Showing posts with label Scrum. Show all posts
Showing posts with label Scrum. Show all posts

Tuesday, February 9, 2010

How we do this - process

I get a lot of questions about how we do this project. I’m going to start with describing the process in this post and am already preparing a follow up about the actual development. Comments and questions about our process are most welcome, but if it’s something about the development you might be better off wait for that post. That being said, here’s how we do it, the process part.

Our cycle (re)starts on Thursdays. Each Thursday before lunch we meet our customer to make sure we're on the right track. Since we have decided on two week iterations, every second Thursday we first have a sprint demo and then (re)prioritize all remaining stories in the backlog. The other Thursday we just discuss issues from the first half of the iteration and status of other ongoing tasks - i.e. stuff that people outside the team are doing. That may be setting up the production servers in the customers’ environment for example.

On the sprint ends we have a retrospective where the whole team, except the customer, get together and discuss the sprint. At first we had it before the customer meeting with the demo, but we always had to rush it in the end to get done before the customer came. Once we invited the customer to join or retrospective, but since the involvement during sprints is so low the customer didn't have much to say. Hence we decided we'd keep doing without and moved the retrospective to after lunch. The time before the customer arrives we now use to prepare for the demo.

The next step in the process is the task breakdown of the top prioritized stories. We get the whole team together and the Interaction Designer, who has somewhat the role of the on-site customer, will walk us through the stories and show the prototype. We take the the stories one-by-one and after the walkthrough we break down the story to tasks. When the breakdown is complete we play Planning Poker to estimate each task in measure of days, with half a day being the lowest estimate. Tasks a lot smaller than that we try to merge together.

When we had the retrospective before lunch we had task breakdown after lunch. I felt we needed some more slack to really end the first sprint before starting a new one though, so that was another reason for changing the meeting calendar. As we moved the retrospective to the after lunch slot, we now break down the stories on Friday after our daily standup meeting. I feel that it gives us a lot better rhythm. That also leaves some air on Thursdays to execute some ideas from the retrospective and deal with some technical debt.

Speaking of the daily standup we have it each morning at 9.15 except for Mondays, when we have a general meeting for the entire company at that time, and have our standup after that. We have all done Scrum before and have learned to value the daily standup meeting a lot. That’s about all we took from Scrum that doesn’t exist in XP though, except maybe the role Board Master that we invented to have some responsibility for our Kanban board.

We have the standup meeting in front of the Kanban board. Our board now has the columns Selected, Development, Test and Done, where the Development column is split into three sub columns - In progress, Trash and Ready for Test. The trash column is the only addition from our original board. It is used for collecting all tasks before they are all done. When all tasks are done we will move the story card to Ready for Test and the trashcan can be emptied.

Friday, October 23, 2009

Presenting XP - our XP

I just held my fourth presentation of XP this month. The first was on the startup meeting, the second with the team, the third was for the customer and today it was for the entire tech department of Creuna Sweden.

The first occation was alot about selling the idea to the company. That presentation was based on the article What is XP by Ron Jefferies along with a couple of slides I added about why this was good for us, both in this project and in the long run. On the rest of the presentations I have just had one slide, One Page XP by Bill Wake, and talked freely about XP from upper left to lower right, adding things as I pass the different stages.

The second occation was to get the team started, trying to figure our the roles and responsibilities among us. What are the Interaction Designer, the Test Leader and the Project Manager supposed to do? We've decided on having the Interaction Designed being in charge of the user stories, and coordinating them with the customer. Along with the Test Leader she then writes proposed Acceptance Tests for each story. The Test Leader is then in charge of implementing the Automated Acceptance Test using Selenium and also doing the manual testing where Selenium can't be used. The Project Manager mainly do XP while playing The Planning Game and keeping the Overall Schedule. Other than that she keeps track of how we're doing with time and estimates and arrange everything around to let the rest of the team focus on producing - she's somewhat like a Scrum Master.

The third was more of a introduction where we wanted the customer to know what to expect and to get to know how much the customer wanted to be involved. We got the customer to agree on sitting one day every week at our office, and also got to know that more involvment in the story creation was wanted. We settled for a process where Angelina will produce the stories and then walk the customer through them in a separate meeting before we plan. It's a solution we all think will work really good.

This last one was more educational to let everyone else at the company know what XP is, what it can do for us and what pros and cons we've found so far. About half of the group knew briefly what XP is on before hand, but only a few had more than shallow knowledge. The most discussion was when I came to the Design Philosophy box in the lower left where we talked about Good Design versus Simple Design. I stated that all Design Principles still are valid and that Simple Design just states that you shouldn't make your design "future proof". An example that came up was that you might not want to use a Factory for creating objects if you only can see need for one implementation, which I agreed to but added that you'd anyway would make that class implement an Interface that others use to access it - making it easy to add a Factory later on if needed while it isn't adding code that isn't needed. I found it peculiar that no discussion at all was raised around Pair Programming - except our thought about how to deal with new developers added to the team.

Friday, October 9, 2009

Cannonball into XP

A few weeks ago we were finally granted to use eXtreme Programming on a new project. It's a web application with a fair amount of business functionality. We have decided for the Cannonball-approach as Kent Beck refers to in his paper “Getting Started with XP”.

We both have some initial understanding about XP and have been anxious to try it out, but haven’t had support until now. We have experience from some of the practices, but not all, and have spent the first few weeks reading up on more details, like Extreme Programming Explained (Kent Beck) and Scrum and XP from the trenches (Henrik Kniberg).

Currently we use continuous integration on all projects already, and as senior developers we have plenty of experience with refactoring. We have used the Scrum process, and thereby Stories and Iterations amongst other things. Tommy have also been experimenting with TDD for a couple of years.

As for our concerns, none of us have done much pair programming or automated acceptance tests before. Another issue is our organization at Creuna which does not map directly to XP. Being consultants having an on site customer can be difficult for example.

Commenting this post we would love to get your input on how you started with XP. Also, during this project, don't hesitate to give us comments how you would solve similar problems.