Agile Estimating and Planning Quick Reference Sheet

Engineering Process Improvement Center: Software Subcouncil

Key characteristics of Agile estimating and planning …

o        Focused more on planning than on
the plan

o        Encourages change

o        Results in plans that are easily changed

o        Is spread throughout the project

o        The granularity of planning is consistent with the time horizon – close-in activities are planned in greater detail than far-off activities

Agile planning is multi-level…

o        Release planning addresses the questions of scope, schedule and resources for a project

o        Product owner and customers / customer surrogates are active participants

o        Iteration planning is conducted at the start of each iteration and focuses on the tasks that are needed to implement selected features or user stories

o        The team’s velocity in previous iterations is used as a basis for the amount of work allocated to the next iteration

o        Daily planning coordinates work within a team, and allows accurate assessment of team progress

Agile estimates are …

o        Based on either story points or ideal time, often using Planning Poker as an approach to developing the estimates

o        Updated on a regular basis as new information is learned

o        Best produced by the individuals who will be doing the work, especially estimates for the tasks for each iteration

References and Training Material

External Papers and Presentations

o        Articles by Mike Cohn  http://www.mountaingoatsoftware.com/articles_estimating)

Books for In-Depth Learning

o        Agile Estimating and Planning by Mike Cohn (http://www.mountaingoatsoftware.com/book/1)

Tool Support

VersionOne

Rally

Mingle

ScrumWorks

 

Definition of Terms

o         User story:  A short description of a system capability, that can be used for estimating the amount of work required for implementation.

o         Story points:  Relative units of measure for expressing the magnitude of a user story.

o         Ideal time:  The amount of time an activity takes when stripped of all peripheral activities.  For example, the ideal time for a football game is 1 hour, even though the elapsed time is much longer.

o         Velocity:  The number of story points a team can complete in an iteration, based on past performance.

o        Planning Poker:  An approach for estimating the effort to complete a user story.  Each player estimates the story individually and then compares estimates with the rest of the team; high and low estimators justify their estimates, and then everyone estimates again.  This is repeated until the team converges on an estimate or until the estimates are no longer converging.  This usually occurs after two to three rounds of planning poker activity.  The name planning poker comes from the use of a custom deck of cards with valid estimate values (usually Fibonacci numbers so differences between values increase with the size of the values).