April 2, 2015

Why Scale Agile? – Part 1

Why Scale Agile? Part one – Visibility   Visibility of progress has the net result of better financial outcomes that are derived by three types of behaviour. These are risk reduction, ability to direct progress and to increase trust between those paying for the work and those doing the work. Risk reduction The contract game…

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March 16, 2015

What is Scaling Agile?

This article covers what I think about when I think of scaling Agile, what it really means, why is it so hard and how to make it easier.   Who am I? My name is Simon Powers, I am the founder of Adventures with Agile1, the global community of practice for scaling agile and organisational…

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March 11, 2015

Introducing the Innovation Games® Master Class – London 23 March 2015

Adventures with Agile in partnership with Innovation Games brings you the new Certified Innovation Games® Master Class that is designed to build on your skills as an Innovation Games / Gamestorming Facilitator by teaching game-design processes, scalable online play & new in-person games designed to solve advanced problems in strategy, competitive positioning, marketing & product development….

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February 16, 2015

Definition of ready for stories at scale

This post has multiple parts: Part 1 | Part 2 | Part 3 | Part 4   The definition of ready (DOR) is a concept that describes an agreement that the team or teams have made with the Product Owner that describes when a story is ready to be taken into Sprint Planning and then…

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February 3, 2015

Stories at scale – part 4

This series has a part one, part two and part three. Constraints (NFRs) Non functional requirements are constraints on the functionality that the story represents. They are another type of acceptance criteria. We typically separate out NFRs as constraints because they tend to be a cross cutting concern across many if not all stories, and don’t…

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January 30, 2015

Stories at scale – part 3

This series has a part one and two Additional artefacts There is nothing wrong with creating additional artefacts if they help explain a particular concept or help transfer understanding around complexity. Agile does not seek to limit the options we have in communication through artefacts. With the agile-mindset, we know from Alistair Cockburn’s work on…

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January 29, 2015

Stories at scale – part 2

There is a part one to this series. The format of a story Ron Jeffries one of the founders of Extreme Programming (XP) created the concept of the three C’s. These are Card, Conversation and Confirmation. Card A “Card” (or often a Post-It note), a physical token giving tangible and durable form to what would…

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January 28, 2015

Stories at scale – part 1

Stories and their part in scaling agility Commonly known as Backlog Items, User Stories, Work Items and just Stories, are the building block for the development team to drive the work they do and align the Product Owner and the Team in building the right thing. The Story has been very well documented and anyone…

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January 19, 2015

Architecting an Agile solution with help from Disciplined Agile

disciplined-agile-training

Architecting an Agile solution with help from Disciplined Agile   Many of you may have heard of the Disciplined Agile  Framework (DA) created by Scott Ambler and Mark Lines but many have not realised the Architectural input this framework gives us for putting architecture back on the Agile roadmap.   Agile has forgotten Architecture? In…

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January 12, 2015

The rising stars of Agile Entrepreneurism

It is 1998, it is my first day as lead developer at a major corporate and I don’t have a computer. I sit at my empty desk and my very enthusiastic boss tells me I need to give him my dream spec for my machine, a list of any software I want and what books…

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