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Johanna Rothman: But I Need to Know When the Project Will Be Done
I was talking with a new-to-agile project manager, who said he needed take the first iteration to do design and estimation. I asked why. “Because our management needs to know exactly when the project will be done.”
“Do you think your iteration of design and estimation will provide you a perfect estimate?”
“Uh.” He paused. “From your question, I’m guessing you don’t think it will.”
“I have never found that spending two weeks will provide a perfect estimation for anything larger than a 2-week project. But I could be wrong. Have you been able to before?”
“No.”
“Oh. Do you think you can get a perfect estimate this time?”
“No.”
“Then why would you spend your time doing an estimate instead of producing something, learning from that and bettering your gross estimate?”
“Because my manager needs to know when the project will be done!”
I feel for this guy. I do. I understand why his management wants an estimate that’s better than a swag (scientific wild tush guess). But you can’t always give your managers what they want. You might be able to give your managers what they need (with apologies to the Rolling Stones).
If you are starting a project and you are using iterations, you can do a gross estimate of the entire backlog, do one iteration, see what your velocity, and guess at how many more iterations you will need. Your guess is dependent on the backlog not changing, on your gross estimate being right, and on your initial velocity being a predictor of future velocity. Put like that, your managers will realize your initial estimate is a guess, and they may well want another estimate in another iteration or two or three. That is a very good thing. You can do that.
If you are not using iterations, you can do a swag, and then know that your estimate is wrong, until you have some delivery of some sort. Until you have some part of your product working, you have no idea how far off your estimate is.
If you prefer to use kanban, that’s fine, as long as your features are minimum marketable features. If your MMFs are maximum marketable features, you have no idea when you can be done because you are not limiting work in progress. Kanban is great for limiting work in progress for the entire team, and for not piling up work where people can’t finish it. The team can’t proceed until the team finishes work.
Once you have data, you can see when the project will be done. If that’s after several timeboxes, great. If that’s after some number of minimum marketable features, great. But you can’t really provide an estimate without data. Otherwise, it’s just a swag. And if you want a swag, I can give you any swag at all. It won’t mean anything, but I can give you one.
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Perfect Feedback
One of my favourite tools for giving and receiving feedback is the Perfection Game. It is a powerful tool to give constructive feedback in a non-threatening way. It transforms feedback from an attack or personal judgement into a constructive act of jointly improving software, articles, conference sessions, blog entries…
The Perfection Game lowers the barrier for giving feedback. It makes it much easier for me to give feedback faster and earlier, and to ask for feedback. It is useful for any situation where you want to ask or give feedback in a constructive way.
The Perfection Game is simple, but not necessarily easy and not always well understood. So how does it work?
- Someone presents their work, like a session proposal, a text, or code, and asks for feedback.
- You (the reviewer) rate the work on a scale from 1 to 10, based on how much value you can add. 10 means that the work is perfect for you. In other words, 10 means you don't see any way in which it can be improved.
- You explain why you rated the work like you did. What makes up this number? What did you like about it? What should be kept?
- You give concrete suggestions for improvement, i.e. actions that would make the work perfect.
An example of a perfection game applied to a session proposal is:
I would give this session proposal an 8 out of 10.
What I like about it:
- catchy title, the abstract makes me want to attend
- well thought out process, seems realistic for 90 minutes
To make it perfect, I would:
- explicitly describe benefits for managers, because it would be good for the discussions to have the manager's perspective in the room
- make the link with agile development explicit, so that it appeals to a wider audience
Some remarks:
- The rating is not a judgement, it is an indicator of how much possible improvement you see in the work.
- The Perfection Game focuses on the work instead of the person; feedback is in the eye of the beholder.
- Your improvement suggestions should be concrete and actionable; what would you do to improve the work?
It's also great for perfectionists like me, to see the positive things and accomplishments as well
I'm co-organizer of Mini XP Days (1 April, to be announced) and XP Days Benelux (early December). We apply agile principles to organizing it, to make it an agile agile conference. We are feedback addicted and use the perfection game both during the conference, to get feedback about sessions, and in the iterative session review and improvement process, to help presenters develop quality sessions.
The Perfection Game is useful for any work product, code, text, design ideas, documents, blog entries, anything you are creating and you want to improve – it can help you get into a habit of constructive feedback and joint improvement, so that you'll deliver better results faster.
So please do try this at home! (and work!)
Background information- The Perfection Game is part of the Core Protocols by Jim and Michele McCarthy; I also recommend their entertaining & informative podcasts.
- The Perfection Game is similar to the scaling question from the solution focused approach.
- Perfection Game summary
- Yves Hanoulle has written an article on the Perfection Game and other Core Protocols.
- Perfection Games remove noise from developer feedback



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