Distracting or nit, it is vital. It is in this period that the team gets their head up, sees what is coming down, guides PO, plans example and tests for next time, and so on.
Vital.
Ron
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Planning, as Ron described, is also continuous, incremental, and
absolutely vital.
I haven't seen anything in Scrum that calls for bug-fixing Sprints --
quite the opposite actually. Some organizations choose to do that,
although I don't advocate that approach. If you have a backlog of
production defects to work through, one approach is simply to allocate a
certain percentage of your team's capacity (velocity) to defect fixing -
using a bug-bucket story of a fixed size, for example. Analyze your
history with production-critical defects and allocate the necessary
capacity to deal with them as well. If nothing happens during a given
Sprint, make sure there is a story or two ready to pull into the Sprint
instead. Hopefully you will use automated testing, TDD, and other
techniques to improve quality so that you can actually pay off your
defect backlog and other technical debt.
If you can, arrange training for yourself and your team/teams. A good
training class can do much to clear up the confusion you are
experiencing and help you get started on the right foot.
Cheers,
Jan Beaver, PhD, CSP
The work they do comes from the Backlog, is usually documented as
stories and sized in Story Points, and there is Velocity associated with
the work. There is many different kinds of work to get done: there are
development the stories that include design, coding testing etc. (these
include new bugs found in the system); there are maintenance stories for
other systems; and there are Chores like re-factoring, installing tools,
and so on. basically, anything that's not included in the "getting ready
for work" discussed in the paragraph must be done in the form of Stories
and prioritized with the Backlog.
Getting ready for work consists of time-boxed activities that are part
of the Team's process. For a Team working in two-week Sprints these
activities might be: two hours of a Planning Meeting, two hours in a
Retrospective, two hours of a Sprint Review, 15 minute Daily Scrums, and
four hours of Grooming a week (which I like to do in two two-hour
Grooming Sessions). Through its self-organization the Team can add other
time-boxed activities as part of its process � but that's a discussion
for another day. :-)
What we're talking about in this thread is Grooming, which is finding
the Stories and making them actionable in order to take into Planning
(it also includes some prioritization, so Grooming can be thought of as
a natural extension of Planning...). Sometimes four hours of Grooming a
week isn't enough because you're in a phase of development that
naturally requires more exploration and analysis. In this situation I
recommend Grooming Stories, which are sized in Story Points and usually
time-boxed. Some coaches recommend just doing more Grooming Meetings,
but the reason I like to do them as Stories is because additional
Grooming Meetings subtracts time from the time for doing the work - and
I think this is a problem because it skews the Velocity - so it's my deal,,,
Hope this helps... Dan ;-)
I would suggest modifying the way you think about analysis and design,
you may need to unlearn what they mean in a traditional sense.
In traditional heavyweight software development models, these steps
are basically converting documents into other documents, that quickly
become irrelevant. Scrum just doesn't need all that overhead, as the
developers are supposed to talk to the customer or the customer's
representative just before they need to, which might mean one
conversation before or during backlog grooming, and one conversation
just before development.
Now requirements analysis is often required, but it looks different in
agile development than it does in more traditional, document heavy
processes. There is a focus on a small number of automatable
acceptance criteria supporting ideally a simple, small requirement
often in the form of a user story. Pages of documentation are
undesirable. In fact there is a focus on using small cards because
there is limited space, and endless lists of acceptance criteria
should be avoided. If the backlog grooming process really discovers
that many acceptance criteria are required, then the requirement will
be split into several smaller PBIs.
As far as design goes, didn't Jack Reeves clear this up in the 90s?
Design is what the developer does when he begins to program. Design is
the source code. The idea of some separate, thinking, expensive
"designer" designing software with diagrams, to be handed off to the
dumb, cheap, programmer to be typed in is obsolete.
Back to the question regarding release planning. The Scrum Guide says
that it is optional. It discusses "turning the vision into a product"
which is a pretty high level discussion. Topics include:
Goal of the release
Highest priority backlog items
Major risks
Overall features and functionality.
I would expect a small number of PBIs to be involved, but I would not
expect estimates, or acceptance criteria for them, at least not to any
detail. Those issues get cleared up during backlog grooming.
Most of the planning should happen at the sprint level, doing too much
at the release level undermines the short feedback cycle of the
sprint.
Sent from my iPhone
On Jan 26, 2016, at 5:15 AM, Nikita Gorshkov <feam...@gmail.com> wrote:To answer the original question - design should go into the ticket itself. Perhaps not a perfect approach, but one that works for me -> grooming and planning in larger amounts of stories with the latter stories down the list specified with analysis and design requirements, which are then expanded and moved to the next sprint fully developed.