Presentation â Prowareness Team Maturity Model
Transcription
Presentation â Prowareness Team Maturity Model
Team maturity model Model description for measuring Agile team maturity Agenda Why do we need a maturity model? Is it a wooden stick? How to differentiate between skill levels? How to measure Agile maturity of an organization? Skills & practices lead to maturity How to measure team maturity? It’s a game, but what are the rules? 2 Why do we need a maturity model? To support and challenge teams to grow into self-steering and self-organizing Scrum teams • • • Are “good practices” followed? Prevent optimization of the parts can cause sub optimization of the whole Prevent losing the sight on bigger picture 3 Is it a wooden stick? Definitely not! • • This model provides for a sustainable and responsible growth of teams in quality and autonomy. Allows for support and help from organization and team members to grow and learn 4 High alignment – High autonomy Teams need to collaborate closely together and have high alignment on the organizational vision and strategy. They are autonomous in fulfilling this vision. 5 How to differentiate between skill levels? Dreyfus, Stuart E.; Dreyfus, Hubert L. (February 1980). "A Five-Stage Model of the Mental Activities Involved in Directed Skill Acquisition" 6 Cultural aspects showing responsibility Applying the good practices from the agility ladder together with servant leadership from the (c)sm, teams are enabled to grow a strong team culture enabling continuous improvement and sense of ownership Goal is to have a team culture where the teams value: • • • • Trust over contract Support over control Discipline over compliance Stretch over constraint Smell of the place by Prof. Sumantra Ghoshal http://www.scrum.nl/prowareness/website/scrumblog.nsf/dx/the-smell-of-the-place 7 Skills & practices lead to maturity 8 How to measure Agile maturity of the organisation? Prowareness Agility ladder for measuring maturity 9 Governance aspects towards autonomy Growing from being a team within a department towards a self organizing business unit with a lean startup mindset When teams show they are able to be more predictable, deliver high quality software with high value and demonstrating a healthy team culture, they will be rewarded with increased responsibility and autonomy Hackman model: http://www.infoq.com/articles/what-are-self-organising-teams 10 It’s a game, but what are the rules? Teams are assessed by external party (multiple intervals, upon request of team) • • Current skill level is determined Team is invited to plan their path towards the next level Teams are challenged and enabled by organization (e.g. other teams) to grow to next level Applying good practices from other levels can be done at any time. Acquiring skill level earns more responsibility, freedom and flexibility for the team 11 Losing autonomy Teams can lose a star when they do not live up to the measures corresponding with the level their have previously earned. However, this will not be done rigorously! • • • If a team falls back, the first thing they will receive is extra coaching and attention from the CSM and CPO who will help them in restoring the level of quality, value delivered and team culture. If this doesn’t work out and the team cannot resolve this on their own, the team will have a ‘conservator’ (Dutch: curator) assigned to them who will guide the team towards re-establishing their level of skills. If the team is unable to maintain at the desired level they ultimately will lose their star and fall back on the previous step (or the step corresponding to their current abilities). 12 How to measure team maturity? Behavior How to measure How to implement Reward Metrics Level Culture Reliability Novice Advanced beginner Competence Discipline Proficient Stakeholders PO >=75% Ratio between ammount of work planned versus Measured on a scale from 1ammount of work meeting the 10 where 1= seriously uncool Definition of Done. and 10 = sub zero Trust >=80% Ratio between ammount of work planned versus Measured on a scale from 1ammount of work meeting the 10 where 1= seriously uncool Definition of Done. and 10 = sub zero Support >=85% Defects 7 Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 7,5 Team culture is characterised by a drive for continuous improvement and learning Behaviour: - Experimentation - Retrospectives focus on improvements - Fail fast, fail often, fail early mentality - From shame and burn to fame and learn Stretch Dev Team 7 Team culture manifests a disciplined apporach to applying the practices prescribed by the organisation. Behaviour: - Stick to the rules and focus on the goal of practices - Understand and explain why these practices are important - From Iron Man -> the Avengers The team choices and efforts are supported by the organisation. Behaviour: - Ask for help - Coaching, guidance and mentoring are key elements which drives the communication with the team IT Happiness (avg 3 sprints) 7 -5% Decrease in the number of defects introducted in the 4 weeks after item has gone to production. Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 7,5 Cycle time 7,5 -10% Code Quality -5% * Decrease in time when an item is introduced on product backlog and moment it is live and usable for end users. -10% SIG sterrenmodel ** 75% Basic Scrum Number of successfull deployments 80% Code Quality 8 Ratio between ammount of work planned versus Measured on a scale from 1ammount of work meeting the 10 where 1= seriously uncool Definition of Done. and 10 = sub zero >=90% 8 Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 8,5 Decrease in the number of defects introducted in the 4 weeks after item has gone to production. Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 8 Decrease in the number of defects introducted in the 4 weeks after item has gone to production. Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 8,5 -25% 8,5 -30% Decrease in time when an item is introduced on product backlog and moment it is live and usable for end users. -25% Decrease in time when an item is introduced on product backlog and moment it is live and usable for end users. -35% SIG sterrenmodel *** 90% Automated QA Good practices: - Automated Unit testing - Automated Integration testing - Automated Regression testing - Code coverage management - Test environment setup - Tool selection SIG sterrenmodel **** Ratio between ammount of work planned versus Measured on a scale from 1ammount of work meeting the 10 where 1= seriously uncool Definition of Done. and 10 = sub zero Trust over contract Support over control Discipline over compliance Stretch over constraint >=95% Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 9 Decrease in the number of defects introducted in the 4 weeks after item has gone to production. Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 9 9 -35% Decrease in time when an item is introduced on product backlog and moment it is live and usable for end users. 95% Scaling Continuous Delivery Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero Decrease in the number of defects introducted in the 4 weeks after item has gone to production. Decrease in time when an item is introduced on product backlog and moment it is live and usable for end users. 13 SIG sterrenmodel Involve endusers/customers Good practices: - Stakeholder - Development team dialogue - Stakeholder awesomeness at Sprint Review - Reliable forecasting (tighter cone of uncertainty) - Release workshops - Customer visits - Stakeholder analysis Direct customer feedback Good practices: - Voluntary sprint review attendance - Customers attend refinements (on invitation) - Customer happiness @reviews - Releasable increment - Shared vision End-to-end value Good practices: - End2End Product Owner - Combined refinement - Integrated product review - Team members act as end-users - End2End planning - Scaled Agile Framework Team - Teams are formed by recruiter, Dev manager and Scrum Master - Strategy determined by organisation - Usage of technology stack determined by organisation - Meetings structures defined by organisation - No quality gates in place, individual judgement Department - Teams are involved in hiring and performance review of teammembers - Product strategy determined by organisation - Alignment across teams on technology required to improve quality of code - Meeting structured determined by organisation - Closing feedback loop on quality (ie defect analysis, blameless post mortems) Franchise - Teams are responsible for team composition, recruitement and performance review based on guidelines set by organisation - Product strategy co-created with organisation - Team is responsible for test automation and the best tooling to help them - Team is free to determine own meeting structure except cross team/department meetings - Automated quality gates with active monitoring Self-supporting Cel -Teams are operating as a self supporting business unit with end-to-end responsiblity - Teams create their own Product strategy in line with the vision of the organisation - Teams have a clear vision on the technology stack best suited for delivering end-to-end value - Teams are free to determine own meeting structure throughout the value chain - Automated quality gates, active monitoring, A/B testing and decision making Value steering Lean startup 99% Culture consist of everybody deeply cares about all stakeholders, everybody is taking intelligent risks, everybody values changes as opportunities and everybody focusses on outcome Ratio between ammount of work planned versus Measured on a scale from 1ammount of work meeting the 10 where 1= seriously uncool Definition of Done. and 10 = sub zero Governance Number of successfull deployments -65% **** Good practices: - implementing Product Backlog item types - implementing different scenarios for different users - visualize the Product Backlog content - visualize the Product Backlog progress Number of successfull deployments Good practices: - Architecture documentation - Measuring Architecture debt - DTAP - Development, Testing, Acceptance and Production - Unified technology stack - Have a scaling model - Scrum of Scrums SIG sterrenmodel Backlog management Number of successfull deployments Using the (organizational) vision the team culture can stretch the boundaries to maximize the outcome of both the product and the team Expert Good practices: - Sprint planning - Release planning - Daily Scrum - Awareness of DoD, DoR, Story point definition - Backlog Refinement - In-sprint Demos & Pre Demo - Sprint review - Retrospective - Kaizen Good practices: - Measurement of Code Metrics - Static/Dynamic Coding Analysis Standards - Continuous Integration - Test Driven Development (TDD) - Pair Programming Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero Business Successful deployments Number of successfull deployments Good practices: - Automated Deployment - Environment definitions (infrastructure as code) - Infrastructure provisioning and maintenance - Roll back mechanism - Roll forward mechanism - Mainline development - Feature toggling - Orchestration Manager Solution - Pipeline checks and metrics Good practices: - Identify Value, Goals & KPI’s Hypothesis - Identify hypothesis - Value Estimations on Product Backlog Items - Minimal Viable Product - Measure Value - Short Build, Release & Measure & Refine loop - A/B Split testing - Visualize Validated Value -Teams are operating as a company - Teams create their own Product vision and Product strategy accordingly - Teams have a clear vision on the technology stack best suited for delivering end-to-end value - Teams are free to determine the meeting structure - Automated quality gates, active monitoring, A/B testing, release often, direct customer feedback and decision making Are you worth a star yet? Behavior How to measure How to implement Reward Metrics Level Culture Reliability Novice Advanced beginner Competence Discipline Proficient Stakeholders PO >=75% Ratio between ammount of work planned versus Measured on a scale from 1ammount of work meeting the 10 where 1= seriously uncool Definition of Done. and 10 = sub zero Trust >=80% Ratio between ammount of work planned versus Measured on a scale from 1ammount of work meeting the 10 where 1= seriously uncool Definition of Done. and 10 = sub zero Support >=85% Defects 7 Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 7,5 Team culture is characterised by a drive for continuous improvement and learning Behaviour: - Experimentation - Retrospectives focus on improvements - Fail fast, fail often, fail early mentality - From shame and burn to fame and learn Stretch Dev Team 7 Team culture manifests a disciplined apporach to applying the practices prescribed by the organisation. Behaviour: - Stick to the rules and focus on the goal of practices - Understand and explain why these practices are important - From Iron Man -> the Avengers The team choices and efforts are supported by the organisation. Behaviour: - Ask for help - Coaching, guidance and mentoring are key elements which drives the communication with the team IT Happiness (avg 3 sprints) 7 -5% Decrease in the number of defects introducted in the 4 weeks after item has gone to production. Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 7,5 Cycle time 7,5 -10% Code Quality -5% * Decrease in time when an item is introduced on product backlog and moment it is live and usable for end users. -10% SIG sterrenmodel ** 75% Basic Scrum Number of successfull deployments 80% Code Quality 8 Ratio between ammount of work planned versus Measured on a scale from 1ammount of work meeting the 10 where 1= seriously uncool Definition of Done. and 10 = sub zero >=90% 8 Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 8,5 Decrease in the number of defects introducted in the 4 weeks after item has gone to production. Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 8 Decrease in the number of defects introducted in the 4 weeks after item has gone to production. Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 8,5 -25% 8,5 -30% Decrease in time when an item is introduced on product backlog and moment it is live and usable for end users. -25% Decrease in time when an item is introduced on product backlog and moment it is live and usable for end users. -35% SIG sterrenmodel *** 90% Automated QA Good practices: - Automated Unit testing - Automated Integration testing - Automated Regression testing - Code coverage management - Test environment setup - Tool selection SIG sterrenmodel **** Ratio between ammount of work planned versus Measured on a scale from 1ammount of work meeting the 10 where 1= seriously uncool Definition of Done. and 10 = sub zero Trust over contract Support over control Discipline over compliance Stretch over constraint >=95% Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 9 Decrease in the number of defects introducted in the 4 weeks after item has gone to production. Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero 9 9 -35% Decrease in time when an item is introduced on product backlog and moment it is live and usable for end users. 95% Scaling Continuous Delivery Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero Decrease in the number of defects introducted in the 4 weeks after item has gone to production. Decrease in time when an item is introduced on product backlog and moment it is live and usable for end users. 14 SIG sterrenmodel Involve endusers/customers Good practices: - Stakeholder - Development team dialogue - Stakeholder awesomeness at Sprint Review - Reliable forecasting (tighter cone of uncertainty) - Release workshops - Customer visits - Stakeholder analysis Direct customer feedback Good practices: - Voluntary sprint review attendance - Customers attend refinements (on invitation) - Customer happiness @reviews - Releasable increment - Shared vision End-to-end value Good practices: - End2End Product Owner - Combined refinement - Integrated product review - Team members act as end-users - End2End planning - Scaled Agile Framework Team - Teams are formed by recruiter, Dev manager and Scrum Master - Strategy determined by organisation - Usage of technology stack determined by organisation - Meetings structures defined by organisation - No quality gates in place, individual judgement Department - Teams are involved in hiring and performance review of teammembers - Product strategy determined by organisation - Alignment across teams on technology required to improve quality of code - Meeting structured determined by organisation - Closing feedback loop on quality (ie defect analysis, blameless post mortems) Franchise - Teams are responsible for team composition, recruitement and performance review based on guidelines set by organisation - Product strategy co-created with organisation - Team is responsible for test automation and the best tooling to help them - Team is free to determine own meeting structure except cross team/department meetings - Automated quality gates with active monitoring Self-supporting Cel -Teams are operating as a self supporting business unit with end-to-end responsiblity - Teams create their own Product strategy in line with the vision of the organisation - Teams have a clear vision on the technology stack best suited for delivering end-to-end value - Teams are free to determine own meeting structure throughout the value chain - Automated quality gates, active monitoring, A/B testing and decision making Value steering Lean startup 99% Culture consist of everybody deeply cares about all stakeholders, everybody is taking intelligent risks, everybody values changes as opportunities and everybody focusses on outcome Ratio between ammount of work planned versus Measured on a scale from 1ammount of work meeting the 10 where 1= seriously uncool Definition of Done. and 10 = sub zero Governance Number of successfull deployments -65% **** Good practices: - implementing Product Backlog item types - implementing different scenarios for different users - visualize the Product Backlog content - visualize the Product Backlog progress Number of successfull deployments Good practices: - Architecture documentation - Measuring Architecture debt - DTAP - Development, Testing, Acceptance and Production - Unified technology stack - Have a scaling model - Scrum of Scrums SIG sterrenmodel Backlog management Number of successfull deployments Using the (organizational) vision the team culture can stretch the boundaries to maximize the outcome of both the product and the team Expert Good practices: - Sprint planning - Release planning - Daily Scrum - Awareness of DoD, DoR, Story point definition - Backlog Refinement - In-sprint Demos & Pre Demo - Sprint review - Retrospective - Kaizen Good practices: - Measurement of Code Metrics - Static/Dynamic Coding Analysis Standards - Continuous Integration - Test Driven Development (TDD) - Pair Programming Measured on a scale from 110 where 1= seriously uncool and 10 = sub zero Business Successful deployments Number of successfull deployments Good practices: - Automated Deployment - Environment definitions (infrastructure as code) - Infrastructure provisioning and maintenance - Roll back mechanism - Roll forward mechanism - Mainline development - Feature toggling - Orchestration Manager Solution - Pipeline checks and metrics Good practices: - Identify Value, Goals & KPI’s Hypothesis - Identify hypothesis - Value Estimations on Product Backlog Items - Minimal Viable Product - Measure Value - Short Build, Release & Measure & Refine loop - A/B Split testing - Visualize Validated Value -Teams are operating as a company - Teams create their own Product vision and Product strategy accordingly - Teams have a clear vision on the technology stack best suited for delivering end-to-end value - Teams are free to determine the meeting structure - Automated quality gates, active monitoring, A/B testing, release often, direct customer feedback and decision making GROWING TOGETHER TOWARDS A RESPONSIVE ENTERPRISE