Are You Guessing or Learning? Project Management in Chaotic Times

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As your market changes or your company reorganizes, it is key to deliver what your customers want today, rather than what you guessed they wanted months ago. Managing your projects in Agile time-boxes with incremental delivery to your customers can give you the freedom and feedback loops to respond quickly to both internal and external changes. This presentation outlines how to adopt Agile development practices to: respond to rapid changes in your marketplace, out-learn the competition, and ensure you're building the right things.

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Are You

Guessing or

Learning?

Zach Nies, Rally Software

ChaoticTimes

WinBy Out Learning

LearningEnvironments

CreateSuccess

FeedbackLoops

Theory

Queuing

Feedback Loops

Software Development

Business

Case

Prioritize &

Schedule

Define &

Develop

Test &

Accept

Harden &

Release

Deploy &

Support

Defects

Requests

ROI & Adoption

Collaborative

Development

Agile Lifecycle

Management

Guess

Don’t Make Me

AN

D

Group LearningCollaboration

Built to Learn

Kids Are

Reflection to Learn

Adults Require

Retrospectives

Group

PROCESSES

INDIVIDUALS

AN

D

INTERACTIONS

OV

ER

AND TOOLS(

COMPREHENSIVE

WORKING

SOFTWARE

DOCUMENTATIONOV

ER( )

CONTRACT

CUSTOMERCOLLABORATION

NEGOTIATIONOV

ER( )

FOLLOWING

RESPONDINGT

O CHANGE

OV

ER

A PLAN( )

Determine Team

Agreements

Make Commitments

Check-in Daily

TEAMS

Self-organizing

INSPECT

AN

D

ADAPT

For

Respect

People

LeanThinking and Tools

Whys?

Five

A3 Process

Fishbone, Pareto

Create standards

Enforce standards through audits

Report on standards

Manage risk with governance

Reward conformance

PMOShall:

Create burning visibility

Facilitate up across down

Evangelize Enterprise Agile

Guide Flow, Pull, and Innovate

Agile PMOFocus

MIT BeerGame

Players of the game each take on a different role in the supply chain:Factory, Distributor, Wholesaler and Retailer

For each period of play, every participant follows the same cycle:1. New orders and shipments are received, shipments enrouteare advanced, and

inventory levels and backorder positions are calculated.2. The player reviews current position.3. A shipping decision is made according to new orders and backlog, subject to

inventory availability.4. An ordering decision is made for more beer.

There are only two costs involved in this simplified version:Inventory holding cost ($1.00/case/period).Back order costs ($2.00/case/period).

Goal is to minimizing the sum of these costs by balancing the cost of having inventory (inventory holding cost) with the cost of being out of inventory when a customer orders beer (back order cost).

The game begins with a fully-loaded "pipeline" of cases of beer:16 cases of inventory in each position'scurrent inventory,4 cases in each of theproduction delaypipeline,4 cases in each of theshipping delaypipeline,each position has an initial order for 4 cases of beer.

At the end of the game, the total game cost is the sum of the four individual participants' total costs (retailer cost + wholesaler cost + distributor cost + factory cost).

The goal is to minimize team costs.

CALL

ACTION

TO

Schedule a Retrospective

Create a Continuous Improvement

Backlog

Put You and Your Team in aPosition to Succeed

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