An Agile Retrospective Clinton Keith Overview Retrospective format

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An Agile Retrospective Clinton Keith

An Agile Retrospective Clinton Keith

Overview • Retrospective format • • • What works (clear wins)? What doesn’t work

Overview • Retrospective format • • • What works (clear wins)? What doesn’t work so well? What do we need to start doing? Info gathered from developers Talent and leadership still # 1

Things That Work

Things That Work

Iteration • • • Making things “potentially done” on a frequent and regular basis

Iteration • • • Making things “potentially done” on a frequent and regular basis Inspect and adapt The “heartbeat” of an agile process • • • Discover/prove what is fun Expose risk Refine your plans Better communications with your customer Reduced cost of fix now vs. fix later

Time-boxing A time-box is a fixed length of time given to produce results. The

Time-boxing A time-box is a fixed length of time given to produce results. The results are variable. • • Iterations are a timebox, but content can be timeboxed within an iteration as well. Quality is a variable that the customer should judge based on cost Especially good in production, but need to adjust timebox for quality & improvements "Perfect is the enemy of good enough"

Agile and Leadership • • The role of leadership in an agile culture shift

Agile and Leadership • • The role of leadership in an agile culture shift to a mentoring/support role from a command control role Creating ownership Unity of vision on large teams Leads from the front

Prioritized Planning Sprint High Release Value Priority Future Releases Cost Risk Knowledge Lower priority

Prioritized Planning Sprint High Release Value Priority Future Releases Cost Risk Knowledge Lower priority features might get dropped

Retrospectives • Valuable at every level • • • Team Project Company

Retrospectives • Valuable at every level • • • Team Project Company

Tools That Help Planning

Tools That Help Planning

Mind Maps • • Tool for hierarchical knowledge analysis and breakdown Great for large

Mind Maps • • Tool for hierarchical knowledge analysis and breakdown Great for large team planning Can export to any format We use Mind. Manager from Mind. Jet

Value Stream Maps • • • Map out work flow Focus on waste reduction

Value Stream Maps • • • Map out work flow Focus on waste reduction Great for asset production Translate directly to enhanced Scrum (Kanban) taskboards Show the value of collaboration Reduced level production costs by 56% using this

Extreme Programming • TDD • • • What is TDD? Benefits Automated testing Continuous

Extreme Programming • TDD • • • What is TDD? Benefits Automated testing Continuous integration Bourne Conspiracy hit Alpha with very few technical risks Pair Programming? • • • What is pair programming Benefits Challenges

What Hasn't Worked So Well

What Hasn't Worked So Well

Adoption issues • Scrum is hard • Changing practices from the start can backfire

Adoption issues • Scrum is hard • Changing practices from the start can backfire Apprentice • • • Journeyman Silver bullet mentality XP is controversial External pressures • • Management Publisher Master

Agile for Artists and Designers • The shortcomings of Scrum • • Real flow

Agile for Artists and Designers • The shortcomings of Scrum • • Real flow is more complex Specialists vs. generalists There are no XP-like practices for artists and designers Lean and Kanban may be the answer

Large teams • • • Division by discipline doesn’t work as well as cross-disciplined

Large teams • • • Division by discipline doesn’t work as well as cross-disciplined teams A large team can lack a sense of ownership across many teams Creating local areas of ownership can lead to fractured vision

Long Term Agile Planning • • Not an exact fit for video game development

Long Term Agile Planning • • Not an exact fit for video game development Creates fear with external customers Has created a preproduction/production divide on planning Agile vs. Waterfall

Agile Planning Ideal Waterfall

Agile Planning Ideal Waterfall

Agile Planning Actual Waterfall

Agile Planning Actual Waterfall

Agile Planning Ideal Agile

Agile Planning Ideal Agile

Agile Planning Game Dev Agile

Agile Planning Game Dev Agile

Agile and Publishers • • 3 rd party change is harder Switching from planned

Agile and Publishers • • 3 rd party change is harder Switching from planned to iterative • • • Ease them into it Plans can co-exist with iteration Product owner education • • A bad product owner can kill a project Leveraging the value of agile teams

What we need to start doing (new/more/better)

What we need to start doing (new/more/better)

Improve transition • • Agile Transition Strategies Coaching & Certification

Improve transition • • Agile Transition Strategies Coaching & Certification

Agile Transition Strategies • Bottom Up or Top Down? • Beachhead team • •

Agile Transition Strategies • Bottom Up or Top Down? • Beachhead team • • • Entire company • • • Low cost & risk Takes more time How to spread? Creates influence Easier to adopt and try all practices Requires more coaching Takes less time More cost & risk Usually requires command control Inspecting and adapting harder An agile transition requires leadership

Coaching & Certification • • Reading a book is not enough The value is

Coaching & Certification • • Reading a book is not enough The value is not the “certificate”, but the standard of instruction.

Lean • • Derived from TPS Focuses on waste More suitable for asset production

Lean • • Derived from TPS Focuses on waste More suitable for asset production than Scrum but compatible. By looking at the whole stream and standards that are continually improved by everyone, it encourages a culture of continual improvement.

Conclusion • • www. Agile. Game. Development. com www. Mountain. Goat. Software. com Questions?

Conclusion • • www. Agile. Game. Development. com www. Mountain. Goat. Software. com Questions?