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