Building the Right Thing through collaboration and continual discovery
May 10, 2015
Building the Right Thing
through collaboration and continual discovery
The Team
The Team
Joanne
The Team
TerryJoanne
The Team
Terry SallyJoanne
#293 - Add a new friend by email address (M)
#293 - Add a new friend by email address (M)2/5/12 - Terry, Joanne, Sally
#293 - Add a new friend by email address (M)2/5/12 - Terry, Joanne, Sally
IN OUT
#293 - Add a new friend by email address (M)2/5/12 - Terry, Joanne, Sally
IN OUT- searching for friends by name
- autocomplete when typing name
- inviting new users to join if they are not members already
- select friend by searching by email address
- only show addresses of those that aren’t my friends already
- confirm when I add a friend, only add them if I answer yes
- back to email search results when I answer no
- “You are now friends” confirmation afterwards
• Defer detail until the last responsible moment
• Understand and solve the problem together
• Capture the conversation but keep it simple
• Define “done”
• Stop telling/start building as soon as you have enough detail
Good Stories are Told, Not Written
To Do Dev Test Done
To Do Dev Test Done
Day 1
To Do Dev Test Done
Day 2
To Do Dev Test Done
Day 3
To Do Dev Test Done
Day 4
Last Day
To Do Dev Test Done
Last Day
To Do Dev Test Done
Average time in play:
4+ days
To Do Dev Test Done
To Do Dev Test Done
Day 1
To Do Dev Test Done
Day 2
To Do Dev Test Done
Day 3 - Dev is Blocked!
To Do Dev Test Done
Helping to Free Up Test...
To Do Dev Test Done
Dev is Unblocked
To Do Dev Test Done
Day 4
To Do Dev Test Done
Day 4
To Do Dev Test Done
Last Day...
To Do Dev Test Done
By the End of the Day
To Do Dev Test Done
By the End of the Day
Average time in play (cycle time):
2.6 days
cost
cycl
e ti
me
4 days X 5 stories = 20 days cost
cycl
e ti
me
2.6 days X 5 stories = 13 days 4 days X 5 stories = 20 days
cost
cycl
e ti
me
To Do Doing Done
• Build things in a way that allows people to play earlier
• Don’t retreat to your bay in the assembly line
• Think: concurrent activities, not sequential phases!
• Share the responsibility for getting stories to “Done”
Reducing Cycle Time
• Spot the problem using statistics
• Split stories by fidelity or functionality
• Swarm to complete things faster
Keeping Stories On Track
Individuals and Interactionsover Processes and Tools
The Agile Manifesto
[email protected] @brentsnook
http://www.slideshare.net/fuglylogic/building-the-right-thing
• Kent Beck, Cynthia Andres, Extreme Programming Explained: Embrace Change (2nd Edition), Addison-Wesley Professional, 2004
• Alistair Cockburn, Agile Software Development: The Cooperative Game (2nd Edition), Addison-Wesley Professional, 2006
• Niklaus Wirth, A Brief History of Software Engineering, 25 Feb 2008, 1 May 2012 <http://www.inf.ethz.ch/personal/wirth/Articles/Miscellaneous/IEEE-Annals.pdf>
• The Rise and Fall of Waterfall, Youtube, 2 May 2012, <http://www.youtube.com/watch?v=X1c2--sP3o0>
• The Agile Manifesto, 1 May 2012, <http://agilemanifesto.org>
• Little's Law, Wikipedia, 2 May 2012, <http://en.wikipedia.org/wiki/Little's_law>
• Jeff Patton, Kanban Over Simplified, Agile Product Design, 2 May 20102, <http://www.agileproductdesign.com/blog/2009/kanban_over_simplified.html>
• Timeline of computing 1950–1979, Wikipedia, 21 May 2012, <http://en.wikipedia.org/wiki/Timeline_of_computing_1950%E2%80%931979>
• Gang of Four, Design Patterns: Elements of Reusable Object-Oriented Software, Addison-Wesley Professional, 1994
• William J. Brown, Raphael C. Malveau, SkipMcCormick, Thomas J. Mowbray, Anti Patterns: Refactoring Software, Architectures, and Projects in Crisis, Wiley, 1998
• Anti-pattern, Wikipedia, 21 May 2012, <http://en.wikipedia.org/wiki/Anti-pattern>
• Sasa Stamenkovic, Queuing Theory, 3 April 2009, 21 May 2012, <http://stamenkovic.se/2009/04/03/queuing-theory/>
• Images created with Paper (www.fiftythree.com/)
Bibilography