The Essential Scrum Glossary is a list of definitions of terms used in Scrum in particular and in Agile in general. An entry in the glossary might be a single word, such as “epic”, a phrase, such as “all-at-once product development”, or an acronym like “TDD”. The definitions are numbered if a term has more than one definition.
Runners find that they can go faster with a lower perceived effort when they exercise in a pack. The same thing happens when our software teams gel, and when our management teams decide to work together for mutual benefit. We are, by nature, social beings—but culture teaches us to hold back and avoid deep connection.
In this blog post, J.D. Meier shares his experience of leading high-performance distributed teams for more than ten years at Microsoft. He describes a weekly schedule that begins with identifying 3 wins for the week on Monday to discussing 3 things going well and 3 things to improve on Friday.
“Swarming” is a technique whereby many members of a Scrum team work together to deliver a User Story, taking advantage of the skills of many team members together. In this article, Johanna Rothman asks the question: How do you do swarming in a distributed team?
In this article, Brian Vanderjack shares 21 ways to engage and retain the product owner in a Scrum project. The Product Owner role is very important in Scrum, because he guide the team on how to add business value through creating, prioritizing and managing user stories. Thus it is a big problem when the Product Owner is only involved and not committed to the project.
In this blog post, Jamie Arnold shares some of the lessons learned and benefits of scaling Agile at the Government Digital Service. It is a presentation about how to scale agile from one team of 12 people to 140 people and 14 teams.
Drawing from his own experience as developer and CTO in the game development industry, Keith Clinton has written a book that provides both an overall vision of the Agile and Scrum approaches combined with a detailed practice of these principles in the specific context of game software development.