01.02.2013 Views

Software Development Cross Solution - Index of - Free

Software Development Cross Solution - Index of - Free

Software Development Cross Solution - Index of - Free

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Velocity accounts for overhead in your estimates<br />

It’s time to add a little reality to your plan. You need to factor in all those annoying<br />

bits <strong>of</strong> overhead by looking at how fast you and your team actually develop s<strong>of</strong>tware.<br />

And that’s where velocity comes in. Velocity is a percentage: given X number <strong>of</strong><br />

days, how much <strong>of</strong> that time is productive work?<br />

Take the days <strong>of</strong> work it will take you<br />

to develop a user story, or an iteration,<br />

or even an entire milestone...<br />

days <strong>of</strong> work<br />

velocity<br />

...and DIVIDE that number by your<br />

velocity, which should be between 0 and<br />

1.0. Start with 0.7 on a new project as<br />

a good conservative estimate.<br />

But how can I know how fast<br />

my team performs? We’ve only<br />

just gotten started!<br />

Start with a velocity <strong>of</strong> 0.7.<br />

On the first iteration with a new team it’s fair to assume<br />

that your team’s working time will be about 70% <strong>of</strong><br />

their available time. This means your team has a velocity<br />

value <strong>of</strong> 0.7. In other words, for every 10 days <strong>of</strong> work<br />

time, about 3 <strong>of</strong> those days will be taken up by holidays,<br />

s<strong>of</strong>tware installation, paperwork, phone calls, and other<br />

nondevelopment tasks.<br />

That’s a conservative estimate, and you may find that over<br />

time, your team’s actual velocity is higher. If that’s the case,<br />

then, at the end <strong>of</strong> your current iteration, you’ll adjust<br />

your velocity and use that new figure to determine how<br />

many days <strong>of</strong> work can go into the next iteration.<br />

Best <strong>of</strong> all, though, you can apply velocity to your amount<br />

<strong>of</strong> work, and get a realistic estimate <strong>of</strong> how long that<br />

work will actually take.<br />

= days required to<br />

Download at WoweBook.Com<br />

get work done<br />

project planning<br />

Yet another<br />

reason to have<br />

short iterations:<br />

you can adjust<br />

velocity frequently.<br />

The result should always be BIGGER than<br />

the original days <strong>of</strong> work, to account for<br />

days <strong>of</strong> administration, holidays, etc.<br />

Seeing a trend? 30 days <strong>of</strong> a calendar<br />

month was really 20 days <strong>of</strong> work, and<br />

20 days <strong>of</strong> work is really only about<br />

15 days <strong>of</strong> productive time.<br />

you are here 4 89

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!