steering iterative and incremental delivery with jeff patton

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Page 1: Steering Iterative and Incremental Delivery with Jeff Patton

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Page 2: Steering Iterative and Incremental Delivery with Jeff Patton

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what:who:why:

what:who:why:

Product Goals

Simple Personas

User Interface Sketch

User Story Map

R1

User Story Map

R2

R3

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what:who:why:

Product Backlog

Page 3: Steering Iterative and Incremental Delivery with Jeff Patton

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Page 4: Steering Iterative and Incremental Delivery with Jeff Patton

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Steering iterative and incremental delivery

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Product Ownership takes a team

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Page 6: Steering Iterative and Incremental Delivery with Jeff Patton

De

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Cycle 0 Cycle 1 Cycle 2 Cycle 3 Cycle 4

• implement cycle 1

• support cycle 1 delivery

• design for cycle 2• research for cycle 3

• implement cycle 2• fix cycle 1 bugs if any

• support cycle 2 delivery

• design for cycle 3• research for cycle 4• validate cycle 1

features

• implement cycle 3• fix cycle 2 bugs if any

• support cycle 3 delivery

• design for cycle 4• research fir cycle 5• validate cycle 1+2

features

• planning• researching• high level product

design• design for cycle 1

• development environment setup

• architectural “spikes”

See Miller’s Case Study of Customer Input For a Successful Product:: http://www.agileproductdesign.com/useful_papers/miller_customer_input_in_agile_projects.pdf

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Decompose big stories into smaller “sprint-sized” stories

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To release on a schedule leverage incremental and

iterative thinking(What’s the difference?)

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Incrementing calls for a fully formed idea.

And, doing it on time requires dead accurate estimation.

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A more iterative allows you to move from vague idea to realization making course corrections as you go.

4 5

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Product Owners must understand the delivery strategy that leads

to a finished product

Page 16: Steering Iterative and Incremental Delivery with Jeff Patton

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Mid-Game End-Game

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“Art is never finished, only abandoned.”

-Leonardo DaVinci

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There’s more to me than that silly survey technique!

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“This car has many flaws. Buy it anyway. It’s so much fun to drive”

-- from a NY Times review of the Mini Cooper

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Brakes(must have)

Basic brakes(must have)

Stopping distance

(one dimensional)

Anti-locking(delighter)

Cool dashboard light when

slipping(delighter)

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* Adapted from Gerard Meszaros’ “Storyotypes”

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goodbetterbest

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OpeningGame

Build up necessities

Mid-GameBuild out

flexibility and business rule enforcement

End-GameRefine the UI and interactions, take

advantage of iterative learning

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time

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necessity

The backbone

The walking skeleton

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End Game

Over time the value of stories begin to diminish signaling it’s time for release

Mid Game

Once we’re confident we have the “shape” of the product right, we begin to pile in value

Opening GameEarly stories emphasize iteration and learning. We need to be sure we’re building the right product

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We fail when we can’t collaborate effectively to

deliver

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Page 28: Steering Iterative and Incremental Delivery with Jeff Patton

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Build shared understanding throughout design and

development

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Page 29: Steering Iterative and Incremental Delivery with Jeff Patton

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We fail when we can’t imagine the future

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Map the future vision of your product

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Page 31: Steering Iterative and Incremental Delivery with Jeff Patton

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We fail when we believe the experience we imagine is true

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Plan to learn: build enough to validate early

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Now and Later

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Questions?

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Story Mapping examplesThanks to all those that have sent photos.

This is just a few. Please send your examples to [email protected]

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