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Scrum Handbook.txt
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Jeff Sutherland's
Scrum Handbook
Everything
you need
to know
to start
a Scrum project
in your
organization
SCRUM
TRAINING
INSTITUTE
m w press
This book is dedicated to Nobel Laureate Muhammad Yunus and the
Grameen Bank for originating microenterprise development and the
Accion International President's Advisory Board, responsible for much of
microenterprise development in the western hemisphere.
The strategy for bootstrapping the poor out of poverty has been
a model for freeing hundreds of thousands of software developers from
developer abuse caused by poor management practices.
Thanks to the reviewers of the text who include among many others:
• Tom Poppendieck
• Hen rick Kniberg
• Rowan Bunning
• Clifford Thompson
About this book
This manual is based on The Scrum Papers, published by The Scrum
Training Institute (see www.scrumtraininginstitute.com).
For information on how to receive your own copy, please contact
the author:
Jeff Sutherland
Scrum Training Institute
32 Appleton Street
Somerville, AAA 02144
Executive Summary
Scrum is an agile method designed to add energy, focus, clarity,
and transparency to project planning and implementation. Today,
Scrum is used in small, mid-sized and large software corporations
all over the world.
Properly implemented, Scrum will:
• Increase speed of development
• Align individual and corporate objectives
• Create a culture driven by performance
• Support shareholder value creation
• Achieve stable and consistent communication of
performance at all levels
• Enhance individual development and quality of life
This manual gives some basic information on how to get started
with Scrum, and also describes some cases in point. It is based on
The Scrum Papers, formerly published by The Scrum Training
Institute (see www.scrumtraininginstitute.com).
I Jeff Sutherland's Scrum Handbook
3
Contents
Preface 5
1 . Scrum at a glance 6
2. The Scrum Roles 14
3. Getting Started with Scrum 18
4. Scrum Cases 38
5. The SirsiDynix Case 46
6. Can Scrum projects fail? 59
Appendix
1. Who's who in Scrum
2. References
Jeff Sutherland's Scrum Handbook
4
In less than a decade .
... Scrum has risen from being a method used by a number of
enthusiasts at the Easel Corporation in 1993, to one of the world's
most popular and well-known frameworks for development of
software. The continued expansion of the global rollout of Scrum is
testimony to the fact that Scrum delivers on its promise.
While it is often said that Scrum is not a silver bullet, Scrum can be
like a heat-seeking missile when pointed in the right direction. Its
inspect and adapt approach to continuous quality improvement can do
serious damage to outmoded business practices. By focusing on
building communities of stakeholders, encouraging a better life for
developers, and delivering extreme business value to customers
Scrum can release creativity and team spirit in practitioners and make
the world a better place to live and work.
Scrum has emerged from a rough structure for iterative,
incremental development to a refined, well- structured, straight-
forward framework for complex product development. I've worked
with others to adjust, test, and adjust it again until it is solid. This
framework is fully defined in the Scrum Guide at www.scrum.org .
where Ken Schwaber and I sustain and help it emerge further.
The manual you are holding has been compiled from papers and
compendiums which have been used at the Scrum Training Institute
("The Scrum Papers"). We hope that it may serve both as an
inspiration and a source of information for those readers who intend
to start their first Scrum projects in their organizations. Seasoned
Scrum users may also find some nuggets of wisdom. In any case, we
appreciate all kinds of feedback. The Scrum adventure has just begun
for us all!
Yours faithfully,
Chairman, Scrum Training Institute
Co-Creator of Scrum
Boston, USA
July 2010
■
CHAPTER 1
Scrum at a Glance
Scrum is an iterative, incremental framework for projects and
product or application development.
Scrum structures development in cycles of work called Sprints.
These iterations are less than one month in length, and usuallly
measured in weeks. Sprints take place one after the other. The
Sprints are of fixed duration - they end on a specific date whether
the work has been completed or not, and are never extended. Hence,
they are said to be timeboxed.
At the beginning of each Sprint, a cross-functional team selects
items (customer requirements) from a prioritized list. They commit
to complete the items by the end of the Sprint. During the Sprint, the
chosen items do not change. Every day the Team gathers briefly to
replan its work to optimize the likelihood of meeting committments.
At the end of the Sprint, the team reviews the Sprint with
stakeholders, and demonstrates what they have built. People obtain
feedback that can be incorporated in the next Sprint.
Inspect & adapt
Scrum emphasizes a working product at the end of the Sprint that is
really "done"; in the case of software, this means code that is:
• integrated
• fully tested
• potentially shippable
A major theme in Scrum is "inspect and adapt." Since development
inevitably involves learning, innovation, and surprises, Scrum
emphasizes taking a short step of development, inspecting both the
resulting product and the efficacy of current practices, and then
adapting the product goals and process practices. Repeat forever.
Agile Development and Scrum
Scrum is, as the reader supposedly knows, an agile method. The agile
family of development methods evolved from the old and well-
known iterative and incremental life-cycle approaches. They were
born out of a belief that an approach more grounded in human reality
- and the product development reality of learning, innovation, and
change - would yield better results.
A major theme in Scrum is
"inspect and adapt".
Jeff Sutherland's Scrum Handbook
6
The original Scrum paper
Takeuchi, Hirotaka; Nonaka, Ikujiro
(January-February 1986). " The New
New Product Development Game".
Harvard Business Review.
Scrum — a Rugby term
"Scrum [---] in the sports of rugby
union and rugby league, is a way of
restarting the game, either after an
accidental infringement or (in rugby
league only) when the ball has gone
out of play. [---]
[A] scrum is formed by the players
who are designated forwards binding
together in three rows. The scrum
then 'engages' with the opposition
team so that the players' heads are
interlocked with those of the other
side's front row. The scrum half from
the team that did not infringe then
throws the ball into the tunnel
created in the space between the two
sets of front rowers' legs. Both teams
may then try to compete for the ball
by trying to hook the ball backwards
with their feet."
(From Wikipedia)
Agile principles emphasize building working software that people
can get hands on quickly, versus spending a lot of time writing
specifications up front. Agile development focuses on cross-
functional teams empowered to make decisions, versus big
hierarchies and compartmentalization by function. It also focuses on
rapid iteration, with continuous customer input along the way. Often
when people learn about agile development or Scrum, there's a
glimmer of recognition - it sounds a lot like back in the start-up days
"when we just did it."
Scrum was strongly influenced by a 1986 Harvard Business
Review article on the practices associated with successful product
development groups; in this paper the term "Scrum" was introduced,
relating successful development to the game of Rugby in which a
self-organizing (self-managing) team moves together down the field
of product development. The first Scrum team was created at Easel
Corporation in 1993 by Dr. Jeff Sutherland (the author of this
manual) and the Scrum framework was formalized in 1995 by Ken
Schwaber.
Used at major companies
Today, scrum is used by companies large and small, including:
• Yahoo!
• Microsoft
• Google
• Lockheed Martin
• Johns Hopkins APL
• Siemens
• Nokia
• Motorola, SAP
• Cisco
• GE
• CapitalOne
• US Federal Reserve
Teams using Scrum report significant improvements, and in some
cases complete transformations, in both productivity and morale. For
product developers - many of whom have been burned by the
"management fad of the month club" - this is significant. Or to put it
plain: Scrum is just simple and powerful!
Jeff Sutherland's Scrum Handbook
Part I
Scrum Basics
9 ■
This is How Scrum Works
The Scrum Team is comprised of
three Scrum Roles
A. The Product Owner
Takes the inputs of what the product
should be and translates them into a
product vision or a Product Backlog.
B. The Team
Develops the product envisioned by the
Product Owner.
C. The Scrum Master
Does whatever it takes to make the
Scrum Team successful, such as
removing organizational impediments,
facilitating meetings, acting as a
gatekeeper so no one unnecessary
interrupts the team's work.
1 The Product Backlog
A Scrum project is driven by a product vision compiled by the
Product Owner, and expressed in the Product Backlog. The Product
Backlog is a prioritized list of what's required, ranked in order of
value to the customer or business, with the highest value items at the
top of the list. The Product Backlog evolves over the lifetime of the
project, and items are continuously added, removed or reprioritized.
2 The Sprint
Scrum structures product development in cycles of work called
Sprints, iterations of work which are typically 1-4 weeks in length.
The Sprints are of fixed duration and end on a specific date whether
the work has been completed or not; they are never extended.
3 Sprint Planning
At the beginning of each Sprint, the Sprint Planning Meeting takes
place. The Product Owner and Scrum Team (with facilitation from
the ScrumMaster) review the Product Backlog, discuss the goals and
context for the items, and the Scrum Team selects the items from the
Product Backlog to commit to complete by the end of the Sprint,
starting at the top of the Product Backlog.
Each item selected from the Product Backlog is designed and then
broken down to a set of individual tasks. The list of tasks is recorded
in a document called the Sprint Backlog.
4 Daily Scrum Meeting
Once the Sprint has started, the Scrum Team engages in another of
the key Scrum practices: The Daily Stand-Up Meeting. This is a
short (15 minutes) meeting that happens every workday at
an appointed time. Everyone on the team attends. At this meeting,
the information needed to inspect progress is presented. This
information may result in replanning and further discussions
immediately after the Daily Scrum.
5 Sprint Review and Retrospective
After the Sprint ends, there is the Sprint Review, where the Scrum
Team and stakeholder inspect what was done during the Sprint,
discuss it, and figure out what to do next. Present at this meeting are
the Product Owner, Team Members, and ScrumMaster, plus
customers, stakeholders, experts, executives, and anyone else
interested.
Following the Sprint Review, the team gets together for the Sprint
Retrospective which is an opportunity for the team to discuss what's
working and what's not working, and agree on changes to try.
Jeff Sutherland's Scrum Handbook
10
What's Wrong With
Traditional Software Development?
The traditional way to build software, used by companies big and small,
was a sequential life cycle of which there are many variants (such as the
V-Model). Commonly, it is known as "The Waterfall".
1. It typically begins with a detailed planning phase, where the end
product is carefully thought through, designed, and documented in great
detail.
2. The tasks necessary to execute the design are determined, and the
work is organized using tools such as Gantt charts and applications such as
Microsoft Project. The team arrives at an estimate of how long the
development will take by adding up detailed estimates of the individual
steps involved.
3. Once stakeholders have thoroughly reviewed the plan and provided
their approvals, the team starts to work.
4. Team members complete their specialized portion of the work, and
then hand it off to others in production-line fashion.
5. Once the work is complete, it is delivered to a testing organization
(some call this Quality Assurance), which completes testing prior to the
product reaching the customer. Throughout the process, strict controls are
placed on deviations from the plan to ensure that what is produced is
actually what was designed.
This approach has strengths and weaknesses. Its great strength is that it is
supremely logical - think before you build, write it all down, follow a plan,
and keep everything as organized as possible. It has just one great
weakness: humans are involved. Hence a lot of problems occur:
• Creativity is inhibited
This approach requires that the good ideas all come at the beginning of the
release cycle, where they can be incorporated into the plan. But as we all
know, good ideas appear throughout the process - in the beginning, the
middle, and sometimes even the day before launch. A process that does
not permit change will stifle this innovation. With the waterfall, a great
idea late in the release cycle is not a gift, it's a threat.
• Written documents have their limitations
The waterfall approach places a great emphasis on writing things down as
a primary method for communicating critical information. The very
reasonable assumption is that if I can write down on paper as much as
possible of what's in my head, it will more reliably make it into the head
of everyone else on the team; plus, if it's on paper, there is tangible proof
that I've done my job. The reality, though, is that most of the time these
highly detailed 50-page requirements documents just do not get read.
When they do get read, the misunderstandings are often compounded. A
written document is an incomplete picture of my ideas; when you read it,
you create another abstraction, which is now two steps away from what I
think I meant to say at that time. It is no surprise that serious
misunderstandings occur.
Jeff Sutherland's Scrum Handbook
12
• Bad timing
Something else that happens when you have humans involved is the hands-
on "aha" moment - the first time that you actually use the working product.
You immediately think of 20 ways you could have made it better.
Unfortunately, these very valuable insights often come at the end of the
release cycle, when changes are most difficult and disruptive - in other
words, when doing the right thing is most expensive, at least when using a
traditional method.
• No crystal balls
Humans are not able to predict the future. For example, your competition
makes an announcement that was not expected. Unanticipated technical
problems crop up that force a change in direction. Furthermore, people are
particularly bad at planning uncertain things far into the future - guessing
today how you will be spending your week eight months from now is
something of a fantasy. It has been the downfall of many a carefully
constructed Gantt chart.
• Too much work and no fun
In addition, a sequential life cycle tends to foster an adversarial
relationship between the people that are handing work off from one to the
next. "He's asking me to build something that's not in the specification."
"She's changing her mind." "I can't be held responsible for something I
don't control." And this gets us to another observation about sequential
development - it is not much fun. The waterfall model is a cause of great
misery for the people who build products. The resulting products fall well
short of expressing the creativity, skill, and passion of their creators.
People are not robots, and a process that requires them to act like robots
results in unhappiness.
• Sub-optimized results
A rigid, change-resistant process produces mediocre products. Customers
may get what they first ask for (at least two translation steps removed), but
is it what they really want once they see the product? By gathering all the
requirements up front and having them set in stone, the product is
condemned to be only as good as the initial idea, instead of being the best
once people have learned or discovered new things.
Many practitioners of a sequential life cycle experience these shortcomings
again and again. But, it seems so supremely logical that the common
reaction is to turn inward: "If only we did it better, it would work, and if
we just planned more, documented more, resisted change more, everything
would work smoothly". Unfortunately, many teams find just the opposite:
the harder they try, the worse it gets! There are also management teams
that have invested their reputation - and many resources - in a waterfall
model; changing to a fundamentally different model is an apparent
admission of having made a mistake. And Scrum is fundamentally
different ...
i ■
CHAPTER 2
The Scrum Roles
In Scrum, there are three primary roles: The Product Owner,
The Team and The Scrum Master.
The Product Owner
The Product Owner is responsible for maximizing return on
investment (ROI) by identifying product features, translating
these into a prioritized feature list, deciding which should be at
the top of the list for the next Sprint, and continually re-
prioritizing and refining the list.
The Product Owner has profit and loss responsibility
for the product, assuming it is a commercial product.
In the case of an internal application, the Product
Owner is not responsible for ROI in the sense of a
commercial product (that will generate revenue),
but they are still responsible for maximizing ROI in
the sense of choosing - each Sprint - the highest-
business-value lowest-cost items.
Not a product manager
W In some cases, the Product Owner and the customer are
the same person; this is common for internal applications.
/| ■ In others, the customer might be millions of people with a
tfa^p^A variety of needs, in which case the Product Owner role is
I similar to the Product Manager or Product Marketing
Mm Manager position in many product organizations. However,
the Product Owner is somewhat different than a traditional
Product Manager because they actively and frequently
interact with the team, personally offering the priorities and
reviewing the results each two- or four-week iteration, rather than
delegating development decisions to a project manager. It is
important to note that in Scrum there is one and only one person who
serves as - and has the final authority of - Product Owner. In multi-
team programs, this one Product Owner may delegate the work to
Product Owners that represent him or her on subordinate teams, but
all decisions and direction come from the top-level, single Product
Owner.
Jeff Sutherland's Scrum Handbook
14
The Team
The Team builds the product that the customer is going to
use: the application or website, for example. The team in
Scrum is cross-functional and includes all the expertise
necessary to deliver the potentially shippable product each
Sprint. It is also self-organizing (self-managing), with a very
high degree of autonomy and accountability.
Hence, there is no team manager or project manager in Scrum.
Instead, the Team members decide what to commit to, and how
best to accomplish that commitment. The Team is self-
organizing.
Dedicated team
The Team in Scrum is seven plus or minus two
people. For a software product the Team might include
programmers, interface designers, and testers. The
Team develops the product and provides ideas to
the Product Owner about how to make the
product great. In my experience, it is essential
that the Team is 100 percent dedicated to the
work for one product during the Sprint;
multitasking across multiple products or projects
will severely limit performance. Stable Teams are
associated with higher productivity, so changing
team members should also be avoided.
Application groups with many people are
organized into multiple Scrum teams, each
focused on different features for the product, with
close coordination of their efforts. Since one Team
does all the work (planning, analysis, programming,
and test) for a complete customer-centric feature,
15B
Scrum teams are also known as feature teams. In very technically
complex programs and products, I've seen Teams organized by
architectural layer - such as when product family architectures are
employed. However, integration prior to the end of the Sprint is more
difficult when Teams are so structured.
The Scrum Master
The ScrumMaster helps the product group learn and apply
Scrum to achieve business value. The ScrumMaster does
whatever is in their power to help the team be successful.
The ScrumMaster is not the manager of the team or a project
manager; instead, the ScrumMaster serves the team, protects them
from outside interference, and educates and guides the Product
Owner and the team in the skillful use of Scrum. The ScrumMaster
makes sure everyone on the team (including the Product Owner, and
those in management) understands and follows the practices of
Scrum. They also help lead the organization through the often
difficult change required to achieve success with agile development.
Commitment is important
Since Scrum makes visible many impediments and threats to the
team's and Product Owner's effectiveness, it is important to have an
engaged ScrumMaster working energetically to help resolve those
issues. If not, the team or Product Owner will find it difficult to
succeed. Scrum teams should have a dedicated full-time
ScrumMaster, although a smaller team might have a team member
play this role (carrying a lighter load of regular work when they do
so). Great ScrumMasters can come from any background or
discipline: Engineering, Design, Testing, Product Management,
Project Management, or Quality Management.
The ScrumMaster and the Product Owner cannot be the same
individual; at times, the ScrumMaster may be called upon to push
back on the Product Owner (for example, if they try to introduce new
deliverables in the middle of a Sprint). And unlike a project manager,
the ScrumMaster does not tell people what to do or assign tasks -
they facilitate the process, supporting the team as it organizes and
manages itself. If the ScrumMaster was previously in a position
Jeff Sutherland's Scrum Handbook
managing the team, they will need to significantly change their
mindset and style of interaction for the team to be successful with
Scrum. In the case that an ex-manager transitions to the role of
ScrumMaster, it is best to serve a team other than the one that
previously reported to the manager, otherwise the social or power
dynamics are in potential conflict.
What About the Managers?
Note that there is no role of project manager in Scrum. Sometimes an
(ex-) project manager can step into the role of ScrumMaster, but this
has a mixed record of success - there is a fundamental difference
between the two roles, both in day-to-day responsibilities and in the
mindset required to be successful.
In addition to the three Scrum roles, there are other contributors to the
success of the product, including managers. While their role changes,
they remain valuable. For example:
• they create a business model that works and provide resources the
team needs
• they support the team by respecting the rules and spirit of Scrum
• they help remove impediments that the team identifies
• they make their expertise and experience available to the team
• they challenge the team to move beyond mediocrity
In Scrum, these individuals replace the time they previously spent
playing the role of "nanny" (assigning tasks, getting status reports, and
other forms of micromanagement) with time as "guru" and "servant" of
the team (mentoring, coaching, helping remove obstacles, helping
problem-solve, providing creative input, and guiding the skills
development of team members). In this shift, managers may need to
change their management style; for example, using Socratic questioning
to help the team discover the solution to a problem, rather than simply
deciding a solution and assigning it to the team.
I refer you to a paper from Peter Deemer, a colleague of mine at Scrum
Training Institute, for more ideas on the transition from traditional
management structures to a Scrum management structure.
CHAPTER 3
Getting Started
Initiating a Scrum project is not hard, as long as one takes one
step at a time, and makes sure that everyone feels included.
The Product Backlog
The first step in Scrum is for the Product Owner to articulate the
product vision. Eventually, this evolves into a refined and prioritized
list of features called the Product Backlog.
This backlog exists and evolves over the lifetime of the product; it
is the product road map. At any point, the Product Backlog is the
single, definitive view of "everything that could be done by the team
ever, in order of priority". Only a single Product Backlog exists; this
means the Product Owner is required to make prioritization decisions
across the entire spectrum.
The Product Backlog includes a variety of items, primarily new
customer features (^'enable all users to place book in shopping
cart"), but also engineering improvement goals (^'rework the
transaction processing module to make it scalable"), exploratory or
New Estimates of Effort
Item
Details
(wiki
URL)
Remaining as of Sprint...
Priority
Estimate
of Value
Initial
Estimate of
Effort
1
2
3
4
5
6 1
As a buyer, I want to place a book in a shopping cart (see UI
sketches on wiki page)
1
7
5
i As a buyer, I wan' : emovi ab o nasi ipping cart
2
6
2
j Improve transaction processing performance (see target
I performance metrics on wiki)
3
6
13
i Investigate solutions for speeding up credit card validation (see
i target performance metrics on wiki)
4
6
20