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200 changes: 114 additions & 86 deletions ploneconf2008/day_2_agile_process.rst
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============================
Day 2 - Thursday 9 2008
Day 2 - Agile Process
============================

by Mike Robinson

Agile Process by Mike Robinson
Introduction
==============================

- Agile is a conceptual framework
- Agile does have documentation
- Agile methods have been around since the 1990s and were united by the agile manifesto.
- Agile empowers the workers
- Agile knows their finished when they are finished
- Agile is:
- Like driving a race car, you know the course but can't account for all the variables
- Agile is a conceptual framework
- Agile does have documentation
- Agile methods have been around since the 1990s and were united by the agile manifesto.
- Agile empowers the workers
- Agile knows their finished when they are finished
- Agile is:

- Like driving a race car, you know the course but can't account for all the variables

Agile Values
----------------
- Individuals and interactions > process and tools
- Working software > comprehensive documentation
- Customer collaboration > contract negotiation
- Responding to change > following a plan
- Planning is more important than plans

- Individuals and interactions > process and tools
- Working software > comprehensive documentation
- Customer collaboration > contract negotiation
- Responding to change > following a plan
- Planning is more important than plans

Agile Principles
----------------
- **Highest priority is to satisfy the customer**
- **Welcome changing requirements**, even late in development. Agile processes harness change for the customer's competitive advantage
- **Deliver working software frequently**. 90% completion is a lie. Its either not started, working, or finished. If you do not deliver working software you are of no value.
- Business people and developers must **work together** daily
- Build projects over **motivated people**
- Give developers the support they need and trust them to **get the job done**
- **Working software is the primary measure of growth.**
- Information is best done in **face-to-face conversation**
- Agile processes promote **sustainable development** by not overworking people to meet deadlines.
- The sponsors, developers, and users should be able to **maintain constant speed**.
- **Simplicity** is really awesome. Code is a liability to any organization. The less code you can deliver the better.
- The best architecture, requirement, and designs emerge from **self-organizing teams**.
- At regular intervals the team reflects on how to become more effective, then **adjusts its behavior accordingly**.

- **Highest priority is to satisfy the customer**
- **Welcome changing requirements**, even late in development. Agile processes harness change for the customer's competitive advantage
- **Deliver working software frequently**. 90% completion is a lie. Its either not started, working, or finished. If you do not deliver working software you are of no value.
- Business people and developers must **work together** daily
- Build projects over **motivated people**
- Give developers the support they need and trust them to **get the job done**
- **Working software is the primary measure of growth.**
- Information is best done in **face-to-face conversation**
- Agile processes promote **sustainable development** by not overworking people to meet deadlines.
- The sponsors, developers, and users should be able to **maintain constant speed**.
- **Simplicity** is really awesome. Code is a liability to any organization. The less code you can deliver the better.
- The best architecture, requirement, and designs emerge from **self-organizing teams**.
- At regular intervals the team reflects on how to become more effective, then **adjusts its behavior accordingly**.

Why use agile?
------------------------
- Agile lets you meet what the marketing folks want to give to customers
- Agile means good for business so you can plan out hours better
- Operations likes it because your updates are simpler
- Development likes it because it empowers developers

- Agile lets you meet what the marketing folks want to give to customers
- Agile means good for business so you can plan out hours better
- Operations likes it because your updates are simpler
- Development likes it because it empowers developers

Developers need to be respected
-------------------------------
- Don't agree on schedules without developer input
- Don't agree on tasks without developer inpit
- Developers need to be honest in describing what needs to be done
- Get developers to demo their work to the customer!

- Don't agree on schedules without developer input
- Don't agree on tasks without developer input
- Developers need to be honest in describing what needs to be done
- Get developers to demo their work to the customer!

Charging for the assessment phase
------------------------------------
- Bill for it
- Tell customers that you'll bill for planning as long as the customer is willing to pay

- Bill for it
- Tell customers that you'll bill for planning as long as the customer is willing to pay

Roles on a team
------------------------------
- Product owner: Drives the project
- Project Manager: Handles the resources
- Team: Developers
- Stakeholders: Customers
- Users: obvious

- Product owner: Drives the project
- Project Manager: Handles the resources
- Team: Developers
- Stakeholders: Customers
- Users: obvious

Artifacts
------------
- Impediment list (use stickies on the wall to be obvious)
- Project iteration
- Working code

- Impediment list (use stickies on the wall to be obvious)
- Project iteration
- Working code

Agile requirements analysis, estimating and planning
--------------------------------------------------------
- Identify the users
- Gather requirements from the users via
- Interviews
- Questionnaires
- Observation
- workshops
- Ways of documenting
- Use cases fixed the ATM returning cards after cash
- too big to plan for and measure with
- prone to include UI details
- User stories
- a tiny bit of information.
- You can attach these to use cases
- Estimating development
- Prediction is difficult!
- You will never be 100% accurate
- Short efforts on estimates are accurate
- Long efforts on estimates are always off
- Breakdown tasks into manageable chunks
- Estimation performed by development team
- Deriving an estimate
- Expert opinion
- Analogy
- Planning poker
- Story points are a relative measure of size of a story. 10 points is more than 5.
- Ideal time it would take to complete a task without interruptions. A football game is 60 ideal minutes and 120 minutes with interruptions
- Planning poker
- Each member gets six cards
- People put the value they think it will take down on the table. The most common value is how long it will take in story points.
- If one person has things way off, then talk out why there is a discrepancy
- After each task has point assigned, figure out how long a point is worth. Use previous effort to determine the length of a story point.
- Prioritizing user stories
- Priority assignment is the primary responsibility of the Product Owner
- Velocity
- Measure the rate of progress of a team
- Amount of story points completed in the last iteration
- Next iteration = same as last iteration ("yesterday weather")
- velocity corrects estimation error
- Accommodate developer optimism
- Burndown chart
- Plots the amount of committed effort left against the time left to complete the iteration

- Identify the users

- Gather requirements from the users via

- Interviews
- Questionnaires
- Observation
- workshops

- Ways of documenting

- Use cases fixed the ATM returning cards after cash

- too big to plan for and measure with
- prone to include UI details

- User stories

- a tiny bit of information.
- You can attach these to use cases

- Estimating development

- Prediction is difficult!
- You will never be 100% accurate
- Short efforts on estimates are accurate
- Long efforts on estimates are always off
- Breakdown tasks into manageable chunks
- Estimation performed by development team
- Deriving an estimate

- Expert opinion
- Analogy
- Planning poker

- Story points are a relative measure of size of a story. 10 points is more than 5.
- Ideal time it would take to complete a task without interruptions. A football game is 60 ideal minutes and 120 minutes with interruptions

- Planning poker

- Each member gets six cards
- People put the value they think it will take down on the table. The most common value is how long it will take in story points.
- If one person has things way off, then talk out why there is a discrepancy
- After each task has point assigned, figure out how long a point is worth. Use previous effort to determine the length of a story point.

- Prioritizing user stories

- Priority assignment is the primary responsibility of the Product Owner

- Velocity

- Measure the rate of progress of a team
- Amount of story points completed in the last iteration
- Next iteration = same as last iteration ("yesterday weather")
- velocity corrects estimation error
- Accommodate developer optimism
- Burndown chart

- Plots the amount of committed effort left against the time left to complete the iteration

Agile planning game

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=================================================================
Day 2 - Bringing Open Source Practices to Educational Enterprises
=================================================================

moving k-12 to the modern era

Can't do business with a web site that sucks
--------------------------------------------

- Investigate: http://clubs.psu.edu/up/taxidermy
- Can't afford the old school ways
- Chose plone because it gives a lot of web 2.0 model of user generated cotnent

Ecosystem
---------

- Engage learners, teachers, families, and communities
- Modernizing business processes
- Cleaning up a bucket of organizations
- Diverse organization
- Platform to build some homogeny on
- Many little bunkers of IT staff
- IT at Penn state is distributed (not)

- IT at Penn state is actually disorganized

Behaviors and Structures
------------------------

- Policies
- Standards
22 changes: 8 additions & 14 deletions ploneconf2008/day_2_consultant_talks.rst
@@ -1,18 +1,12 @@
============================
Day 2 - Thursday 9 2008
============================
=======================
Day 2 - Consultant Talk
=======================

Figuring out charge rates
--------------------------

- Don't lose money
- Fixed price for very short projects only
- Give estimates for x number of days at x price
- Optional scope reevaluations can be critical






- Give a percentage rate on things you don't know
- Don't lose money
- Fixed price for very short projects only
- Give estimates for x number of days at x price
- Optional scope reevaluations can be critical
- Give a percentage rate on things you don't know

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