Scrum was first defined as "a flexible, holistic product development strategy where a development team works as a unit to reach a common goal" as opposed to a "traditional, sequential approach" in 1986 by Hirotaka Takeuchi andIkujiro Nonaka in the "New New Product Development Game".[2] Takeuchi and Nonaka later argued in "The Knowledge Creating Company"[3] that it is a form of "organizational knowledge creation, [...] especially good at bringing about innovation continuously, incrementally and spirally".
The authors described a new approach to commercial product development that would increase speed and flexibility, based on case studies from manufacturing firms in the automotive, photocopier and printer industries.[4] They called this the holistic or rugby approach, as the whole process is performed by one cross-functional team across multiple overlapping phases, where the team "tries to go the distance as a unit, passing the ball back and forth".[4]
In rugby football, a scrum refers to the manner of restarting the game after a minor infraction. In the early 1990s, Ken Schwaber used what would become Scrum at his company, Advanced Development Methods, and Jeff Sutherland, with John Scumniotales and Jeff McKenna, developed a similar approach at Easel Corporation, and were the first to refer to it using the single word Scrum.[5]
In 1995, Sutherland and Schwaber jointly presented a paper describing the Scrum methodology at the Business Object Design and Implementation Workshop held as part of Object-Oriented Programming, Systems, Languages & Applications '95 (OOPSLA '95) in Austin, Texas, its first public presentation.[6] Schwaber and Sutherland collaborated during the following years to merge the above writings, their experiences, and industry best practices into what is now known as Scrum.
In 2001, Schwaber worked with Mike Beedle to describe the method in the book Agile Software Development with Scrum.[7]
Its approach to planning and managing projects is to bring decision-making authority to the level of operation properties and certainties.[8]
Although the word is not an acronym, some companies implementing the process have been known to spell it with capital letters as SCRUM. This may be due to one of Ken Schwaber's early papers, which capitalized SCRUM in the title.[8]
Hybridization of scrum is common as scrum does not cover the whole product development lifecycle; therefore, organizations find the need to add in additional processes to create a more comprehensive implementation. For example, at the start of the project, organizations commonly add process guidance on requirements gathering and prioritization, initial high-level design, and budget and schedule forecasting.
There are three core roles[9] and a range of ancillary roles. Core roles are often referred to as pigs and ancillary roles as chickens (after the story The Chicken and the Pig).
The core roles are those committed to the project in the Scrum process—they are the ones producing the product (objective of the project). They represent the scrum team.
Although other roles may be encountered in real projects, Scrum does not define any other roles.[10]
A sprint is the basic unit of development in Scrum. The sprint is a "timeboxed" effort; that is, it is restricted to a specific duration.[11] The duration is fixed in advance for each sprint and is normally between one week and one month, although two weeks is typical.[8]
Each sprint is preceded by a planning meeting, where the tasks for the sprint are identified and an estimated commitment for the sprint goal is made, and followed by a review or retrospective meeting,[5] where the progress is reviewed and lessons for the next sprint are identified.[citation needed]
Each day during the sprint, a project team communication meeting occurs. This is called a daily scrum, or the daily standup. This meeting has specific guidelines:
During the meeting, each team member answers three questions:[12]
This is the process of creating stories, decomposing stories into smaller ones when they are too large, refining the acceptance criteria for individual stories, prioritizing stories on the product backlog and sizing the existing stories in the product backlog using effort/points. During each sprint the team should spend time doing product backlog refinement to keep a pool of stories ready for the next sprint.
Each day normally after the Daily Scrum:
The agenda will be the same as the Daily Scrum, plus the following four questions:
At the beginning of the sprint cycle (every 7–30 days), a "Sprint planning meeting" is held:[11][13]
At the end of a sprint cycle, two meetings are held: the "Sprint Review Meeting" and the "Sprint Retrospective".
At the Sprint Review Meeting:[16]
At the Sprint Retrospective:[17]
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The product backlog is an ordered list of "requirements" that is maintained for a product. It consists of features, bug fixes, non-functional requirements, etc. - whatever needs to be done in order to successfully deliver a working software system. The items are ordered by the Product Owner based on considerations like risk, business value, dependencies, date needed, etc. The features added to the backlog are commonly written in story format (See terminology below). The product backlog is the "What" that will be built, sorted in the relative order in which it should be built. It is open and editable by anyone, but the Product Owner is ultimately responsible for ordering the stories on the backlog for the Development Team. The product backlog contains rough estimates of both business value and development effort, these values are often stated in story points using a rounded Fibonacci sequence. Those estimates help the Product Owner to gauge the timeline and may influence ordering of backlog items. For example, if the "add spellcheck" and "add table support" features have the same business value, the one with the smallest development effort will probably have higher priority, because the ROI (Return on Investment) is higher.
The Product Backlog and business value of each listed item is the responsibility of the Product Owner. The estimated effort to complete each backlog item is, however, determined by the Development Team. The team contributes by estimating Items and User-Stories, either in Story-points or in estimated hours.
The sprint backlog is the list of work the Development Team must address during the next sprint. The list is derived by selecting stories/features from the top of the product backlog until the Development Team feels it has enough work to fill the sprint. This is done by the Development Team asking "Can we also do this?" and adding stories/features to the sprint backlog. The Development Team should keep in mind the velocity of its previous Sprints (total story points completed from each of the last sprint's stories) when selecting stories/features for the new sprint, and use this number as a guide line of how much "effort" they can complete.
The stories/features are broken down into tasks by the Development Team, which, as a best practice, should normally be between four and sixteen hours of work. With this level of detail the Development Team understands exactly what to do, and potentially, anyone can pick a task from the list. Tasks on the sprint backlog are never assigned; rather, tasks are signed up for by the team members as needed during the daily scrum, according to the set priority and the Development Team member skills. This promotes self-organization of the Development Team, and developer buy-in.
The sprint backlog is the property of the Development Team, and all included estimates are provided by the Development Team. Often an accompanying task board is used to see and change the state of the tasks of the current sprint, like "to do", "in progress" and "done".
Once a Sprint's Product Backlog is committed, no additional functionality can be added to the Sprint except by the team. Once a Sprint has been delivered, the Product Backlog is analyzed and reprioritized, if necessary, and the next set of functionality is selected for the next Sprint.
The increment is the sum of all the Product Backlog Items completed during a sprint and all previous sprints. At the end of a sprint, the Increment must be done according to the Scrum Team's definition of done. The increment must be in usable condition regardless of whether the Product Owner decides to actually release it.
The sprint burn down chart is a publicly displayed chart showing remaining work in the sprint backlog. Updated every day, it gives a simple view of the sprint progress. It also provides quick visualizations for reference. There are also other types of burndown, for example the release burndown chart that shows the amount of work left to complete the target commitment for a Product Release (normally spanning through multiple iterations) and the alternative release burndown chart,[18] which basically does the same, but clearly shows scope changes to Release Content, by resetting the baseline.
It should not be confused with an earned value chart.
The following terminology is used in Scrum:[19]
Scrum-ban is a software production model based on Scrum and Kanban. Scrum-ban is especially suited for maintenance projects or (system) projects with frequent and unexpected user stories or programming errors. In such cases the time-limited sprints of the Scrum model are of no appreciable use, but Scrum's daily meetings and other practices can be applied, depending on the team and the situation at hand. Visualization of the work stages and limitations for simultaneous unfinished user stories and defects are familiar from the Kanban model. Using these methods, the team's workflow is directed in a way that allows for minimum completion time for each user story or programming error, and on the other hand ensures each team member is constantly employed.[25]
To illustrate each stage of work, teams working in the same space often use post-it notes or a large whiteboard.[26] In the case of decentralized teams, stage-illustration software such as Assembla, ScrumWorks, Rational Team Concert or JIRA in combination with Jira Agile[27] can be used to visualize each team's user stories, defects and tasks divided into separate phases.
In their simplest, the tasks or usage stories are categorized into the work stages:
If desired, though, the teams can add more stages of work (such as "defined", "designed", "tested" or "delivered"). These additional phases can be of assistance if a certain part of the work becomes a bottleneck and the limiting values of the unfinished work cannot be raised. A more specific task division also makes it possible for employees to specialize in a certain phase of work.[28]
There are no set limiting values for unfinished work. Instead, each team has to define them individually by trial and error; a value too small results in workers standing idle for lack of work, whereas values too high tend to accumulate large amounts of unfinished work, which in turn hinders completion times.[29] A rule of thumb worth bearing in mind is that no team member should have more than two simultaneous selected tasks, and that on the other hand not all team members should have two tasks simultaneously.[28]
The major differences between Scrum and Kanban are derived from the fact that, in Scrum, work is divided into sprints that last a certain amount of time, whereas in Kanban the workflow is continuous. This is visible in work stage tables, which in Scrum are emptied after each sprint. In Kanban all tasks are marked on the same table. Scrum focuses on teams with multifaceted know-how, whereas Kanban makes specialized, functional teams possible.[30]
Since Scrum-ban is such a new development model, there is not much reference material. Kanban, on the other hand, has been applied by Microsoft and Corbis.[31]
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This section needs additional citations for verification. (February 2012) |
Tools that support Scrum include: