scrum

TwitterFacebook
Get flash to fully experience Pearltrees

On Be(come)ing Agile: Using Scrum to apply Theory of Constraints

http://www.rallydev.com/agileblog/ Welcome back to my series on Rally’s process for annual planning. In the first post of this 4-part series about our planning , I offered you a glimpse into how we conducted some of the initial planning Iteration approach: from executive visioning through departmental ORIDs into deep preparation for the Iteration 3: the planning meeting. We chose to act as chefs in our approach versus follow a recipe.
http://www.pmhut.com/schedule-questions-pair-programming-and-the-pnr-curve Converting effort estimates into project durations and team sizes is an important part of project planning. How this is done varies from project manager to project manager, to some it is an art, others a science, and to many a case of living with everyday constraints. Today I will focus on the science and its implication to pair programming. Intuitively we know that 1 person for 72 months might work (providing they had all the right skills) but typically business wants the benefits of a project as soon as possible. 72 people for 1 month is extremely unlikely to work, unless the project is simple and massively parallel, like cleaning oil off rocks on a beach.

PM Hut » Blog Archive » Schedule Questions: Pair Programming and

Pivotal Tracker - Learn More

Over the years we've made numerous attempts to use the variety of software project management and agile development applications available, from Microsoft Project to the more current agile-specific products. We kept returning to index cards, sometimes augmented with a patchwork of wikis and spreadsheets. We followed the agile planning tools out there, but each attempt to adopt one resulted in frustration. Configuration and data entry were a constant expense. http://www.pivotaltracker.com/learnmore
http://blogs.agilefaqs.com/2009/04/29/agile-as-practiced-today-is-the-new-waterfall/

Naresh Jain » Agile FAQs Blog » Managed Chaos » Agile (as practi

This is supposed to be an introductory presentation on Agile. In this presentation I give some examples of heavy weight methods and their implications on your project. Then I give a quick overview of Agile methods, the rationale behind it, its origin, its values and principles. I move on to describe that what I see happening today in the industry is really waterfall in the name of Agile. I give some reasons why this is happening and then I give some pointers to move away from this flawed thinking. Bottom line, Agile is not a Silver Bullet and don’t fall pray to marketing gimmicks.

The Ideal Agile Workspace | Mike Cohn's Blog - Succeeding W

http://blog.mountaingoatsoftware.com/the-ideal-agile-workspace As you may now, I am working on a new book, which will be called Succeeding with Agile . I recently finished writing a chapter for it on the impact of the human resources and facilities groups on an organization that is transitioning to an Agile project management approach. While writing that chapter, I put together a list of all the things that I think should be visible within the ideal agile workspace:
In the golden age of the video arcade, during he late seventies and early eighties, games like Pac Man, Asteroids, Centipede and Defender were gold mines. A single $3000 arcade machine could collect more than $1000 a weekend in quarters. This new gold rush attracted quite a few prospectors. Many of these “wanna-be” arcade game creators lost their shirt in the rush to release games.

Agile Game Development: The Golden Age of Iteration

http://www.agilegamedevelopment.com/2009/01/golden-age-of-iteration.html

Agile Game Development: Team co-location and team rooms

Agile principles emphasize face-to-face communication wherever possible. The benefits of this are demonstrated best at the team level. When teams sit apart from one another, the overhead of communication and the problems that arise from a lack of easy communication are seen daily. Studies have shown that when teams reduce their physical distance between themselves, their performance increases in many ways(*). Eventually teams realize this and rearrange their seating arrangements to improve communication. Teams that co-locate are often limited in their options for team rooms. http://www.agilegamedevelopment.com/2008/11/agile-principles-emphasize-face-to-face.html
http://ni.comindwork.com/open.aspx/COMINDWORK/Talk/Manage_people_not_tasks

Manage people not tasks :: Comindwork, a better way to collabora

It's possible to shrink this whole post to single phrase. "Manage people, not tasks". Actually that's all. But if anything inside you tweaks when you think of this phrase, I propose to go a bit deeper.

Managing Software Development: Top 100 Blogs for Development Man

http://www.noop.nl/2008/09/top-100-blogs-for-development-managers-q3-2008.html About the Nominations Only blogs that were nominated are present on this top 100 list. In two earlier posts ( here and here ) I asked my readers to cast their votes. This resulted in 220 nominated blogs , which included a number of my own favorites. I only considered blogs that have been active in the last three months .
[NY-based developer Large Animal (Rocketbowl, Snapshot Adventures) switched to the Scrum method of agile development last year, 'sprinting' to complete individual game elements - here's just how it went.] Large Animal Games has been in business in New York City since January 2001. For the first several years, Large Animal developed games using informal, homegrown software development methods. "We did a lot of experimentation," says Wade Tinney, co-founder of Large Animal. To track project schedules, for example, teams at Large Animal tried using MS Excel, MS Project, FogBugz, and even tried different visualizations of the project schedule using Adobe Illustrator and Visio. Despite success with some of their practices, teams at Large Animal were still looking for improvements.

Introducing Scrum At Large Animal Games: A Look Back at the Firs

http://www.gamasutra.com/view/feature/3677/introducing_scrum_at_large_animal_.php
Le blog qui se trouvait là est maintenant à l’adresse http://www.agile-software-development.com/2007/09/how-to-implement-scrum-in-10-easy-steps.html.

How To Implement Scrum In 10 Easy Steps

A Leaner Start: Reducing Team Setup Times

Face facts: Teams change I've worked with lots of teams in the past few years, some for very long periods, others for very short times. One common theme I've noticed with many of those teams is that the team composition always changes. Usually, events beyond the control of any project trigger these changes: people fall sick or take holidays, project demands grow, new project opportunities arise or people simply want a change. Agile practices, like daily stand up meetings and pair programming, provide new members with all kinds of incidental information which may in fact be useless if they don't have enough context to hang it on.

Scrum and Long Term Project Planning for Video Games

[The agile methodology known as Scrum is rapidly gaining development credence, and High Moon Studios CTO Clinton Keith ( Darkwatch, The Bourne Conspiracy ) presents this in-depth Gamasutra article explaining how publishers and developers can benefit through regular, focused iteration.] Scrum, an agile methodology, is emerging as a powerfully beneficial toolset for building games. The approach of finding the fun through iteration rather than trying to plan and predict it completely up front is appealing to many developers who have repeatedly been surprised by all the unanticipated problems and discoveries made on the path to creating a game. However, most publishers are too risk-averse to allow a team to not provide them with some form of detailed plan for the entire project. The developer using Scrum may resist this because they want to be able to adjust their priorities to the emerging game.
Jeff Patton from Thoughtworks held a very interesting session at XpDay last month in London, focusing on a common misconception that causes “agile” projects to fall into the same trap that the waterfall ones typically do. Incremental is not iterative Using a very interesting combination of pop music and rock star images, Jeff Patton told a story of a failed agile project in his XpDay keynote “Embrace Uncertainty” .

Adzic » The waterfall trap for “agile” projects