Agile vs Waterfall Project management

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The basics of Agile and Waterfall Project management methodologies. Description when each approach can be applied. Advices How to create a Product backlog and how to colect requirements. Sprint planning, Burndown chart, Demonstration, Retrospective, Tasks board examples.

Transcript of Agile vs Waterfall Project management

  • 1.ABOUT ME KOSTIANTYN TREFIAK CERTIFIED PROJECT MANAGER, PMP PRODUCT OWNER BUSINESS ANALYST CMS/WEB 2.0/E-COMMERCE E-MAIL: [email protected]

2. WATERFALL MODEL THE WATERFALL MODEL IS A SEQUENTIAL DESIGN PROCESS Testing and Build Maintenance System design Development Requirements 3. WATERFALL ARTIFACTS WATERFALL PROCESS REQUIRES TONS OF DOCS! Software requirement specification Software architecture document Software QA Plan Test results report 4. PLANNING AND SYSTEM DESIGN TAKES A LOT OF EFFORT AND TIME Requirements Architecture and design Development Testing Build 2013 2013 2014 2015 2016 5. CHANGE REQUESTS MAY OCCUR DURING LATE PHASES Requirements Architecture design Development Testing Build 2013 2013 2013 2014 2015 6. CHANGES HAVE SIGNIFICANT IMPACT ON PROJECT SUCCESS EACH DOCUMENT MIGHT BE CHANGED 7. ITS HARD TO MAKE DECISIONS ON THE LATE PHASES Meet customer needs Meet project terms 8. WATERFALL CAN BE APPLIED IN EXTREMELY DIFFICULT PROJECTS NUCLEAR POWER PLANT, SPACE SHIPS, MEDICINE 9. AND IN SMALL PROJECTS AS WELL 10. EXAMPLE CREATE A SIMPLE WEB-SITE IN MS PROJECT SOFTWARE 11. AGILE MANIFESTO INDIVIDUALS AND INTERACTIONS OVER PROCESSES AND TOOLS WORKING SOFTWARE OVER COMPREHENSIVE DOCUMENTATION CUSTOMER COLLABORATION OVER CONTRACT NEGOTIATION RESPONDING TO CHANGE OVER FOLLOWING A PLAN 12. WHAT IS AGILE PM? AGILE SOFTWARE DEVELOPMENT IS A GROUP OF SOFTWARE DEVELOPMENT METHODS BASED ON ITERATIVE AND INCREMENTAL DEVELOPMENT 13. INCREMENTAL DEVELOPMENT A SHIPPABLE SOFTWARE AFTER EACH ITERATION 14. SCRUM - AGILE SOFTWARE DEVELOPMENT METHODOLOGY 15. THE MAIN AGILE ARTIFACTS Product backlog Sprint backlog Sprint demonstration Retrospective 16. SCRUM KEY ROLES 17. PRODUCT BACKLOG - IS AN ORDERED LIST OF "REQUIREMENTS" THAT IS MAINTAINED FOR A PRODUCT 18. REQUIREMENTS TYPES THEME - IS A COLLECTION OF USER STORIES EPIC - IS JUST A LABEL WE APPLY TO A LARGE STORY USER STORY - IS SIMPLY SOMETHING A USER WANTS 19. USER STORY EXAMPLE: AS A CUSTOMER I WANT TO ADD A PRODUCT IN CART AS A CUSTOMER I WANT TO PAY VIA PAYPAL AS A CUSTOMER I WANT TO HAVE DHL SHIPPING OPTION AS A CUSTOMER I WANT TO ADD ITEMS IN WISH LIST AS A SALES PERSON I WANT TO SEE THE MOST POPULAR ITEMS IN WISH LISTS 20. HOW TO CREATE A PRODUCT BACKLOG Workshop Interview Questionnaire Prototyping Observation 21. TIPS AND TRICKS FOCUS ON WIDE RANGE RATHER ON DEEP ANALYSIS ENSURE THAT PRODUCT BACKLOG COVERS ALL APPLICATION DONT FORGET ABOUT NON-FUNCTIONAL REQUIREMENTS PERFORMANCE QUALITY SCALABILITY 22. PRIORITIZE BACKLOG M.O.S.C.O.W FEATURE BUYING BUSINESS VALUE BASED TECHNOLOGY RISK BASED WALKING SKELETON 23. M.O.S.C.O.W Must haveM Should haveS Could haveC Wont have this timeW 24. USER STORY DETALIZATION SMALL AND DETAILED STORIES ON THE TOP LARGE SIZE AND ROUGH STORIES ON THE BOTTOM 25. USER STORIES DETALIZATION LEVEL ACCEPTANCE TESTS USE CASES PROTOTYPES VISUALIZATION 26. THE PRODUCT BACKLOG EXAMPLE: 27. ACCEPTANCE TEST EXAMPLE: AS A USER I CAN REQUEST MY PASSWORD RECOVERY ACCEPTANCE TESTS: 1. ERROR MESSAGE WHEN USER IS NOT FOUND 2. ERROR MESSAGE WHEN USER NAME HAS IMPROPRIATE SYMBOLS 3. IF I ENTER VALID E-MAIL OR USER NAME THE MAIL WITH PASSWORD RECOVERY LINK IS SENT 4. THE LINK ON THE EMAIL ADDRESS REFERS ON A PASSWORD RECOVERY PAGE (SEPARATE US) 28. SPRINT AN ITERATION OF WORK DURING WHICH AN INCREMENT OF PRODUCT FUNCTIONALITY IS IMPLEMENTED. DURATION 2-4 WEEKS 29. SPRINT PLANNING 30. DONT FORGET TO SET SPRINT GOALS! 31. TEAM VELOCITY IS HOW MUCH PRODUCT BACKLOG EFFORT A TEAM CAN HANDLE IN ONE SPRINT. CAN BE MEASURED BY: STORY POINTS IDEAL MEN DAYS US AMOUNT THE BEST METHOD TO ESTIMATE VELOCITY IS BASED ON PREVIOUS ITERATIONS VELOCITY 32. VELOCITY BASED APPROACH TEAM ESTIMATE ITS VELOCITY FEATURES WITH THE HIGHEST PRIORITY IS DISCUSSED AND ESTIMATED THE PROCEDURE GO ON UNTIL SPRINT BACKLOG IS FULFILLED 33. SPRINT PLANNING ATTENDEES PRODUCT OWNER SCRUM MASTER TEAM 34. USER STORY ESTIMATION TECHNIQUES PLANNING POKER TEAM ESTIMATION GAME 35. PLANNING POKER 36. PLANNING POKER RULES PRODUCT OWNER READ USER STORY AND ACCEPTANCE TESTS TEAM IS ASKING QUESTION AND SPLIT US TO TASKS IF EVERYTHING IS CLEAR TEAM SHOW ESTIMATION CARDS IF VARIANCE BETWEEN ESTIMATES IS TOO BIG , SCRUM MASTER ASKS WHY IT HAPPENED GAME IS REPEATED 37. TEAM ESTIMATION GAME 38. DAILY SCRUM MEETINGS 3 QUESTIONS TO ASK: WHAT DID I ACCOMPLISH YESTERDAY? WHAT WILL I DO TODAY? WHAT OBSTACLES ARE IMPEDING MY PROGRESS? 39. SCRUM BOARD 40. REAL ONE 41. SCRUM BURNDOWN CHART 42. WE ARE LATE! 43. WE ARE UNDER SCHEDULE 44. DEMONSTRATION EVERYBODY IS WELCOME TEAM MEMBER DEMONSTRATES US DVELOPED BY HIMSELF CUSTOMER ACCEPT A PRODUCT 45. MEASURE FOCUS FACTOR FOCUS FACTOR = ACTUAL VELOCITY / CAPACITY CAPACITY = TEAM MEMBERS AMOUNT X 40 HOURS X WEEKS AMOUNT 46. RETROSPECTIVE MEETING 47. SELECT 2-5 THE MOST IMPORTANT IMPROVEMENTS SET RESPONSIBLE PERSON PER EACH ONE PUT IMPROVEMENTS ON THE NEXT TASK BOARD DONT FORGET TO INCLUDE ESTIMATES IN THE NEXT SPRINT PLANNING 48. QUESTIONS?