Agile Estimation & Planning
How an agile team gets from a product idea to a dated forecast without writing a full specification first: user stories, acceptance criteria, MoSCoW priorities, story points, the Definition of Done, sprint planning, velocity, and the burndown charts that show whether the plan is holding. The exam asks for definitions, critiques of stories, and velocity and burndown calculations, so every number here is worked step by step.
- You will write user stories in the As a / I want / so that form, judge them against INVEST, split epics, and attach Given/When/Then acceptance criteria.
- You will prioritise with MoSCoW, estimate in story points with Planning Poker, and tell the Definition of Done apart from acceptance criteria.
- You will plan a sprint, compute velocity and forecast (and re-forecast) a release, rounding sprints up.
- You will build a burndown chart day by day and read its shape: behind, ahead, flat, cliff, rising, early zero.
Requirements and the levels of agile planning
Every project has to answer "what are we building, and when will it be ready?" A traditional project answers by writing everything down before any design starts. Agile teams believe that is usually impossible for software, so they need a different way to plan: one that commits to a direction early but fills in the detail only as late as it safely can. This Part follows that planning path from a product idea to an estimated, ordered backlog, through sprint planning, to tracking progress with velocity and burndown charts. The Scrum framework itself (roles, events, the sprint) is in Part III, and formal scheduling (WBS, critical path, earned value) is in Part VIII.
A requirement says what the system should do. Requirements are the yardstick for deciding whether the system is complete and correct, and they drive testing: every requirement should be tested, and every test must trace back to a requirement (W05 slides).
Traditional vs agile: one assumption splits them
Both kinds of process need requirements; they differ in when and how they capture them. The whole difference grows from one assumption. A traditional process assumes the requirements can be fully specified up front, so it gathers them once, at the start, into detailed documents. An agile process assumes that complete requirements are hard to define up front (users don't know exactly what they want until they see something working), so it keeps them as short stories and lets them evolve.
The table sets the two side by side along five dimensions. Read the first row first, because every other row follows from it: if you believe requirements can't be known up front, you will naturally keep them short, gather them gradually, and give one person the job of ordering them by value.
| Traditional | Agile (Scrum) | |
|---|---|---|
| Assumption | Requirements can be fully specified up front | Complete requirements are hard to define up front |
| Form | Text documents with enough detail to design and implement | User stories on a backlog; the details come from conversation |
| When | Gathered once, at the start, before design | Evolve sprint by sprint; only enough to start sprint 1 is needed |
| Who | Often business analysts | The Product Owner (PO), working with the team throughout |
| Goal | Build the full specification | Build quickly and improve iteratively; maximise value per sprint by client priority |
A Product Owner is the Scrum role accountable for the value of the product; for planning, the important thing is that the PO owns and orders the list of requirements. The Developers are the people who build each increment, and the Scrum Master keeps the process working. This Part colours them consistently: Product Owner, Developers, Scrum Master, and stakeholders (the clients, users and sponsors who have an interest in the product).
Five levels of planning
Agile teams don't skip planning; they plan at several levels, each with a different horizon. The slides list five levels, from the product vision down to what each person commits to today. The higher levels change slowly and say little in detail. The lower levels are detailed but only cover the near future, which is exactly where detail can be trusted.
Plan progressively: features, then PBIs, then tasks
The slides also describe progressive planning as three documents, each adding detail to the one above it. This is how a vague idea becomes something a developer can do tomorrow morning, without anyone detailing work that might never be built.
- The Vision & Scope document names the features.
- The product backlog holds the product backlog items (PBIs): the what, business value seen from the customer's side. A PBI is a story or an epic, and a story fits in one sprint. Most PBIs are functional, though some are technical.
- The sprint backlog holds the tasks: the how, the steps that create a PBI's value, each taking no more than one day. Some teams make their PBIs so small that they need no tasks at all.
The idea running through all of this is just-in-time, just-enough planning. Detail is added only when an item is about to be worked on, and only as much as is needed to start. The payoff is that no effort is wasted detailing items that may change or be dropped, and as a side effect the items at the top of the backlog, the high-priority ones, end up being the smallest and best understood.
Check yourselfWhich row of the traditional-vs-agile comparison explains all the others, and how?
The assumption row. Traditional processes assume requirements can be fully specified up front, so it makes sense to gather them once, in detailed documents, before design. Agile processes assume complete requirements are hard to define up front, so they keep requirements as short user stories, let them evolve sprint by sprint (only enough for sprint 1 is needed at the start), give the PO the job of ordering them, and aim to maximise value delivered per sprint.
Check yourselfIn progressive planning, which level holds the "what" and which the "how"? How long may one task take?
The product backlog holds the what (PBIs: business value from the customer's view, as stories or epics). The sprint backlog holds the how (tasks: the steps that create a PBI's value), and each task takes no more than one day. Above both sits the Vision & Scope document, which names the features.
Requirements say what the system should do and drive testing. Traditional processes specify them fully up front; agile ones keep them as an evolving backlog of stories owned by the PO, detailed just in time. Planning runs at five levels (vision, roadmap, release plan, iteration plan, daily commitment) and progressively from features to PBIs (the what) to tasks of a day or less (the how).
Planning artefacts and the product backlog exam
Planning produces things you can point at: lists, notes, charts. An artefact is any such product of the process. Knowing which artefact feeds which, and what each one promises, lets you answer "where does this information live?" in a case-study question, and the Scrum Guide's three artefacts and their commitments are a favourite short-answer question.
The chain of planning artefacts
The slides draw planning as a chain. A Project Charter (the short document that authorised the project, see Part I) or a Vision and Scope document feeds the Product Backlog. Some teams in industry seed the backlog in a Sprint 0, a set-up sprint before real development; the Scrum Guide does not include one. Each sprint then draws on the backlog through its own planning notes, sprint backlog and retrospective notes, and the sprint backlogs feed the burndown chart that tracks progress.
Three artefacts, three commitments
The Scrum Guide 2020 defines exactly three artefacts and pairs each with a commitment: a target that gives the artefact its purpose and lets progress be measured against something.
Product Backlog
"An emergent, ordered list of what is needed to improve the product" (Scrum Guide 2020), and the single source of the team's work. It holds the big picture: the epics and stories. Its commitment, the Product Goal, is a future state of the product that serves as the long-term objective; the team fulfils or abandons one Product Goal before taking on the next.Sprint Backlog
Three parts: the Sprint Goal (the why), the PBIs selected at Sprint Planning (the what) and a delivery plan of tasks (the how). It is owned by the Developers. Its commitment is the Sprint Goal; the exact work needed to reach it can flex during the sprint.Increment
The sum of all PBIs completed in this sprint and all previous ones. It must be usable whether or not the PO decides to release it. Its commitment is the Definition of Done: work that doesn't meet the DoD is not part of the Increment.Check yourself · Self-test Q1Name the three Scrum artefacts and their commitments.
The Product Backlog's commitment is the Product Goal, the long-term target state of the product. The Sprint Backlog's commitment is the Sprint Goal, the single objective of the sprint. The Increment's commitment is the Definition of Done, the quality standard work must meet to be included.
The product backlog
The product backlog holds the system's requirements as a prioritised (ordered) list of product backlog items (PBIs), each of which has value to users or customers. It is owned by the Product Owner and is usually kept in a spreadsheet, Trello or Jira.
A new backlog is rough. At first most PBIs are too large or too vague to build, so they need refinement (also called grooming): splitting them, adding detail and estimates, and re-ordering. The backlog is re-prioritised before each Sprint Planning, so that the top is always the next most valuable work.
The slides give a backlog template with eight columns. Here it is with the slides' own example row, from a smart-parking app:
| Use Case | User Story | Acceptance Criteria | Priority | Estimation (SP) | Description | Dependencies | Notes |
|---|---|---|---|---|---|---|---|
| Book Parking Spot | "As a driver, I want to search for and book a parking spot in advance…" | written as Given / When / Then | Must-have | 5 | … | real-time availability API | … |
Priority can be written either as Low/Medium/High or in MoSCoW (6.6), and the estimate is in story points, SP (6.7). The Dependencies column matters: this story can't be finished until the availability API exists, which constrains how the PO can order it.
Good and bad product backlogs exam
The slides contrast good and bad backlogs on three points. Each "bad" habit is a way the backlog stops being a reliable plan.
| Good backlog | Bad backlog |
|---|---|
| Visible to anyone; the single, centralised source of requests, so the whole list can be ordered | Spread across more than one backlog |
| A living artefact, never complete: items are added, removed and morphed, and it lives as long as the product does | A dumping ground of ideas to appease stakeholders |
| Groomed regularly, using no more than about 10% of team time (slides) | Not groomed, so planning and delivery suffer |
The "about 10% of team time" figure comes from older Scrum Guides. The 2020 Scrum Guide just calls refinement an ongoing activity of adding detail, order and size. In the exam, quote the slides' 10%. A common heuristic that is not in the slides is that a good backlog is DEEP: Detailed appropriately, Estimated, Emergent and Prioritised.
The five steps to a product backlog exam
The slides build a backlog in five steps, and sections 6.3 to 6.8 take them in turn. Step through one story card to see what each step adds. The story is the slides' parking example; the acceptance criterion and the DoD lines on it are our illustration of the format.
- A backlog item starts as nothing more than a name for something users need: here, "Book Parking Spot".
- Step 1, user story: write it from the user's point of view with the template As a … I want … so that …. Big items are written as epics and split later (6.3).
- Step 2, acceptance criteria: add, on the "back of the card", the conditions that will be true when the story works, in Given/When/Then form. They later become acceptance tests (6.5).
- Step 3, prioritise: the PO tags it with a MoSCoW category. The slides make this story a Must-have (6.6).
- Step 4, estimate: the team sizes it in story points, here 5 SP, using a Fibonacci or T-shirt scale and planning poker (6.7).
- Step 5, Definition of Done: the team's quality checklist applies to every item, so the story is done only when both its own acceptance criteria and the DoD are met (6.8). The dependency on the availability API is recorded too.
Check yourself · MRQWhich of these describe a good product backlog according to the slides? Select all that apply.- It is the single, centralised source of requests.
- It is completed during Sprint 0 and then frozen.
- It is groomed regularly, using no more than about 10% of team time.
- Each team on the product keeps its own backlog so that teams stay independent.
- Items are added, removed and morphed for as long as the product lives.
A, C and E. B is wrong twice: a good backlog is never complete, and Sprint 0 is not part of Scrum. D describes the bad backlog, spread across more than one list, which makes a single ordering impossible.
A charter or Vision & Scope feeds the Product Backlog, which feeds each sprint's planning notes, sprint backlog and retro notes; sprint backlogs feed the burndown. The three Scrum artefacts pair with commitments: Product Backlog–Product Goal, Sprint Backlog–Sprint Goal, Increment–Definition of Done. A good backlog is single, living and groomed (≤ ~10% of team time); it is built in five steps: stories, acceptance criteria, MoSCoW, story points, DoD.
User stories and epics exam
If requirements aren't written as a full specification, they still need to be written somehow: short enough to change cheaply, but clear enough that everyone knows whose problem is being solved. The user story is agile's answer. It records a need in one sentence from the user's point of view, and leaves the details to be worked out in conversation just before the story is built.
A user story is a short description of a feature, told from the perspective of the person who wants the functionality, usually a user of the product. It follows a standard template:
As a [user role], I want to [goal], so that [benefit].
For example: "As a registered user, I want to change my password so that I can keep it secure or make it easier to remember."
Each slot answers a question. The role says who wants it (here, a registered user, not just anyone). The goal says what they want to do (change the password). The benefit says why (security or convenience), and the why is what lets the PO judge its value and lets developers choose a sensible design.
The 3 C's: card, conversation, confirmation
A story is more than its sentence. Every story has three parts, known as the 3 C's:
- Card. The story is a brief written statement. It acts as a placeholder for the requirement, not as a specification.
- Conversation. The Product Owner and the Developers work out the details by talking, just in time.
- Confirmation. Acceptance criteria and tests confirm that the story is done.
Stories deliberately leave out details. The slides say a story gives "a bone" to start elicitation (finding out the requirements) in the Scrum meetings. And a story focuses on what the user wants to do, not what the user wants the system to do. "As a trainee, I want to see the model in 3D so that I can judge depth as in surgery" is a story; "The system shall use OpenGL quad-buffered stereo at 60 fps" is a design decision dressed up as a requirement (Self-test Q2(d), worked in 6.4).
Levels of detail: epic, feature, story
Requirements come in different sizes, and the slides name three levels. They admit the classification is "contentious" (other sources draw the lines differently) but tell you to use this description in the exam. It runs from the business view at the top down to the developer's view:
| Level | Detail | Perspective |
|---|---|---|
| Epic | Lacks detail; new business services, or a whole product | Business |
| Feature | Product capabilities at business-level detail | Product Owner |
| (Sprint) user story | Detailed and technical; a conversation placeholder | Developer |
An epic is decomposed into features, features into stories, and stories into tasks and subtasks, but only just-in-time and just-enough. As a result, higher-priority items are smaller and better understood than lower ones, and no effort goes into detailing items that may change.
Epics and splitting exam
An epic is a large user story. There is no magic size, but an epic generally takes more than one or two sprints, so it is split until each story fits in one sprint.
The slides' example epic is "As a user, I want to log in to the system so that my information can be accessed only by me." It sounds like one thing, but it hides at least six separate pieces of work, each of which can be a story of its own:
Which users? User roles and personas
"As a user…" is a weak start, because users differ in purpose, usage, background and familiarity with computers. A forgetful user needs something different from an administrator. So the slides tell you to broaden beyond "a user".
"A collection of defining attributes that characterise a population of users and their intended interactions with the system." Examples: a new user, a forgetful user, an admin.
A named, imaginary individual who represents a user role, with a background and goals. It makes the role concrete enough to design for. Personas also open the user-journey maps used at Sprint Reviews (6.13).
Check yourselfName the 3 C's of a user story and say what each contributes.
Card: the brief written statement, a placeholder rather than a specification. Conversation: the PO and Developers work out the details by talking, just in time. Confirmation: acceptance criteria and tests confirm the story is done.
Check yourself · MCQUsing the slides' classification, which level of requirement is described as "product capabilities at business-level detail", seen from the Product Owner's perspective?- Epic
- Feature
- Sprint user story
- Task
B, Feature. An epic lacks detail (new business services or a whole product, business perspective); a sprint user story is detailed and technical (developer perspective). Tasks are the how inside a sprint, not a requirement level in this table.
Check yourselfA story is estimated as needing about three sprints of work. What is it, and what should the team do before planning it into a sprint?
It is an epic: a large story that generally takes more than one or two sprints. It must be split (for example by feature or by user role, as the login epic was) until each resulting story fits in one sprint. The splitting is done just in time, when the epic nears the top of the backlog.
A user story is "As a [role], I want to [goal], so that [benefit]": a placeholder for a conversation (card, conversation, confirmation). Requirements come at three levels (epic: business; feature: PO; story: developer). An epic takes more than one or two sprints and is split until each story fits a sprint. Write for specific user roles, made concrete with personas.
INVEST: what makes a good story exam
Anyone can write a sentence that starts "As a…". The question is whether the team can plan with it: order it, estimate it, finish it in a sprint and prove it works. INVEST is a six-letter checklist for that. In the exam it is used both ways: "list the INVEST criteria" and "critique this story and fix it".
Each criterion, with the reason behind it:
- Independent. A story should be as independent of other stories as possible, because dependencies make prioritising and planning hard: you can't put B first if it needs A.
- Negotiable. A story is not a contract or a detailed specification but a note to discuss the details near development time. Staying high-level also avoids giving a false impression of precision.
- Valuable. It must be valuable to the user or owner, so only necessary requirements become stories. Technical chores (setting up a server, upgrading a library) are tasks, not stories.
- Estimable. It carries enough information to estimate its size, but it is still not a full specification.
- Small. Small in scope, which is not the same as short in text. The team must be able to finish it within the sprint it starts.
- Testable. It is clear how it will be tested; the acceptance criteria (6.5) supply that.
Negotiable or not? The job-posting example
The slides illustrate "Negotiable" with an HR system story, "pay for a job posting by credit card". The same card can be negotiable or not depending on what is written in its notes.
Worked critique: four bad stories exam
The guide's Self-test Q2 gives four Medic-flavoured stories to critique with INVEST and fix. (Medic, the tutorials' case, is a virtual-reality surgical simulator; see 6.14.) Try each one before opening the tab's answer.
bad "As a developer, I want to set up the C++ build server."
It is not Valuable to a user: it is a technical chore, and the "user" is the team itself (there is not even a "so that"). Make it a task under a real story, or a time-boxed spike (a short, fixed-length investigation).
bad "As a surgeon, I want the whole simulator so that I can train."
This is an epic, so it is neither Small nor Estimable. Split it by feature: load the model, view it, drill, haptic resistance, and so on.
bad "As a trainee, I want the haptic feel to be realistic."
It is not Testable: "realistic" can't be checked as written. Add acceptance criteria, for example "Then resistance is within the agreed tolerance of the reference force profile, and the haptic liaison rates realism ≥ 4/5". (It also lacks a "so that".)
bad "The system shall use OpenGL quad-buffered stereo at 60 fps."
This is not a user story at all, and it is not Negotiable, because it dictates the design. Rewrite it as "As a trainee, I want to see the model in 3D so that I can judge depth as in surgery", and keep 60 fps as an acceptance criterion or performance criterion.
Check yourself · MRQWhich statements about INVEST are correct? Select all that apply.- "Small" means the story's text is short.
- Technical chores should be tasks, not stories, because a story must be Valuable to a user or owner.
- A Negotiable story is a note to discuss details near development time.
- "Estimable" means the story is a complete specification.
- A story must be finishable within the sprint it starts.
B, C and E. A is the classic trap: Small means small in scope, not short in text. D is wrong: Estimable means enough information to estimate, but it is still not a full specification.
Check yourselfA backlog note says "Story 6 can't start until Story 4 is finished." Which INVEST letter is under strain, and why does it matter for planning?
Independent. Story 6 depends on another story, so the PO can't freely order it: it can't come before Story 4 whatever its value. Dependencies make prioritising and planning hard, which is why stories should be as independent as possible. (Tutorial 5 found exactly this flaw in a mock Medic backlog, 6.14.) Where a dependency is real, record it in the backlog's Dependencies column, as the parking-app template does.
INVEST: Independent, Negotiable, Valuable, Estimable, Small (in scope; finishable in the sprint), Testable (via ACs). A card whose notes dictate the design is no longer negotiable. To critique a story, name the broken letter and give the fix: chores become tasks or spikes, epics are split, vague words get acceptance criteria, design decisions become ACs.
Acceptance criteria and Given/When/Then exam
A story card deliberately leaves out details, so something must pin down what "working" means, or the PO and the Developers will discover at the Sprint Review that they imagined different things. Acceptance criteria do this: they are the "confirmation" C, written on the back of the card before the story is built.
A condition of satisfaction is a high-level acceptance criterion (AC) that will be true once the story is complete. ACs are written on the "back of the card" in the form Given [condition], When [event], Then [result]. This is the style of behaviour-driven development (BDD), covered in Part VII.
The slides' example is US1: "As a Premier member, I want to cancel my hotel reservations at any time so that I can save on the cancellation penalty." It has three ACs. The second and third share the Given and the When of the first, and differ only in what must happen as a result:
- AC1.1 Given a premier member, When they submit a cancellation, Then the booking is cancelled with no penalty.
- AC1.2 … Then the hotel is notified.
- AC1.3 … Then a confirmation stating that no penalty was charged is sent.
Acceptance criteria describe functionality for one story. Quality rules that apply to every story ("code reviewed", "70% coverage") do not belong in a story's ACs; they belong in the Definition of Done (6.8).
Check yourselfWrite one Given/When/Then acceptance criterion for "As a forgetful user, I want to request a new password so that I am not permanently locked out."
One reasonable answer (yours may differ, as long as it has all three parts and an observable result): Given a registered user who has forgotten their password, When they request a new password for their account, Then a password-reset message is sent to their registered address. A good criterion names the context (Given), the trigger (When) and something checkable (Then); "Then it works nicely" would not be testable.
Check yourself · MCQWhy are acceptance criteria numbered AC1.1, AC1.2 and so on?- To show their MoSCoW priority within the story.
- To give traceability from the story to its criteria and on to the acceptance tests.
- Because the Scrum Guide requires numbered criteria.
- To record the order in which developers should implement them.
B. The IDs link US1 to AC1.1–1.3 and to the tests that check them. The Scrum Guide says nothing about AC numbering, and priority is set per story, not per criterion.
Acceptance criteria (conditions of satisfaction) say what will be true when a story is complete, written on the back of the card as Given [condition], When [event], Then [result]. Several ACs can share a Given and When. Number them (AC1.1…) so each story traces to its criteria and its acceptance tests.
Prioritise with MoSCoW exam
There is never time to build everything, so the backlog has to say what matters most. A plain High/Medium/Low label doesn't tell you what happens if an item is missing. MoSCoW does: each category is defined by the consequence of leaving the item out. It can be applied to a project, an increment or a sprint.
The "Won't" category is easy to undervalue. Writing down what will not be delivered this time stops stakeholders assuming it is coming, and stops the team quietly building it. It isn't "never": it is "not appropriate at this time".
How does the PO decide the order within and across categories? By weighing value against effort. A very valuable item that is cheap to build should come early; a modestly valuable item that is very expensive may become a Could or a Won't. That is why the next step, estimating effort, matters to prioritisation.
Check yourself · Self-test Q11Name the MoSCoW categories. Where should "replay, pause and rewind" (13 SP) go for Medic release 1?
Must (if it is missing, the delivery fails), Should (critical, but it can slip), Could (nice to have) and Won't (not this time). Replay is useful but not essential to the core purpose, practising drilling, and at 13 SP it is large, so make it a Could (or a Won't for release 1). The value-against-effort reasoning is what earns the marks.
Check yourself · MCQA release ships with every Must and every Could, but one Should is missing. According to the slides' definitions, the delivery is:- a failure, because Shoulds are critical;
- not a failure on that account, because only a missing Must is a failure condition;
- a failure, because Coulds should have been dropped before Shoulds;
- not a failure, because Shoulds are optional nice-to-haves.
B. Missing one Should is not a failure on its own; only a missing Must is. D is the near-miss: Shoulds are critical and generally all needed, not nice-to-haves (that describes Coulds). The order of dropping is a planning concern, not the failure rule.
MoSCoW: Must (one missing = failure), Should (critical but not a failure condition alone), Could (nice to have, dropped first), Won't (not this time; recorded to control scope and expectations). It applies to a project, increment or sprint, and the PO orders by value against effort.
Story points and estimation techniques exam
To forecast when anything will be ready, the team needs to know how big each story is. But people are poor at saying "this will take 13.5 hours", especially for work they've never done. They are much better at saying "this is about twice as big as that one". Story points turn that ability into a planning unit.
Story points are a unitless measure of the relative effort of a story, taking in its size, complexity and uncertainty. Effort is judged relative to completed stories and to the other stories being estimated, whereas traditional teams estimate in days or weeks.
The scales
Teams pick points from a fixed scale rather than any number. The slides list four scales. In every one, the gaps between values widen as the values grow, which reflects how uncertainty grows with size: there's no point arguing whether a huge story is 40 or 41.
Why story points, not hours?
The slides give four reasons:
Relative is easier
We are better at relative estimation ("twice as big as that") than at absolute estimation ("16 hours").Hours miss the overhead
Hours ignore the non-project work that creeps into each day: emails, meetings. Velocity, measured in points actually finished, absorbs it automatically.No political weapon
Each team's scale is its own, so it is harder to use velocity as a political weapon between teams.Value vs effort
Relative size helps the PO weigh business value against effort when ordering the backlog.Points describe the story, not the person doing it. They become time only through the team's measured velocity (points finished per sprint, 6.10). "1 SP = 4 hours" throws away every advantage above. Hours are, however, often used for sprint tasks, which are small and well understood.
Four estimation guidelines
- Analogy. There are no units, so compare with other stories: stories of the same size get the same points.
- Decompose. Break a story into tasks and combine what you know about them.
- Right units. Don't be too fine-grained; use a pattern scale such as 1, 2, 4, 8, 12 or Fibonacci.
- Group-based. The whole team estimates, using Delphi (anonymous estimates, compared and repeated until they converge) or adaptations of it to reach consensus. Planning poker is one such adaptation.
Two problems at opposite extremes exam
Planning poker exam
Planning poker is the slides' main estimation technique: a quick, game-like version of group (Delphi-style) estimation. Its key trick is that everyone shows their estimate at the same moment, so nobody is swayed by hearing someone else's number first. That swaying is called anchoring. Step through one round; the votes are our illustration.
- Step 1 of the slides: each member holds a hand of cards 0, 1, 2, 3, 5, 8, 13, 21 (20), often plus ∞ ("too big to estimate") and ☕ ("let's take a break").
- Step 2: a story is read aloud and discussed, so everyone understands what is being asked. Each developer privately picks a card, face down.
- Step 3: everyone shows their card at the same time. Because nobody hears another estimate first, nobody is anchored by it. Here the votes are 3, 5, 5 and 13: a wide spread means people understood the story differently.
- Step 4: the lowest and highest voters explain their reasoning. Perhaps Dev A knows a library that does most of the work, and Dev D has spotted a security rule nobody else thought of. This is where knowledge spreads across specialities.
- Step 5: the team re-votes. Now 5, 5, 5 and 8: closer, but not yet agreed, so they talk briefly and vote again.
- Consensus: everyone shows 5, so the story is 5 SP. The values are relative (a 2 is about a quarter as hard as an 8), and a story at 21 (20) or more should be split before it is planned.
Besides the estimate itself, planning poker has side benefits: the whole team estimates (so the people doing the work own the number), knowledge spreads across specialities through the explanations, and online tools exist for remote teams.
Check yourself · Self-test Q4Describe planning poker.
Each member holds cards 0, 1, 2, 3, 5, 8, 13, 21 (20), plus ∞ and ☕. A story is read out and discussed, then everyone reveals a card at once. The holders of the extreme (lowest and highest) cards explain their reasoning, and the team re-votes until it reaches consensus. The values are relative, so a 2 is about a quarter of an 8, and a story at 21 or more must be split. Benefits: the whole team estimates, knowledge is shared, and revealing at once avoids anchoring.
Check yourself · MCQWhy do planning-poker players reveal their cards simultaneously?- To save time compared with discussing each estimate.
- To avoid anchoring, where early estimates sway later ones.
- So that the Scrum Master can average the votes.
- So that the highest estimate is automatically accepted.
B. Nobody is anchored by hearing another number first. The votes aren't averaged (C): the extremes explain and the team re-votes until consensus.
T-shirt sizing
T-shirt sizing sorts items into sizes from XS to XXL by open discussion, with the occasional vote to break a stalemate. It is informal and fast for many items, which suits a large, early backlog. Its weakness: the sizes must be converted to numbers before you can track effort and chart velocity, because you can't add "M + L".
The bucket system (tutorial)
For a large backlog, the tutorial describes the bucket system. Buckets labelled with point values are set out; a few anchor stories are placed together first, to fix what each bucket means; the remaining stories are divided among the members, who place them silently; and finally there is a sanity-check pass in which anyone can challenge a placement.
Two-pass estimation (tutorial)
The tutorial also suggests estimating a fresh backlog in two passes. First, the team sorts the stories by consensus into four piles: big, medium, small and "no idea: epic". Then it adds cheap story points to each. The guiding rule: defer detailed estimation and decomposition until just-in-time.
Check yourself · MRQWhich are reasons the slides give for estimating in story points rather than hours? Select all that apply.- People are better at relative than absolute estimation.
- Story points can be converted to hours at a fixed rate, making payroll easier.
- Hours ignore non-project work such as emails and meetings, which velocity absorbs.
- Points make it easier to compare individual developers' productivity.
- Relative size helps the PO weigh business value against effort.
A, C and E (the fourth slide reason is that team-specific scales make velocity harder to use as a political weapon). B contradicts the tutorial's "don't equate story points to hours". D is the opposite of the slides' warning against using points to measure individuals (6.10).
Check yourselfA team estimates one story at 2 SP and another at 8 SP. What does that say? And what should happen to a story the team votes 21?
The 2-point story is judged about a quarter as hard as the 8-point one; the numbers are relative effort (size, complexity, uncertainty), not hours. A story at 21 (20) or more should be split before planning: it is too large and uncertain to fit a sprint reliably (and is probably an epic).
Story points are unitless relative effort (size, complexity, uncertainty) on a widening scale (Fibonacci, modified Fibonacci, powers of 2, T-shirt). Prefer them to hours for four reasons, and never equate them to hours. Estimate by analogy, decomposition, sensible units and as a group, avoiding both analysis paralysis and the cavalier approach. Techniques: planning poker (simultaneous reveal, extremes explain, re-vote; ≥21 split), T-shirt sizing (fast; convert to numbers), the bucket system and two-pass estimation.
The Definition of Done exam
"Is it done?" sounds like a yes/no question, but one developer means "the code compiles", another "it's tested", and the PO "a customer can use it". If the team counts work as finished when it isn't, its velocity lies and the release slips. The Definition of Done (DoD) fixes one shared meaning of "done" for every item.
The DoD is the exit criteria that decide whether a PBI is complete: a list of activities that add verifiable, demonstrable value, often including that all regression tests pass. The DoD may differ between teams, but it must be consistent within one team.
"A formal description of the state of the Increment when it meets the quality measures required for the product." A PBI that doesn't meet it cannot be released or even presented at the Sprint Review, and returns to the backlog. An organisational DoD sets the minimum for every team, and teams on the same product share one DoD.
The DoD has three goals: a shared understanding of quality and completeness; a checklist that every story is checked against; and, as a result, an increment of well-understood, high quality.
The slides' example DoD reads like a checklist:
- ☑ Code reviewed, or pair-programmed
- ☑ Unit-test coverage of at least 70%, all tests green
- ☑ Automated acceptance tests (from the ACs) passed
- ☑ Integration tests of affected areas passed
- ☑ Usability review done
- ☑ Tested on iPhone 9–16
The slides' "When are tasks done?" diagram makes a further point: every story in every sprint has its own ACs, plus there are additional tasks (deployments, documentation, user manuals). Meeting the ACs alone is not "done".
DoD vs acceptance criteria exam
These two are the most-confused pair in the topic, so set them side by side:
| Definition of Done | Acceptance criteria | |
|---|---|---|
| Scope | Universal: every PBI, sprint or release | Specific to one story |
| Asserts | Quality and completeness | Functionality |
| Example | Code reviewed, ≥70% coverage, deployed to staging | "Given a premier member cancels, Then no penalty" |
The DoD must NOT include functionality. The DoD and the ACs are orthogonal, and a story is done only when both are met (Scrum Alliance). If you find "user can cancel a booking" in a DoD, it is in the wrong place: that is an acceptance criterion of one story.
Check yourself · Self-test Q3DoD vs acceptance criteria?
ACs are story-specific and define functionality, e.g. "Given a premier member cancels, Then no penalty". The DoD is universal and defines quality and completeness, e.g. "code reviewed, ≥70% coverage, regression tests pass". They are orthogonal, both must hold before a story is done, and the DoD contains no functionality.
DoD levels: PBI, sprint, release
Some "done" activities can be finished for each item, others only once per sprint or per release. The DoD therefore applies at three levels. To place an activity, ask the slides' questions in order (Scrum Alliance):
A living, auditable checklist
The readings add that the DoD is an auditable checklist and that it is not static: it grows as the team matures. Scrum Inc. lists five mistakes:
- Having no written DoD.
- Treating "code complete" as Done.
- Having different DoDs on one product.
- Lowering the bar under deadline pressure.
- Never expanding the DoD.
A weak DoD creates hidden inventory: work that looks finished but isn't, and that will cost time later when someone discovers it was never tested, integrated or documented.
The Definition of Ready
The DoD is the exit gate; the slides also show the matching entry gate, a Jira checklist for the Definition of Ready (DoR). A story is ready to be pulled into a sprint when design specs are provided, it is a small unit of work, its ACs are agreed, and it is testable and estimated.
Check yourself · MRQWhich are mistakes with a Definition of Done (Scrum Inc. / readings)? Select all that apply.- Expanding the DoD as the team matures.
- Treating "code complete" as Done.
- Relaxing the DoD for one sprint because the deadline is close.
- Making the DoD an auditable checklist.
- Letting two teams on the same product keep different DoDs.
B, C and E. C is "lowering the bar under deadline pressure" and E is "different DoDs on one product" (the Scrum Guide says teams on one product share one DoD). A and D are what you should do: the DoD is an auditable checklist that is not static.
Check yourselfA team proposes adding "the user can export results to PDF" to its DoD. Respond.
Reject it: that is functionality, so it belongs in the acceptance criteria of a specific story (or is a story itself), not the DoD. The DoD is universal and asserts quality and completeness (reviews, coverage, tests, documentation), and it must not include functionality; the two are orthogonal.
The DoD is the team's universal exit checklist for quality and completeness, consistent within a team (and shared by teams on one product); work that fails it can't be released or shown at the review. It is orthogonal to the story-specific, functional ACs, and a story is done only when both hold. It applies at PBI, sprint and release level, grows over time, and must never be lowered under pressure; a weak DoD hides inventory. The Definition of Ready is the matching entry check.
Sprint planning and the sprint backlog exam
The product backlog says what the product needs; it does not say what the team will do in the next two weeks. Sprint Planning is the event that turns the top of the backlog into a concrete, achievable plan for one sprint, with a single goal that gives the work its purpose. The exam has asked both for the slides' procedure and for the Scrum Guide's three topics, so learn both and how they line up.
The slides' six-step procedure
- Preparation. Refine the backlog for relevance, completeness and priority.
- Review the backlog. The PO presents the prioritised stories.
- Define the Sprint Goal: a clear, achievable objective.
- Select stories that serve the goal and fit the team's capacity (its velocity).
- Break stories into tasks. Who does which task is self-organised during the sprint, not assigned at planning.
- Finalise the sprint backlog. The team agrees its forecast and commits to the Sprint Goal.
The Scrum Guide's three topics exam
The Scrum Guide 2020 frames the same event as three topics, each a question. Slides steps 1–2 are the preparation; step 3 is the Why, step 4 the What, step 5 the How, and step 6 the output. Step through it.
- Sprint Planning starts from what the team knows: the ordered product backlog (refined beforehand), the team's past performance (its velocity), its upcoming capacity (who is available) and its Definition of Done.
- Topic 1, Why is this Sprint valuable? The PO proposes how the product could increase its value this sprint, and the whole Scrum Team then defines the Sprint Goal, which must be finalised before planning ends.
- Topic 2, What can be Done this Sprint? The Developers select PBIs in discussion with the PO, refining them as needed. Their confidence about how much they can take on comes from their past performance, upcoming capacity and DoD.
- Topic 3, How will the chosen work get done? The Developers decompose the PBIs into work items of one day or less. How they do it is at their sole discretion: nobody else, not even the PO or Scrum Master, tells them how.
- Output: the Sprint Backlog = Sprint Goal + selected PBIs + plan. The timebox is 8 hours for a one-month sprint, and shorter for shorter sprints.
Check yourself · Self-test Q8Give the three topics of Sprint Planning and its timebox (Scrum Guide).
Why: the PO proposes how to add value and the whole team sets the Sprint Goal. What: the Developers select PBIs with the PO, based on past performance, capacity and the DoD. How: the Developers decompose the work into items of one day or less, at their sole discretion. Timebox: at most 8 h for a one-month sprint; the output is the Sprint Backlog.
Check yourself · MCQAccording to the Scrum Guide 2020, who defines the Sprint Goal?- The Product Owner alone.
- The Developers alone.
- The whole Scrum Team, after the PO proposes how to increase value.
- The stakeholders at the previous Sprint Review.
C. The PO proposes; the whole Scrum Team defines. The near-miss is A. By contrast, selecting the PBIs is the Developers' call (with the PO), and the How is the Developers' alone.
Release planning, briefly
Above sprint planning sits release planning, described in the tutorial's Scrum Master brief: establish the product vision with the stakeholders, estimate the groomed backlog in story points, and determine the velocity. The Scrum Master's job in that session is to make sure everyone contributes and votes, and to build consensus. The arithmetic of a release forecast is in 6.10, and what defines a release in 6.11.
The sprint backlog: stories broken into tasks
The sprint backlog breaks the selected stories down into tasks (the how), each taking ≤ 1 day. Every task has an owner, a status and an estimate, and is tracked daily. The slides' example (Smart Parking, Sprint 1) has these columns; two of its rows are shown:
| Story ID | Story | Task ID | Task | Owner | Status | Est. (SP) | Day 1 … n |
|---|---|---|---|---|---|---|---|
| US1 | Book Parking Spot | US1_T1 | develop search UI | Alice | In Progress | … | … |
| US1 | Book Parking Spot | US1_T2 | integrate availability API | Bob | Not Started | … | … |
The "Day 1 … n" columns hold the remaining effort recorded each day, which is exactly the data a burndown chart plots (6.12).
Sprint (task) boards
A sprint board (task board) visualises the sprint backlog. The slides' Jira example has the columns To Do, In Progress, In Review and Done, in that order, with cards showing the ID, estimate, priority and assignee, plus the days remaining. A board gives transparency (anyone can see the state of the sprint) and exposes bottlenecks (a pile of cards stuck in one column), although the Scrum Glossary treats Scrum boards as optional.
Slides: prepare, review the backlog, set the Sprint Goal, select stories to fit capacity (velocity), break them into self-organised tasks, finalise and commit. Scrum Guide: Why (PO proposes, whole team sets the Sprint Goal), What (Developers select with the PO), How (Developers decompose into ≤ 1-day items at their sole discretion); ≤ 8 h for a one-month sprint. Sprint Backlog = Sprint Goal + selected PBIs + plan, tracked daily and shown on a board.
Velocity and forecasting delivery exam
Story points tell you how big the work is; they say nothing about when it will be done. To turn size into dates you need to know how much this team actually finishes in a sprint. That measured rate is velocity, and with it a release forecast is a single division. Expect a calculation question.
Velocity is the rate at which a team completes story points per sprint. The slides call it a measure of team productivity: the SP delivered in a specified time period. The Scrum Glossary calls it optional: it is tracked by the Developers for use within the team.
Four properties matter when you use it:
- It reflects a sustainable pace: what the team can keep doing, not what it manages in a heroic week.
- It is guesswork for the first few sprints, until estimation matures and start-up issues settle.
- It is disrupted by changes in team membership, approach or type of system; that is why a stable team gives accurate estimates.
- Only stories meeting the DoD count. There is no partial credit: a story 90% finished at the end of the sprint contributes 0 to velocity.
The agile estimation process
The slides' process is a loop of four steps: plan with the velocity you expect, then correct the plan with the velocity you get.
Two formulas do all the work:
V = SP / Ti T = (SP1 + SP2 + … + SPn) / V
On the left, V is velocity and SP is the points completed over the period Ti, taken from historical data or previous iterations. On the right, SPi is the points of story i among the n stories in scope, and T is the delivery time, in sprints if V is per sprint.
A fractional answer such as 3.05 sprints means 4 sprints. A partial sprint still uses a full timebox, because sprints have a fixed length.
Worked example: the slides' 400-SP backlog
- The slides' team: 5 members, each completing about 1 SP per day, in fortnightly sprints of 10 working days. The product backlog totals 400 SP (the bar at sprint 0).
- Velocity: V = 5 members × 1 SP/day × 10 days = 50 SP per sprint.
- Delivery time: T = 400 / 50 = 8 sprints. It divides exactly, so no rounding is needed this time.
- In days: 8 sprints × 10 working days = 80 working days.
- The ideal release burndown: 350, 300, 250 … 0 SP remain after each successive sprint. This straight line is what the team's real progress will be compared against (6.12); 400 / 80 = 5 SP per working day is the same line measured in days.
Re-forecasting with actual velocity: Self-test Q5 exam
The first forecast uses an expected velocity. Step 3 of the process says to measure the real one and re-estimate. The guide's Q5 does exactly that: 6 developers each complete about 1.5 SP per day in 10-day sprints; the backlog is 360 SP. Forecast the delivery. After 3 sprints the team has delivered 70, 80 and 75 SP. Re-forecast.
- The givens: 6 developers, each completing about 1.5 SP per day, in 10-day sprints, with a 360-SP backlog.
- Planned velocity: V = 6 × 1.5 × 10 = 90 SP per sprint.
- First forecast: T = 360 / 90 = 4 sprints (the dashed plan line, reaching zero at sprint 4).
- Measure the real velocity. After 3 sprints the team has delivered 70, 80 and 75 SP, a total of 225. Actual V = 225 / 3 = 75. The solid actual line (290, 210, 135 remaining) sits above the plan: the team is behind.
- Re-forecast: remaining work = 360 − 225 = 135 SP; 135 / 75 = 1.8, which rounds up to 2 more sprints. After sprint 4, 60 SP would still remain (gold dashed line).
- Conclusion: 3 done + 2 more = 5 sprints in total, one sprint late. Either cut Could-haves (keep the date, shrink scope) or move the date (keep the scope). 6.11 shows the two options side by side.
Be very careful about using story points to measure individual performance. Competition makes people rush, and rushed code is buggy code. An unsustainable pace also causes burnout, which destroys morale and code quality. The tutorial adds that a highly productive team can have a low velocity and still achieve high client satisfaction. And never compare velocities across teams: each team's points are on its own scale.
Check yourself · Self-test Q12Why not use story points to rank developers?
Competition leads to rushed, buggy code, and an unsustainable pace causes burnout and lower morale. Points are team-relative, and velocity is an optional, team-internal planning tool, so judging people on it just inflates estimates. And a productive team can have a low velocity with high client satisfaction.
Check yourself · MCQA team commits 30 SP. At the sprint's end, stories worth 22 SP meet the DoD, and an 8-SP story is "90% done". What velocity does the team record for the sprint?- 30
- 29.2
- 22
- 26
C, 22. Only stories meeting the DoD count; there is no partial credit. The unfinished 8-SP story returns to the backlog and counts in the sprint in which it is finished.
Check yourselfA forecast comes out at T = 61 / 20 = 3.05 sprints. How many sprints do you promise, and why?
4 sprints. Always round a fractional number of sprints up: a partial sprint still uses a full timebox. (This is the Medic forecast for the Must and Should stories, 6.14.)
Velocity = SP of Done stories per sprint (optional, team-internal, no partial credit, unreliable at first, disrupted by team changes). Forecast T = total SP / V, rounding up; then measure actual V and re-forecast. Slides: 5 × 1 × 10 = 50, 400 / 50 = 8 sprints = 80 days. Q5: plan 90 → 4 sprints; actual 75 → 135 / 75 = 1.8 → 2 more, 5 total. Never use points to judge individuals or compare teams.
Timeboxes, scope, increments and releases exam
Plans and reality drift apart: a story turns out easier, another harder, a stakeholder asks for something new. A plan needs a rule for what gives when that happens. Agile's rule is that time is fixed and scope flexes, both inside a sprint and across a release. This section covers that rule, then the increments and releases it produces.
The timebox is fixed; scope flexes
A timebox is a fixed, maximum length of time for an activity. Sprints are typically 2–4 weeks according to the slides; the Scrum Guide says at most one month. The scope of a sprint is planned from priority, story points and velocity, and when reality differs from the plan, the sprint does not get longer: the amount of work changes instead. The slides give options for three situations.
Do extra valuable work on the planned scope (more testing or review); pull in stories that fit; refactor (make non-functional improvements) if that was planned and fits; or do work outside the sprint, such as preparing later sprints or prototyping.
Reduce the planned work, such as testing or review, but only if the DoD is still met and QA permits. Or push stories out of the sprint, possibly by splitting one on the fly.
It depends on the direction. If scope is reduced, use the finish-early options. If scope is increased, cut the plan back to its original size.
The slides then ask a pointed question: if a change adds three hours of work, who provides that effort? For free? At the cost of family time? Absorbing changes through overtime breaks the sustainable pace that velocity depends on. The Scrum Guide adds two rules: no change may endanger the Sprint Goal, and only the PO can cancel a sprint.
Check yourself · Self-test Q9Mid-sprint, the Medic surgeons want a 3-SP "drill speed display" added. What happens?
The request goes to the PO, and normally it goes onto the product backlog for a later sprint. If it is urgent and fits the Sprint Goal, it can be swapped in, but only by removing equivalent scope, so that the plan stays its original size. No unpaid overtime: ask the slides' question, "who provides that effort?"
Increments
An Increment, or potentially shippable increment (PSI), is the sum of all PBIs completed in this sprint and all previous ones. It must be usable even if it isn't released, and it must meet the DoD. The 2020 Scrum Guide allows several increments per sprint, which can be released before the Sprint Review if wanted.
Releases
A release is a set of increments released to the customer. Releases matter in bigger, multi-release projects; in a small project, the product backlog alone gives enough overview. The slides list the characteristics of a release exam:
- A release is defined by its date, theme and planned feature set, at system or program level, and the PO defines it.
- Scope is the variable, while date and quality are fixed. That is why a prioritised backlog is the basis of planning: when scope must shrink, it shrinks from the bottom.
- All teams keep the same iteration rhythm, so dependencies surface during planning.
- Release dates are fixed across teams, typically every 2–4 months, though this can stretch to 6–9. The same idea, scaled up, is SAFe's Program Increment (Part XI).
Fixed-date vs fixed-scope release planning
The forecasting formula from 6.10 can answer two different questions, depending on which of date and scope you hold fixed. Using the Self-test Q5 numbers after the re-forecast (actual V = 75; 225 of 360 SP done after 3 sprints; original target 4 sprints):
The slides' release characteristics make fixed-date the default: date and quality are fixed, scope is the variable. That only works because the backlog is ordered, so the work that falls outside the capacity is the least valuable work. This is also the guide's verdict on Q5: "either cut Could-haves or move the date".
Check yourself · MRQWhich are characteristics of a release according to the slides? Select all that apply.- It is defined by its date, theme and planned feature set, and the PO defines it.
- Its scope is fixed; the date moves if work runs late.
- All teams keep the same iteration rhythm, so dependencies surface during planning.
- Quality can be relaxed near the release date to protect scope.
- Release dates are fixed across teams, typically every 2–4 months.
A, C and E. B reverses the rule: scope is the variable; date and quality are fixed. D breaks the fixed-quality rule (and "lowering the bar under deadline pressure" is a named DoD mistake).
Sprints are fixed timeboxes (2–4 weeks; ≤ 1 month in the Scrum Guide); scope flexes. Finish early: add value or pull work in; can't finish: push stories out, trimming testing only if the DoD still holds; added scope: cut the plan back to size, with no overtime. An Increment is everything Done so far and must be usable; a release is a set of increments shipped to the customer, defined by date, theme and features, with date and quality fixed and scope variable.
Burndown and burn-up charts exam
Halfway through a sprint, is the team going to make it? A list of tasks doesn't answer that at a glance; a picture of work remaining over time does. The burndown chart is that picture, and in the exam you may be asked to build one from a table of completions or to read what a shape means.
A burndown chart tracks the work remaining against time. The x-axis is time (working days or sprints) and the y-axis is remaining work (story points or person-hours). It starts at the total and burns down to zero, and it carries two lines: the ideal (guideline) line, straight from the total to zero, and the actual line, from real completions.
Building one, day by day
The slides build a burndown for a 400-SP backlog of PBI1–34 (the same backlog as the velocity example: 80 working days, so the ideal burn is 400 / 80 = 5 SP per day). You need only each PBI's effort and status, and you update the status as soon as it changes. The chart starts at Day 0 = 400, and each day follows from the one before:
SP left at end of day X+1 = SP left at end of day X − SP of PBIs completed on day X+1
Track it daily: a sprint-wise burndown (one point per sprint) is not good enough, because by the time it shows a problem the sprint is over. In Sprint 1 the team planned PBI1–11 (49 SP) and completed PBI1–9 and PBI11, which come to 41 SP. Step through it:
- Day 0: the release starts at 400 SP. The dashed ideal line falls 5 SP a day, reaching 350 at the end of the sprint (day 10). Note the y-axis starts at 340 so the small daily changes are visible.
- Day 1: PBI1 (1 SP) is Done: 400 − 1 = 399. The ideal is 395, so the team is already 4 behind.
- Day 2: PBI2 and PBI3 (5 SP together) are Done: 399 − 5 = 394 (ideal 390).
- Day 3: PBI5 and PBI7 (2 SP): 394 − 2 = 392 (ideal 385).
- Day 4: PBI4 (5): 392 − 5 = 387 (ideal 380).
- Day 5: PBI6 (5): 387 − 5 = 382 (ideal 375).
- Day 6: PBI8 (5): 382 − 5 = 377 (ideal 370).
- Day 7: PBI9 (5): 377 − 5 = 372 (ideal 365).
- Day 8: nothing reaches Done, so the line is flat at 372 (ideal 360). Work was certainly done that day, but only finished stories count.
- Day 9: PBI11 (13 SP) is Done: 372 − 13 = 359 (ideal 355). One big story makes a big drop.
- Day 10: nothing else finishes: 359 (ideal 350). Completed = 1+5+2+5+5+5+5+13 = 41 SP, against 49 planned.
- Reading it: the actual line is above the ideal every day, and Sprint 1 ends 9 SP behind (359 vs 350). PBI10 (8 SP) wasn't finished, so it returns to the backlog for Sprint 2: 49 planned − 8 = 41 done.
| Day | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Completed | – | PBI1 (1) | PBI2, PBI3 (5) | PBI5, PBI7 (2) | PBI4 (5) | PBI6 (5) | PBI8 (5) | PBI9 (5) | – | PBI11 (13) | – |
| Actual | 400 | 399 | 394 | 392 | 387 | 382 | 377 | 372 | 372 | 359 | 359 |
| Ideal | 400 | 395 | 390 | 385 | 380 | 375 | 370 | 365 | 360 | 355 | 350 |
Sprint 2, and a slip in the slides
Sprint 2 then completed PBI10 and PBI12–17. The guide flags a caution here: learn the method, not the slide's figure.
Sprint 2 Done: 8 (PBI10) + 5 + 5 + 3 + 13 + 5 + 8 (PBI12–17)
= 47 SP
Day 20: 359 − 47 = 312 ideal: 400 − 20 × 5 = 300
So the release is 12 SP behind ideal after two sprints.
The slide's day-13 row subtracts PBI10 a second time, which is where its "55 SP" (47 + 8) and its day-20 figure of 304 (359 − 55) come from. Each PBI counts once, on the day it reaches Done.
Reading a burndown exam
Each shape of the actual line has a standard reading. The rule underneath all of them: the line only drops when a story reaches Done, so its shape shows how work is finishing, not how busy people are.
| Shape of the actual line | Meaning | Likely cause / action |
|---|---|---|
| Above the ideal | Behind | Underestimation, impediments or added scope |
| Below the ideal | Ahead | Overestimation or removed scope; consider pulling in work |
| Flat step | No PBI reached Done in that time | Normal for short stretches, since only finished stories count |
| Long flat stretch, then a cliff at the end | Work finished in a rush at the end | Stories too big, or testing left to the end (a mini-waterfall) |
| Line rises | Scope was added | Shouldn't happen within a sprint; on a release chart it shows scope growth |
| Reaches zero early | Under-commitment | Pull in work and raise the forecast |
| Ends above zero | Over-commitment | Unfinished items return to the backlog; the realised velocity is lower |
In one of the slides' examples, 250 SP are planned over 25 days, so the ideal is 10 SP per day. The actual line is flat on days 0–2 and 7–9, so the team ran behind early on. By day 15, though, it is at 92 against an ideal of 100, which makes it slightly ahead.
Check yourself · Self-test Q6A 10-day sprint commits 40 SP, and 32 SP remain at the end of day 5. Interpret it.
The ideal at day 5 is 40 − 5 × 4 = 20, but the actual is 32, so the team is 12 SP behind, with only 8 SP Done. Likely causes: big stories still in progress, impediments, or underestimation. Actions: raise blockers at the Daily Scrum, swarm on the in-progress stories, and, with the PO, move the lowest-priority story out while protecting the Sprint Goal. Never drop DoD items.
Check yourself · Self-test Q7What do these shapes mean: (a) flat, then a cliff on the last day; (b) a mid-sprint rise; (c) zero on day 6 of 10?
(a) The stories were too large, or testing was left to the end (a mini-waterfall): split stories and test continuously. (b) Scope was added mid-sprint: cut the plan back to its original size. (c) Under-commitment: pull in work and raise the forecast.
Check yourself · MCQOn day 8 of a sprint the burndown has been flat since day 5, although everyone says they are busy. What is the best reading?- The team has stopped working.
- No PBI has reached Done since day 5; if it continues, expect a cliff and a mini-waterfall risk.
- Scope has been added, cancelling out the work done.
- The chart is wrong, because work done should always reduce the line.
B. Only finished stories count, so a flat line means nothing reached Done. That is normal for short stretches, but a long flat stretch usually ends in a cliff: stories too big or testing left to the end. Added scope (C) would make the line rise.
Sprint burndown vs release burndown
Burndowns come at two scales, which differ in what they track, how the x-axis is laid out, and who reads them:
| Sprint burndown | Release burndown | |
|---|---|---|
| Tracks | Work within one sprint | A larger body of work across several sprints |
| X-axis | Sprint days; non-working days are shaded, and the ideal line is flat across them | Working days across sprints 1–4 |
| Audience | Developers (at the Daily Scrum) | PO and stakeholders (release forecast) |
The slides mark the remaining-effort line and the ideal line as compulsory; bars for completed tasks are optional. A burn-up chart turns the picture over: it plots completed work rising towards a scope line (Scrum Glossary). Because scope has its own line, a burn-up shows scope growth separately from progress, which a burndown can only show as a rise. Here is the same release data drawn both ways, one point per sprint:
Burndowns, burn-ups and similar forecasting charts are useful, but they don't replace empiricism: decisions should rest on inspecting what has actually been done (the Increment) and adapting, not on extrapolating a line.
A burndown plots work remaining (y) against time (x) with a compulsory ideal line and actual line; update it daily: left(X+1) = left(X) − SP Done on X+1. Slides' Sprint 1: 400 → 359 (41 of 49 SP; PBI10 returns), 9 behind; Sprint 2 correctly ends at 312, not 304. Above ideal = behind, below = ahead, flat = nothing Done, cliff = big stories or end-loaded testing, rise = added scope, early zero = under-commitment, above zero at the end = over-commitment. Sprint burndowns serve the Developers; release burndowns serve the PO and stakeholders. A burn-up plots work done against a scope line.
Reviews, retrospectives and planning pitfalls exam
Planning is only half of the loop; the other half is inspecting the result and adjusting. The Sprint Review adjusts the product plan, and the Sprint Retrospective adjusts the way of working. This section recaps both as they relate to planning (Scrum's events in general are in Part III), then lists the planning pitfalls the slides warn about.
The Sprint Review
At the Sprint Review, according to the Scrum Guide, the team inspects the outcome of the sprint with stakeholders and adapts the product backlog. It is a working session, not just a presentation, and it lasts at most 4 hours for a one-month sprint. The slides suggest demoing with a user journey map, which has 8 elements:
The Sprint Retrospective
At the Sprint Retrospective the team inspects individuals, interactions, processes, tools and the DoD, and improvements may go straight into the next Sprint Backlog. The retrospective ends the sprint and lasts at most 3 hours (for a one-month sprint). The slides' example retro record has four parts:
The slide marks the PO as optional at the retrospective. The Scrum Guide has the whole Scrum Team attend, PO included. If asked, give the Scrum Guide's position and note the slide's.
Check yourself · MCQWhich statement about the Sprint Review is correct according to the Scrum Guide?- It is a one-way demonstration to stakeholders, limited to 1 hour.
- It is a working session where the team inspects the outcome with stakeholders and adapts the product backlog; at most 4 hours for a one-month sprint.
- It ends the sprint and inspects the team's process and DoD; at most 3 hours.
- Only items that meet the acceptance criteria may be shown, whether or not they meet the DoD.
B. C describes the retrospective. D is wrong: a PBI that doesn't meet the DoD can't even be presented at the review.
Common agile planning pitfalls exam
The slides teach the pitfalls through one scenario: a PO, a Scrum Master and 5 developers are adding a recommendation engine to an e-commerce site, with three stories for their first 2-week sprint. Each pitfall comes with a way to avoid it.
| Pitfall | What went wrong in the scenario | How to avoid it |
|---|---|---|
| Poor estimation and overcommitting | Underestimated the algorithm and committed to all 3 stories, ignoring velocity; only part of Story 1 got done | Realistic commitment: take only Stories 1 and 2, finish them, move Story 3 to Sprint 2 |
| No release plan or sprint allocation | Planned only sprint by sprint, so stakeholders didn't know what would arrive when | A release plan from the start (S1 core algorithms, S2 data integration, S3 testing and optimisation); groom the backlog before S1 |
| Lack of continuous testing | Testing left to the last sprint, so bugs and rework came late: a waterfall inside Scrum | Test in every sprint, with testing planned before work starts and driven by the DoD |
| Unclear testing procedures | "We did some testing in the last sprint", but no record of what was tested or how | Pre-plan the test strategy for each sprint (unit, integration, end-to-end), with bug tracking (e.g. Jira, Selenium) |
| Inadequate sprint planning | Stories not broken into tasks, so developers worked in isolation and hit integration problems | Decompose stories into tasks with clear owners and a logical sequence |
| Last-minute technology decisions | The chosen technology proved incompatible mid-sprint | Decide the stack early, backed by research and an integration risk assessment |
| Unclear roles and responsibilities | Gaps and overlaps in ownership, so tasks fell through the cracks | The SM makes sure everyone knows their role and that every task has an owner |
A scenario question describes a troubled team and asks you to "name the pitfalls and give avoidance strategies". Score marks by naming each pitfall in the slides' words, pointing to the evidence in the scenario, and giving the matching avoidance strategy, applied to that case (not a generic "communicate better"). Self-test Q10, in 6.14, is a worked example.
Check yourself · MRQA team says: "We'll do all the testing in Sprint 4, and we'll pick the database when we get to the data stories." Which pitfalls are present? Select all that apply.- Lack of continuous testing
- Unclear roles and responsibilities
- Last-minute technology decisions
- No release plan or sprint allocation
A and C. Testing deferred to one sprint is a waterfall inside Scrum (test every sprint, driven by the DoD); choosing the database late risks incompatibility (decide the stack early with an integration risk assessment). Nothing in the quote suggests unclear ownership, and they do appear to have a sprint allocation.
The Sprint Review (≤ 4 h) is a working session with stakeholders that adapts the backlog, ideally demoed with an 8-element user journey map. The retrospective (≤ 3 h) ends the sprint, inspects people, process, tools and the DoD, and records reflections, carried-forward risks with exposure and owned action items. The seven pitfalls: overcommitting, no release plan, no continuous testing, unclear test procedures, inadequate sprint planning, late technology decisions, unclear roles; each has a matching avoidance strategy.
Medic: the whole planning process, end to end
Everything in this Part comes together in the tutorials' running case. Seeing one product go from roles to a re-forecast is the best preparation for an "apply it to the case" question, and the numbers here are the guide's own.
Medic is a virtual-reality, haptic (force-feedback) simulator of the temporal bone, the part of the skull around the ear, built for the client hospital RVEEH. Trainee surgeons use it to practise drilling procedures such as a mastoidectomy or a cochlear implant without a cadaver. It has 7 key features and strict reliability, performance and usability needs, and it is being built by a team of 12 inexperienced engineers who are new to C++, 3D graphics and haptics.
Roles, persona and the epic
The user roles are the trainee surgeon and the supervising surgeon (the clients), the haptic and UI liaisons, and RVEEH IT support. A representative persona: "Dr Sam, 2nd-year ENT registrar. General surgery background, never drilled a temporal bone, not a computing expert, wants a minimal UI." (drawn in 6.3).
Feature 5 becomes an epic: "As a trainee surgeon, I want to perform a simulated mastoidectomy so that I can practise drilling without a cadaver." It spans several sprints, so it is split; stories M-05 to M-11 come from this epic, and the other stories from the other features.
The prioritised, estimated backlog
| ID | Story (short form) | MoSCoW | SP |
|---|---|---|---|
| M-01 | Load one of several bone models | Must | 3 |
| M-02 | Rotate and zoom the model | Must | 5 |
| M-03 | Stereoscopic 3D rendering | Must | 8 |
| M-04 | Select procedure (cochlear implant or mastoidectomy) | Must | 3 |
| M-05 | As a trainee, I want bone removed where I drill so that I can practise technique | Must | 8 |
| M-06 | As a trainee, I want resistance matching bone density so that I learn the correct force | Must | 13 |
| M-07 | As a trainee, I want a warning near the facial nerve so that I learn to avoid it | Should | 5 |
| M-08 | Microscope view | Should | 3 |
| M-09 | Configure the haptic device for the procedure | Should | 5 |
| M-10 | Save and restore | Should | 8 |
| M-11 | As a supervising surgeon, I want a session summary so that I can give feedback | Could | 5 |
| M-12 | Replay, pause and rewind | Could | 13 |
| M-13 | Remote multi-trainee sessions | Won't (this release) | – |
Acceptance criteria for M-07
The facial-nerve warning story (a safety-critical behaviour, since damaging the facial nerve is what a trainee must learn to avoid) gets three Given/When/Then criteria, each with an observable, measurable Then:
- AC7.1 Given a mastoidectomy is in progress, When the drill tip comes within 1 mm of the facial nerve, Then a visual and audible warning appears within 100 ms.
- AC7.2 Given a warning is showing, When the drill moves more than 1 mm away, Then it clears.
- AC7.3 Given the session ends, When the summary is generated, Then each warning is logged with a time stamp.
The Medic Definition of Done
Notice that it covers quality only, with no functionality, as a DoD must:
- ☑ C++ code peer-reviewed
- ☑ Unit coverage ≥ 70%, all tests green
- ☑ Automated AC tests pass
- ☑ Performance test meets the agreed frame-rate and haptic targets
- ☑ Surgeon-liaison usability check
- ☑ Integration test on RVEEH hardware
- ☑ Support documentation updated
The release forecast
Musts: 3 + 5 + 8 + 3 + 8 + 13 = 40 SP Shoulds: 5 + 3 + 5 + 8 = 21 SP Coulds: 5 + 13 = 18 SP Sprints 1–3 (C++/haptics spikes, set-up) delivered 18, 20, 22 V = (18 + 20 + 22) / 3 = 60 / 3 = 20 SP per sprint Musts only: 40 / 20 = 2 sprints Musts + Shoulds: 61 / 20 = 3.05 → round up → 4 sprints (8 weeks)
A spike is a short, timeboxed investigation to reduce uncertainty, here learning C++ and the haptics hardware. The conclusion: the release can promise the Musts and Shoulds, and the Could-haves only if velocity rises. The date is fixed and scope is the variable.
Sprint 4 plan
Sprint 4 burndown and re-forecast exam
The sprint is 10 days long, so the ideal burn is 19 / 10 = 1.9 SP per day:
| Day | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Ideal | 19 | 17.1 | 15.2 | 13.3 | 11.4 | 9.5 | 7.6 | 5.7 | 3.8 | 1.9 | 0 |
| Actual | 19 | 19 | 19 | 16 (M-01) | 16 | 11 (M-02) | 11 | 11 | 11 | 3 (M-03) | 3 |
- Day 0: 19 SP committed. The dashed ideal falls 1.9 SP per day.
- Days 1–2: flat at 19. Nothing is Done yet; already behind the ideal (17.1, 15.2).
- Day 3: M-01 (3) is Done: 19 − 3 = 16 (ideal 13.3).
- Days 4–5: flat on day 4, then M-02 (5) is Done on day 5: 16 − 5 = 11 (ideal 9.5).
- Days 6–8: flat at 11. This is M-03 in progress: a large, uncertain 8-point story in the team's weakest area (3D rendering). It should have been spiked or split.
- Days 9–10: M-03 (8) is Done on day 9: 11 − 8 = 3. Nothing more by day 10: M-04 (3) wasn't done and returns to the backlog. The actual line was above the ideal throughout, so the team was behind all sprint.
- Re-forecast: the realised velocity is 16 (19 − 3; no partial credit). New V = (18 + 20 + 22 + 16) / 4 = 76 / 4 = 19. Remaining Must + Should work = 61 − 16 = 45; 45 / 19 = 2.37, which rounds up to 3 more sprints (5, 6, 7). Sprint 4 plus 3 more is still 4, so the 4-sprint forecast holds.
Check yourselfWhy does Sprint 4 count a velocity of 16 rather than 19, and why does the remaining work use 61 − 16?
Only stories meeting the DoD count, with no partial credit: M-01, M-02 and M-03 were Done (3 + 5 + 8 = 16), but M-04 (3) wasn't, so it returns to the backlog. The remaining Must + Should scope is what's left of the 61 SP after the 16 that were actually Done: 61 − 16 = 45 (M-04's 3 SP is still inside that 45).
Tutorial 5: critiquing a mock backlog
Tutorial 5 critiques a mock Sprint 1 backlog that was written to win the RVEEH contract. It finds four problems, each a principle from this Part:
| Problem found | Principle broken |
|---|---|
| "As an IT consultant…" describes the team, not a user | A story is told from the perspective of a user who wants the functionality (and should be Valuable to them) |
| Stories 8, 10, 11 and 12 (non-technical, ~5 slides, show previous success, graphical evidence) are really the ACs of one story: "CMO wants a short presentation of our track record" | Acceptance criteria are conditions on a story, not stories themselves |
| Story 6 depends on Story 4 | Independent (INVEST): dependencies make ordering hard |
| Story 7 (photographing users after failed logins) is marked "Must", but raises privacy and consent issues | Should be renegotiated (Negotiable; ethics in Part IX) |
Assume a first-sprint capacity and pull in Musts 2, 3 and 5 plus the presentation story, under a Sprint Goal such as "demo a securely hosted skeleton with login logging and lockout".
Medic exam practice
Check yourself · Self-test Q10The Medic team leaves testing to the final sprint and picks its haptics library halfway through Sprint 2. Name the pitfalls and give avoidance strategies.
The pitfalls are lack of continuous testing (a waterfall inside Scrum, which leads to late bugs) and last-minute technology decisions. To avoid the first, test every sprint, driven by the DoD, with the test strategy (unit, integration, haptic performance) planned up front. To avoid the second, spike and decide the C++/haptics stack before Sprint 1, with an integration risk assessment, and log the team's inexperience as a risk (Part IV).
Check yourself · Self-test Q13Define an epic and show progressive planning for a Medic feature.
An epic is a story too big for one or two sprints; it is split until each story fits in a sprint. For Medic, the Vision & Scope has feature 5, "perform procedure". The product backlog holds the epic and its stories, such as M-05 drill, M-06 resistance and M-07 nerve warning: the what, carrying the value. The sprint backlog holds tasks of ≤ 1 day, the how, e.g. "implement voxel removal" and "unit-test the force model". Each level is detailed just in time. (Drawn in 6.1.)
Check yourself · MCQLooking at Medic's Sprint 4 burndown, flat on days 6–8 and then a drop of 8 SP on day 9, what would most likely have prevented the late drop?- Lowering the DoD for M-03 so it could be counted earlier.
- Spiking or splitting M-03, a large, uncertain story in the team's weakest area.
- Adding M-05 to the sprint to raise velocity.
- Switching from story points to hours.
B, the guide's reading. A is a named DoD mistake (lowering the bar under pressure). C would over-commit an already-behind sprint. D changes the unit, not the problem.
Check yourselfAfter Sprint 4 (new V = 19), could the release now also promise the Could-haves (18 SP) within the same 4-sprint window?
No. Three more sprints at V = 19 give a capacity of 3 × 19 = 57 SP. The remaining Must + Should work takes 45 of that, leaving 57 − 45 = 12 SP, less than the 18 SP of Coulds. That matches the guide's position: Coulds only if velocity rises. Scope is the variable, so the Coulds are the first to go.
Medic runs the whole pipeline: roles and the Dr Sam persona; feature 5 as an epic split into M-05–M-11; a MoSCoW-ordered, story-pointed backlog (Musts 40, Shoulds 21, Coulds 18); measurable GWT criteria for M-07; a quality-only DoD. V = 20 from three spike sprints gives Musts in 2 sprints and Musts + Shoulds in 3.05 → 4. Sprint 4 commits 19 SP, realises 16 (M-04 returns), V becomes 19, and 45 / 19 → 3 more sprints keeps the 4-sprint forecast.