Lecture 19

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APEX INSTITUTE OF TECHNOLOGY (AIT)

Bachelor of Computer Science Engineering


Subject Name- Agile Development Methodology
Code- 23CST- 247
Prof. Dr. Deepti Sharma

Unit 2 DISCOVER . LEARN . EMPOWER


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Project Execution and Agile Management
Theories of Agile
Management and Scrum
Course Outcome

CO1 Understand the Concept and principles of Design Thinking

CO2 Analyzing the relationships of Design Thinking with Agile Methodology.

CO3 Understanding the concept of Agile Management

CO4 Determine the various scrum artifacts and finding Defect Density in sprint planning

CO5 Apply the Sprint Planning systems in Project development

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SYLLABUS

Unit No. 2
• Theories of Agile Management and Scrum:-Agile, Advantages
and Disadvantages of Agile development, Agile Software
Development – Traditional Model vs. Agile Model - Classification
of Agile Methods – Agile Manifesto and Guiding Principles, Agile
Framework, Extreme Programming (XP), Rational Unifies Process
(RUP), Feature Drive Development (FDD), Test Driven
Development (TDD), Scrum and Kanban. Foundation of Scrum,
Scrum Team, Roles in scrum team, Sprints, Definition of Ready.
SCRUM AND KANBAN

• Scrum is an Agile framework within which teams can address


complex problems and deliver value through complex products. It
is well-known for being a lightweight framework that helps
individuals, teams, and organisations create value through
adaptive solutions.
• Kanban focuses on a visualized workflow where work is broken
down into smaller tasks and displayed on the Kanban board. It
helps in maintaining transparency in the team.
SCRUM

• Scrum requires a person in the role of Scrum Master to create a


delivery environment where:

1. A person in the role of Product Owner is responsible for


ordering a Product Backlog.
2. A Scrum Team creates an increment (based on a subsection of
the Product Backlog) of value during a Sprint.
3. The Scrum Team and its stakeholders inspect the results of the
Sprint and adapt to the next Sprint.
KANBAN

There are three main principles on which Kanban works:-


1. Visualizing what you do
2. Cap the Work-In-Progress activities
3. Enhance the flow by pulling the next most prior thing from the
backlog
KANBAN PROCESS

• Columns – Each column represents the progress status, e.g., “To-


Do”, “Doing”, “Done”.
• Visual Cards – the Main feature of any Kanban board is Stickies,
cards, etc.
• WIP limit – Maximum number of cards that are workable at any
point in time.
• Commitment Point – The step where tasks are picked up from
Stories/ backlog.
• Delivery Point – It is the point where the end customer gets the
final product.
DIFFERNCE BETWEEN KANBAN AND SCRUM

• The time-boxed sprints are optional in Kanban, unlike scrum where


iterations are time-bound to 2-4 weeks.
• Work is pulled from the backlog, as a single unit, as and when needed,
unlike Scrum where we pick up batches of work from the product.
• In addition to the above, the client can add new features during an
ongoing iteration, unlike Scrum, where no addition of new features
can happen once an iteration starts.
• Multiple teams share the Kanban board.
• Moreover, there are no defined roles in Kanban like Product Owner
(PO), Scrum Master (SM) or Scrum team, etc.
SCRUM – MINUTES OF MEETING

• Four important points to include in Scrum minutes of meetings


1. Blockers
• Is there anything preventing contributors from getting work done? Things to
bring up here might be technical limitations, departmental and team
dependencies, and personal limitations (like vacations booked, people out sick,
etc.).
2. What did you do yesterday?
• This is a quick rundown of what got done yesterday (and if anything didn’t get
done, then why). This isn’t the time for each person to run down their whole
to-do list – they should focus on the large chunks of work that made up their
deep focus time, and the activities that are relevant to your team as a whole.
SCRUM – MINUTES OF MEETING

• Four important points to include in Scrum minutes of meetings


3. What are your goals for today?
• Here, each team member will say what they want to accomplish – in other
words, what they can be held accountable for in tomorrow’s daily scrum
meeting.

4. How close are we to hitting our sprint goals? What’s your comfort level?
• This agenda item will help the scrum master get an idea of how the team is
feeling about how their day-to-day activities are impacting overall goals for
the team, and how contributors are feeling about the pace of the sprint.
SPRINT

• Sprints are timeboxed iterations of a continuous project


development cycle—short repeatable phases that last between
one and four weeks.
• Sprints lie at the core of Agile and Scrum methodologies, an
approach that takes large, complex product development
projects and breaks them down into smaller, more manageable
pieces.
• Duration of Scrum Sprint – 2 to 4 weeks
SPRINT- ZERO SPRINT

• Sprint zero usually takes place before the formal start of the
project and/or at a team's inception.
• The goal of the Sprint is for the Development Team to come
together to develop a minimal number of User Stories, project
skeleton, story mapping, and develop a workable product.
• This Sprint should be kept lightweight and relatively high level. It
is all about the origination of project exploration and gaining an
understanding of where you want to head while keeping velocity
low.
VELOCITY OF SPRINT

• Velocity is the number of story points completed by a team in


one Sprint.
• Some teams use different measurements, like hours or stories
completed, to calculate their velocity.
• Whatever data you use, the concept remains the same: Velocity
indicates how much work the team has finished in a Sprint.
THANK YOU

For queries
Email:
[email protected]
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