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Cycle Time Metrics & The Downfall of Story Points HDC 2013 Scott Aucoin Evolution from ^

Cycle times and the Evolution From Story Points

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Deck from a talk on cycle times and how to apply them for informed decision making (forecasting, team building, balance, process improvement) and evolution from traditional estimation approaches.

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Page 1: Cycle times and the Evolution From Story Points

Cycle Time Metrics & The Downfall of Story Points

HDC 2013Scott Aucoin

Evolution from

^

Page 2: Cycle times and the Evolution From Story Points

Me

Page 3: Cycle times and the Evolution From Story Points

You?

?

Page 4: Cycle times and the Evolution From Story Points

What the heck is a Cycle Time?

Page 5: Cycle times and the Evolution From Story Points

A Step Back

Page 6: Cycle times and the Evolution From Story Points

“Scientific Management”

Page 7: Cycle times and the Evolution From Story Points

Waterfall

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Agile

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Lean

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PSP & TSP

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Method-Neutral Constants

• Need for:– Scheduling– Forecasting– Estimation

• Risk & Unknowns• The need to know speed

Page 12: Cycle times and the Evolution From Story Points

Cycle Times

• Methodology Neutral Measurement• Tool for understanding the big picture

and all of the little pictures within it• Think Lean Manufacturing

Page 13: Cycle times and the Evolution From Story Points

Cycle Time

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Easy as Cake

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Scenario IntroductionBacklog Ready… In… Ready… In… Ready

for Signoff

Done

- Req’ts

- To Do

- Ready for Dev

- Ready for UX

- Ready for Design

- In Progress

- In Dev

- In UX

- In Design

- Ready for QA

- Ready for Staging

- In QA

- Testing

- Build

- Ready for Signoff

- Ready for PO

- Ready for Build

- Ready for Prod

- Ready for X

- Approved

Page 16: Cycle times and the Evolution From Story Points

Scenario IntroductionTo Do In Progress Done

Page 17: Cycle times and the Evolution From Story Points

Scenario In ProgressBacklog Ready

for DevIn Dev Ready

for QAIn QA Ready

for Signoff

Approved

#10

Story Chore Bug

#12

#23

#14

#8

#3#9

#7

Page 18: Cycle times and the Evolution From Story Points

Scenario In ProgressBacklog Ready

for DevIn Dev Ready

for QAIn QA Ready

for Signoff

Approved

#10

Story Chore Bug

#12

#23

#14

#8

#3#9#7

In Dev: 1.2 daysReady for QA: .5In QA: 1Ready for Signoff: 2 daysTotal: 4.7 days

Page 19: Cycle times and the Evolution From Story Points

Cycle Time Definition

The time it takes for a unit to move through a development process

• Unit is any piece of work: Story, Chore, Defect/Bug, Technical Task, etc.

• Can be measured at the highest level (start to finish) or incremental levels (as small as you can)

• The value is based on what you put into it

Page 20: Cycle times and the Evolution From Story Points

How To:Req. # Type Ready

DevIn Dev Ready

QAIn QA Ready

AcceptTotal

12 Story .4 .25 .5 1 2.4

9 Story .5 1 .5 .25 1.5 4.5

14 Chore 1.5 1.5

26 Story .5 1.5 1 .5 .25 3.75

33 Bug .75 .3 1.4 1.25 3.9

Page 21: Cycle times and the Evolution From Story Points

When To:

• As is the case with “How to” – it depends on the tools you use

• Grab the data as frequently as you can, always better to do it as soon as possible

• The rule is up to you

Page 22: Cycle times and the Evolution From Story Points

How can I use the Cycle Time?

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Scenario FlashbackBacklog Ready

for DevIn Dev Ready

for QAIn QA Ready

for Signoff

Approved

#10

Story Chore Bug

#12

#23

#14

#8

#3#9

#7

Page 28: Cycle times and the Evolution From Story Points

How To Flashback:Req. # Type Ready

DevIn Dev Ready QA In QA Ready

AcceptTotal # of

Handoffs

12 Story .4 .25 .5 1 2.15 3

9 Story .5 1 .5 .25 1.5 3.75 5

14 Chore 1.5 1.5 0

26 Story .5 1.5 1 .5 .25 3.75 4

33 Bug .75 .3 1.4 1.25 3.9 3

Page 29: Cycle times and the Evolution From Story Points
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Endless Opportunities

• Individual Efficiency• Pair Productivity• Process changes (intro of new tools)• Knowledge of handbacks• Ability to plan when a person (or

entire skill set) will not be available and know the impact based on data

• Planning, forecasting, estimating…

Page 33: Cycle times and the Evolution From Story Points

Overhead from Planning

• Time = Money• Inaccurate Estimates– Waterfall = 14% success– Agile = 42% success– PSP/TSP = 94% accurate (small sample & consider

the significant overhead)

“Humans aren't very good at estimating in general, regardless of what measure is used.” – Joshua Kerievsky

Time is money & estimates are often inaccurate

Page 34: Cycle times and the Evolution From Story Points

Meeting Time vs Productivity

Page 35: Cycle times and the Evolution From Story Points

Evolving from Story Points

Page 36: Cycle times and the Evolution From Story Points

How To Flashback #2:Req. # Type Ready

DevIn Dev Ready

QAIn QA Ready

AcceptTotal # of

Handoffs# of Story Pts

12 Story .4 .25 .5 1 2.4 3 3

9 Story .5 1 .5 .25 1.5 4.5 5 5

14 Chore 1.5 1.5 0 1

26 Story .5 1.5 1 .5 .25 3.75 4 8

33 Bug .75 .3 1.4 1.25 3.9 3 5

Page 37: Cycle times and the Evolution From Story Points

Measuring Points

Page 38: Cycle times and the Evolution From Story Points

#NoEstimates

• Pull the carpet out from story points and use total # of units (stories + chores + bugs, etc.)

• Balance slices or come to terms with tradeoffs – Big tickets will balance out with little ones

“Using story counting does not imply that all the stories are roughly the same size (although some teams do work that way). Stories can still vary in size, but over time the bigger and smaller stories will cancel each other out, hence a simple count ends up the same.” – Martin Fowler

Page 39: Cycle times and the Evolution From Story Points

Benefits of Unit-based Planning

• Standardize expectations & remove opportunity for inflation

• Save engineering time• Use ongoing data to plan more

accurately and with less overhead

Page 40: Cycle times and the Evolution From Story Points

Scott Aucoin@HawkingsMentor