Difference between revisions of "Agile Modeling Design Workshop"

(New page: == Overview == 2-5 days In this case, perhaps a picture is definitely worth a thousand words: Agile Modeling Pictures <br> <br> For decades, I have coached and promoted agile design ...)
 
 
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== Overview ==
 
== Overview ==
2-5 days
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0.5-5 days
  
In this case, perhaps a picture is definitely worth a thousand words:
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In this case, a picture is definitely worth a thousand words: [[Agile Modeling Pictures]]
 
 
[[Agile Modeling Pictures]]
 
 
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Then, after a design workshop, the team can sit down at their tables, ideally surrounded by their sketches on the walls, and start implementing the product, inspired by the agile models on the walls.  
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Then, after a design workshop, the team can sit down at their tables, ideally surrounded by their sketches, and start implementing the product, inspired by the agile models on the walls.  
 
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== Audience ==
 
== Audience ==
This can only be for one product group. Attendees should include the cross-functional development team, the Scrum team composed of all areas of discipline (software, interaction design, domain expertise, database, architecture, business analysis, documentation, testing, ...) necessary for creating the product.  
+
This can only be for one or two product groups. Attendees should include the cross-functional development team, the Scrum team composed of all areas of discipline (software, interaction design, domain expertise, database, architecture, business analysis, documentation, testing, ...) necessary for creating the product.  
 +
 
 +
If there are two groups, we will need an especially large modeling room with truly *massive* whiteboard areas, in which each group uses 2 of the 4 walls.
 +
 
  
 
== Level ==
 
== Level ==
This is an immersive workshop. No prior knowledge is absolutely required, but the experiences and knowledge will extend from introductory to intermediate or advanced. And, it the workshop is most effective for people who have met the prerequisites.
+
This is an immersive workshop. No prior knowledge is absolutely required. The experiences and knowledge will extend from introductory to intermediate or advanced. The workshop is most effective for people who have met the "soft" prerequisites.
  
  
 
== Prerequisites ==
 
== Prerequisites ==
There are not strict prerequisites. However, people who have attended any one of the follow courses will be better prepared to take full advantage of this workshop:
+
There are not strict prerequisites; my decision will depend on the group and product. However, people who have attended any one of the follow courses will be better prepared to take full advantage of this workshop, and may be requested to do so before this workshop:
  
 
* [[Agile Software Development: Hands-on Practices, Principles, Agile Modeling, and TDD]]  
 
* [[Agile Software Development: Hands-on Practices, Principles, Agile Modeling, and TDD]]  
 
* [[Agile Design and Modeling for Advanced Object Design with Patterns]]  
 
* [[Agile Design and Modeling for Advanced Object Design with Patterns]]  
 
* [[Applying UML and Patterns: Hands-on Mastery of OOA/D, Agile Modeling, & Patterns -- & with TDD introduction]]
 
* [[Applying UML and Patterns: Hands-on Mastery of OOA/D, Agile Modeling, & Patterns -- & with TDD introduction]]
 +
* [[TDD Bootcamp]]
 +
* [[Agile Architecture Documentation Workshop]]
  
  
 
== Objectives ==
 
== Objectives ==
This is not a course per se, but a product-specific (or 2 products maximum) workshop to create the release plan for a Scrum-based development release. Nevertheless, learning how to do agile release planning is an important complimentary goal, in addition to actually creating the plan. Thus, learning objectives include (but are not limited to):
+
This is not a course per se, but a product-specific (or 2 products maximum) workshop to do design work. Nevertheless, in the context of the workshop, participants will learn more about visual modeling, new ways to model problems, and specific analysis patterns or design patterns, as required.
 
 
* agile estimating and planning
 
* modeling with user stories
 
* splitting large user stories
 
* mind mapping
 
* affinity clustering
 
* Scrum Product Backlog creation
 
* prioritization in Scrum
 
* much more
 
  
  
 
== Outline ==
 
== Outline ==
* Vision workshop
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* set up the modeling walls
* Requirements workshop
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* short group session to synchronize
* Effort estimation workshop
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* agile design modeling at the walls
* Value estimation workshop
 
* Risk estimation workshop
 
* Product (Release) Backlog shaping and prioritization
 
  
  
 
== Maximum Participants ==
 
== Maximum Participants ==
30
+
For each product group (2 maximum): 9 people (i.e., one maximum-sized Scrum team)
  
  
 
== Environment - Room, Tools, Texts ==
 
== Environment - Room, Tools, Texts ==
Read this: [[Course Environment - Workshop Style1]]
+
If there are two groups, we will need an especially large modeling room with truly *massive* whiteboard areas, in which each group uses 2 of the 4 walls.
 
 
  
'''Text and Notes'''
+
Read this: [[Course Environment - Workshop Style2]]
* a useful pre-read is [http://www.scrumprimer.com/ The Scrum Primer]
 

Latest revision as of 04:15, 17 July 2011

Overview

0.5-5 days

In this case, a picture is definitely worth a thousand words: Agile Modeling Pictures

For decades, I have coached and promoted agile design modeling -- using vast whiteboard spaces surrounding a development team, and then spending "2 hours to 2 days" each iteration "at the walls" to collaborate on design ideas, related to algorithms, objects, databases, UI sketches, and more. I encourage the use of simple visual modeling, using minimalistic "UML as sketch" where the emphasis is on creativity, flow, and communication with others. The theme is exploration and communication for design, not documentation.

Then, after a design workshop, the team can sit down at their tables, ideally surrounded by their sketches, and start implementing the product, inspired by the agile models on the walls.

Each iteration (or Sprint) the team may hold several design workshops, as they feel the need. I definitely encourage at least one workshop near the start of each iteration.


Methods of Education

primarily workshop coaching "at the walls"; some minor discussion, presentation, Q&A


Audience

This can only be for one or two product groups. Attendees should include the cross-functional development team, the Scrum team composed of all areas of discipline (software, interaction design, domain expertise, database, architecture, business analysis, documentation, testing, ...) necessary for creating the product.

If there are two groups, we will need an especially large modeling room with truly *massive* whiteboard areas, in which each group uses 2 of the 4 walls.


Level

This is an immersive workshop. No prior knowledge is absolutely required. The experiences and knowledge will extend from introductory to intermediate or advanced. The workshop is most effective for people who have met the "soft" prerequisites.


Prerequisites

There are not strict prerequisites; my decision will depend on the group and product. However, people who have attended any one of the follow courses will be better prepared to take full advantage of this workshop, and may be requested to do so before this workshop:


Objectives

This is not a course per se, but a product-specific (or 2 products maximum) workshop to do design work. Nevertheless, in the context of the workshop, participants will learn more about visual modeling, new ways to model problems, and specific analysis patterns or design patterns, as required.


Outline

  • set up the modeling walls
  • short group session to synchronize
  • agile design modeling at the walls


Maximum Participants

For each product group (2 maximum): 9 people (i.e., one maximum-sized Scrum team)


Environment - Room, Tools, Texts

If there are two groups, we will need an especially large modeling room with truly *massive* whiteboard areas, in which each group uses 2 of the 4 walls.

Read this: Course Environment - Workshop Style2