How to create generic/reusable code with Scrum? [closed] - scrum

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Scrum development is based on listing user stories and implementing them in during sprints. That approach - focusing on actual goals of the end product - definitely has its virtues, but what bugs me is that it doesn't advocate creating any generic/reusable code in the process, and actually I feel like it advocates hacking. For example, if an user story says
Must be able to plot x versus y, and fit a line there.
my first thought is that, "hey, I need to create a generic graphing framework so that I can handle similar cases more efficiently later on". But that's not the goal in the scrum sprint; the goal is simply what the user story says.
So it is more desirable (from Scrum viewpoint) to simply hack something together so that the user story gets implemented, instead of trying to understand the big picture and creating something more generic (which, of course, takes more time initially).
Is this unavoidable? Have I misunderstood something? How do you combine Scrum'ing an actual product with creating something reusable at the same time? Is reusability old-fashioned and overrated?

I would only spend the time building a generic graphing framework when you need to, for the first sprint write something that plots X versus Y. That might be as far as you go with graphing so there would be no need to write a framework.
If in further sprints you need to do more graphing, then create your framework. Work in time to the sprint to allow you to do this.

Generally if you create generic solution without actual need for it you are not following agile approach. You should avoid refactoring in advance. Otherwise it is gold plating where you are adding functionality which is not needed and which is not required by your customer at the moment (priority approach).
But sometimes it can be needed to create reusable component. This usually happens when more than one team plans to use the same component or when custom framework is created separately. In SCRUM you can do this in following approach. The main project which will use the component will become product owner for the component. It will define features which are needed as user stories. Component team will implement those features and provide the component to the main team in the iterative way.
So suppose that you have two projects which expects that they will need component for credit card payments. These two teams collect user stories with priorities and provides them to component team. They will plan together delivery so that component team provides only functionality needed by main teams in current sprint.

As Fermin says, the first time you need something isn't the time to start building a framework. YAGNI: you just build something that plots X vs Y.
Going further, I have found that even the second time you need something, it's still not time to build a framework yet. The problem with frameworks built on one or two use cases is that it's rare they'll actually be useful and generic enough for anything more than those one or two use-cases.
Building general, reusable, code is hard. There is nothing more useless and confusing to another developer coming after you than something that appears to be a framework, but is actually only used by one or two projects and is in fact tightly coupled with those projects.
One of the founding principles of the X Windows System was:
The only thing worse than generalizing from one example is generalizing from no examples at all.
Good advice I'd say!

I think the issues of reusability and code quality lie outside of the team process dimension. Well maybe not entirely, but at least the agile approach does not deal with those. You're free to put in some extra effort to increase the reusability ratio or just quickly hack things together.
You could add some extra fixed time to each sprint to be used explicitly for code review and working on reusability.

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Scrum, Possibly done wrong [closed]

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I'm not against Scrum. I love it, it's right on my second preference right after RAD, however in my current team they made me hate it. We're possibly doing it in the worst possible way.
We have the usual Sprint planning which takes roughly 30 minutes while writing user stories ourselves and that's all. Right in that 30 minute we answer questions like the following:
What should the user do?
What is needed for this (Subtasks).
How much time will it take?
Okay we're done, see you tomorrow morning in the daily stand-up meeting.
This really frustrates me and they won't listen to me. There is no planning, like at all. At the point of (2) all 4 developers talking about different ways of solving a particular problem. It would be fine, but we also don't have any clarified vision and thus everyone has different understanding of where is the whole project headed. Thus our ideas completely differs. This usually ends up in chaos. For example the most recent story in our newest shiny project's first sprint:
Vision: We need an application to perform unit testing on X application.
User stories:
User logs in
Create DB table (No schema has been clarified)
Create Login View
Authenticate user to Y server.
User sees the available unit tests
Create a view to display unit tests
Read DB table
Implement CRUD operations
User executes unit tests.
Implement selection to the upper view
Add an execute operation
Display the result in a new page
What my worries were:
Vision doesn't say anything about where this whole project is headed thus we will end up re-implementing the majority of our functions when going to the next spring, or after that, or after that... (Checked - this happened right away; I can't help it I just hate to work on something that will be erased right at the start of the next spring. I don't think Scrum is about it, it would be really useless)
No actual planning. We haven't clarified anything what the DB should look like so how to create it? I can create a DB for such a system with 1 to N tables depending on what the project should achieve in the future but this is not so serious as a DB can easily be extended.
Based on (2) we started working on different parts. I created the DB while others created views and again others created operation implementations. All of us had different understanding and even in just a day we ended up with non-compatible models that just couldn't be integrated.
What have we done wrong:
No planning. My team just hates planning, they're like act first and ask later. I'm like: I.DO.NOT.DO.SOMETHING.TWICE.BECASE.YOU.ARE.LAZY.TO.DO.PROPER.PLANNING.
No communication between team members, but even I didn't expect that just under one day we will end up like that.
What is going wrong in here? Is it just me with the wrong understanding of scrum or my worries are true? This is giving me so much stress at work I barely can handle it anymore.
I'm intrigued as to who "they" are in this line : "This really frustrates me and they won't listen to me." ?
It reads as if you're referring to the rest of the scrum team. If so, I suggest you need to get to a "we" footing as soon as possible and work on communication.
With regard to some of the items in your post, a few things come to mind immediately:
If you don't have one, you need a product owner to own the product, it's vision and it's backlog. If you do have one, they may benefit from good training or coaching
You are absolutely right about needing a Product Vision. You seem to have one but, you infer that it describes some functionality rather than a complete product vision. If so, have you tried to discuss this within your team?
If you don't have one, you need a scrum master to help the product owner and development team to play by the rules of scrum and, in your case, encourage communication within the team. If you do have one, they may benefit from good training or coaching
Concerning your worries, I would add:
I think you mean 'sprint' where you write 'spring'
It is common in scrum that product backlog items are changed to reflect better understanding
You shouldn't need to describe the database in depth when you start a project. Scrum works best with emergent architecture based on implemented functionality
If multiple developers work in the same area without communicating, it's highly likely that you will step on each other's toes and get the outcomes you describe

How do we deal with prototyping in Scrum? [closed]

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We are new to Scrum and part way through the first sprint we have realised that one of the team members (a developer) needs to do some investigation into how navigation should work (from a user perspective) in the application.
So at the end of this investigation we should have a proposal or prototype of how something should work. But it wont have been actually coded in the application.
So my question is, how should we deal with something like this in terms of the sprint planning. I don't really see it as being user story, but what is it, and how is it treated in Scrum? Does something need to be added to the planning board for the investigation?
Thanks
Paul.
Try to treat prototyping like any other requirement as much as possible. Think about what you want to achieve, create a user story, define one ore several tasks and estimate them during sprint planning. Think of the development team being the user in this case. Definitely have it on the planning board and track progress in daily Scrum meetings. If you have problems estimating the tasks, define them as "time-boxed", i.e. with the fixed time budget, to prevent "endless" work without results.
Although you got the solution Just wanted to add something here.
Such prototyping/researching works are termed as Spikes in the Agile world.
Here, the team dedicates some members into such spikes only so much as to understand the feasibility of the user story and be in a position to help the entire team estimate for the user story.
SCRUM is rather an organizational process than a development model, like prototype-driven development. It means that different X-driven-development models can be easily incorporated, like TDD or even prototype-driven (PDD).
To incorporate PDD in SCRUM, one can set several milestones that are prototype versions. SCRUM can be used normally considering each prototype as a whole new project. It is good for a complex prototype.
However, if creating a prototype is very easy, and a single person can do it in one or two sprints worth of time, so it might be useful to retain a prototype-specialist, that, much like the application-specialist, monitors the work of the rest of the team to check consistency with the ultimate goal. However, a prototype specialist can iteratively provide new prototypes, guiding the work of the rest of the team in a practical manner, differently from the application specialist.

scrum and refactoring [closed]

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If everything in scrum is all about functional things that a user can see is there really any place for refactoring code unrelated to any new functional requirements?
I don't think that this has as much to do with Scrum as it does with project management philosophy.
Regardless of whether a project uses Scrum or not, many project managers do not like developers spending time on "unnecessary" things like code refactoring or restructuring that doesn't directly advance one of the outstanding functional requirements. It's not "work that yields results" like normal development, it's "work that prevents a delay of results later". Given the typically short time-lines used for Sprints, the benefit is often hard to see and nearly impossible to quantify.
Keeping code maintainable needs to be an item on your burn-down list (if you use a Scrum). It is just as important as new development. While it may not seem like something that is "visible to the user", ignoring it increases your technical debt. Down the road when the technical debt piles up enough that your code's lack of maintainability slows down development, the delays in new feature development will be visible to customers.
It's all a matter of management/philosophy. Instead of looking at refactoring and maintainability enhancements as "extra" work that doesn't impact customers, it should be viewed as a time investment to prevent customer-visible delays (and potentially bugs as well) down the road. Developers can sometimes see these benefits more clearly than managers can; if your manager doesn't understand the disadvantages of neglecting maintainability, you might want to grab several other developers and have a chat with your manager.
I think there is a fair case to make for technical debt refactoring where the effort/cost impact of maintaining the code is as high as, or higher even, than the cost of refactoring it to improve quality or work better / properly - specifically to lend it a higher degree of maintainability.
eg: if the software is so problematic you are losing customers, or money, you'd act fast to fix it.. Some might argue this is a business requirement of it's own, but it's often not placed front and centre on small to mid sized development projects, which instead focus on the technicalities of creating apps rather than the impact of the quality of the app on the bottom line.
I think you are probably talking about large scale refactoring rather than the continuous refactoring you would do whilst in the whole red-green-refactor cycle.
My approach would be something like this, if reafactoring an old feature makes it easier to add a new feature then go ahead and do it. But in some ways you are right, if there is no pressure on a particular unit to change (i.e. it is completely finished and will never change again and will never impact on other modules) then there is no practical need to refactor. However I rarely find a module that is quite so finalised.
If everything in Scrum is all about functional things that a user can see (...)
Any project and methodology should be about generating business value, you rarely do things just for the fun in a business environment. Having that said, I see quality in Scrum (and other Agile methods) as a way to not kill your velocity on the long run and, ultimately to achieve hyper productivity. I thus believe that a typical "Definition of Done" should include something like "no increase of technical debt" (put your quality standards in there). If you think a new feature will impact existing code that should be refactored, include this cost in the estimate (or create a refactoring item in your Product Backlog) and explain things to your Product Owner. Because at the end, it's up to the Product Owner to prioritize items and to decide if quality can be sacrificed temporarily (if your business die because you don't release a feature, what is the point of refactoring existing code?). But he must be aware that this can't be a long term strategy or he will kill the team velocity.
bta: Regardless of whether a project uses Scrum or not, many project managers do not like developers spending time on "unnecessary" things like code refactoring or restructuring that doesn't directly advance one of the outstanding functional requirements.
Definitely a noteworthy observation; my solution to this would be as follows:
Perform regular code reviews. Every code review should recommend actions to improve on deficiencies in the code.
There is now a requirement for jobs which improve code quality. Build these into the sprint and track them in the same way as any other job.
If your manager needs any more convincing, cast 'the maintainer' as a user, and describe some user stories for them - and then 'features' are things like 'the code is fully commented with xml doc comments' and 'the code does not produce any warnings from ReSharper'
If you can justify it as part of the process of completing other tasks by identifying issues/risks with current sets of code, and it is a better end result, go for it. But don't get overzealous and screw the timelines/budget.

Design or prototype first? [closed]

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When first approaching a project is best to step back and think through everything or just dive in and start coding and polish at a later date? Essentially, do you design first or try to rapidly prototype?
I have been burned by both methods, sometimes I try and think everything through but when I actually get down to the nitty gritty I encounter problems that I didn't take in consideration, and sometimes when I code first I end with code that needs to redone to fit in with a better overall design. Alot of my problems stem from inexperience, but any advice is welcome.
Go incrementally and iteratively.
Design a bit, implement a bit.
Starting with a design you can suffer from a tunnel effect where you cannot have any real feedback before you actually implement something.
Starting without design, you can take decisions you'll regret.
The ideal situation is to be able to implement a very skeletal end-to-end version of your system that can be tested, and demonstrated to the customer.
It is always safer to design first, but this does not mean prototyping does not work. The real problem with prototyping is resisting the urge to keep the code you already wrote instead of throwing it away when the time comes to do the design.
There is no silver bullet. It seems like design first is the preferred approach. But you will not be able to predict all complications that can arise while implementing your design. Some of them could potentially be show stoppers. Plus, if you're writing for a client, it's good to be able to show something just to make sure that you're on the same page.
At my workplace we do both - we do a rapid prototype, just to get feedback and get an idea of any potential problems. Then we do a formal design and formal implementation. In most cases we are able to salvage a lot of code from the prototyping stage. I like this approach, since we usually end up with clean, maintainable code.
See Gall's Law. The key is to iterate: design a little, implement a little, test a little, then repeat until you (or your customers) are satisfied. This is the essence of the new breed of "agile" methodologies.
It depends.
Prototyping is most useful when the requirements or a solution aren't necessarily clear. As an example, I am doing a data warehousing project in an environment (large commercial insurance) where financial reconciliation is a big deal. This project has involved a large prototyping exercise to get a system that will reconcile to the financials. As the business rules surrounding this were not well documented, the prototype was instrumental in exposing all of the corner cases.
In other cases, a design-first approach might be more appropriate. This is most applicable where requirements and a sensible solution architecture are reasonably obvious.
You must have some idea of a cohesive architecture before you start working. This is especially true of large scale systems.
Prototyping could be used for particular aspects of the design, e.g. presentation layer.
I think it depends on what kind of business requirements you have up-front. If they are (relatively) detailed and complete, then I'd design based on those requirements. If you have barely anything to work with in the beginning, then prototype out and show your customer what you got, to receive further requirement info.
You should develop using Agile Methodologies. Simply put, you design has you go. The team together with the product owner define a list of topics to develop, order them by importance, and split the development in iterations. Each iteration as features to be developed and on the start of the iteration is design each feature.
See more here.
When first approaching a project, prototype. But don't prototype everything. Prototype one important thing (one "use case" if that means anything) and "turn the inner eye to follow its path" - keep an eye out for the practical problems you encounter in trying to get that one thing done.
Now that you have some idea what it takes to do an important thing, you can design from more than just first principles.
Of course, this assumes you're working in an environment where you can turn out prototypes at minimal cost to ongoing development efforts. But if you're working in such an environment, pepper your design discussions liberally with prototypes. With any luck you may get to keep some of them.
note that agile methods are not an excuse to avoid designing, they just encourage testing of the design more frequently, and in smaller increments
i like to sketch the design and break its elements down until reasonably sure that there are no obvious unknowns or risks; unknowns and risks are highlighted for 'spike' projects, with a time-box for determining feasibility and notes on possible alternatives if the preferred methods prove unworkable
once comfortable with the overall architecture, jump into the features bottom-up (or in priority order) to complete the design, write the initial tests, then implement
EDIT: note that the question "design or prototype first" is making a bad assumption, i.e. that it is possible to prototype without doing any design, which of course is not the case (unless you are using the million-monkeys methodology)
Design first, unless you're willing to take the risk of throwing out all the work put into your prototype when you find it can't do what you need it to do. At a minimum, you should make some high level designs for your project that can help you make some decisions about how you're going to build your prototype so that you will have a minimum of wasted effort.
If I know what I want to build, I just go right to design.
If I'm building something for a client, then I prototype to ease out more specific requirements from the users.
Maybe not an answer but a suggestion from my experience.
In most cases I'd be better off if I had started coding earlier. You can design until the cow comes home, but if the cows are on the horizon when you start coding, you might find your careful design hard to implement in time.

Scrum - How to get better input from the functional/commercial team [closed]

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We are a small team of 3 developers (2 experienced but new to this particular business sector) developing a functionally complex product. We're using Scrum and have a demo at the end of each sprint. Its clear that the functional team have plenty of ideas but these are not well communicated to the development team and the demo poses more questions than answers.
Have you any recommendations for improving the the quality of input from the functional people?
Further info: I think part of the problem is that there are no specs or User Stories as such. Personally I think they need to be writing down some sort of requirements - what sort of things should they be writing down and to what complexity given its an agile process?
Have you tried working with your customer to define / formulate acceptance tests?
Using something like Fit to come up with these tests - would result in better specs as well as force the customer to think about what is really required. The icing on the cake is instant-doc-executable specs at the end of this process.
That is of course, if your customers are available and open to this approach. Give it a try!
If not (and that seems to be the majority - because it is less work) - calendar flash 'em - schedule meetings/telecons every week until they sing like canaries :) +1 to Dana
Sometimes the easiest way to get input from people is to force it out of them. My company used SCRUM on a project, and found very quickly that people tend to keep to themselves when they already know what they're doing. We ended up organizing weekly meetings where team members were required to display something that was learned during the week. It was forced, but it worked pretty well.
I'm a big believer in Use Cases, detailing the system behaviour in response to user actions. Collectively these can form a loose set of requirements, and in a SCRUM environment can help you prioritise the Use Cases which will form that particular sprint's implemented features.
For example, after talking to your functional team you identify 15 separate Use Cases. You prioritise the Use Cases, and decided to plan for 5 sprints. And the end of each sprint you go through and demo the product fulfilling the Use Cases implemented during the sprint, noting the feedback and amending the Use Cases.
I understand that the people you call functional people are acting as Product Owners, right?
I think part of the problem is that there are no specs or User Stories as such. Personally I think they need to be writing down some sort of requirements - what sort of things should they be writing down and to what complexity given its an agile process?
Actually, without having any specs you probably have no acceptance test for the backlog itens as well. You should ask the PO to write the user stories, I like the "As a - type of user -, I want -some goal- so that -some reason-." form. Keep in mind that the User Stories shall be INVEST - Independent, Negotiable, Valuable to users or customers, Estimable, Small and Testable. What is a must is to have the Acceptance tests written together with the story so that the team should know what the story must be able to do in order do be set as done.
Remember that as the product evolves, it's expected to the PO have ideas as he sees the working product. It's not a bad thing, actually it is one of the best thing you can get through Agile. What you have to pay attention is that this ideas mus be included in the product backlog and it needs to be prioritized by th PO. And, if it's necessary and will add value to the customer, the idea should be planned to be built in the next sprint.
Someone from the functional team should be part of the team and available to answer your questions about the features you're adding.
How can you estimate the Backlog item if they are not detailled enough ?
You could establissh a rule that Backlog item that do not have clear acceptance criteria cannot be planned.
If would be better to have someone from the functional team acting as Product Owner, to determine, choose and priotitize the Backlog items, and/or as Domain Expert.
Also, make sure everyone in both the functional team and the development team speaks the same language, so as to avoid misunderstandings ; See ubiquitous language.
Track the time most waiting for answers from the functional team as well as he time wasted developping unnecessary features or reworking existing features so that they fits the bill.
Are they participating in the stand-up meetings?
You could propose to have a representative at each (or some) of them, to ask them for input before the end of the sprint
Are you doing stand-up meetings and do you have burn down chart? I think those two areas would benefit you greatly.
I recommend the book "Practices of an agile developer" it is full of suggestions how to make a scrum team successful. It also gives good tips how to get the product owner/customer more involved and how to get the whole process rolling. It's worth the money IMHO.
I agree that you need some sort of requirements (user stories or else).
One piece of advice I can give is to use some sort of visual aids with the functional teams. When customers have plenty of ideas (as you've said) they usually also have a visual idea of what a feature looks like, when the developed product doesn't fit this visual idea it creates a lot of doubts, even if it does the job functionally.
When discussing functionality with customers, I try to be very visual. Drawing sketches on a board, or even verbally describing what something would look like. Trying to find a common visual image. You can then take a photo of the sketches and use them as part of the documentation.
Another advice is to keep your sprints as short as possible, so that you do more frequent demos. But you may already be doing this, since you didn't mention your current sprint duration.

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