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| <mainDescription><a id="XE_xp__planning_game" name="XE_xp__planning_game"></a><a id="XE_planning_game__practice_of" name="XE_planning_game__practice_of"></a><a id="XE_engineering_practices__planning_game" name="XE_engineering_practices__planning_game"></a> 
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| <h3>
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| Description
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| </h3>
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| <p>
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| The purpose of planning is to ensure that we are working on the most valuable things at all times. As much as we would
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| like to, planning is not about predicting the future. Even the best, most thought out plans need to be continually
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| refined. They require continuous and constant feedback to be useful.
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| </p>
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| <p>
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| XP proposes the following planning hierarchy:
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| </p>
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| <ul>
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| <li>
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| Projects are split into releases that typically last two to three months.
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| </li>
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| <li>
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| Releases are split into iterations that typically last two to three weeks.
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| </li>
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| <li>
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| Iterations are planned into tasks that typically last one to two days.
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| </li>
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| </ul>
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| <p>
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| The XP planning game has two main activities:
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| </p>
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| <h4>
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| Release Planning
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| </h4>
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| <ul>
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| <li>
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| Customer presents user stories to the team.
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| </li>
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| <li>
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| Programmers estimate the user stories.
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| </li>
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| <li>
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| Customers selects a set of user stories for the next release. The total of the estimates of the selected stories
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| cannot exceed the team's previous release velocity (how much they did the previous release).
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| </li>
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| </ul>
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| <h4>
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| Iteration Planning
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| </h4>
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| <ul>
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| <li>
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| Customer presents the user stories that will be worked on for the iteration. These stories usually come from the
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| release. Stories not in the release can be selected for the iteration, but the customer will have to push out an
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| existing story of the same size out of the iteration and the release. This is done so the team does not commit to
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| do more work than they have shown they can do in the past.
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| </li>
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| <li>
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| Programmers break down the stories into engineering tasks.
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| </li>
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| <li>
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| Programmers sign up and estimate engineering tasks.
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| </li>
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| <li>
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| Programmers do a sanity check to make sure all these tasks can be done by comparing against what was done the
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| previous iteration.
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| </li>
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| <li>
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| If there is too much to do, the customer will drop one or more user story from the iteration.
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| </li>
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| <li>
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| If there is not enough work, the customer can add one or more story to fill the iteration.
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| </li>
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| </ul>
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| <h3>
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| Benefits
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| </h3>
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| <ul class="noindent">
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| <li>
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| Provides <b>quick and meaningful feedback</b>.
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| </li>
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| <li>
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| Provides <b>lots of opportunities</b> to use that feedback <b>to steer the team to success</b>.
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| </li>
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| <li>
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| Provides <b>clear</b>, long-term <b>strategic</b> (release plan) <b>and</b> short-term <b>tactical goals</b>
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| (iteration plan).
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| </li>
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| <li>
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| <b>Allows the team to manage themselves</b> (task list).
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| </li>
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| </ul>
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| <h3>
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| Related Information
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| </h3>
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| <p>
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| See the <a class="elementLinkWithUserText" href="./../../../xp/guidances/guidelines/planning_game-2.html" guid="6.7335956461328426E-307">Planning Game Guidelines</a>.
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| </p></mainDescription> |
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