To d ay s ’ O u t l i n e

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To d ay ’ s O u t l i n e P r o j e c t M a n a g e m e n t

Br i e f H i s t o r y o f P r o j e c t M a n a g e m e n t i n S o f t w a r e I n t r o t o A g i l e P r o j e c t M a n a g e m e n t ( S c r u m ) Pr o d u c t B a c k l o g s

D o i t Yo u r s e l f !

A n d a V e r y Qu i c k P r e s e n t a t i o n !

M o r e S c r u m : M e e t i n g s D o o n e y o u r s e l f !

Wo r k o n yo u r p r o j e c t s !

MIT -- CMS.611 / 6.073 Fall 2014

Project Management CMS611/6.073 Fall 2014

MIT -- CMS.611 / 6.073 Fall 2014

What is this about?

What is project management?

A bit of histor y of PM in software development

Intro to project management, as practiced in CMS.611

MIT -- CMS.611 / 6.073 Fall 2014

What is it?

‘Planning, organizing, securing, motivating and controlling the resources to successfully complete a project’.

Define success!

MIT -- CMS.611 / 6.073 Fall 2014

In the beginning: Waterfall Concept

Design

Pre-Production

Alpha

Beta

Shipping/Maintenance

MIT -- CMS.611 / 6.073 Fall 2014

Where’s the testing?

It’s all at the end, when the team can’t respond to it usefully.

MIT -- CMS.611 / 6.073 Fall 2014

If your users aren’t happy It’s not a Good Game.

So your design changes.

And your schedule.

And… that is a Project Management fail.

MIT -- CMS.611 / 6.073 Fall 2014

Ag i l e M a n i f e s t o I n d i v i d u a l s a n d i n t e r a c t i o n s o v e r p r o c e s s e s a n d t o o l s

Wo r k i n g s o f t w a r e o v e r c o m p r e h e n s i v e d o c u m e n t a t i o n

C u s t o m e r c o l l a b o r a t i o n o v e r c o n t r a c t n e g o t i a t i o n

R e s p o n d i n g t o c h a n g e o v e r f o l l o w i n g a p l a n

MIT -- CMS.611 / 6.073 Fall 2014

Agile is good, not perfect! Classic Agile assumes interchangeable tasks & developers.

Game Teams are not interchangeable! Programmers.

Artists.

Designers.

Audio Specialists.

Producers

MIT -- CMS.611 / 6.073 Fall 2014

Meet Scrum! Putting project management responsibility on the shoulders of the team since the 1990’s!

MIT -- CMS.611 / 6.073 Fall 2014

How does this work? (With Vocabulary)

MIT -- CMS.611 / 6.073 Fall 2014

Anatomy of a Sprint Meetings: Sprint Planning, Daily Scrum, Sprint Review, Retrospective

Artifacts: Product Backlog, Sprint Backlog, Tasklist, Scrumboard

MIT -- CMS.611 / 6.073 Fall 2014

More Vocabulary!

Product Owner

Scrum Master

Team Member

MIT -- CMS.611 / 6.073 Fall 2014

Word Soup! Team Member

Sprint Scrum Master

Sprint Planning Product Owner

Daily Scrum

Sprint Review Product Backlog

Retrospective Sprint Backlog

Task List

Scrum Board MIT -- CMS.611 / 6.073 Fall 2014

Product Backlogs TECHNIQUE INTRODUCTION: TIME BOXING, USER STORIES

MIT -- CMS.611 / 6.073 Fall 2014

Product Backlog ‘An ordered list of everything that might be needed in the product and is the single source of requirements for any changes to be made in the product.’

Maintained & prioritized by the Product Owner.

MIT -- CMS.611 / 6.073 Fall 2014

Sample backlog

Item removed due to copyright restrictions. See image at http://www.scrum-

institute.org/The_Scrum_Product_Backlog.php

MIT -- CMS.611 / 6.073 Fall 2014

What Is a User Story

AS THE • User • Designer • Artist

I WANT • Describe

Something Testable Here

SO THAT • Explain

Reason Here

MIT -- CMS.611 / 6.073 Fall 2014

User Stories vs. Features As the user, I want cars to go fast so that I feel powerful in game.

As the designer, I want a level editor so that I can create level frameworks without depending on the artists or the programmers.

The player’s car’s max speed should be at least 150 MPH.

Level editor.

MIT -- CMS.611 / 6.073 Fall 2014

How do you keep meetings short? Time boxing.

MIT -- CMS.611 / 6.073 Fall 2014

Your Turn. Create a product backlog for P2, using User Stories & Excel (or Google Spreadsheets.)

Prioritize your features. (Some may already be done/implemented: that’s OK/.

Armed with your Product Backlog & your Vision Statement, prepare a 2 minute (MAXIMUM!) description of your project’s goals & most important features. NOT A PITCH, but a report on the state of your team’s preparation to work this weekend.

MIT -- CMS.611 / 6.073 Fall 2014

Team Meetings Ta l k i n g a b o u t … . Ta l k i n g . Da i l y S c r u m s . S p r i n t P l a n n i n g . S p r i n t R e v i e w . R e t r o s p e c t i v e s

MIT -- CMS.611 / 6.073 Fall 2014

MEETINGS AS A FORCE FOR GOOD

Timeboxing.

Clear Agendas.

Involved Participants.

MIT -- CMS.611 / 6.073 Fall 2014

Sprint Planning Meeting

q Sets the team’s goals for this Sprint.

q Deliverable: a Sprint Backlog & an Estimated Tasklist for the sprint.

q Timeboxed: 1 – 2 Hours.

MIT -- CMS.611 / 6.073 Fall 2014

Sprint Review Meeting

Deliverables

• Demonstrate working product

• Review & evaluate product

• Review & update product backlog

• Time boxed: 1 – 2 hours

MIT -- CMS.611 / 6.073 Fall 2014

Retrospective Deliverables

• Things to keep doing.

• Things to stop doing.

• New things to try.

• Timeboxed: .5 Hour

MIT -- CMS.611 / 6.073 Fall 2014

Daily Scrum: 3 Questions

• What did you do yesterday? (Since our last meeting.)

• What will you do today? (Until our next meeting)

• What is blocking you?

• Timeboxed: 10 Minutes

MIT -- CMS.611 / 6.073 Fall 2014

MIT OpenCourseWarehttp://ocw.mit.edu

CMS.611J / 6.073 Creating Video GamesFall 2014

For information about citing these materials or our Terms of Use, visit: http://ocw.mit.edu/terms.