Scrum Master Presentation 5.0 - Final - Full
Scrum Master Presentation 5.0 - Final - Full
Phases of SDLC
1- Analysis
2- Design
3- Implementation
4- Testing
5- Evaluation
Methodologies
What is a Methodology?
Unlike an algorithm, a
methodology is not a formula
but a set of practices.
SDLC Methodologies
Waterfall
Agile
Waterfall
Waterfall
• The waterfall Model is a linear
sequential flow.
• In which progress is seen as
flowing steadily downwards (like a
waterfall) through the phases of
software implementation. This
means that any phase in the
development process begins only
if the previous phase is complete.
• The waterfall approach does not
define the process to go back to
the previous phase to handle
changes in requirement.
• The waterfall approach is the
earliest approach that was used
for software development.
Advantages of Waterfall
• Structures approach.
Undisciplined
Agile is a process
Agile Manifesto
Individuals and
over Process and tools
interactions
Comprehensive
Working software over
documentation
•Scrum
•Kanban
•XP
Scrum Origins
• Scrum’s rich history can be traced back to a 1986 Harvard Business Review
article, “The New Product Development Game” (Takeuchi and Nonaka 1986).
This article describes how companies such as Honda, Canon, and Fuji-Xerox
produced world-class results using a scalable, team-based approach to
all-at-once product development. It also emphasizes the importance of
empowered, self-organizing teams and outlines management’s role in the
development process.
• The 1986 article was influential in weaving together many of the concepts that
gave rise to what today we call Scrum. Scrum is not an acronym, but rather a term
borrowed from the sport of rugby, where it refers to a way of restarting a game
after an accidental infringement or when the ball has gone out of play. Even if you
are not a rugby aficionado, you have probably seen a scrum where the two sets of
forwards mass together around the ball with locked arms and, with their heads
down, struggle to gain possession of the ball.
• Takeuchi and Nonaka used the metaphors of rugby and the scrum to
describe product development:
• The . . . “relay race” approach to product development . . . may conflict
with the goals of maximum speed and flexibility. Instead a holistic or
“rugby” approach—where a team tries to go the distance as a unit, passing
the ball back and forth—may better serve today’s competitive requirements.
• In 1993, Jeff Sutherland and his team at Easel Corporation created the
Scrum process for use on a software development effort by combining
concepts from the 1986 article with concepts from object-oriented
development, empirical process control, iterative and incremental
development, software process and productivity research, and complex
adaptive systems.
The Creators
What is SCRUM
Scrum is a lightweight agile project management framework mainly used for
software development. It describes an iterative and incremental approach for
project work. Scrum emphasizes collaboration, functioning software, team self-
organization and the flexibility to adapt to emerging business realities.
Scrum Roles?
What is Scrum?
1- Product Owner
2- Scrum Master
3- Development Team
Development Team
Scrum Roles – Product Owner
Help the PO break down the user stories, fill in acceptance criteria
and research open items
Develop and unit test scheduled user stories in the sprint
Respond/Resolve defects opened by the testing team(s)
Give clear, concise, and accurate stand-up updates daily to the
team
Responsible for providing story points and task estimates during
sprint planning
Attend and participate in routine Sprint backlog grooming sessions
Clearly understanding the scope of each user story and how to
break down those user stories into small, independent work
products (tasks)
Scrum Roles – Development Team
•The Sprint
•Sprint Release Planning Meeting
•Sprint Planning Meeting
•Daily Scrum Meetings AKA Daily Standup
•The Sprint Review
•The Sprint Retrospective
Events - Sprint
• During a Sprint, a working product Increment is
developed.
• It is usually of duration two weeks to a one month, and
this duration remains constant for all the sprints in the
project.
• We cannot have varying durations for the different sprints
in a project.
• A new Sprint starts immediately after the conclusion of
the previous Sprint.
• The Sprint Goal is an objective set for the Sprint.
• It provides guidance to the Team on why it is building the
Increment. It is created during the Sprint Planning
meeting.
• The scope of the sprint is clarified and re-negotiated
between the Product Owner and the Team as more about
the requirements is learned.
Remember: Only • Thus, each Sprint is associated with it, a definition of what
Product Owner can is to be built, a design, and the flexible plan that will guide
cancel a Sprint building it, the development work, and the resultant
product increment.
Events - Sprint
• A Sprint should be cancelled if the Sprint Goal becomes
obsolete.
• This might occur if the organization changes direction or
if market or technology conditions change.
• A sprint can be cancelled only by product owner ONLY,
though others have an influence on the same.
• Due to the short duration nature of Sprints, cancellation
during a sprint rarely makes sense. As the sprint
cancellations consume resources, for getting re-organized
into another Sprint, they are very uncommon.
• If a Sprint is cancelled, and part of the work produced
during the sprint is potentially releasable, the Product
Owner typically accepts it.
• All the incomplete Sprint Backlog Items are put back into
the Product Backlog.
Remember: Only
Product Owner can
cancel a Sprint
Release Planning Meeting
Purpose
• The purpose of the Release Planning meeting is to determine the
scope for the next release which will be built from the highest
ranking Product/Program Backlog items. The release plan will be
dictated by the team’s velocity, capacity and external dependencies.
Participants
• Scrum Master – to facilitate the meeting
• Product Owner
• Cross Functional Team
• Technical Architect
• Other SMEs
Preparation
• Before beginning the Release planning meeting, the Scrum Master
should ensure that the following items are verified:
• Prioritized Product/Program Backlog
• Backlog items all meet the Feature/User Story level Definition of
Ready (DoR)
• Identify dependencies and risks
• Adjusted velocity (from previous release and adjusted for capacity
changes)
Frequency/Timing
• Must take place for every release
• Typically occurs at a regular cadence depending on the number of
sprints per release
• For about 2 hours
• The team should revisit and update the release plan regularly
Steps to Follow
• The Scrum Master establishes the team member availability so that
adjusted velocity can be predicted
• Once the adjusted velocity is known, the plan is built starting with
the highest priority backlog item
• The cross functional team and Technical Architect will take into
account dependencies, internal and external to make decisions on
items that can be built, tested and delivered
• Any external dependencies will be identified and communicated to
the appropriate person for action
Outcome/Next Steps
• Release Plan – selected Product/Program Backlog items in priority
order (which may be adjusted along the way)
• Identify number of sprints
• Resolve external team dependencies so sprints are loaded with user
stories appropriately
Events – Sprint Planning Meeting
Purpose
• The purpose of the Sprint Planning meeting is for the entire scrum team to
agree to complete a set of user stories. This agreement will define the sprint
backlog and is based on the team’s velocity (and capacity).
Participants
• Scrum Master – to facilitate the meeting
• Product Owner – to clarify the details of the Product Backlog Items and their
respective acceptance criteria
• Cross Functional Team – to define the work and effort necessary to meet
their commitment to complete Product Backlog Items. Developers and
Testers are mandatory.
Preparation: Before beginning the Sprint planning meeting, the Scrum Master
should ensure that the following items are verified:
• All user stories to be discussed during Sprint Planning meeting should meet
the scrum team’s Definition of Ready (DoR) (Especially, ensure that the
dependencies are ROAM (Resolved, Owned, Accepted, Mitigated),
acceptance criteria is clearly defined, story point estimate is assigned and
test data set up has been completed, etc.)
• Be aware of the sprint adjusted velocity (number of available story points for
the Sprint) and account for changes in the team’s capacity
• Release Plan updated
• Prioritized Product/Program Backlog
Frequency/Timing
• Must take place before each sprint in a release
• Typically occurs in the week before sprint starts or the morning of the first
day of the sprint
• Depending on the number of developers and user stories scheduled for a
sprint, which can range between 4-8 hours
Steps to Follow
• The Product Owner describes the highest ordered sprint backlog item(s)
• The scrum team determines that the user story is Ready and review the
acceptance criteria
• The scrum team reviews the story point estimate
• Developers volunteer to own the work
• Developers and Testers finalize tasks
• Review the set of standard (default) tasks and add those as relevant
• Planning continues while the team does not exceed the team’s determined
adjusted velocity
• Team determines the stories that will be committed to the sprint and updates
Rally or JIRA
Daily Stand-Up / Huddle
Purpose
• The purpose of the daily stand-up is for each team member to discuss the
goal and priorities for that day. Daily stand-ups provide visibility and
transparency to all stakeholders and help the team identify
problems/issues early.
Participants
• Scrum Master as facilitator
• Product Owner
• Cross Functional Team (Developers and Testers are mandatory and
optional roles, if any)
• SMEs as needed
Preparation
• Team members should be ready to give their status of the team
• Team should understand the importance of the meeting and commit
to starting on time
• Developers and Testers must have tasks updated in Rally/JIRA to
reflect their progress
• Team members should understand the state of the Sprint board and
be able to ask relevant questions if needed
Frequency/Timing
• Daily
• Not to exceed 15 minutes
• Can be followed by a meeting for discussion items, blockers, and/or
housekeeping items
Steps to Follow
• Each person should take turn to talk and answer the following
questions for the entire team and not providing answers to the
Scrum master only:
Participants
• Scrum Master
• Product Owner
• Cross Functional Team (Developers and Testers are mandatory and optional
roles, if any)
• Dev Manager (Optional)
• Technical Architect (Optional)
• Other Stakeholders (Optional)
Preparation
Frequency/Timing
• Every Sprint should have one Sprint Review and Demo
• Usually held during the last day of the sprint
• About an hour or less
Steps to Follow
• Scrum master presents the sprint plan and the team’s
performance; potential agenda items are:
• Sprint objectives and process against objectives
• Metrics (i.e. burn-down and burn-up chart, velocity, etc.)
• Demo of accepted user stories
• For each accepted user story the team member will carry out
a demonstration to prove that the Acceptance Criteria have
been met
• Any failures to meet the Acceptance Criteria will be
documented and steps for remediation will be agreed or the
sprint Backlog item will be rescheduled to for the next
practical release. Note: These user stories are not demoed as
part of the Sprint Review
Sprint Retrospective
Purpose
• The purpose of the Sprint Retrospective is to provide an opportunity for the
scrum team to speak openly about how they felt about the sprint. It allows
only the contributors of the sprint team who were actively involved in daily
activities to discuss things that are going well and areas of improvement. It
serves as a forum for open honest, feedback in order to achieve continuous
improvement.
Participants
• Scrum Master
• Product Owner
• Cross Functional Team (Developers and Testers are mandatory and optional
roles, if any)
Preparation
• Review the activities and performance of the current sprint
• Host in a safe environment
• The team should be aware that none of the outputs documented will be
directly attributed to any particular scrum team member
Frequency/Timing
• Every Sprint should have one Sprint Retrospective
• Usually held on the last day of the sprint
• About an hour or two
Steps to Follow
• Each member of the scrum team will be asked for their input in the
following three areas – always start and end on a positive note
• Activities which went well and should be repeated – what does the scrum team want
to continue doing?
• Activities which did not go well and should be avoided in the next and subsequent
sprints?
• Action items for the next sprint
• Show appreciation to each other
• Iron out any differences or problems
• Build team camaraderie
Events – Sprint Planning Meeting
The Team may also invite others (not part of Scrum Team)
to attend the Sprint Planning meeting to obtain technical
or domain advice or help in estimation
The Sprint Review is normally held for two hours for two
week sprints and for four hours for one month sprints.
1.Product Backlog
2.Sprint Backlog
3.Burn-Down Chart
4.Increment
These are the minimum required artifacts in a scrum project and project
artifacts are not limited by these.
Remember : Product Owner owns the product backlog only he can change it.
Artifacts – Product Backlog
The Product Backlog is, in essence, an incredibly detailed analysis,
which outlines every requirement for a system, project, or product. In
simpler terms, it could be described as a comprehensive to-do list,
expressed in priority order based on the business value each piece of
work will generate. In the agile development tool, Product Backlog is
broken down and defined by a set of Features. Each Feature has a
defined business value and can be prioritized against other features in
the Product Backlog.
Remember : Product
backlog is a living artifact,
which evolves with time
Artifacts – Sprint Backlog
If the bars are consistently above the trend line, the team may be spending more time than
anticipated on the scheduled user stories, or are over-allocated in general. If the bars are
consistently below the trend line, this means the team may have capacity to take more user
stories into the sprint without extending the timeline.
As a best practice, all scrum masters are required to check the burn-down charts of their
respective teams during daily stand-ups to ensure whether the team is on track or needs
assistance. The team can also review the Burndown chart in their Sprint Retrospective to
discuss on how things went and if there is room for improvements.
Burn-Up Chart
• The burn-up chart is a graphical representation where the green bars show how
much work has been accepted. The scope line (black diagonal line) indicates any
change in scope. The amount of accepted work (user stories that are developed,
tested, and meet acceptance criteria) starts at zero at the beginning of the sprint
and continues to grow until it reaches 100% acceptance at the end of the sprint.
• The burn-up chart should show a steady flow of accepted user stories. If there
are sharp increases, then user stories were waiting for the PO to accept and
review them. This may indicate that there is a communication breakdown on the
team, the PO is over allocated, or another issue that the scrum team should
address.
• The burn-up chart shows more information than a burn-down chart because it
also has a line showing how much work is in the project as a whole (the scope as
workload) and this can change.
Team Velocity
• The team velocity predicts how many user story points a scrum team
can successfully complete within a sprint.
• The velocity of a team is derived by adding the story point estimates of
all accepted work from the previous sprint. Stories that have not been
accepted are not included in velocity. This becomes the target velocity
for the sprint.
• By tracking team velocity over time, teams focus less on utilization and
more on throughput.
• As a best practice:
• Never use the velocity of another team to calculate a team’s velocity.
• Velocity for a cohesive scrum team becomes stable over time -
Velocity is not ever increasing!
• Scrum teams should consider reducing velocity anytime a team
member changes. No matter how strong the team is, it is always
disruptive to the team’s velocity when people are added and removed
from the group
• Many factors are assessed while adjusting the velocity, including (but
not limited to)
• Holidays
• Team PTO
• Standard meeting times
• Administrative overhead
• Production Support
• Downtime (i.e. environment related issues)
• Allocation (in case, if the resource is not 100% allocated to the team)
• For new teams to determine velocity:
• Start with the prioritized and sized Product backlog item
• Take the first story and get the scrum team’s confidence level that they can complete
that user story within the sprint
• When they agree, move it into the Sprint Backlog
• Then take the next user story and assess the team’s confidence they can complete that
user story, along with the previous, within the sprint
• Continue until the team no longer feels confident that they can complete additional user
stories within the Sprint
• Record this as the Sprint 1 target velocity
• For existing teams to determine velocity:
• Take an average of the actual velocity from the last 3 sprints (Only accepted stories
count toward velocity)
• Incomplete user stories do not count
• This average is the starting or target velocity
• Reduce velocity for holidays, vacations, town halls, etc., that will take time away from
the scrum team
• The adjusted velocity is the scrum team’s velocity for that sprint
Sprint Capacity
• Sprint Capacity is calculated in hours. It is usually calculated at the start of each
sprint for the development team. It verifies that the team’s Sprint Backlog is
reasonable and realistic. Sprint Capacity helps to see if any team:
• Just at Capacity : All developers are right at or within a few hours of their available
hours. The team should stop tasking user stories at this point and be set for the
Sprint to start.
• Over Capacity : Total tasks exceeds the available hours per developer. If this
happens, some user story needs to be taken out of the sprint backlog based on
scrum team agreement
• Under Capacity: The team still has available capacity for the sprint. In this case, the
team can pull prioritized user stories starting at the top of the prioritized backlog,
and continue tasking.
Scrum – what is a user story
• Each scrum team will groom a user story to assure that it meets the scrum
team’s definition of ready. The scrum master should ensure the grooming is
time-boxed to assure that the team stays on point and does not “spin” on
items that cannot be answered in the room.
Story Points
• Once a story is deemed ready, then the team will use story points to assess the
size, instead of hours. Story points area combination of the following three
variables - CUE:
• Complexity
• Uncertainty
• Effort
• The core benefits of estimating user story using story points instead of hours
are:
• Point estimation are easier, faster and ultimately becomes more accurate as
the team evolves
• Points are relative, not related to days or hours
Story Point
Estimation
• For User Stories, story points are estimated using the Fibonacci sequence
as follows:
• 1 + 0 = 1 XS
•1+1=2S
•2+1=3M
•3+2=5L
• 5 +3 = 8 XL
• 8 + 5 = 13 XXL
• Since story points do not correlate to actual hours, it makes it easy for the Scrum
teams to think in more abstract terms about the effort required to complete a
story. Scrum teams that have stories with a point value equal to or greater than
8 story points, will most likely want to break that story down into smaller stories.
As a best practice,
• The Product or Program Backlog Grooming Team will provide “T-Shirt” sizing
estimates for Features prior to the user story sizing. After the user story sizing is
completed by the scrum team(s), then the Feature will be sized by adding
together all the story points. Over time the Product or Program Backlog
Grooming Team will be able to provide user story point estimates prior to the
scrum team(s) user story grooming and estimating
• Teams are required to follow “Fibonacci” sequence for user story point
estimation
• Teams are encouraged to try to size stories so that they can be completed
(design, development, test and acceptance) in about 4 business days or fewer.
This will help assure that the scrum team can complete the story within the
sprint. This will help the team work towards early acceptance
• If a user story is too large, then it should be broken down into multiple user
stories
Acceptance Criteria
Purpose
• Every User Story must contain “Acceptance Criteria”, or justification
for when a story is “complete”. Acceptance Criteria are essentially
tests specified by the user which can be used as a minimum measure
of whether a User Story is functioning as expected. Acceptance
Criteria details should include the following:
• Outline all the functional tests needed for the story
• Have enough details for test scripts to be written
• Be present in all user stories, and serve as a document of the
requirement details
• Include Functional and Non-Functional criteria
• Contribute to the Definition of Done
• Be formatted in business terms so business contacts can confirm
Definition of Done (DoD)
Purpose
• The Definition of Done (DoD) defines the criteria for Scrum Teams to
understand when a user story can be called “Done”. The DoD provides
transparency to the work a Scrum Team is performing. The DoD is related
more to the quality of the user story, rather than just its functionality. As a
Scrum Team works to develop a product, it is important for stakeholders and
Scrum Teams to understand when a product increment can be called “Done”.
This means that before a piece of functionality is in a potentially releasable
state, it must adhere to a common understanding of completion by those
working on the increment.
Benefits
• Having a clear DoD help Scrum Teams to:
• Work together more collaboratively
• Increases transparency
• Results in a development of consistently higher quality software
• Provides a baseline progress on work items
• Expose work items that need attention
• Determine when an increment is ready for release
User Story Level Definition of Done
• Every scrum team at Discover should have the following User Story Level
DoD:
• All acceptance criteria within the user stories is met
• Defects are resolved, accepted or deferred
• Demo should have been completed
• PO should have accepted the user stories
• Team update task to do hours to zero
Managing Unfinished Work & Splitting User Stories
• The main goal of Scrum is to deliver potentially shippable product at the end of
each sprint. All committed stories should be accepted by the end of the Sprint. A
pattern of rolling stories is not ideal. The team should find the root cause and
adjust sprint commitment.
Sprint Backlog A list of user stories selected and committed by the team to
work on during the sprint
Once the user stories are committed, no further changes will
be encouraged unless the cross functional team agrees
Definition of Done A set of criteria (or conditions) that user stories should meet in order
to say it is “done”
Should be maintained at the Feature and user story level
Defining Sprint Schedule Sprint Duration should be no longer than 3 weeks (Longer the sprint,
risk is higher)
Release Planning Create the release plan
Identify # of sprints, risks, assumptions and dependencies
Identify milestone(s) and a timeframe for release(s).
Term Description
Acceptance The detailed requirements for each user story; includes both the "what" and the "how" of
Criteria the feature. The "what" is defined by the Product Owner and the "how" is defined by the
Scrum team.
Sprint Work is confined to a regular, repeatable work cycle, known as sprint (also known as
iteration in the industry). A typical sprint is 2 or 3 weeks in length and cannot exceed 3
weeks.
Burn-down Chart The burn-down chart is a real-time graph of where the team is at during a sprint. At any
given point in time, the burn-down chart will always reflect how many hours are left "to-do"
in the sprint compared to an ideal trend line. A quick analysis of the burn-down will highlight
whether the team is on track or needs assistance. If the bars are consistently above the
trend line, the team may be spending more time than anticipated on the scheduled
features, or are over-allocated in general. If the bars are consistently below the trend line,
this means the team may have capacity to take more features into the sprint without
extending the timeline.
Daily stand-up The daily stand-up is a 15-minute meeting between the Scrum Team members. This
meeting is facilitated by the Scrum Master but is not a status meeting for the Scrum
Master. Each team member is responsible for answering 3+1 questions to the team as a
way of providing an understanding of team priorities and issues. Once the team has
concluded the ceremonies, the Scrum Master can then recap the issues presented (if any),
and begin addressing them in priority order.
3+1 Questions:
1.What did I do yesterday?
Product Backlog The list of requirements that are being developed continuously.
Product Owner The Product Owner is chief representative of the business interests on the team. They are
empowered to make decisions in real-time for the team to keep moving forward. Product
Owners are expected to be dedicated to the release to ensure timely decisions are made.
Release Planning The objective of the Release Planning is to determine the hi-level scope, goal, timeline and
target sprints of the Release. We use adjusted velocity (user story points) provided by the
"Continue."
Scrum Master The Scrum Master is the chief facilitator/framework referee/team defender. The SM helps
the Product Owner and Cross-Functional team to produce the product. Their most
important jobs are to remove impediments for the team to keep them moving forward and