask them to evaluate the time again, and multiply that with bias of each developer to get the values close to what's really expects.
After a few projects, you should have very good estimates.

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