Story Points
Estimation And
Planning Poker
An introduction
HELLO
!
2
I am Daniel Toader
Software Engineer and Scrum Master
@eMAG
You can find me on:
/dantdr @dantdr /danieltoader
Topic
s
1. Basic concepts
2. How does Planning Poker
work?
3. DOs and DON’Ts
4. Example
5. Other estimation methods
3
1
.
Basic concepts
Let’s start with a few
4
1. What is Estimation?
Estimation is a forecast … just like weather
prediction. Estimation can go either way
because of known unknowns and unknown
unknowns.
5
2. What is a Story Point?
A Story Point (SP) is a relative unit of measure,
decided upon and used by individual Scrum
teams, to provide relative estimates of effort for
completing requirements.
6
3. What is Planning Poker?
Planning Poker is a consensus-based estimating
technique. Planning Poker can be used with story
points, ideal days, or any other estimating unit.
7
2
.
How does Planning Poker
work?
Let’s go into details
8
Prerequisites
9
» List of items to be estimated
» Deck of estimation cards (or any scrum
poker app)
» Definition of done
10
Use the tools that best fit your team
11
The Process
12
1. The Scrum Product Owner presents the story to
be
estimated. The Scrum Team asks questions and the
Product Owner explains in more detail. A time-
constraint can be set for each story estimation.
13
2. Each member of the Scrum Team privately (to
make the
estimate objective) chooses a card to represent his or
her estimate.
14
3. When all the members of the Scrum Team have
chosen
their estimates, they reveal their cards at the same
time.
15
4.1. If there is consensus on a particular number then
the size
is recorded and the team moves to the next story.
16
4.2. In the event that the estimates differ, the high
and low
estimators are allowed to explain their estimates to
the
rest of the team. The Scrum Team can briefly debate
the arguments.
Continue from
step 2.
17
If consensus can not be reached after 3
iterations, go with the highest estimation
18
19
Who Participates?
It is essential that the whole team (developers,
designers, testers, deployers... everyone) is
involved in the process of estimation so that
the estimates are made by the people who will
actually be doing the work and are therefore as
accurate as possible.
20
Agile estimation is a team sport
21
22
Estimation
Values
When we estimate with story points, we assign
a point value to each item. The raw values we
assign are unimportant.
What matters are the relative values.
A story that is assigned a 2 should be twice as
hard as a story that is assigned a 1.
23
Story point sequences
24
» Standard
(0,½,1,3,5,8,13,20…)
» Fibonacci
(0,1,2,3,5,8,13,21…)
» Powers of 2 (1,2,4,8,16
…)
Use the same sequence throughout the project
25
26
What goes into
a Story Point?
Certainly, if there is more to do of something, the estimate
of effort should be larger.
Consider the case of developing two web pages:
the 1st page has 1 input field and the 2nd page
has 100.
The 2nd page should be given more story points,
not 100 times more, but maybe making the 2nd
page is just 2 or 3 or 10 times as much effort as
the 1st one.
1. The amount of work to do
27
Additional complexity should be reflected in the estimate
provided.
What if for the 2nd page the fields are of
different types and interact with each other?
There are still 100 fields on the page, but now
they are now harder to implement.
There is a higher chance to make a mistake or
miss something and having to go back and
correct it.
2. The complexity of the work
28
The amount of risk and uncertainty of an item should
affect the story point estimate given to it.
If the item is unclear about what will be
needed, that uncertainty should be reflected in
the estimate.
If implementing a feature involves changing a
particular piece of old, brittle code that has no
automated tests in place, that risk should be
reflected in the estimate.
3. Any risk or uncertainty of the work
29
Learn from past estimates
30
31
Story
Points
vs.
Hour
s
With man-hours, developers expect that
they’ll log the exact number of hours
estimated for the sprint.
But that’s a double-edged sword.
If they exceed the estimate for a sprint, then it
suggests they’re a poor performer.
But if they complete the sprint under the
estimate, then it means that there was
something wrong with the it.
32
Story Points advantages over hours
» No correlation with skills and experience of the
estimator
» Velocity is tracked
» No re-estimation needed if the team’s capacity
changes
33
34
Story Point Baseline
Planning Poker relies on relative estimating,
in which the item being estimated is
compared to one or more previously
estimated items.
It is the ratio between items that is important.
An item estimated as 10 units of work
(generally, story points) is estimated to be
twice as hard as an item estimated as 5 units
of work.
35
In order to establish a baseline, the team must
identify at least two items that span the 1 to
10 point range.
The size should be set just through discussions,
solid arguments and everyone must be in
consensus.
Ideally, 2 and 5 story point items are chosen,
but if finding them proves di cult, look instead
ffi
for a 2 and an 8, or a 3 and an 8.
36
Establish a new baseline when needed
37
38
Definition of
Done
The Definition of Done is a list of criteria which
must be met before an item is considered
"done".
It is an important part of planning poker as
when estimating, the scrum team needs to
take into account each and every item on the
list in order for the item to be considered
done.
Based on what is on the list it may increase the
final story point estimation.
39
If no Definition of Done is set yet, start
small and work towards your ideal
DOD.
40
41
Velocity
Velocity is a measure of the amount of work a
team can tackle during a single sprint. Velocity
is calculated at the end of the sprint by totaling
the points for all fully completed items.
Points from partially-completed or incomplete
stories should not be counted in calculating
velocity. Velocity should be tracked throughout
the sprint on the sprint burndown chart and
made visible to all team members.
42
Over or under estimation can negatively
affect the team’s velocity making it hard
to have any predictability
43
3
.
DOs and
DON’Ts
What to do, what not to
do
44
DO
s
» it is OK to have differences
» time box the estimation process for
each story
» vote independently without undue
influence
» discuss high and low votes
» keep discussions productive
» remember the baseline
» establish a new baseline when needed
45
DON’T
s
» force your ideas / vote
» intentionally over or under estimate
» only estimate your own work (not the whole
team’s)
» only estimate the coding time
» have a clear Definition of Done
» go into to much details regarding
implementation
» average story points during planning poker
46
4.
Example
Let’s do an
example
47
5
.
Other Estimation Methods
Let’s see what else is out there
48
» T-Shirt Sizes
»
Big/Uncertain/Small
» The Bucket
System
» Fist of Five
» A nity
ffi
Estimation
49
Key takeaways
» Don’t forget to leverage what everyone
knows.
» Discuss differences of opinions
» Remember your complete Definition of
Done.
50
THANKS!
Any questions?
51
You can find me
on:
/dantdr @dantdr
/
danieltoade
r

Estimating User Story Using Story Points.ppt

  • 1.
  • 2.
    HELLO ! 2 I am DanielToader Software Engineer and Scrum Master @eMAG You can find me on: /dantdr @dantdr /danieltoader
  • 3.
    Topic s 1. Basic concepts 2.How does Planning Poker work? 3. DOs and DON’Ts 4. Example 5. Other estimation methods 3
  • 4.
  • 5.
    1. What isEstimation? Estimation is a forecast … just like weather prediction. Estimation can go either way because of known unknowns and unknown unknowns. 5
  • 6.
    2. What isa Story Point? A Story Point (SP) is a relative unit of measure, decided upon and used by individual Scrum teams, to provide relative estimates of effort for completing requirements. 6
  • 7.
    3. What isPlanning Poker? Planning Poker is a consensus-based estimating technique. Planning Poker can be used with story points, ideal days, or any other estimating unit. 7
  • 8.
    2 . How does PlanningPoker work? Let’s go into details 8
  • 9.
  • 10.
    » List ofitems to be estimated » Deck of estimation cards (or any scrum poker app) » Definition of done 10
  • 11.
    Use the toolsthat best fit your team 11
  • 12.
  • 13.
    1. The ScrumProduct Owner presents the story to be estimated. The Scrum Team asks questions and the Product Owner explains in more detail. A time- constraint can be set for each story estimation. 13
  • 14.
    2. Each memberof the Scrum Team privately (to make the estimate objective) chooses a card to represent his or her estimate. 14
  • 15.
    3. When allthe members of the Scrum Team have chosen their estimates, they reveal their cards at the same time. 15
  • 16.
    4.1. If thereis consensus on a particular number then the size is recorded and the team moves to the next story. 16
  • 17.
    4.2. In theevent that the estimates differ, the high and low estimators are allowed to explain their estimates to the rest of the team. The Scrum Team can briefly debate the arguments. Continue from step 2. 17
  • 18.
    If consensus cannot be reached after 3 iterations, go with the highest estimation 18
  • 19.
  • 20.
    It is essentialthat the whole team (developers, designers, testers, deployers... everyone) is involved in the process of estimation so that the estimates are made by the people who will actually be doing the work and are therefore as accurate as possible. 20
  • 21.
    Agile estimation isa team sport 21
  • 22.
  • 23.
    When we estimatewith story points, we assign a point value to each item. The raw values we assign are unimportant. What matters are the relative values. A story that is assigned a 2 should be twice as hard as a story that is assigned a 1. 23
  • 24.
    Story point sequences 24 »Standard (0,½,1,3,5,8,13,20…) » Fibonacci (0,1,2,3,5,8,13,21…) » Powers of 2 (1,2,4,8,16 …)
  • 25.
    Use the samesequence throughout the project 25
  • 26.
    26 What goes into aStory Point?
  • 27.
    Certainly, if thereis more to do of something, the estimate of effort should be larger. Consider the case of developing two web pages: the 1st page has 1 input field and the 2nd page has 100. The 2nd page should be given more story points, not 100 times more, but maybe making the 2nd page is just 2 or 3 or 10 times as much effort as the 1st one. 1. The amount of work to do 27
  • 28.
    Additional complexity shouldbe reflected in the estimate provided. What if for the 2nd page the fields are of different types and interact with each other? There are still 100 fields on the page, but now they are now harder to implement. There is a higher chance to make a mistake or miss something and having to go back and correct it. 2. The complexity of the work 28
  • 29.
    The amount ofrisk and uncertainty of an item should affect the story point estimate given to it. If the item is unclear about what will be needed, that uncertainty should be reflected in the estimate. If implementing a feature involves changing a particular piece of old, brittle code that has no automated tests in place, that risk should be reflected in the estimate. 3. Any risk or uncertainty of the work 29
  • 30.
    Learn from pastestimates 30
  • 31.
  • 32.
    With man-hours, developersexpect that they’ll log the exact number of hours estimated for the sprint. But that’s a double-edged sword. If they exceed the estimate for a sprint, then it suggests they’re a poor performer. But if they complete the sprint under the estimate, then it means that there was something wrong with the it. 32
  • 33.
    Story Points advantagesover hours » No correlation with skills and experience of the estimator » Velocity is tracked » No re-estimation needed if the team’s capacity changes 33
  • 34.
  • 35.
    Planning Poker relieson relative estimating, in which the item being estimated is compared to one or more previously estimated items. It is the ratio between items that is important. An item estimated as 10 units of work (generally, story points) is estimated to be twice as hard as an item estimated as 5 units of work. 35
  • 36.
    In order toestablish a baseline, the team must identify at least two items that span the 1 to 10 point range. The size should be set just through discussions, solid arguments and everyone must be in consensus. Ideally, 2 and 5 story point items are chosen, but if finding them proves di cult, look instead ffi for a 2 and an 8, or a 3 and an 8. 36
  • 37.
    Establish a newbaseline when needed 37
  • 38.
  • 39.
    The Definition ofDone is a list of criteria which must be met before an item is considered "done". It is an important part of planning poker as when estimating, the scrum team needs to take into account each and every item on the list in order for the item to be considered done. Based on what is on the list it may increase the final story point estimation. 39
  • 40.
    If no Definitionof Done is set yet, start small and work towards your ideal DOD. 40
  • 41.
  • 42.
    Velocity is ameasure of the amount of work a team can tackle during a single sprint. Velocity is calculated at the end of the sprint by totaling the points for all fully completed items. Points from partially-completed or incomplete stories should not be counted in calculating velocity. Velocity should be tracked throughout the sprint on the sprint burndown chart and made visible to all team members. 42
  • 43.
    Over or underestimation can negatively affect the team’s velocity making it hard to have any predictability 43
  • 44.
    3 . DOs and DON’Ts What todo, what not to do 44
  • 45.
    DO s » it isOK to have differences » time box the estimation process for each story » vote independently without undue influence » discuss high and low votes » keep discussions productive » remember the baseline » establish a new baseline when needed 45
  • 46.
    DON’T s » force yourideas / vote » intentionally over or under estimate » only estimate your own work (not the whole team’s) » only estimate the coding time » have a clear Definition of Done » go into to much details regarding implementation » average story points during planning poker 46
  • 47.
  • 48.
    5 . Other Estimation Methods Let’ssee what else is out there 48
  • 49.
    » T-Shirt Sizes » Big/Uncertain/Small »The Bucket System » Fist of Five » A nity ffi Estimation 49
  • 50.
    Key takeaways » Don’tforget to leverage what everyone knows. » Discuss differences of opinions » Remember your complete Definition of Done. 50
  • 51.
    THANKS! Any questions? 51 You canfind me on: /dantdr @dantdr / danieltoade r