Agile Delivery Frameworks Flashcards

1
Q

Main Agile Delivery Frameworks

A
  • DSDM Atern
  • Kanban
  • SAFe
  • Scrum
  • XP (Extreme Programming)
  • Lean Software Development
  • The Lean Startup
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2
Q

Scrum

A
  • An agile framework for the delivery of complex products
  • Uses timeboxed iterations of 30 days or fewer
  • All of the core elements are mandatory
  • Once the basics are in place, scrum teams add their own specific practices to create their own process
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3
Q

Scrum - built on Empirical Process Control (3 pillars)

A

3 Pillars

  • Transparency: we need clarity on the plan, current activities, and progress made so far.
  • Inspection: We need to regularly review the current situation.
  • Adaptation: We need to change the plan to match current conditions and the latest information.
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4
Q

Scrum Roles

A

Autonomy & Accountability
*Product Owner: Optimizing the value of the product. Managing the product backlog.

  • Development Team: Delivery value / Self-organizing / Cross-functional
  • Scrum Master: Manages the process. Agile lead
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5
Q

Scrum Artifacts

A

Scrum artifacts provide transparency.

  • Product Backlog - The long-term plan
  • Spring Backlog - The active, working plan
  • Increment - The cumulative sum of all previous work
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6
Q

5 Events to Inspect and Adapt

A
  1. Sprint Planning - What will we build & how will we do it?
  2. Daily Scrum - Are we on track?
  3. Sprint Review - What was built? What is next?
  4. Sprint Retrospective - How can we improve the process?
  5. Sprint - Container event for all events and activities
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7
Q

What is Kanban?

A
Not a process, but a method for improving as existing process.
Six Core Practices:
*Visualize the work
*Limit work in progress
*Make policies explicit
*Measure and manage flow
*Implement feedback loops
*Improve collaboratively; evolve experimentally
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8
Q

Kanban - Visualize the work

A
  • Kanban boars and cards represent work
  • Making things visible means we support better decisions
  • When work is hidden, it doesn’t get done
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9
Q

Kanban - Limit Work in Progress

A
  • When there is too much work system gets blocked
  • When people get overloaded they do less work
  • Partially done work goes stale and loses value
  • Lots of WIP means everything takes longer to get through
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10
Q

Kanban - Make Policies Explicit

A
  • Make sure the rules are clear
  • Checklists add integrity to the system
  • Retrospectives are a good way to do this
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11
Q

Kanban - Measure and Manage Flow

A
  • Understand the timings of work flowing through the system
  • Identify trends and use this to guide improvement
  • Use historical performance to forecast future work
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12
Q

Kanban - Implement feedback loops

A
  • Work is pulled through the system
  • Leaving blocked items creates waste and inefficiency
  • WIP limits create pressure to resolve blockers
  • Improve the system to reduce blockers
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13
Q

Kanban - Continuous Improvement

A
  • There is no end-point or perfect
  • The people doing the work know the most about it
  • Empowered teams can take control of their process
  • It only really works if the team is engaged and motivated
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14
Q

Comparison (Scrum vs Kanban)

A

Scrum / Kanban

  • (S) An approach to complex product development / (K) An approach to improving service delivery using evolutionary improvement
  • (S) Roles & process clearly defined / (K) No roles or processes defined
  • (S) Revolutionary. Apply the whole Scrum framework. more disruptive at the start. / (K)Evolutionary. Start with what you’re doing now. Less disruptive at the start.
  • (S) Work in progress limited by the amount of work that can be done per sprint. Limit time and vary work. / (K) Work in progress limited by a “pull systems” - new work enters when tasks are complete. Limit the work and vary time.
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15
Q

Lean Software Development

A
  • Toyota established principles of lean manufacturing in the late 1940’s
  • Mary & Tom Poppendieck adapted the lean manufacturing principles for software in 2003
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16
Q

Seven Lean Software Principles

A
  1. Eliminate Waste - such as extra work, requirements shurn, communication boundaries
  2. Build in Quality - through automated testing and elimination of defects
  3. Create Knowledge - through feedback, capturing learning and sharing with teams
  4. Defer Commitment - until the last responsible moment
  5. Deliver Fast - by establishing rapid, high-quality, low cost value chains
  6. Respect People - because engaged and motivated teams are a competitive advantage
  7. Optimize the Whole - rather than perfecting isolated parts of the system
17
Q

Lean Startup Cycle

A
  • Ideas - Start with a value hypothesis
  • Build
  • Product - Minimum viable product - just enough features to deploy the product
  • Measure - Measure results / learn from this / adjust hypothesis
  • Data
  • Learn - Feed the learning into the next cycle and repeat
18
Q

DSDM Atern

A

An Agile Project Management and Delivery framework

  • Focuses on delivering a project on time, while providing the governance required for this context
  • The focus on projects rather than products distinguishes it from other agile frameworks
19
Q

The DSDM Atern Process

A

*Pre-project: a short phase to articulate the idea of proposal
*Feasibility: Create outline requirements and business case
*Foundation: Build on the feasibility to establish enough details to proceed to development
*Evolutionary development: work is done in timeboxed iterations, based on MoSCoW prioritization:
**Must have
**Should have
**Could have
**Won’t have
(Flexing the Should’s, Could’s, and Won’ts allows the date to remain fixed.)
*Deployment: at the end of each timebox there is option to release one or more increment into operational use. The project is formally closed with the last deployment.
*Post-project: the assessment of whether the solution has delivered the expected benefits. Often done many months after the final deployment.

20
Q

MoSCoW Prioritization

A
  • Must have - stories that must be delivered within a delivery timebox
  • Should have - stories that are very important within the timebox and, if not delivered, would cause the customer significant problems
  • Could have - stories that are very important within the timebox and, if not delivered, may cause the customer some problems
  • Won’t have (this time) - Will not be delivered in the identified timebox
21
Q

eXtreme Programming

A

An agile framework focusing on

  • Close customer collaboration
  • High technical standards
  • Teamwork and sharing
22
Q

eXtreme Programming Rules

A
  • Planning - User stories are written
  • Managing - Give the team a dedicated open work space
  • Designing - Simplicity. Chose a system metaphor
  • Coding - The customer us always available
  • Testing - All code must have unit tests
23
Q

Scaled Agile Framework (SAFe)

A
  • A scaled approach to agile adoption intended for large development organization comprising hundreds of engineers
  • Uses several other agile frameworks such as Scrum, Kanban and XP, incorporating them into a container framework
24
Q

SAFe - Team Level

A
  • Scrum teams and roles
  • XP technical practices
  • Iterative development
25
Q

SAFe - Program Level

A
  • 5-12 teams form an Agile Release Train
  • A Kanban approach drives program planning
  • The release train “team of teams” operates on an 8-12 week planning cycle
26
Q

SAFe - Large Solutions

A
  • An extra “solution train” layer is possible for very large products
  • Release train teams for a further “teams of teams”
27
Q

SAFe - Portfolio Level

A
  • A portfolio backlog contains epics that cross multiple release trains
  • Enterprise level architecture is defined up-front