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2-3 Estimation Techniques PDF

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Summary

This document provides an overview of estimation techniques, focusing on the principles of the law of diminishing returns for more accurate estimations and strategies like collaborative estimation techniques and planning poker for software development and project management.

Full Transcript

## 2-3 Estimation Techniques ### Outline - Law of diminishing return - Techniques - As a team - One order of magnitude - Good sequences - Zero - Large stories - Methods for estimating - Expert opinion - Analogy - Disaggregation ### The law of diminishing return - A grap...

## 2-3 Estimation Techniques ### Outline - Law of diminishing return - Techniques - As a team - One order of magnitude - Good sequences - Zero - Large stories - Methods for estimating - Expert opinion - Analogy - Disaggregation ### The law of diminishing return - A graph showing "Accuracy" on the y-axis and "Effort" on the x-axis. - The curve increases rapidly before reaching an inflection point and then slowly decreases. - The caption reads: "Additional estimation effort yields very little value beyond a certain point." - Agile teams use less effort to get a similar accuracy, and rely on iterative updates to improve the accuracy. ### Comments about the graph - No matter how much effort is exerted, the estimate is never 100% accurate. - About 10% of the effort gets 50% of the accuracy. - It is possible to put too much effort into estimating, resulting in a less accurate estimate. ### Estimate collaboratively as a team - Traditionally, the person who will do the work makes the estimate on effort. - In agile plans, at the start, we don't know for sure who will be working on a certain story. - So we estimate as a team. The input of others helps result in more accurate estimates. ### Keep the estimation scale at one order of magnitude - Studies show we are best at estimating things that fall within one order of magnitude. - Can you distinguish a 1-point story from a 2? - How about estimate a 15 in scale 1,2,4,8,16? - A false level of precision. ### May introduce zero - The team use it when they don't want a trivial feature to count in your velocity calculation---this is wrong. - Everyone on the team (esp. product owner) needs to understand that 5 * 0 ≠ 0. - Alternative: group small, trivial stories and estimate them as a unit. ### Large user Story - Theme: set of related stories - Epic: a large user story - We may not implement (we are not sure we want) - That will be implemented far into the future - Add 10, 20, 40, and 100 to estimate these - NOT for stories to be implemented in the next few iterations. - True we reduced estimation effort, but estimates of themes/epics are less accurate than their smaller stories. ### Exception: Partially Completed Stories - When a team finishes an iteration and is calculating their achieved velocity, what should they do if a story is only partially completed? - If anything in the story is not done, they earn no points. - If the story is finished (coded, tested, and accepted by the product owner), team earns all the points. - Works well because velocity in one iteration will be slightly low and in the next will be slightly high, and in the end we care about a team's average velocity. ### Methods for deriving an estimate - Main methods: 1. Expert opinion 2. Analogy 3. Disaggregation 4. Planning Poker ### 1. Expert Opinion - An expert is asked to estimate the story, and based on their intuition and experience they give it a number. - Quick method. - In agile projects, it's hard to find an expert because each story is cross-functional (analysis, design, coding, testing). ### 2. Analogy - Estimators compare the story with other stories. - Studies show we're better at estimating relative size than absolute size. - Don't use just a single reference story. - Instead, use triangulation. - Compare the story with an assortment of stories that have already been estimated. ### 3. Disaggregation - Break a large story you find difficult to estimate into smaller stories you can estimate. - Disaggregating TOO FAR causes problems: - Forgotten tasks - Summing many small errors can result in a larger error. ### Planning poker - Best method to derive estimates. - Combines expert opinion, analogy, and disaggregation. - Quick, fun, and reliable. ### Who plays? - All team developers: analysts, programmers, testers, etc. - Select a moderator. - Each person (+ moderator) is given a deck of cards with all possible estimates largely written on them: 1,2,4,8,16. ### How do we start? - For each user story, the moderator reads its description. - Then, the team is allowed to ask clarifying questions from the product owner. - But remember the law of diminishing return. ### The first round - Each estimator privately chooses a card to represent her estimate. - All cards are simultaneously turned over. ### Usually estimates will differ significantly in this first round. ### Discussions and more rounds - So ask the highest and lowest estimators to explain their rationale. - Re-estimate until estimate converges. ### An example - A table showing: - Estimator - Round 1 - Round 2 - Susan | 3 | 5 - Vadim | 8 | 5 - Ann | 2 | 5 - Chris | 5 | 8 ### Advantages of Planning Poker - Combines multiple expert opinions from a cross-functional team, and everyone's opinion is heard. - Allows for discussions which help compensate for missing information. - Averages individual estimates which leads to better results. - Keeps the "we're all in this together" mode (no future blaming) while allowing those who will do the work to estimate it. - It's fun, efficient and reliable.

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