Professional Documents
Culture Documents
Untitled
Untitled
Contents
Understanding Users
Understanding Product
User Stories
Product Backlog & Planning
Estimation of Work
Prioritization
Reviewing & Adjusting
Agile Frameworks
Communication
Metrics & Measurements
Agile Transformation
Common Issues
• Primary Users: These are the users who will be using the product most frequently and are the primary focus
of the product design. They are the ones whose needs and goals should be prioritized in the development
process.
• Secondary Users: These are users who may use the product less frequently but are still important to consider
in the development process. They may include support staff, administrators, or other stakeholders who will
interact with the product in some capacity.
• Personas: Personas are fictional representations of your target users based on research
and data. They help to create a shared understanding of who your users are and what
their needs and goals are.
• User segments: User segments are groups of users who share similar characteristics or
needs. Understanding these segments can help you to tailor the product to their specific
needs.
• Non-users: Non-users are people who are not currently using your product but may
become potential users in the future. Understanding their reasons for not using the
product can help you to make improvements to the product that may attract them in the
future.
• User behavior is the set of actions and patterns that
users demonstrate when interacting with our product.
Tracking and analyzing user behavior will help us
evaluate what users find value in, and enable us to
improve their experience.
Margin : Localities
Sales : 80%
Exsiting Customers : 70%
New Customers : 10%
Consumers : 10%
Marketing : Intergrations with
platforms ,Understanding
market phsycology.
• Feature usage: Knowing what features users want can help you decide what features to build, add, or
remove.
• Element clicks and interactions: The more clicks an element (e.g., a button) gets, the more helpful it is for
users.
• Funnel drop-off during activation: Seeing a clear pattern of people abandoning your product can help you
resolve any issues.
• Stickiness ratio: Stickiness gives you insight into how many of your customers are returning to your product
or feature.
• Sessions per user: The number of instances a user used your product is an indicator of engagement.
• Adoption rate: The percentage of users who make use of a new feature you shipped.
• Activation rate: The rate at which your onboarding is successful in getting new users to perform the first
key actions in your product, such as setting up the first chart in a data visualization tool.
• Activation Rate: The rate at which your onboarding is successful in getting new users to perform
the first key actions in your product, such as setting up the first chart in a data visualization tool.
• Referral Rate: Indicates how well your product or its features are able to motivate users to
introduce it to others.
• Churn Rate: The percentage of users you lost during a time period. Losing users is common, but
can be minimized when managed right.
• MRR and ARR: The monthly and annual revenue your product generates.
• Retention rate: Measures how many users return to your platform—and with the right behavioral
data, also reveals why.
• For Example: the retention rate shows how many people keep paying for your
product. If you combine it with the stickiness of a feature, you may be able to
see which of your features help users want to keep paying you.
• Launching too many new features simultaneously. You end up creating far too much work for yourself.
Monitoring one feature alone takes Launching too much at one time
could muddle the whole picture or make the analysis ineffective.
• Not involving every team in analytics usage. Product analytics is not just for product teams and data
scientists. removes bottlenecks that prevent other teams (UX/UI design, marketing,
sales, support, leadership) from contributing to the user journey. Customer-facing teams, for instance, are
often excluded.
• Initially tracking too many events with your analytics tool. Focus only on key events at the beginning, so
you’ll see which ones make more impact. Our recommendation is to instrument 20 to 30 events in the
initial phase. If more events come up, you can always add them later on.
q Persona is created to help the team visualize and understand an ideal user.
q Agile personas represent fictional characteristics of the people that are most likely to buy your product.
q Personas provide a detailed summary of your ideal customer including demographic traits such as location, age, job
title as well as psychographic traits such as behaviors, feelings, needs, and challenges.
When the team gives a face to this ideal user and write information about him/her
• It helps the team think through and make the right choice about how and what to develop.
• The goal and frustrations should be the common to Several answer before they are entered in the profile
• This exercise help the team think about terri's opinion when they're taking a decision on designing a feature
• Conducting user research in an agile environment can be challenging but is crucial for delivering
successful products. Here are some tips for conducting user research in an agile environment:
• Involve users early and often: In an agile environment, it's important to involve users in the
product development process from the beginning. Inviting them to participate in product design
sessions and testing sessions helps to ensure that their needs are considered throughout the
development process.
• Prioritize research based on product backlog: Prioritizing research activities based on the
product backlog can help ensure that the research is aligned with the goals of the product
development team. This can also help the team to make informed decisions about which
features to include in the product.
• Use lightweight research methods: In an agile environment, it's important to use lightweight
research methods that are quick and easy to conduct. Methods such as online surveys, interviews,
and usability testing can be conducted quickly and provide valuable insights.
• Share research findings frequently: Sharing research findings frequently with the development
team and stakeholders can help ensure that the research is informing the development process.
This can also help the team to make decisions quickly based on user feedback.
• Continuously iterate based on research findings: This means that the development team should
be prepared to make changes to the product based on user feedback and research findings.
A G I L E
Understanding your
Product
MOHD ABDUL MUQTADIR
PARISMITA PANIGRAHI
Agenda:
a) Product types
b) MVP
c) Difference between MVP and Prototype
d) Product metrics - what to measure
e) A/B testing and product experimentation
Product: In agile development, product is a
software application, tool, or system that is
designed and developed to meet a specific need
or solve a particular problem
Suprava Das
Parismitha
CONTENTS
User stories INVEST criteria
As a product manager, I want an AI-powered to-do list so I can get more done.”
This user story clearly focuses on specific features and not goals. An AI-powered
to-do list may be one way to address this story, but that’s up to the development
team to decide. This user story is also an example of vague acceptance criteria.
What exactly does “get more done” mean?
What are user stories
• A user story is an informal, general explanation of a software feature written from the perspective of the end user or customer.
• The 3-Part User Story Template
• Who : As [persona]
• What : I want [Objective]
• Why : so that I can [Value]
• Examples:
• An online gamer: Persona
• As an online gamer, I want to have a multiplayer option so that I can play online with friends.
• An e-commerce shopper: Persona
• As an e-commerce shopper, I want to filter my searches so I can find products quickly.
Common Mistakes in writing user stories
Benefits of user • Role not defined – The first part of writing any user story is defining
the role of which this is being written.
stories • Extreme focus on the title or description – User stories are a short
description of features that a customer needs. The title of the user
story should be short around 3 to 10 words and at the same time
should be simple.The purpose of the title is to distinguish a particular
• Easier to Prioritize story from other.
• Simplified format • No appropriate slicing of stories – User stories can incorporate
different levels of details. Some stories are too long that they become
• Increased flexibility vague for the team when understanding and implementing them. It is
recommended to start with Epics, which are normally long format
• Improved collaboration user stories and more detailed. These epics can then be split into
detailed user stories specific to features.
• Acceptance criteria / Condition of Satisfaction – As epics further break
into smaller stories, it is important to add Acceptance criteria to it.
These criteria’s are set of statements, each has a clear pass or fail
result. They specify both functional and non-functional requirements
applicable at the current development lifecycle of the product or
project. Acceptance criteria have conditions of satisfaction and there
is no partial acceptance.
• Writing technology and not features – User stories should be feature-
centric and not talk about the technology in specific.
Theme vs Epic vs User Story vs Task
Products are typically described by hundreds of
requirements which are organized in the product backlog.
Theme or epics cannot be completed in one sprint so they
are broken into more user stories and subsequently a group
of related tasks. Epics are then delivered in releases.
• Theme/user Feature: A theme provides a convenient way
to indicate that a set of related epics have something in
common, such as being in the same functional area.
• E p i c : An E p i c i s u s ef u l a s p l a c e h o l d e rs fo r l a rge
requirements. It probably won’t fit into a sprint and should
be broken down into stories.
• User Stories: User stories are the smallest units of user
functionality in agile which can be delivered in one agile
sprint.
• Tasks: Tasks are decomposed parts of a story that get into
HOW the story will be completed. Tasks can be hour
estimated if desired. Tasks are usually defined by the
people doing the work (developers, QA, etc), whereas
stories and epics are generally created by the customer or
the product owner on behalf of the customer.
User story mapping
• User story mapping is a visualisation strategy that
agile teams often use to outline the expectations
and strategies to achieve the set goals. It uses
sticky notes or sketches on whiteboards to outline
all the steps in the production process and the
members responsible.
As Fiona Film-Fan, I want to be able to see what Cinerama is offering, so I can Negotiable ✔
decide if I’ll go there.
Valuable ✔
Acceptance criteria:
homepage is created showing our name, tagline, address, email address and phone Estimable ✔
number (see attachment to the story for these details)
Small ✖
homepage lists the movies that are ‘now playing’
the list includes the title, rating, genres, description, cast and crew, and session times Testable ✔
for each movie (see attachment)
Max Manager can update the ‘now playing’ movies as they change
Notes on the scorecard
The story is not as small as it could be.
Improving the story: You could split the story and initially do only the first acceptance criteria. A website with
your name, slogan (summing up your point of difference), address and contact details will let Fiona Film-Fan
decide if the theatre is right for her and then get in touch to find out what’s playing. By keeping the story as
small as possible, you make it easier to deliver value in a single Sprint.
Definition of READY Definition of Done (DOD)
• DOR refers to the Definition of Ready in Agile. In the Agile • The DoD is a contract between the product owner and the team.
Scrum framework, the Definition of Ready describes the
requirements that must be met in order for a story to move
from the backlog to development.
• The definition of done (DoD) is when all conditions, or acceptance
criteria, that a software product must satisfy are met and ready to
• Definition of Ready - that are commonly referred to as the
“INVEST criteria”. be accepted by a user, customer, team, or consuming system.
A product backlog is a prioritized list of work for the development team that is derived from the
roadmap and its requirements. The most important items are shown at the top of the product backlog
so the team knows what to deliver first.
It is an essential component of agile software development methodologies, such as Scrum, and is
maintained by the product owner.The items at the top of the list are considered the highest priority and
should be developed first. As the team works on the backlog, the product owner may add, remove,
or re-prioritize items based on user feedback, market changes, or other factors.
Backlog Prioritization
The method is a popular prioritization technique for mananging requirement which frequently used within
Agile Project Management.
The MoSCoW method is used to identify and classify the requirements of a project or product. Each requirement
is assigned to one of the four categories based on its importance to the project's success.
In Agile, a product vision is a high-level description of the future state of a product or a service that guides
the product development team in making strategic decisions. It provides a clear picture of what the team
aims to achieve and why it is valuable to the target users or customers.
Product vision statement describes why a product is made, who it's for, and what makes it different.
It is a decision-making artifact that helps you estimate, refine, and prioritize everything you might sometime
in the future want to complete.
Objectives and Key Results (OKRs) is a time-bound agile framework for setting goals and KPIs for the
broader organisation and specific teams. A roadmap is a visualisation of your strategic plan to achieve
your objectives.
In addition to sprints, Agile methodologies have several planning cycles that help ensure that the development
team remains focused on delivering value and stays aligned with the product vision and business goals.
Planning cycles in Agile are used to plan and prioritize work in a flexible and adaptive manner. Scrum is one of
the most popular Agile frameworks used for software development, which includes specific planning cycles.
A daily stand-up meeting in Agile is an opportunity for the project team to discuss a project's progress at a
high level.These meetings last 15 minutes and allow each contributor to report on their accomplishments
since the last stand-up meeting. It helps ensure everyone is aligned and knows what's going on.
Daily Planning:
Daily planning is a process where the development team reviews the tasks that need to be accomplished
in a day to achieve the sprint goal. The team members collaborate and identify the tasks to be
accomplished during the day. This daily planning helps the team to stay on track and meet the sprint goal.
Daily Stand-ups:
Daily stand-ups, also known as daily stand-up meetings or
daily scrums, are short daily meetings that help the team to
stay aligned and focused on achieving the sprint goal. The
meeting usually lasts for 15 minutes and happens at the
same time every day.
Estimation
Of Work
- Shashikanth
Table Of Contents
What is Estimation Why Do we need Estimation
1. Planning poker
2. T-shirt sizing
4. Affinity mapping
5. Random distribution
6. Dot voting
8. Top-down estimate
9. Bottom-up estimate
Planning poker is a card-based system of collaborative T-shirt sizing is a simple sorting process a team may use for Agile
Agile estimation. During a planning poker session, each estimation. In a T-shirt sizing plan, a team assesses each
member of the team uses a set of cards with different component for estimation, assigning a designation according to
values for the time, resources or other considerations common T-shirt sizes ranging from extra small to extra large.
when estimating an Agile project. A leader then names a
project or component of a project for the group to discuss Using this system, a team performing an estimation assesses
for estimation. each project or component under consideration. The group
discusses each item when presented, then decides on a
Each member of the discussion chooses one of their cards consensus placement for the item. This allows the team to sort
that they feel best represents the estimated cost of the components or projects by size and provides an overview of the
project. Everyone then shares their selected cards and expected work ahead.
discusses why they chose them. Through this process, the
team comes to a consensus on the final estimation for the
project or component.
Bucket System
The Bucket system
In this technique, the facilitator creates numerous buckets, or categories, represented by pieces of paper.
Each bucket has a number corresponding to the level of difficulty or the time required for project tasks.
Longer and more challenging tasks go in higher-numbered buckets, while shorter and easier tasks go in
lower-numbered buckets.
The facilitator begins by placing one task, typically written on a sticky note, in a bucket based on the task's
projected time or difficulty. Participants assign tasks to different buckets, with the goal of each bucket
holding similar tasks. Teams may discuss each task during the process or wait until all the tasks are in a
bucket. The assignment concludes when participants place all tasks in the buckets and the team has had
enough time to discuss each one.
Story Points Overview
Team Velocity
Team velocity refers to the amount of work a team can complete in a given iteration, typically measured in story
points.
It's a measure of the team's productivity and can be used to estimate how much work the team can complete in
future iterations.
Predictability
Predictability, refers to the team's ability to accurately forecast the amount of work they can complete in an
iteration.
A team with high predictability is able to consistently meet their commitments and deliver on time.
To improve predictability, teams should focus on improving their estimation techniques, identifying and
addressing bottlenecks in their process,
and regularly reviewing their performance to identify areas for improvement.
Agile Prioritization
by-bhanu charan
Agenda
What is Prioritization
2. This is typically done by considering the value that each task or feature brings
to the project and the effort required to complete it, as well as any dependencies
or constraints that may affect the prioritization.
How to do it
(Prioritization Factors)
Understanding the
level of risks involved
The financial value of the requirements in introducing the new
is a major factor to be considered in features is essential in
prioritizing requirements. The value the process of
could be expressed as new revenue, prioritization.
incremental revenue, or as operational
efficiency.
Value vs. Cost
How to evaluate the value of a feature?
1. Scale of Impact
2. Exposure
3. Viability
Value of Feature
The cost of a feature or initiative is primarily informed by engineering effort in the form
of story points, developer weeks, or developer units. Are there dependencies that will
cost both the PM and the developers time?
2. Consider Tradeoffs
It should also be in some parts influenced by opportunity costs. What must the
business or team give up, in terms of customer deliverables or milestones, in order for
the particular feature in question to be realized?
Cost of Feature
• 5 W/ 5 WHY’S
• Weighted Averages
• Kano Method
5 Whys: The Ultimate Root Cause Analysis Tool
• Use the 5 Whys technique to find the root cause of a problem quickly.
• Unpredicted problems occur in any team or process. However, problems are just symptoms of
deeper issues. Fixing a problem quickly may be a convenient solution; however, it doesn’t protect
your work process from recurring mistakes. This is why your team needs to focus on finding the
root cause and tackling it properly. The good news is that there's a simple yet powerful tool that
can help you get to the bottom of any problem: the Five Whys analysis process.
Origin of 5 Whys
• The 5 Whys method is part of the Toyota Production System and an essential approach to problem-
solving. Developed by Sakichi Toyoda, a Japanese inventor, and industrialist, the technique became
an integral part of the Lean philosophy.
• "The basis of Toyota’s scientific approach is to ask why five times whenever we find a problem … By
repeating why five times, the nature of the problem as well as its solution becomes clear." Taiichi
Ohno
• The root cause analysis process should include people with practical experience. Logically, they can
give you the most valuable information regarding any problem that appears in their area of
expertise.
What Is a 5 Why's Example?
• Problem: We didn’t send the newsletter about the latest software updates on time.
• Questions:
1. Why didn’t we send the newsletter on time? Updates were not implemented until the deadline.
2. Why were the updates not implemented on time? Because the developers were still working on
the new features.
3. Why were the developers still working on the new features? One of the new developers didn’t
know the procedures.
4. Why was the new developer unfamiliar with all procedures? He was not trained properly.
5. Why was he not trained properly? Because CTO believes that new employees don’t need
thorough training and they should learn while working.
What Is a Five Why’s Template?
• Using the Kano Model, product teams pull together a list of potential new features vying for
development resources and space on the roadmap. The team will then weigh these features
according to two competing criteria:
• You can also think of the Kano Model as the “Customer Delight vs. Implementation Investment”
approach.
What are the Kano Model Feature Categories?
The Kano Model identifies three types of initiatives product teams will want to develop. We will
discuss those below.
1. Features to Include
2. Features to Avoid
3. When to use Kano
When Should You Use the Kano Model?
• The Kano Model can be a helpful framework for product teams with limited time and resources
who want to make sure they prioritize the appropriate mix of features to work on next.
weighted scoring
• Weighted scoring prioritization uses numerical scoring to rank your strategic initiatives against benefit and cost
categories. It is helpful for product teams looking for objective prioritization techniques that factor in multiple
layers of data.
• This prioritization framework helps you decide how to prioritize features and other initiatives on your product
roadmap. With this framework, initiatives are scored according to standard criteria. The criteria are based on a
cost-versus-benefits basis and then ranked by their final scores.
• The goal of the weighted scoring approach is to derive quantitative value for each competing item on your list.
You can then use those values to determine which items your team can prioritize on your roadmap.
How is weighted scoring used?
• The weighted scoring model can be instrumental in product management, but its utility is not limited to this field.
• For example, if a company wanted to select the right piece of capital equipment among several choices, they might
create a common set of metrics—a combination of both benefits and costs—to score each piece of equipment.
• The “weighted” aspect of the scoring process comes from the fact that the company will deem specific criteria more
important than others and will, therefore, give those criteria a higher potential portion of the overall score. Continuing
with this example, the company might assign more “weight” to the complexity or time to implement a given piece of
equipment than it assigns to the cost of buying it.
• A more straightforward example of weighted scoring—one many of us are familiar with—is its use on school tests.
Teachers who deem the essay portion of their exams more important than multiple-choice sections will give those
essays a more significant percentage of the student’s overall grade than their multiple-choice answers.
• Using this same thinking, students who have a small quiz and a final exam approaching soon in the same class will
intuitively give more attention to preparing for the last. Overall, this is because they understand the final exam will
have a greater weight on their overall grade in the class.
How do you calculate weighted scoring?
• To do the math, you must first define a few parameters. To begin, determine how you will be evaluating each potential
item. For example, you might use Increase Trial, Increase Usage, and Increase Revenue.
• For each of those, you need to set the “weight then.” Depending on the stage of the business, that may change. An
increasing trial might be most important if it’s early days, while a more mature company would focus on increasing
revenue. In this case, we’ll assume it’s still early on, so we’ll weigh accordingly:
How do you analyze weighted scoring results?
• The example above shows how significant weighting can be in assessing the strategic value of a given project at this
particular time. In six months or a year, the business might be much more focused on revenue and reverse the ranking.
• Overall, this highlights the importance of weighting potential development items based on the current strategy. Adding a
shopping cart is still a great idea and crucial to the business’s long-term success. But right now, it’s not nearly as important
as signing up more users.
• This extra layer of context lets the product team and executives dig even deeper into connecting the work in the trenches
with the product’s current goals and objectives. You can also group these items into themes, slot them into the roadmap
according to when the business’s priorities align with their weighted scores.
How can product managers use weighted scoring?
Step 1: Compile a list of the features and other initiatives under consideration.
Step 2: Devise a list of criteria. This includes both costs and benefits, on which you’ll be scoring each of these initiatives.
Step 3: Determine the respective weights of each criterion you’ll use to evaluate your competing initiatives.
For example, let’s say you determine that the benefit “Increase Revenue” should be weighted significantly in the overall
score than the cost “Implementation Effort.” Then you will want to assign a greater percentage of the overall score to
Increase Revenue.
Step 4: Assign individual scores for each potential feature or initiative across all of your cost-and-benefit metrics. Then
calculate these overall scores to determine how to rank your list of items.
Agile-Reviewing and Adjusting
Segu Chaitanya
Product Review (Demo)
Product Owner Acceptance
Retrospective Meetings
How to get the most out of Retrospective
meetings
Product Review(Demo)
Product review is a meeting that typically occurs at the end of a product release cycle or a major
product milestone in Agile software development. The purpose of the product review is to evaluate
the product as a whole and to determine if it is ready for release.
Product review is a meeting that typically occurs at the end of a product release cycle or a major product milestone in
Agile software development. The purpose of the product review is to evaluate the product as a whole and to determine
if it is ready for release. The review may cover topics such as marketability, customer satisfaction, and business value.
The attendees at a product review typically include the product owner, stakeholders, and senior management.
The product owner is responsible for presenting the product to the stakeholders and senior management, and for
answering any questions they may have about the product.
During the product review, the product owner will typically present a demo of the product, highlighting the key features
and functionality. The demo may also include a discussion of any issues or challenges that were encountered during the
development process, as well as any plans for future development.
The stakeholders and senior management will then provide feedback on the product, which may include suggestions for
improvement, concerns about marketability, and questions about the product's alignment with business goals.
The product owner will take note of the feedback and use it to guide future product development.
The product review is an important part of the Agile software development process,
as it helps ensure that the product is meeting customer needs and business goals. It also provides an opportunity for
stakeholders and senior management to provide feedback and input into the product development process, which can
help
ensure that the product is aligned with the organization's overall strategy.
In summary, the key aspects of a product review include:
Reference link :
https://producthq.org/agile/product-management/product-review-meetings/
Product Review Cont.,
Attendees: Product owner, Stakeholders, and Senior Management
Conducts By : Product Manager
During the sprint review meeting, the development team demonstrates the completed work to the product owner and
other stakeholders. This demonstration can take many forms, such as a live demo, a video recording, or a slide
presentation. The purpose of the demonstration is to show that the work completed during the sprint meets the
acceptance criteria that were defined by the product owner before the sprint began.
After the demonstration, the product owner evaluates each user story or feature against the acceptance criteria and
determines whether it is acceptable for release or whether additional work is needed. If the completed work meets the
acceptance criteria, the product owner accepts it, and it is considered "done" for that sprint. If the work does not meet
the acceptance criteria, the product owner provides feedback to the development team, and the team may need to do
additional work to meet the acceptance criteria.
In addition to the product owner, other stakeholders may also attend the sprint review meeting, such as senior
management, customers, or end-users. These stakeholders provide feedback on the completed work, which can help
guide future development.
The sprint review meeting is also an opportunity for the development team to reflect on their performance during the
sprint and identify areas for improvement. This reflection can help the team continuously improve their processes and
deliver higher quality work in future sprints.
In summary, the sprint review meeting in Scrum is an important event where the development team demonstrates the
completed work to the product owner and other stakeholders, gathers feedback, and evaluates whether the work meets
the acceptance criteria. It is also an opportunity for the development team to reflect on their performance and identify
areas for improvement.
Sprint Review Meeting
Comparison
The product owner acceptance process is important because it ensures that the product owner has control over the
direction of the product development, and that the development team is meeting the expectations and needs of the
stakeholders. It also ensures that the product is developed in a way that is consistent with the product owner's vision and
priorities.
Retrospective
Meetings
“ the Sprint Retrospective is an opportunity for the
Scrum Team to inspect itself and create a plan for
improvements to be enacted during the next
Sprint.”In a sprint retrospective, you'll discuss what
went well during the previous sprint cycle and what
can be improved for the next sprint
Retrospective Meetings
va safe space for people to share honest feedback
vIt is an opportunity to focus on
inspection and adaptation.
vteam discusses, what went well in the Sprint,
what all can be improved and what actions shall be
undertaken to improve the next Sprint.
Conducted By : ScrumMaster
Attendees: Scrum Master, Product Owner, Development Team
How to get the most out of Retrospective
meetings
v supportive atmosphere that encourages (but doesn’t force) all team members to contribute.
v a positive, energizing experience for your team. It helps team members share important feedback, let go of frustrations, and work together to come up
with solutions.
v Bring in an outside facilitator.
Vary the list prompts. At the end of the day, the retrospective is meant to uncover what's working and what's not. Consider these different prompts:
•Start / Stop / Continue: What the team should start doing, stop doing, and continue doing. Focus on ways to discontinue items in the "Stop" column.
•More / less: What the team needs to do more and less of. Create a plan around how to tackle the top items in the "do less" list.
•Glad / Sad / Mad: What made the team glad, sad, and mad. You guessed it, focus on the sad and mad lists and how to improve so there are only items in
the glad column next time.
v Engage leadership.
v Follow up on action items: After the retrospective meeting, make sure to follow up on any action items that were identified. Hold team members
accountable for their commitments and ensure that progress is being made towards the identified goals.
v Continuously improve: Retrospective meetings are not a one-time event, but rather an ongoing process of continuous improvement. Encourage your
team to regularly reflect on their work and identify areas for improvement, and make retrospective meetings a regular part of your project cycle.
Add a footer 127
Difference between Sprint review and
Retrospective
AGILE FRAMEWORKS
Sandhya Golluri
1. Scrum Introduction
3.Scrum Values
4.Scrum Roles&Artifacts
why Scrum?. Firstly, why it came into existence and what was the problem with the
traditional methodologies?
The Waterfall model represents the well-defined stages of software development, and each stage must be
completed before the next stage can start and there should be no overlapping of the stages. In the Waterfall
model, we can only move to the next phase once we fully complete one phase.
However, in software development, requirements and priorities can change rapidly, and the Waterfall
methodology can be inflexible in accommodating these changes. Moreover, Waterfall often results in long
development cycles, where the team may not be able to see or test the final product until the end of the
development process.
Scrum was developed to address these issues by providing a more flexible and iterative approach to software
development. Instead of following a linear approach, Scrum breaks down the development process into short,
iterative cycles called sprints.
Scrum
• Scrum is a light weight framework that helps people,
teams and organizations generate value through
adaptive solutions for complex problems.
3 Openness 4 Commitment
5 Courage
Focus
Eg:Daily Scrum
Openness
Product Owner : Figure out all the Requirements for the Project and put it in the Product backlog.
The Product Owner is responsible for defining and prioritizing the product backlog, which is a list of
features, requirements, and other work items that the Scrum Team will work on. The Product Owner
is responsible for ensuring that the product backlog is well-defined, prioritized, and understood by
the Scrum Team and stakeholders.
Scrum Master : The Scrum Master assists the product owner by assisting them in effectively
understanding and communicating purpose, managing the schedule, and planning and
breaking down the task with the team to give the most out of learning outcomes.
The Scrum Master is responsible for ensuring that the Scrum Team is following the Scrum
framework and practices. The Scrum Master facilitates Scrum events such as the Sprint
Planning, Daily Scrum, Sprint Review, and Sprint Retrospective meetings. The Scrum Master
is also responsible for removing impediments and helping the Scrum Team to continuously
improve.
SCRUM ROLES
Development Team : The Development Team is responsible for delivering
a potentially releasable product increment at the end of each sprint.
The Development Team is self-organizing and cross-functional,
meaning that it has all the necessary skills and expertise to complete
the work defined in the sprint backlog. The Development Team works
collaboratively to plan, design, develop, test, and deliver the product
increment.
Ø Each of these roles plays a critical part in the success of Scrum. The
Product Owner ensures that the team is working on the most
valuable work items, the Scrum Master helps to facilitate Scrum
events and remove impediments, and the Development Team is
responsible for delivering high-quality product increments.
Together, they work collaboratively to achieve the goals of the
sprint and deliver valuable software to stakeholders.
Scrum Artifacts
1.Product Backlog
2.Sprint Backlog
3.Increment
Scrum Artifacts
Product Backlog :
In Scrum, the product backlog is a prioritized list of all the features, requirements, and other work
items that need to be completed to deliver the final product. The product backlog is owned by the
Product Owner, who is responsible for defining and prioritizing the items in the backlog.
The product backlog is dynamic, meaning that it can change and evolve over time as new information
becomes available or priorities change. The Product Owner continuously reviews and updates the
product backlog to ensure that it is up-to-date and reflects the most valuable work items.
Each item in the product backlog is called a backlog item, which can take various forms, such as user
stories, features, bug fixes, or technical tasks. Backlog items are typically brief, high-level descriptions
of a functionality or requirement, and they contain just enough information to communicate the goal
and value of the work item to the Development Team.
Scrum Artifacts
Sprint Backlog :
committed to completing during the current sprint. The Sprint Backlog is owned by the
Development Team, and it is created during the Sprint Planning meeting, which is held at
the beginning of each sprint.
The Sprint Backlog is a detailed plan that outlines the tasks, activities, and deliverables
that the Development Team will work on during the sprint. The Sprint Backlog is a
dynamic document, and it can change and evolve over time as new information becomes
available or priorities change.
The items in the Sprint Backlog are derived from the product backlog, which is a
prioritized list of all the work items that need to be completed to deliver the final product.
The Development Team selects the highest-priority items from the product backlog and
plans how they will complete them during the sprint.
The Sprint Backlog is time-boxed to the duration of the sprint, which is typically two to
four weeks. The Development Team works collaboratively to complete the items in the
Sprint Backlog and delivers a potentially releasable product increment at the end of the
sprint.
Scrum Artifacts
Increment :
151
WHAT IS KANBAN
• FIRSTLY A WORK VISUALISATION TOOL
• Information
• Team and stakeholders can see progress easily at any time
• Easily identify bottlenecks
• Enables process improvement and Agility through Lean practices
152
KANBAN IS A PULL System
• Work IS pulled into The SYSTEM, NOT PUSH VS PULL
PUSHED
A PULL SYSTEM IS IMPORTANT AND THE SINGLE MAIN REASON IT IS USED IS THAT IT HELPS OPTIMIZE THE AMOUNT OF WORK IN THE SYSTEM AND UNLIKE A
PUSH SYSTEM WHICH FORCES TEAM MEMBERS TO WORK ON MULTIPLE TASKS, A PULL SYSTEM MEMBERS FOCUS ON A SINGLE TASK AT A TIME. THIS IN TURN
ALLOWS THE TEAM MEMBERS
TO RAPIDLY, ADJUST THE CHANGES IN THE WORK PROCESS. SCALE,
153
154
SOFTWARE DEVELOPMENT KANBAN BOARDS
155
EXAMPLE OF A Physical Board
156
USES WORK IN PROGRESS (WIP) LIMITS
• TO INCREASE FLOW
157
Example of A JIRA KANBAN BORAD
158
What is WIP Limits
• WIP stands for Work In Progress. In Kanban, WIP limits represent the number of tasks being worked on by an
individual or team at one time. WIP limits are indicated in a Kanban board and can be set for an entire Kanban
process or per step.
• Implementing Kanban WIP limits is an essential practice in Kanban. This allows teams to stabilize work and
increase predictability which are crucial elements for establishing a pull-based system. The WIP limits are
identified by the team who owns the workflow.
• While there is no hard rule in setting Kanban WIP limits, the basic idea is for each individual to work on one task
at a time.
159
160
Given your Value Stream Map, plot the value-adding (VA) and non value-adding (NVA) times
across your process. For this example, let’s assume the unit of measure is in days.
161
WHY WE NEED TO SET WIP LIMITS
SETTING WIP LIMITS IS A KEY PROPERTY IN KANBAN FOR A NUMBER OF REASONS. KANBAN WIP LIMITS:
TEACH TEAMS TO FOCUS ON GETTING THINGS DONE.
PREVENT TASKS FROM ACCUMULATING AT ANY STEP IN THE PROCESS.
ALLOW TEAMS TO KNOW THEIR TRUE CAPACITY.
EXPOSE BLOCKERS, BOTTLENECKS, AND INEFFICIENCIES.
HELP PREVENT TEAMS FROM BEING OVERBURDENED OR LAX.
SETTING WIP LIMITS ENFORCES TEAMS TO ONLY WORK ON WHAT THEY CAN. THIS HELPS IN MANAGING THE FLOW OF WORK
THROUGH A KANBAN SYSTEM.
As you go on with your Kanban practice, your WIP limits will definitely change. This could be due to a lot of factors including:
Workflow changes (e.g. new steps being added, steps being removed)
Skills, knowledge, and expertise growth
Change in team composition (e.g. members being added to or leaving from the team)
Too Learn more
164
EXTREME PROGRAMMING
By Sekhar
• Extreme programming is one of the most specific
agile development frameworks, with clearly
defined engineering practices.
1. Pair Programming
3.Continuous integration
Pair Programming
• Pair programming is a software development practice in
which two programmers work together on a single
computer to write code, review and discuss code changes
in real-time. One person is typically the driver, who writes
the code, and the other is the navigator, who reviews the
code, offers suggestions, and checks for errors. The roles
can be switched at any time.
Disadvantages:
• 1.Communication &
related issues
• 2.Communication
tools – Pros & cons
• 3.Facilitation issues &
common issues
Introduction
In agile methodology, communication occurs at various levels and in different forms. Here are some examples:
One-on-one meetings
These meetings allow team members to discuss
specific issues or concerns in a private setting.
Role of communication in Agile methodology
Sprint review
These meetings occur at the end of each sprint
and involve a demo of the work that was completed
during the sprint. This is an opportunity for the team
to get feedback from the customer and other
stakeholders.
Sprint retrospective
These meetings occur at the end of each
sprint and are focused on reflecting on what
went well, what didn't go well, and what the
team can do to improve.
Role of communication in Agile methodology
While agile methodology emphasizes communication, there are still some common communication-related issues
that can arise. Here are a few examples
Misunderstandings
Can lead to delays and rework. For example, if a team member
misinterprets a requirement or instruction, they may end up
working on the wrong task or in the wrong direction. This can
cause delays and require additional work to correct.
Lack of transparency
Can result in missed opportunities or poor decision-making.
For example, if team members are not sharing information or
are working in silos, they may miss opportunities to collaborate
or may make decisions based on incomplete information.
Communication related issues in Agile methodology
Lack of feedback
180
181
Communication Tools in Agile methodology
• Email
• Instant Messaging
• Video Conferencing
• Project Management Software
• White Boards and Physical Boards
182
Communication Tools in Agile methodology
Email
Email is a commonly used communication tool in many organizations.
183
Communication Tools in Agile methodology
Instant Messaging
Instant messaging tools, such as Slack and Microsoft Teams, are commonly used by agile teams to facilitate
real-time communication and collaboration.
Pros & Cons
Pros Cons
Facilitates real-time Can be distracting and lead
communication and to interruptions
collaboration
20XX 184
Communication Tools in Agile methodology
Video Conferencing
Video conferencing tools, such as Zoom and Skype, are commonly used by agile teams for remote
collaboration.
Pros & Cons
Pros Cons
Facilitates real-time Requires a stable internet
communication and connection
collaboration, regardless of
location
Allows for visual cues and May be challenging to
body language to improve schedule across time zones
understanding
Can be used for remote Can be tiring for participants
meetings and discussions who are on camera for long
periods of time
20XX 185
Communication Tools in Agile methodology
Pros Cons
Facilitates collaboration and Can be complex and require
transparency in project training to use effectively
management
Facilitation
Facilitation is an important aspect
of agile methodology because it
helps to ensure that team
members are able to work
together effectively and
efficiently. Facilitation involves
guiding the team through various
agile processes and ceremonies,
such as daily stand-up meetings,
sprint planning meetings, and
retrospectives. The Scrum Master
or agile coach is responsible for
facilitating these processes and
ceremonies, and for ensuring that
they run smoothly.
• Lack of engagement
• Unclear goals
• Resistance to change
• Lack of communication
• Limited resources
• Ineffective leadership
20XX 189
20XX 189
Common Facilitation issues in Agile methodology
Lack of engagement
For example, if team members are not actively participating in
daily stand-up meetings, it can be difficult to identify and
resolve issues in a timely manner, which can slow down the
project.
Unclear goals
20XX 190
Common Facilitation issues in Agile methodology
Resistance to change
Agile methodology requires a willingness to adapt and change
as the project progresses. However, some team members may
be resistant to change, which can create challenges in
implementing agile processes and achieving project goals. For
example, if team members are resistant to adopting new tools
or processes, it can be challenging to implement agile practices
effectively.
Lack of communication
Lack of communication can lead to misunderstandings,
delays, and a lack of progress. For example, if team
members are not communicating effectively during daily
stand-up meetings, it can be difficult to identify and
resolve issues in a timely manner, which can slow down
the project.
20XX
20XX 191
Common Facilitation issues in Agile methodology
Limited resources
Ineffective leadership
The success of an agile project depends heavily on the
leadership provided by the Scrum Master or agile coach. If the
leadership is ineffective, it can lead to a lack of direction,
confusion, and a lack of progress. For example, if the Scrum
Master is not providing clear guidance and support to the
team, it can be difficult for the team to stay focused and make
progress towards achieving project goals.
20XX
20XX 192
Metrics and Measurements
Kailash KV
CONTENTS
for example:
In the context of technology, metrics are often used to evaluate the performance of hardware, software, or systems.
Examples of metrics used in technology might include CPU usage, network latency, error rates, or uptime.
In agile methodology:
Metrics are used to measure and track the performance of the development process, team, and project, with the
goal of identifying areas for improvement and optimizing performance.
In agile methodology, Measurements refer to the collection, analysis, and interpretation of data to understand and
improve the performance and outcomes of the team and the project. Measurements are used to track progress,
identify potential issues, and make data-driven decisions to improve the performance and outcomes of the team.
• Outcome metrics
• Output metrics
• Health metrics
Outcome Metrics :
In agile methodology, outcome metrics are a type of metric that measures the impact or value of the product or
service being developed. such as customer satisfaction, revenue growth, or user engagement. These metrics are
typically tied to the goals and objectives of the project or organization.
Customer satisfaction: This measures the level of satisfaction of the customers or users with the product or service
being developed.
Revenue growth: This measures the increase in revenue generated by the product or service.
User engagement: This measures the level of engagement or interaction of the users with the product or service.
Time to market: This measures the time it takes to deliver the product or service to the market.
Business value: This measures the value generated by the product or service in terms of business impact or return
on investment.
Output Metrics :
In agile methodology, output metrics are a type of metric that measures the amount of work completed by the team,
such as the number of user stories completed, the velocity of the team, or the cycle time of individual tasks. Output
metrics are useful for monitoring progress and assessing productivity.
Velocity: This measures the amount of work the team can complete in a sprint.
Cycle time: This measures the time it takes to complete a single task or user story, from start to finish.
Burn-up and burn-down charts: These charts track the progress of work completed over time and compare it to the
projected completion rate.
Lead time: This measures the time it takes to complete a user story from the time it is created to the time it is
deployed.
Defect rate: This measures the number of defects or bugs found during development or in production.
Health Metrics :
In agile methodology, health metrics are a type of metric that measures the overall health and performance of the
team and the project. Health metrics are useful for identifying potential issues, tracking progress, and making data-
driven decisions to improve the performance and outcomes of the team.
Team satisfaction: This measures the level of satisfaction of the team members with their work and the project.
Team morale: This measures the overall morale and motivation of the team.
Work-life balance: This measures the balance between work and personal life for team members.
Agile maturity: This measures the level of maturity of the team in adopting and implementing agile methodologies.
Sprint success rate: This measures the percentage of sprints completed successfully, meaning that all planned work
was completed within the sprint timeframe.
Stakeholder satisfaction: This measures the level of satisfaction of stakeholders with the progress and outcomes of
the project.
NPS score : Net Promoter Score.
In Agile methodology, Outcome metrics and NPS score are used to measure the success and effectiveness of an Agile
project.
Outcome metrics evaluate :
• The overall results or outcomes of a project or initiative.
• To determine the effectiveness of the initiative in achieving its goals & objectives.
• Provide a broad view of the project's performance and can help the team identify areas for improvement.
• For ex: outcome metrics in Agile include the number of features delivered, the delivery time, and the project's
budget.
Velocity : Velocity metrics are a type of Agile metric used to measure the amount of work completed by an Agile
team during a specific iteration or sprint. Velocity is a measure of the team's productivity and can be used to
estimate how much work the team can complete in future sprints.
Velocity Formula = Total story points completed in a sprint / Number of working days in the sprint
Predictability metrics in Agile methodology are used to measure the predictability of a team's development process.
They help teams to understand how much work they can complete in a given time period, and to identify areas
where they can improve their performance. These metrics are used to track progress and to make data-driven
decisions about how to optimize the team's workflow.
• Simple and easy to understand and use • No working software is produced until late during the life cycle.
• Easy to manage due to the rigidity of the model. • High amounts of risk and uncertainty.
Each phase has specific deliverables and a review process.
• Not a good model for complex and object-oriented projects.
• Phases are processed and completed one at a time.
• Poor model for long and ongoing projects.
• Works well for smaller projects where requirements
are very well understood. • Not suitable for the projects where requirements are at a
moderate to high risk of changing. So, risk and uncertainty is
• Clearly defined stages. high with this process model.
• Process and results are well documented • Adjusting scope during the life cycle can end a project.
Importance of Agile :-
02 Release on demand
Sucess
Continous development
01
Advantages
Stages:-
Define Prototype
Ideate
Test
Empathize
The Design Thinking process starts with empathy. In order to create desirable products and services, you
Empathize need to understand who your users are and what they need. What are their expectations in relation to the
product you’re designing? What challenges and pain-points do they face within this context?
In the second stage of the Design Thinking process, you’ll define the user problem that you want to
solve. First, you’ll gather all of your findings from the empathize phase and start piecing them
Define together. What common themes and patterns did you observe? What user needs and challenges
consistently came up?
The third stage in the Design Thinking process consists of ideation—or generating ideas. By this point,
Ideate you know who your target users are and what they want from your product. You also have a clear
problem statement that you’re hoping to solve. Now it’s time to come up with possible solutions.
During the testing phase, you’ll observe your target users—or representative users—as they
interact with your prototype. You’ll also gather feedback on how your users felt throughout the
Test
process
Four main factors
Human centric
Creative
Observation
User friendly
Lets see an Example
Few examples where Design thinking is used
Ratan tata
Electricity from Rotten vegetables
• Ola hikes
• Hologram technologies
To avoid this
• In such cases, it's important to encourage the team
member to participate more actively.
• Provide support
To avoid this
• Communicate regularly.
• Establish consequences
Negative attitude
• A team member with a negative attitude
can bring down the morale of the entire
team.
To avoid this
• It's important to address this issue by
having a frank discussion with the team
member, finding out the root cause of
their negativity, and providing support and
coaching to help them become more
positive.
To avoid this
• It's important to address this issue by providing
training and coaching to help the team member
improve their skills.
Solutions
• Agile requires patience,
• Good communication skills,
• willingness to work collaboratively to find solutions.
• Understand the root cause of the difficulties
• Communicate effectively
• Encourage collaboration
Dealing with Mini waterfalls in Agile
Ø Lack of collaboration
Ø Limited feedback
Ø Inflexibility
Ø Quality issues
Ø Coordination challenges
Lack of collaboration
• Mini waterfalls can lead to teams working in
silos, with each team focusing on their
specific iteration without collaborating with
other teams.
• Encourage cross-functional
collaboration.
• Create checkpoints.
To avoid this
Define clear requirements.
Monitor progress.
Coordination challenges
Mini waterfalls can make it challenging to
coordinate and integrate work across
teams, leading to integration issues and
delays.
To avoid this
Establish clear roles and responsibilities.
Ø Loss of Focus
Ø Increased Stress
Ø Inefficient Communication
Ø Reduced Creativity
Reduced Productivity
• Meetings take up a significant amount of
time and can reduce the amount of time
available for actual work.
• To avoid this
• To avoid this
• To avoid this
• To avoid this
• To avoid this
Ø Changing Requirements
Ø Lack of Communication
Ø Technical Issues
Ø Scope Creep
Overcommitment • One of the most common problems in Agile
development is overcommitment.
To avoid this
• Communicate Clearly.
• Manage Expectations.
• Have a Plan B.
Changing Requirements
• Agile methodologies emphasize flexibility and
responding to changing requirements, but this can also
create problems with deadlines.
To avoid this
To avoid this
• Communicate effectively
Technical Issues
• Technical problems such as bugs or system failures can
cause delays and impact deadlines.
To avoid this
• Backup Data.
To avoid this