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The planning game
CS 284 (CSA), Spring 2005
Two groups of players: User ("Business") and Development. The
goal of the game is to maximize the value of the
software produced by
the team, deducting the cost of development and risk incurred during
development. The strategy is to invest as little as
possible to produce
the most valuable functionality (as assessed by User) as quickly as
possible, while reducing risk. Then, iterate.
User people have to decide the following:
Development (a.k.a., Technical) team must decide the following:
Estimates (amount of time/effort required to complete a task or
story)
Consequences (e.g., choice of database system)
Process (i.e., how the tasks will be implemented)
Detailed scheduling
Moves of the game
Exploration: write a story; estimate a story; split a story
if necessary.
Commitment phase:
User sorts stories by value;
Development sorts stories by risk;
Development sets velocity;
User chooses scope.
Steering phase:
- Iteration: User selects one iteration (e.g.,
2-3 weeks) worth of the most valuable stories, resulting in an
end-to-end system.
- Recovery: If Development realizes it has overestimated velocity,
it can re-estimate and reset velocity, and ask User to determine most
valuable stories to retain in current release.
- New story: If User realizes it needs a new story during an
iteration, User can write the story. Development then estimates, User
removes equivalent quantity of stories from remainder of this release and
inserts the new story.
- Reestimate: If Development believes current plan is inaccurate
map of development, Development can re-estimate remaining stories and
reset velocity.
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