Scrum/Agile Now Used To Manage Non-Tech Projects
jfruh writes "Agile and, in particular, Scrum, have been popular project management methods for software development for more than a decade, and now its use is spreading well beyond software. For example, NPR is using Agile for faster, cheaper development of new radio programs. 'I was looking for some inspiration and found it one floor up inside our building (where Digital Media sits),' says NPR vice president of programming Eric Nuzum. NPR has used this 'Agile-inspired' approach to create several new programs, including TED Radio Hour, Ask Me Another, and Cabinet of Wonders."
I am adapting some principles from the Agile / Scrum method in managing my business
However, I find that in our monthly brainstorming sessions - the traditional brainstorming way still generates more leads than the Agile / Scrum method
Anyone have any experience to share ?
Muchas Gracias, Señor Edward Snowden !
So how does this sort of stuff work in the architecture field?
e.g. say you have a team of people designing a new large building with an innovative design.
What if Agile is better suited for other tasks than software development? I think Agile is an elegant way of approaching some kinds of creativity, but it just doesn't seem to work for most aspects of software-development.
Making radio shows is more of an iterative kind of creativity with lots of loosely-coupled ingredients where throwing away an item and replacing it with another won't destroy the whole format, so you can start off with a format, broadcast it, and add/remove items as you go.
Software is completely different. You create it once and after the first release you have to support it for eternity. Every new addition adds another layer of complexity, you can't just remove a feature without breaking other things or add a feature without duplicating functionality. For every iteration you'll need an overview and a deep knowledge of the whole system.
FWIW, OpenAgile was designed for non-software agile use including management, sales, marketing, operations, etc. and there are some very interesting uses out there. I'm on the board of directors for the OpenAgile Center for Learning so I'm a bit biased, but I strongly recommend this approach to any organization or team that wishes to improve effectiveness. I think it's very exciting that Agile is spreading beyond software, but there are also many challenges. In particular, Scrum is really best for new product development and many practices are not applicable outside that environment.
Helping with organizational effectiveness is our job.
...more Cult of Management techniques being inflicted on the world.
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I first heard of Scrum from my wifes hospital ward - where they were using the technique to manage the activities of their staff. This made me curious as to its origins and it turns out it was first and foremost a product development methodology. So its not that Scrum is spreading from its software origins - it never originated in software in the first place.
Working in the game industry i found that creativity was heavily hampered by scrum, even after doing several adjustments to the process.
... especially when non-technical people are in charge of this process. One can't map short term deliverables properly to a creative process.
... with Agile is the "Daily Stand-up." I don't care what anybody else is doing on a daily basis. Actually, for most people, I don't care what they're doing -- ever. All I care about is that people I work with (1) answer e-mail in a timely manner and (2) if I depend on their work, that they'll have it done when they say they will. (If they're going to miss a dead-line, only then do they need to bring it to my attention.)
What some other set of people whose work I don't depend on is doing in no way helps me do my job. I'm paid to do my job, not concern myself with everybody else's job.
If you reply, do so only to what I explicitly wrote. If I didn't write it, don't assume or infer it.
I hate that expression with a passion.
What it means is that instead of a team of highly focused and specialized developers that are all skilled in specific areas of the project, you end up with jacks-of-all-trades that are mediocre in all areas.
"Transferring" knowledge, doing it properly, constitutes a significant amount of overhead simply to have another developer take over a task and do it poorly.
If you have already invested time and energy to investigate and work on a specific problem or feature in a product, why on earth should you hand it over to another developer during the next sprint? The only reason given is that if one developer becomes ill, or sick, goes on vacation, leaves the company, or dies, then the knowledge is contained by the team and so the project can continue on unencumbered by your demise. I mean, what a cold hearted process to assume you mean nothing to the company that your absence will not affect the outcome of a quality product? How is that motivational?
It should not take long for a good developer to ramp up in any given area of a product and I would claim it takes less time for a developer to become "specialized" in an area of a product, and results in better code, then the time wasted trying to spread and maintain the knowledge across the team during development on the off chance that someone might die unexpectedly.
I am not saying all developers should work in a fortress of solitude, never exposing their work until they are complete. Periodic updates (NOT DAILY) can go a long way to ensure that developers keep on track AND other developers are aware of what is going on and even become interested in other areas of the product, but in general the concept of Transfer of Knowledge is bullshit.
I hate daily stand ups because the reality is that most people really don't care what other developers are doing. Often these stand ups run long and get mired in details between specific people and all I keep thinking is that its taking time away from me completing my tasks, so its not a motivational tool, and what knowledge I am gaining will not help me in any way if I should need to take over an area of development. And believe me, I have taken over from other people in different areas of the code, and never found it detrimental to not be intimately aware of that area right away.
There is a quantity of overhead associated with Agile, and where I worked using it, it was upwards to 30 -40% of my time was invested in process NOT development.
So maybe Agile is better for non-software related projects that have generally less requirement for focus and skill in specific areas of a project, but for software Transfer of Knowledge is another myth and lie about Agile that needs to be squashed as a software development process.
I haven't thought of anything clever to put here, but then again most of you haven't either.
I understand what he meant by that, and I don't think it is as bad as it reads. I think he just meant that those things are the key components, they are just part of the process, if you want to do it right.
I spent the last 3 years managing a testing teams on an Agile project. And it was at a very very large company that is most certainly concerned with money. What I saw Agile do was amazing... and yet, we had to compromise it somewhat. We didn't do pair programming. Our TDD wasn't as good as it could have been. We faced challenges with it, but we had contraints that we had to deal with, especially after our first release. But I will say that the quality and volume of what we put out was far and above anything else around us.
IMO, Agile isn't for every software project, and there are some that I think it simply just wouldn't work for... but it is very very useful when it fits. BUT - you have to really adopt it. It really is a team effort, and if it's not, or if you ignore or sabotage some of the key components of it, you will fail. To one of your points, calling velocity a "nonsense construct" tells me immediately that you've never done Agile, at least not successfully. I'll take a moment to explain....
You actually aren't far off... it kind of is a nonsense construct. What?! Yeah. It is a unit of effort. Here is how we did it. Each story is written to describe the functionality desired. It should follow good story principles of INVEST (look it up). Once you have that, the development and test team review it, and quickly put an estimate on it. We used a point scale. 1,2,4,8,16,32. You have to pick one of those values, there is no 12 for example. This forces a decision on it. If you had a 1 to 10 scale, there's really no differentiating factor between a 7 and an 8. You get the idea.
So what we did was the dev team came up with their estimate for each story, and test did the same. Then the story was assigned the larger of the two numbers. Since you have to dev and test it during the iteration, larger number wins. Then as a team you commit to X number of points for an iteration (we used 2 weeks). At the end of the iteration, whatever stories are accepted as delivered are counted up, and that is your velocity for the iteration. The NEXT iteration, you can only commit to doing that number or less. You can certainly deliver more, but you can only commit up to that. Over time, your velocity will fluctuate, and then STABILIZE. That is the point where you know as a team how many points you can deliver in a 2 week period, in theory indefinitely. Now some people want to know how accurate your estimates were - i.e. we said this story was 16 points.. how many was it actually? Don't do that. That is exactly why we didn't use hours. It's irrelevant. What is relevant is how many points you delivered. By making the points a non-quantifiable number you can't do that. It let's you focus on what is really important, and that is determining the team's sustainable velocity.
It is a foreign concept. But we did it for 3 years. Actually the project is still going, I just left and took on a different positon in the company. Yeah, we had challenges, funding and otherwise, but we were able to deal with them. We had to cut about 1/2 our team at one point, and our velocity suffered. But we got to the point where when we said we could deliver something by a certain date, we could. I really don't see that very often, and it wasn't the case with all of the projects around us struggling with Waterfall. Again, it's not a panacea, but it can work and to discount something just because you don't understand it or have never actually done it is foolish.
My beliefs do not require that you agree with them.
Good software engineers will make things work be it with XP or Waterfall. Bad software engineers will fail regardless of methodologies.
This. A thousand times this.
I often feel like writing a watershed paper called "Software Methodology Considered Harmful". In the end, the people involved on the software team and how well they work together are the most important determining factor as to the success and/or failure of a software project. Process in organizations often exists as a way of trying to paper over the problems of not wanting to pay for decent practitioners or making a corporate culture that's so awful that no one decent actually wants to work for them. If you like methodologies, you generally like looking at people as functional units rather than people - and that's a problem in itself.
That is all.