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	<title>Comments on: Misuse of Velocity in Agile Projects</title>
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		<title>By: Should story points be a measure of complexity or effort? &#124; Michael Tang&#039;s Blog &#8211; Keep&#039;in Agile in the World of IT</title>
		<link>http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html/comment-page-1#comment-30061</link>
		<dc:creator>Should story points be a measure of complexity or effort? &#124; Michael Tang&#039;s Blog &#8211; Keep&#039;in Agile in the World of IT</dc:creator>
		<pubDate>Mon, 28 Mar 2011 05:13:37 +0000</pubDate>
		<guid isPermaLink="false">http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html#comment-30061</guid>
		<description>[...] many points a team can complete within a given sprint or iteration) for many reasons (See Misuse of Velocity in Agile Projects).  When coupled with a team&#8217;s known or projected velocity, it can be used to help inform the [...]</description>
		<content:encoded><![CDATA[<p>[...] many points a team can complete within a given sprint or iteration) for many reasons (See Misuse of Velocity in Agile Projects).  When coupled with a team&#8217;s known or projected velocity, it can be used to help inform the [...]</p>
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		<title>By: Michael Marchi</title>
		<link>http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html/comment-page-1#comment-11328</link>
		<dc:creator>Michael Marchi</dc:creator>
		<pubDate>Tue, 19 Oct 2010 12:34:43 +0000</pubDate>
		<guid isPermaLink="false">http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html#comment-11328</guid>
		<description>@Kevin and Tom,
Could I ask a clarifying question?
What is the makeup of your typical agile team?  Do you mix developers and testers together, or do your team members perform any and all roles in the sprint.
What velocity would you give a team with 4 developers for a 2-week sprint?  What velocity would you give a team of 4 developers, 3 testers and 1 technical writer for the same two weeks?</description>
		<content:encoded><![CDATA[<p>@Kevin and Tom,<br />
Could I ask a clarifying question?<br />
What is the makeup of your typical agile team?  Do you mix developers and testers together, or do your team members perform any and all roles in the sprint.<br />
What velocity would you give a team with 4 developers for a 2-week sprint?  What velocity would you give a team of 4 developers, 3 testers and 1 technical writer for the same two weeks?</p>
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		<title>By: Curt Rozeboom</title>
		<link>http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html/comment-page-1#comment-8757</link>
		<dc:creator>Curt Rozeboom</dc:creator>
		<pubDate>Wed, 29 Sep 2010 17:57:26 +0000</pubDate>
		<guid isPermaLink="false">http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html#comment-8757</guid>
		<description>I&#039;ve been using agile now for a couple years and it seems to me that those who are advocating absolute time estimation vs relative time estimation are missing an important point. Agile projects are divided into sprints which are meant to be a particular set amount of time which your team works well within. We use 3 weeks, which is probably a bit odd, but usually its 2 weeks or a month. When you have an idea of your velocity, you know how many stories you can put into a sprint, on average. My team&#039;s velocity happens to be about 40. So, when the entire project has been estimated, we can get an absolute release date from our relative estimations by simply dividing the total story points by 40 to know the number of 3 week sprints we should need. If there&#039;s a particular release date that is required, we can divide the time between into 3 week sprints to determine the maximum story points we could accomplish and reduce the feature set accordingly.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been using agile now for a couple years and it seems to me that those who are advocating absolute time estimation vs relative time estimation are missing an important point. Agile projects are divided into sprints which are meant to be a particular set amount of time which your team works well within. We use 3 weeks, which is probably a bit odd, but usually its 2 weeks or a month. When you have an idea of your velocity, you know how many stories you can put into a sprint, on average. My team&#8217;s velocity happens to be about 40. So, when the entire project has been estimated, we can get an absolute release date from our relative estimations by simply dividing the total story points by 40 to know the number of 3 week sprints we should need. If there&#8217;s a particular release date that is required, we can divide the time between into 3 week sprints to determine the maximum story points we could accomplish and reduce the feature set accordingly.</p>
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		<title>By: Jacob Singh</title>
		<link>http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html/comment-page-1#comment-434</link>
		<dc:creator>Jacob Singh</dc:creator>
		<pubDate>Tue, 02 Mar 2010 04:04:13 +0000</pubDate>
		<guid isPermaLink="false">http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html#comment-434</guid>
		<description>Long comment turned out to be a blog post:
http://jacobsingh.drupalgardens.com/content/velocity-tracking-agile</description>
		<content:encoded><![CDATA[<p>Long comment turned out to be a blog post:<br />
<a href="http://jacobsingh.drupalgardens.com/content/velocity-tracking-agile" rel="nofollow">http://jacobsingh.drupalgardens.com/content/velocity-tracking-agile</a></p>
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		<title>By: Merf</title>
		<link>http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html/comment-page-1#comment-433</link>
		<dc:creator>Merf</dc:creator>
		<pubDate>Mon, 01 Mar 2010 20:51:45 +0000</pubDate>
		<guid isPermaLink="false">http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html#comment-433</guid>
		<description>We use a slightly different approach in that we associate tasks to each story and points to each task so from there we can calculate the story points. If you break it up into individual tasks (one trick is finding the righ balance between listing everything you need to do and getting lost in the detail and being too high level), you can begin to figure out how much effort each task will take. That allows you to find consistence in the way you create your tasks and thus your story points.

I agree these are all relative measures and it&#039;s especially hard if you have multiple teams working on completely different projects. And I would never compare the two. They would each have their own set of benchmarks and KPIs. But I have found that getting it down to the task level helps a lot.</description>
		<content:encoded><![CDATA[<p>We use a slightly different approach in that we associate tasks to each story and points to each task so from there we can calculate the story points. If you break it up into individual tasks (one trick is finding the righ balance between listing everything you need to do and getting lost in the detail and being too high level), you can begin to figure out how much effort each task will take. That allows you to find consistence in the way you create your tasks and thus your story points.</p>
<p>I agree these are all relative measures and it&#8217;s especially hard if you have multiple teams working on completely different projects. And I would never compare the two. They would each have their own set of benchmarks and KPIs. But I have found that getting it down to the task level helps a lot.</p>
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		<title>By: Kevin Thompson</title>
		<link>http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html/comment-page-1#comment-429</link>
		<dc:creator>Kevin Thompson</dc:creator>
		<pubDate>Sat, 20 Feb 2010 00:44:15 +0000</pubDate>
		<guid isPermaLink="false">http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html#comment-429</guid>
		<description>Mark - By the way, I&#039;ve written an article on the mathematics of uncertainty at http://www.cprime.com/knowledge/articles/uncertainty.html. Using very simple math, it provides yet another explanation for why things take longer and cost more than we expect.

Cheers!

Kevin Thompson, Ph.D., PMP, CSP
Senior Instructor and Consultant, cPrime
http://www.cprime.com/training</description>
		<content:encoded><![CDATA[<p>Mark &#8211; By the way, I&#8217;ve written an article on the mathematics of uncertainty at <a href="http://www.cprime.com/knowledge/articles/uncertainty.html" rel="nofollow">http://www.cprime.com/knowledge/articles/uncertainty.html</a>. Using very simple math, it provides yet another explanation for why things take longer and cost more than we expect.</p>
<p>Cheers!</p>
<p>Kevin Thompson, Ph.D., PMP, CSP<br />
Senior Instructor and Consultant, cPrime<br />
<a href="http://www.cprime.com/training" rel="nofollow">http://www.cprime.com/training</a></p>
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		<title>By: Kevin Thompson</title>
		<link>http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html/comment-page-1#comment-428</link>
		<dc:creator>Kevin Thompson</dc:creator>
		<pubDate>Sat, 20 Feb 2010 00:41:38 +0000</pubDate>
		<guid isPermaLink="false">http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html#comment-428</guid>
		<description>Mark - I agree that humans are not accurate estimators. That&#039;s OK; the purpose of estimation in Sprint planning isn&#039;t to be accurate, but to provide &quot;good enough&quot; estimates that the Team has a decent chance to implement the stories that their estimates say will fit in a Sprint. 

Relative points are no more &quot;accurate&quot; than absolute points, so relative points have no intrinsic advantage in this area. For that matter, the idea of fitting relative points to a numeric scale (a la Planning Poker) has always seemed like a &quot;neither fish nor fowl&quot; way of looking at the world. It isn&#039;t meaningful to map &quot;bigger&quot; and &quot;smaller&quot; to a Fibonacci or other numeric sequence. At a pragmatic level, this seems to work well enough for many Scrum Teams for them to get the job done, but this is more a testimony to the crudeness of estimation that Scrum can tolerate than it is anything else.

My conclusion, from reading and observation, is that Teams can use relative or absolute sizing for Stories, and succeed. This tells me that the choice of one versus another has more to do with local preferences than anything else, and that&#039;s fine. What matters is the ability to deliver.

As for arguing &quot;tooth or nail&quot; over 2 versus 3 days, that is much a facilitation issue as anything else. People can always find something to argue over. If a situation like this arises when I&#039;m wearing my ScrumMaster hat, I say, 

&quot;The split is even between the two cases. Three people say two, and three say three. This means everyone agrees that the Story can be done in three days. Is there any objection to going with three days?&quot;

I don&#039;t recall any case where we couldn&#039;t agree and move on, and the answer has always been good enough.

Tom - Like you, my Teams estimate with Planning Poker, which starts with the Fibonacci sequence. That has always worked well for us. Also like you (I guess I&#039;m a lot like you...) the only use for cross-team aggregates I see is purely for internal planning, at a very rough level. 

Mark - Notwithstanding the interesting digression into estimation techniques, I strongly support your main point: Any attempt to measure (or worse, incent according to) the productivity of different Teams is fraught with peril. It will destroy morale and lead people to game the system.

Kevin Thompson, Ph.D., PMP, CSP
Senior Instructor and Consultant, cPrime
http://www.cprime.com/training</description>
		<content:encoded><![CDATA[<p>Mark &#8211; I agree that humans are not accurate estimators. That&#8217;s OK; the purpose of estimation in Sprint planning isn&#8217;t to be accurate, but to provide &#8220;good enough&#8221; estimates that the Team has a decent chance to implement the stories that their estimates say will fit in a Sprint. </p>
<p>Relative points are no more &#8220;accurate&#8221; than absolute points, so relative points have no intrinsic advantage in this area. For that matter, the idea of fitting relative points to a numeric scale (a la Planning Poker) has always seemed like a &#8220;neither fish nor fowl&#8221; way of looking at the world. It isn&#8217;t meaningful to map &#8220;bigger&#8221; and &#8220;smaller&#8221; to a Fibonacci or other numeric sequence. At a pragmatic level, this seems to work well enough for many Scrum Teams for them to get the job done, but this is more a testimony to the crudeness of estimation that Scrum can tolerate than it is anything else.</p>
<p>My conclusion, from reading and observation, is that Teams can use relative or absolute sizing for Stories, and succeed. This tells me that the choice of one versus another has more to do with local preferences than anything else, and that&#8217;s fine. What matters is the ability to deliver.</p>
<p>As for arguing &#8220;tooth or nail&#8221; over 2 versus 3 days, that is much a facilitation issue as anything else. People can always find something to argue over. If a situation like this arises when I&#8217;m wearing my ScrumMaster hat, I say, </p>
<p>&#8220;The split is even between the two cases. Three people say two, and three say three. This means everyone agrees that the Story can be done in three days. Is there any objection to going with three days?&#8221;</p>
<p>I don&#8217;t recall any case where we couldn&#8217;t agree and move on, and the answer has always been good enough.</p>
<p>Tom &#8211; Like you, my Teams estimate with Planning Poker, which starts with the Fibonacci sequence. That has always worked well for us. Also like you (I guess I&#8217;m a lot like you&#8230;) the only use for cross-team aggregates I see is purely for internal planning, at a very rough level. </p>
<p>Mark &#8211; Notwithstanding the interesting digression into estimation techniques, I strongly support your main point: Any attempt to measure (or worse, incent according to) the productivity of different Teams is fraught with peril. It will destroy morale and lead people to game the system.</p>
<p>Kevin Thompson, Ph.D., PMP, CSP<br />
Senior Instructor and Consultant, cPrime<br />
<a href="http://www.cprime.com/training" rel="nofollow">http://www.cprime.com/training</a></p>
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		<title>By: Tom Reynolds</title>
		<link>http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html/comment-page-1#comment-426</link>
		<dc:creator>Tom Reynolds</dc:creator>
		<pubDate>Fri, 19 Feb 2010 15:36:10 +0000</pubDate>
		<guid isPermaLink="false">http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html#comment-426</guid>
		<description>Like Kevin I use ideal days.  We do this as we work in fixed price contracts (the majority of the time) and need to cost and quote the job upfront so being completely abstract with our story points just won&#039;t work.  As an aside we also use the cone of uncertainty to buffer ourselves from estimate deviations for the financials of the project as we take the risk of having to cost the job upfront.

To avoid the hang up over whether something is 1 or 2 days we play planning poker using the Fibonacci scale.  This way it is easier for the team to decide whether something is 3 or 5 ideal days for example and after the conversation they will move one way or another.

When we look at the team we purely look at how many story points they can complete in a sprint.  We don&#039;t compare this across teams as I think this is dangerous, who is to say a team delivering  60 story points is any more or less productive than a team delivering 75.  As has been said this will depend on the make up of the team and the work in hand.  

We do however use these figures when performing release planning in conjunction with historic availability but this is only for planning and no other purpose.  

Kevin I&#039;m wondering if this is similar to what you do when you say &quot;how much work can five teams do&quot;  If you do this however I guess the teams must all be working on the same project/product and have a similar skill set for the comparison to be true?

Cheers

Tom
http://theagilemindset.wordpress.com/</description>
		<content:encoded><![CDATA[<p>Like Kevin I use ideal days.  We do this as we work in fixed price contracts (the majority of the time) and need to cost and quote the job upfront so being completely abstract with our story points just won&#8217;t work.  As an aside we also use the cone of uncertainty to buffer ourselves from estimate deviations for the financials of the project as we take the risk of having to cost the job upfront.</p>
<p>To avoid the hang up over whether something is 1 or 2 days we play planning poker using the Fibonacci scale.  This way it is easier for the team to decide whether something is 3 or 5 ideal days for example and after the conversation they will move one way or another.</p>
<p>When we look at the team we purely look at how many story points they can complete in a sprint.  We don&#8217;t compare this across teams as I think this is dangerous, who is to say a team delivering  60 story points is any more or less productive than a team delivering 75.  As has been said this will depend on the make up of the team and the work in hand.  </p>
<p>We do however use these figures when performing release planning in conjunction with historic availability but this is only for planning and no other purpose.  </p>
<p>Kevin I&#8217;m wondering if this is similar to what you do when you say &#8220;how much work can five teams do&#8221;  If you do this however I guess the teams must all be working on the same project/product and have a similar skill set for the comparison to be true?</p>
<p>Cheers</p>
<p>Tom<br />
<a href="http://theagilemindset.wordpress.com/" rel="nofollow">http://theagilemindset.wordpress.com/</a></p>
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		<title>By: Mark Levison</title>
		<link>http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html/comment-page-1#comment-425</link>
		<dc:creator>Mark Levison</dc:creator>
		<pubDate>Fri, 19 Feb 2010 15:00:13 +0000</pubDate>
		<guid isPermaLink="false">http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html#comment-425</guid>
		<description>John - its an interesting question - but I have to ask why would anyone spend the time and money on it? I always ask the question would the customer pay for it? Do they get value?</description>
		<content:encoded><![CDATA[<p>John &#8211; its an interesting question &#8211; but I have to ask why would anyone spend the time and money on it? I always ask the question would the customer pay for it? Do they get value?</p>
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		<title>By: Mark Levison</title>
		<link>http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html/comment-page-1#comment-424</link>
		<dc:creator>Mark Levison</dc:creator>
		<pubDate>Fri, 19 Feb 2010 14:52:21 +0000</pubDate>
		<guid isPermaLink="false">http://agilepainrelief.com/notesfromatooluser/2010/02/misuse-of-velocity-in-agile-projects.html#comment-424</guid>
		<description>Kevin - thanks for taking the comment. Your idea is intriguing and makes velocity something you can compare across teams. But it suffers from the problem that Story Point estimation was invented to solve. Human beings it turns out are not good absolute estimators. Example: estimate the height and weight of the next 5 people you meet today. Now ask them and see how accurate you were. Likely you were not very accurate at all (there is some good science on this). When doing group estimation with Ideal Days (or even weeks) people will argue tooth and nail over the difference between 2 and 3 days. Since neither was likely right, it doesn&#039;t matter. There are a bunch more reasons - but you just made me realize that I need another post on this subject. Thanks :-)</description>
		<content:encoded><![CDATA[<p>Kevin &#8211; thanks for taking the comment. Your idea is intriguing and makes velocity something you can compare across teams. But it suffers from the problem that Story Point estimation was invented to solve. Human beings it turns out are not good absolute estimators. Example: estimate the height and weight of the next 5 people you meet today. Now ask them and see how accurate you were. Likely you were not very accurate at all (there is some good science on this). When doing group estimation with Ideal Days (or even weeks) people will argue tooth and nail over the difference between 2 and 3 days. Since neither was likely right, it doesn&#8217;t matter. There are a bunch more reasons &#8211; but you just made me realize that I need another post on this subject. Thanks :-)</p>
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