Implementing scrum and missing the mark
binarysculpting.com
binarysculpting.com
The successful clients all had someone inhouse they could dedicate full-time to defining a well-structured backlog, grooming stories, balancing feedback from stakeholders, acceptance testing work, communicating with design and development, and generally acting as the unary executive voice of the product.
SomeONE. And the problem is that the role here calls for both executive, rather than committee, function and requires a broad generalist skillset. A good product owner needs to think analytically, write clearly, communicate firmly and negotiate competing needs and priorities. They need to be comfortable discussing technical details, even if they are not themselves technical. They need taste and understanding for user experience, even if they are not themselves a designer. They need delegation skills and a keen editorial instinct.
There are many more people with money to build software than with someone in-house with a matching set of aptitudes and is available to own a project.
Instead we get a group of department heads, with overfull schedules and competing needs. We get people who come to us with ideas for apps they are sure will make them wealthy. We create beautiful software for them, they "launch" in the App Store, and we never hear from them again. We get VPs of Product who spend more time in endless fundraising meetings than talking to their customers and development team.
The real surprise is that the success ratio has been this high.
Department heads are not product owners. In fact, I am a firm believer that being in any way responsible for staff is generally incompatible with the product owner role.
I has the luxury of working with a good product owner once. We recruited him for the task at hand, so he had no background in the organization doing nothing other than his PO duties. This turned out to be a great boon, and managed to avoid the usual pitfalls of developer-turned-PO or boss-also-doing-PO.
When I first learned scrum, the product owner was described to me as the "single, ringable, neck."
The problem is that no one wants to put their neck out there. Decisions can't be made without committee, and individuals are literally afraid to own anything for fear of being held accountable if things go wrong.
You don't "ring" a neck, you wring a neck.
Like one wrings a towel dry.
Take a towel into your hands and wring it dry.
Now imagine a clasping your hands around a neck and doing the same thing.
I've just used a mnemonic trick to prevent you from ever making this mistake again.
I was fairly certain 'ringable' was not a word so I fudged the quote. Unfortunately, even 'wringable' isn't a word. I guess it has to be 'wring-able', which just doesn't look right.
And that latter part is where, in my opinion, lies the difference. Not in the artifact but in the person.
2-3 iterations is doable - trying to maintain a backlog of stories 2-3 releases ahead usually results in a big sloppy mess of a backlog.
Unfortunately, I've worked with many clients where thinking about priorities in the future far enough to have 2-3 days worth of stories in place beyond the current iteration is a struggle. This is where things usually go really off the tracks, because you build the thing it's easiest to describe right now to keep everyone working, or run from externally-directed fire to fire, instead of setting a cadence of development which represents the business' true near-term priority mix.
Regarding the client involvement, what you describe is, in my eyes, not your problem but your clients' - they clearly have no idea what they want to have. If the project is important for the client I sometimes add one more (senior) person to the project from our side and charge him with the task of helping the client to figure out their needs. This new person takes over the PO role on the team side but spends most of his time with the client asking questions, guiding him etc.
Retrospectives of course are seen as meetings (and managers love meetings) where the team works internally to make itself better. Woh , what a great idea! Except this also misses the point - sometimes the retrospective generates feedback for the organization/environment the team works in. "Sales people should file tickets, instead of cornering us and making us listen/do their thing". Things like this may be ignored or shoved in a desk drawer because "it's just developers whining"
Provided you have that, I believe the greatest success factors are outside of the scum team and that the effort to improve working conditions should be concentrated there.
Though I'd love the idea of a methodology race, where the fittest win. Wonder if there ever is an organization open minded enough to try this...
Every organization does that, to a degree, unknowingly. I know a (secret, undisclosed) organization where we (er, they!) do Scrum but if you analyzed what the teams actually do you probably wouldn't guess they follow anything resembling a single recipe :)
Curiously it seems to support the thesis of the article. I believe that all of the teams have some sort of a backlog and focus on making it good. The difference is that while the author strikes "prioritized" we, the devs, are more focused on "well specified".