How Software Gets Built
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A working manual · 25 chapters · 32 methods · about 3.5 hours end to end

How software
gets built.

Every software project does the same eight things: understand the problem, decide what to build, design it, build it, verify it, release it, operate it, and learn from what happened. A method doesn't add or remove any of them. It decides the order, how much work moves through at once, and who decides — which is to say, it sets the clock.

FIG 00.1The same eight activities, the same half-year, four clocksinteractive
1 released1 look-backs
first to users: week 22
13 released13 look-backs
first to users: week 2
74 released13 look-backs
first to users: day 5
3 released3 look-backs
first to users: week 6
week 04812162026 · half a year
Read itEach row is one activity; a lit cell means it's happening that week. Waterfall draws one slow staircase and reaches users in week 22. Scrum redraws the staircase every two weeks. Kanban runs dozens of tiny staircases at once. Hover an activity to isolate it — try Verify, then Learn.Schematic: each schedule follows the rhythm its method prescribes, not a measured project. Durations are illustrative.

How the page is organised

Start herePick a route, or read it all

A route highlights its chapters in the contents, dims the rest, and turns the “next chapter” link at the end of each chapter into the next stop on your route. Progress is kept in this browser only.

The essentials68 min

The shortest path through the ideas everything else depends on.

01 The eight activities02 What picks your method05 The four values08 Flow & iteration17 Flow mechanics23 One feature, four clocks24 Choose, compare, adopt
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Running a team80 min

For a new lead: backlog, estimates, meetings, metrics, people.

01 The eight activities06 The twelve principles14 Requirements & backlog15 Estimation & forecasting16 Planning horizons18 Events, run properly17 Flow mechanics21 Risk & measurement22 People & organisation
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Picking a method68 min

You have a project and need to decide how to run it.

02 What picks your method03 Four lifecycle shapes08 Flow & iteration09 Plan-driven & hybrid10 Scaling & organisation23 One feature, four clocks24 Choose, compare, adopt
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What agile is46 min

The Manifesto, read properly, and what became of it.

04 2001, and before05 The four values06 The twelve principles07 The honest state of agile08 Flow & iteration18 Events, run properly
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25 chapters · about 3.5 hours

Every chapter

opens with what you'll be able to do, and closes with the points to keep.

Every figure

says what kind it is — static, interactive, or a simulation — and has a “read it” line saying what to look at.

Showing someone?

Press P for present mode (one chapter per screen, arrow keys to move) or ⌘K to find any method or term in two keystrokes.

Part I · 3 chapters · 18 min

Before any method

What every software project does, and what should decide how you run yours.

01Part I · Before any method6 min

The Activities Every Project Does

Eight activities, whatever the method. Methods only change the order, the batch size and who decides.

Every software project does the same eight things, whatever it calls its process. A method never adds a ninth or skips one. It turns three dials: the order, the batch size, and who decides.

Hold on to that and every method in this manual becomes comparable. Waterfall runs all eight once, on the whole scope, with sign-offs between them. Scrum runs most of them every two weeks on one Sprint's worth of work. Kanban runs them for one item at a time, as soon as there's room. The activities didn't change; the dials did.

FIG 01.1One ring, four ways round itinteractive
Scrumloop runs 13 timesin six monthsUnderstandDecideDesignBuildVerifyReleaseOperateLearn
Order

Decide through Learn every Sprint. Understanding continues through refinement; operating starts after the first release.

Batch size

One Sprint's worth of items — whatever the Developers take on at Sprint Planning.

Who decides

The Product Owner orders the backlog; the Developers decide how much fits and how to build it.

Read itThe bold arcs are the activities inside the method's repeating loop; the dashed arrow is one lap. Switch between Waterfall and Kanban: the ring is identical, the loop is not. The three boxes are the dials.

The eight, one at a timeWhat each activity is for

Each activity answers one question and leaves something behind. If you can't point to what an activity produced, it probably didn't happen — which is the most common way a project fails without anyone noticing.

01Understand

What problem, for whom, and why now?

Leaves behindproblem statement, research notes, a named outcome

Usually owned byproduct, design, and the people who'll use it

02Decide

What do we build next — and what not?

Leaves behindan ordered backlog, a roadmap, a bet

Usually owned bya product owner or equivalent, with the team

03Design

What shape will the solution take?

Leaves behindsketches, a design doc, an architecture decision record

Usually owned byengineers and designers

04Build

Does the code do what the design says?

Leaves behindworking, reviewed, merged code

Usually owned byengineers

05Verify

Does it do what we actually meant?

Leaves behindpassing tests, a review, an accepted demo

Usually owned byengineers, testers, the requester

06Release

Can users get it, safely?

Leaves behinda deployment, a feature flag flipped, release notes

Usually owned byengineers and whoever approves releases

07Operate

Is it still working, right now?

Leaves behinddashboards, alerts, runbooks, an on-call rota

Usually owned bythe team that built it, or an operations team

08Learn

What happened, and what changes because of it?

Leaves behindusage data, a retrospective, a postmortem

Usually owned byeveryone — and the next Understand

The skipped activityTeams rarely skip an activity on purpose; they shrink one until it disappears. Learn is the usual casualty — the release goes out, the next item starts, and nobody checks whether the last one did what it was for. A method that schedules learning (a Sprint Review, a service delivery review, a cooldown) is protecting that one.

Keep these

  1. Understand, decide, design, build, verify, release, operate, learn — no method skips one; they only move it.
  2. Three dials separate methods: the order of the activities, how much work moves through at once, and who decides at each step.
  3. When two methods seem incomparable, ask which dial each one turns and by how much.
02Part I · Before any method7 min

What Actually Picks Your Method

Two variables do most of the work: how much you don't know yet, and how expensive it is to change your mind.

Two questions pick a method better than any framework's marketing: how much don't you know yet? and how expensive is it to change your mind once you've built something?

When a lot is unknown, the most valuable thing a process can give you is fast feedback — each short cycle tells you something you couldn't have planned for. When a late change is very expensive (a recall, a regulator, a contract), the most valuable thing is catching mistakes before they're built in. Most arguments about method are really arguments about where a project sits on these two axes.

FIG 02.1Where does your project sit?interactive
Keep the process lightShip small, learn, adjustVerify before you buildRetire the biggest unknown firstHow much is still unknown →How expensive is a late change →Insulin-pump firmwareCore banking ledger migrationNew payments platformNew consumer app featureEarly-stage startupInternal admin toolyour project
a fair amount
cheap

Ship small, learn, adjust

You don't know enough yet, but changing course is cheap. Short feedback loops are worth more than any plan.

Or click anywhere on the grid.

Read itDrag the sliders or click the grid. Each quadrant names the trade worth paying for there, and the methods built around it. The grey dots are examples — judgement calls, stated as such.

The first variable, over timeThe cone of uncertainty

Uncertainty isn't fixed; it shrinks as decisions get made. Barry Boehm's data on estimation error, later named the by Steve McConnell, puts an honest range on an estimate at each stage: at the idea stage, a quarter to four times the eventual actual Boehm 1981 McConnell 2006. That is a sixteen-fold range, and it is the best case — the cone narrows only when decisions actually remove variability, not because time passes.

FIG 02.2Your estimate, on the coneinteractive
10 weeks
Initial concept
40w20w10w5.0w2.5w123456project phase →40 weeks2.5 weeks

At initial concept, “10 weeks” honestly means somewhere between 2.5 and 40 weeks.

Read itPut in a real estimate. Then move the project along. The range only closes as the project reaches decisions — that's why a date promised at the idea stage is a guess wearing a number.Multipliers as McConnell presents Boehm's data: 4×/0.25× at initial concept, narrowing to 1× at completion.
In a meetingWhen someone asks for a date early, give the range for the phase you're actually in, and say what decision would narrow it. A single number quoted from the wide end of the cone isn't more confident — it has the uncertainty hidden rather than removed.

Keep these

  1. High uncertainty rewards short feedback loops; high cost of change rewards verifying before you build.
  2. When both are high, retire the riskiest unknown first — that is what Spiral and discovery work are for.
  3. An estimate quoted from the narrow end of the cone while the project is at the wide end hides uncertainty; it doesn't remove it.
03Part I · Before any method5 min

The Four Lifecycle Shapes

Sequential, iterative, incremental, continuous — and the difference people get wrong most often.

Every method's lifecycle is one of four shapes, or a deliberate mix of two. The shapes differ in one thing a stakeholder cares about: what can people actually use, and when?

Below, the same product — four features, each at three levels of finish — is built four ways over the same twelve weeks. Hatched cells are built but not yet in users' hands; solid cells are usable. Stop the slider at week 6 and read the four sentences.

FIG 03.1Same product, same twelve weeks, four shapesinteractive
week 6 of 12
Sequential
Waterfall, the V-Model

Users have nothing yet — everything waits for the one release.

Iterative
Spiral, prototyping

Users have 4 of 4 features, none polished.

Incremental
Scrum's Increment, FDD

Users have 2 of 4 features, 2 polished.

Continuous
Kanban, continuous delivery

Users have 3 of 4 features, 1 polished.

Read itAt week 6: sequential has built half of everything and released none of it; iterative has released every feature, roughly; incremental has released two features, finished; continuous has released six pieces, most valuable first.Schematic. Each schedule follows its shape's definition; the product and durations are illustrative.
The distinction people get wrongIterative delivers the whole thing roughly, then improves all of it, pass after pass. Incremental delivers finished pieces, one at a time. Promise a stakeholder "iterative" when they expect finished pieces — or the reverse — and you've set an expectation the method won't meet.

Most real methods combine two. Scrum is incremental within each Sprint (every Increment is finished and usable) and iterative across the product (the backlog is re-ordered every Sprint as the team learns). Spiral is iterative and gated by risk at once. Asking "which shape, or which pair?" is a more useful question about a method than asking whether it's agile.

Keep these

  1. Sequential: everything once, nothing usable until the end.
  2. Iterative: the whole thing, roughly, then better. Incremental: finished pieces, one at a time.
  3. Most real methods combine two shapes — Scrum is incremental per Sprint and iterative across the product.

Part II · 4 chapters · 22 min

Agile, read properly

What the Manifesto actually said, what implements it, and what became of it.

04Part II · Agile, read properly5 min

2001, and What Came Before It

Seventeen people at Snowbird wrote down what their existing methods agreed on. They invented none.

February 2001, a ski lodge in Snowbird, Utah. Seventeen people who each ran a different "lightweight" method spent three days finding what those methods agreed on. They wrote it down on one page Beck 2001. They didn't invent a method there.

17
Authors
4
Values
12
Principles
0
Methods invented

What they were reacting to was specific. The heavyweight, document-first processes common in the 1990s were good at planning a known thing and bad at absorbing what a project discovers once it's underway. The lightweight methods had each found ways to learn during delivery; the Manifesto named what they shared. They rejected "lightweight" as a name — it sounded like less rigour, not less ceremony — and chose "agile".

FIG 04.1Where the Manifesto sits in the storyinteractive
1970198019902000201020202001 · the ManifestoPlan-Driven & HybridWaterfallSpiralV-ModelPRINCE2RUPPMBOKFlow & IterationCrystalDSDMScrumXPFDDLeanKanbanScrumbanShape UpScaling & OrganisationLeSSSAFeSpotifyScrum@ScaleNexusTeam TopologiesProduct & DiscoveryJTBDDual-trackDesign SprintLean StartupArchitecture & DesignDDDADRsEvent StormingC4 ModelData & AI DeliveryCRISP-DMMLOpsEvals19681986200120092018

◆ 1968 NATO’s Software Engineering conference, Garmisch — the “software crisis”

◆ 1986 Takeuchi & Nonaka, “The New New Product Development Game” — the rugby “scrum”

◆ 2001 The Agile Manifesto, Snowbird

◆ 2009 First DevOpsDays

◆ 2018 Accelerate — DORA's research in book form

Point at a method for its origin; click to open it.

Read itEach dot is a method on this page, placed at the year its source dates it to. The blue band is 2001. Scrum, XP, DSDM, Crystal and FDD are all to its left; Kanban, SAFe, Shape Up and Team Topologies are to its right.Years are when each method was first described or published, per the source cited in its sheet; several evolved over years before and after.

The seventeen, and what each brought into the room

Kent BeckExtreme Programming
Ward CunninghamExtreme Programming
Ron JeffriesExtreme Programming
James GrenningExtreme Programming
Ken SchwaberScrum
Jeff SutherlandScrum
Mike BeedleScrum
Arie van BennekumDSDM
Alistair CockburnCrystal
Jim HighsmithAdaptive Software Development
Jon KernFeature-Driven Development
Andrew HuntPragmatic Programming
Dave ThomasPragmatic Programming
Martin Fowlerrefactoring, XP
Brian Maricktesting
Robert C. Martinobject-oriented design
Steve Mellormodel-driven development
What to take into a meetingWhen someone says "agile means X", the useful reply is that agile was never a method: it is four value statements and twelve principles that Scrum, XP, DSDM, Crystal and others already had in common. The next two chapters read those, as written.

Keep these

  1. The Manifesto invented no method. Seventeen people wrote down what their existing, different methods agreed on.
  2. The heavyweight processes it reacted to failed at absorbing discovery mid-project, not at planning in general.
  3. Most named methods on this page predate or postdate 2001 by years; the Manifesto is a midpoint, not an origin.
05Part II · Agile, read properly5 min

The Four Values, Read as Trades

Each value is a weighting, not a replacement. The right-hand side still has value.

The Manifesto is four lines and one sentence. The sentence is the part most quotations drop, and it changes the meaning of the four lines.

Individuals and interactions over processes and tools. Working software over comprehensive documentation. Customer collaboration over contract negotiation. Responding to change over following a plan. That is, while there is value in the items on the right, we value the items on the left more.

Manifesto for Agile Software Development, 2001 Beck 2001

Each line is a weighting, not a replacement. The authors kept process, documentation, contracts and plans; they put them second. Every common misreading of agile comes from dropping the right-hand side entirely — and each one costs something specific, later, somewhere else.

FIG 05.1Four trades, and what happens at the extremeinteractive
Individuals and interactionsProcesses and tools

Individuals and interactions over processes and tools — both still on the scale. Push it all the way to see the misreading.

Working softwareComprehensive documentation

Working software over comprehensive documentation — both still on the scale. Push it all the way to see the misreading.

Customer collaborationContract negotiation

Customer collaboration over contract negotiation — both still on the scale. Push it all the way to see the misreading.

Responding to changeFollowing a plan

Responding to change over following a plan — both still on the scale. Push it all the way to see the misreading.

Read itEach beam starts where the Manifesto puts it: tilted left, with weight still on the right. Push one all the way and the right-hand item falls off — read what that costs.

Keep these

  1. "While there is value in the items on the right, we value the items on the left more" — the clause people drop.
  2. Each misreading removes one side of the trade: no process, no documentation, no contract, no plan.
  3. The cost of each misreading shows up later and somewhere else: an audit, a handover, a dispute, a change nobody can evaluate.
06Part II · Agile, read properly6 min

The Twelve Principles, and What Implements Each

A principle with no practice behind it is a poster. Audit which of yours are practised.

The twelve principles published with the Manifesto are its operational half Beck 2001 — and the half most teams skip when they say they're agile.

A principle with no practice behind it is a poster on a wall. So read these as an audit, not a creed: for each one, can your team point to something it actually does, on a schedule, that makes the principle true? Where you can't, the chip underneath leads to the chapter with a practice that implements it.

FIG 06.1Twelve principles, auditedinteractive
0 practised0 posters12 not answered

Customer & Value

1

Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.

Implemented by
2

Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage.

Implemented by
3

Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale.

Implemented by
4

Business people and developers must work together daily throughout the project.

Implemented by

People & Team

5

Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done.

Implemented by
6

The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.

Implemented by
11

The best architectures, requirements, and designs emerge from self-organizing teams.

Implemented by

Technical Excellence

7

Working software is the primary measure of progress.

Implemented by
9

Continuous attention to technical excellence and good design enhances agility.

Implemented by
10

Simplicity — the art of maximizing the amount of work not done — is essential.

Implemented by

Process

8

Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely.

Implemented by
12

At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.

Implemented by
Read itAnswer each one about your own team. The tally at the top counts practised principles against posters. Principle 12 — reflect and adjust — is the one that makes the other eleven improve over time; if you only fix one, fix that one.Your answers stay in this browser.
The one to watchPrinciple 8 — a pace sponsors, developers and users can keep up indefinitely — is the one most often traded away under deadline pressure, and the one whose absence shows up last: in attrition, in defects, in a team that no longer volunteers anything at its retrospectives.

Keep these

  1. The principles are the operational half of the Manifesto and the half most teams skip.
  2. A principle with no practice behind it is a poster; each one maps to a concrete chapter in Part IV.
  3. Principle 12 (reflect and adjust) is the one that makes the other eleven improve over time.
07Part II · Agile, read properly6 min

The Honest State of Agile

Agile is not Scrum, it isn't dead, and the most-quoted success statistics don't hold up.

Not a defence, and not a takedown. Four positions worth knowing — two of them from Manifesto authors — and how to tell a team doing agile from a team performing it.

Agile is not Scrum

Most teams that say “we do agile” mean “we do Scrum” — and often only its meetings, without the accountabilities that make the meetings do anything. Schwaber 2020

For youScrum is one implementation of the values, among several that were in the room in 2001. Judge a team by whether the principles hold, not by which events are on its calendar.

— Observation; the Scrum Guide itself calls Scrum a lightweight framework, not the definition of agile

The Agile Industrial Complex

A certification and consulting economy grew up around agile and now often imposes a process on teams from above — the opposite of the Manifesto's first value. Fowler 2018

For youIf a method was chosen for a team rather than by it, expect compliance, not improvement.

— Martin Fowler, 2018 — one of the seventeen authors

“Agile is dead”

“Agile” as a noun became a product to sell. Keep agility — a way of working a team keeps adjusting — and drop the brand. Thomas 2014

For youAsk what the team learned and changed last month, not what it calls itself.

— Dave Thomas, 2014 — another of the seventeen

What the evidence supports

DORA's research, repeated annually since 2014, finds that delivery speed and stability rise together, and links both to specific practices: continuous integration, trunk-based development, loosely coupled architecture, fast feedback. Forsgren 2018

For youThe evidence supports practices, not brands. Measure the practices and the outcomes, not adherence to a named method.

— Forsgren, Humble & Kim, Accelerate (2018), and later DORA reports

Two sources, cited very differentlyThe evidence, and the statistic to stop quoting

Two bodies of numbers get quoted about agile. One publishes its method and has held up to scrutiny; the other is quoted far more often than its method survives.

FIG 07.1DORA and the CHAOS Report, side by sidestatic
DORA / AccelerateStandish CHAOS Report
MeasuresDelivery performance — how fast and how stably changes reach production (see chapter 21)Project “success” — delivered on time, on budget, with the planned features
MethodLarge annual surveys analysed with published statistical methods, described in Accelerate Forsgren 2018Proprietary data and definitions, not independently reproducible The Standish Group 2020
HeadlineSpeed and stability rise together; specific capabilities predict both DORA 2025Agile projects succeed several times as often as waterfall ones
The critiqueSelf-reported survey data — addressed in the book, still worth knowing“Success” means matching the original estimate, which rewards padded estimates and can't be checked from outside Eveleens 2010
Read itQuote the left column in a meeting. If someone quotes the right one, ask how “success” was defined.

Cargo cultSix tells, by symptom

A that changes nothing and a run for a manager aren't failures of agile; they're signs it was adopted as a set of meetings. Each tell below is something you can observe, with what it usually means and what to change.

Velocity is reported upward and expected to rise

Usually meansA team's own planning number has become a target, so estimates inflate to meet it.

ChangeStop reporting it outside the team. Report throughput or cycle time instead — chapter 21.

The daily standup is a status report to a manager

Usually meansThe event has turned from the team's planning huddle into oversight.

ChangeThe manager stops attending, or the update becomes written and asynchronous.

Retros produce notes, and the same complaint returns

Usually meansNothing was ever committed to an owner, so nothing changed.

ChangeOne change, one owner, checked at the start of the next retro.

“Agile”, with fixed scope, a fixed date and a fixed team

Usually meansThe one variable every method needs to flex was never granted.

ChangeName which of the three may move before the work starts.

Every event is on the calendar; nobody owns the backlog order

Usually meansThe ceremonies were adopted without the accountabilities.

ChangeName who decides the order, and give them the authority to.

“We don't do documentation, we're agile”

Usually meansThe second value's right-hand side was dropped, not down-weighted.

ChangeWrite the documents someone will need at 3am or on their first day — chapter 05.

Keep these

  1. Most teams saying "agile" mean Scrum, and often only its meetings.
  2. Fowler's Agile Industrial Complex and Thomas's "Agile is Dead" both object to agile sold as a product rather than chosen by a team.
  3. DORA's research measures delivery capability with a published method; the CHAOS multipliers are cited far more than their method survives scrutiny.

Part III · 6 chapters · 57 min

The methods

How each named method runs — its clock, its roles, its artifacts — and where it breaks.

08Part III · The methods14 min

Flow & Iteration

Scrum, Kanban, XP, Lean, Shape Up, Scrumban, Crystal, FDD, DSDM — what starts the next piece of work, and what each one leaves out.

Nine methods that all deliver in short, repeated cycles. The useful way to tell them apart is one question: what starts the next piece of work? A date on the calendar, a free slot on the board, or a bet someone placed.

Scrum starts work when a starts. Kanban starts work when an item finishes and frees a slot under the . Shape Up starts work when the betting table picks a pitch. That one difference decides most of the rest — how much gets planned at once, how interruptions are absorbed, and what a stakeholder can be promised.

FIG 08.1Nine cadences on one twelve-week rulerstatic
Read itEach box is one cycle. Scrum and XP chop the same twelve weeks into many small boxes; Shape Up into two long bets with a cooldown between; Kanban and Lean have no boxes at all. Click a name to open it below.Where a method allows a range, the typical value is drawn: Scrum 1–4 weeks (2 drawn), Crystal 1–3 months (4 weeks drawn), DSDM and FDD timeboxes of about two weeks.
How to read a method sheetThe three boxes at the top of every sheet answer chapter 01's three dials: the clock (how much moves at once), what starts the next piece of work (the order), and who decides. Under them, one cycle drawn to scale, then the method as numbered steps. Roles, rendered artifacts, fit, failure modes and published criticism are in the tabs.

Flow & Iteration · 1995 · Ken Schwaber & Jeff Sutherland · open

Scrum

“Deliver a usable Increment every Sprint through three accountabilities, three artifacts, and four events.” Schwaber 2020

Clock

1–4 weeks (2 typical)

What starts the next piece of work

The next Sprint starts, immediately after the last one ends

Who decides what gets built

Product Owner orders the backlog; Developers decide how much fits a Sprint

One cycle, drawn

D1D2D3D4D5D6D7D8D9D10Scrum eventsDevelopersProduct OwnerRefinement — ongoing, not an event — day 0, 10 daysRefinement — ongoing, not an eventBuild toward the Sprint Goal, to the Definition of Done — day 0.5, 8.4 daysBuild toward the Sprint Goal, to the Definition of DoneSprint Planning — day 0, 0.5 daysSprint PlanningReview — day 9.3, 0.4 daysReviewRetro — day 9.7, 0.3 daysRetroDaily Scrum — day 1Daily Scrum — day 2Daily Scrum — day 3Daily Scrum — day 4Daily Scrum — day 5Daily Scrum — day 6Daily Scrum — day 7Daily Scrum — day 8Daily Scrum — day 9
Daily Scrum × 9eventphase

One two-week Sprint (ten working days). Timeboxes are maxima for a one-month Sprint — Planning 8h, Review 4h, Retrospective 3h — and usually shorter for shorter Sprints; the Daily Scrum is always 15 minutes.

How it runs, step by step

  1. Order the Product Backlog

    The Product Owner keeps one ordered list of everything the product might need, serving a stated Product Goal. Refinement — splitting, clarifying and sizing items — goes on continuously. It is an activity, not one of the events.

  2. Plan the Sprint

    At Sprint Planning the whole Scrum Team answers three questions: why this Sprint is valuable (the Sprint Goal), what can be Done, and how. The Developers own the resulting Sprint Backlog.

  3. Build, and re-plan every day

    The Developers hold a 15-minute Daily Scrum to inspect progress toward the Sprint Goal and adjust the plan for the next day. The goal stays fixed; the route to it can change.

  4. Meet the Definition of Done

    Work counts toward the Increment only when it meets the Definition of Done. Anything short of it goes back to the Product Backlog rather than being shown as progress.

  5. Review the Increment with stakeholders

    The Sprint Review is a working session: the team and stakeholders look at what was done, what changed around it, and adapt the Product Backlog.

  6. Retrospect, then start the next Sprint

    The Retrospective picks the most useful changes to how the team works. The next Sprint begins straight away.

Product Backlog Item
Unit of work
one Sprint
Shortest feedback loop
3
Defined roles
4
Required events / cycle
3
Prescribed artifacts
4
Smallest viable team
open
Licensing
1995
First described

Roles — and the decision each one owns

Product Owner

the Product Backlog's content, ordering and the Product Goal; accountable for maximising the value of the Developers' work.

Scrum Master

the team's effectiveness inside the Scrum framework; removes impediments and is accountable to the organisation for Scrum's adoption.

Developers

the Sprint Backlog, the technical approach and executing the Definition of Done.

Events — output first

Sprint Planning

8h max for a 4-week Sprint (shorter proportionally)

start of every Sprint

Output

Sprint Goal; Sprint Backlog

  1. Why is this Sprint valuable?
  2. What can be Done this Sprint?
  3. How will the chosen work get done?

In Product Backlog · latest Increment · Developers' capacity · past performance

When it goes wrong the team leaves with a task list but no Sprint Goal, so Review and Retrospective have nothing to inspect progress against.

Daily Scrum

15 min

every working day

Output

an updated plan for the next day

  1. inspect progress toward the Sprint Goal
  2. adapt the Sprint Backlog for the next working day

In Sprint Backlog · Sprint Goal

When it goes wrong becomes a status report directed at the Scrum Master or a manager instead of a Developers-only planning huddle.

Sprint Review

4h max for a 4-week Sprint

end of every Sprint

Output

a revised Product Backlog

  1. demonstrate the Increment and what was and wasn't Done
  2. discuss what changed in the market or environment
  3. collaboratively revise the Product Backlog

In the Increment · Product Backlog

When it goes wrong runs as a one-way status presentation; stakeholder input is heard but never written back into the backlog.

Sprint Retrospective

3h max for a 4-week Sprint

end of every Sprint, after the Review

Output

at least one improvement added to the next Sprint Backlog

  1. inspect how the last Sprint went — people, relationships, process, tools
  2. identify what went well and what didn't
  3. agree the highest-impact improvement to implement next

In Sprint data · the team's own experience

When it goes wrong produces a list of grievances with no single committed change; the same complaints recur every Sprint.

Composes with

Sources

Keep these

  1. The trigger for the next piece of work separates this family: a date (Scrum), a free WIP slot (Kanban), a bet (Shape Up).
  2. XP is mostly engineering practice; teams often run Scrum's events with XP's practices inside them.
  3. Every method here leaves something out — usually estimation, engineering practice, or multi-team coordination.
09Part III · The methods10 min

Plan-Driven & Hybrid

Waterfall as Royce actually wrote it, the V-Model, Spiral, RUP, PRINCE2, PMBOK — read fairly.

Six methods built on a different premise: do the thinking up front, verify before building at scale, and treat a gate as a feature. This is the family most often caricatured — so start with what its most-cited source actually says.

I believe in this concept, but the implementation described above is risky and invites failure.

Winston Royce, “Managing the Development of Large Software Systems”, 1970 — the paper Waterfall is usually traced to Royce 1970

Royce drew the single pass in order to warn against it, then proposed fixes: a preliminary design before analysis, heavy documentation, doing the whole job twice with a pilot first, planned testing, and involving the customer. What became known as Waterfall kept the diagram and dropped the fixes.

Each in this family converts calendar time into assurance: nothing proceeds until someone accountable signs that the previous step is right. That is worth paying for when a late defect is very expensive — firmware, medical devices, anything regulated — and is waste when the requirements themselves are still being discovered.

FIG 09.1What a gated pass costs, in weeksinteractive
12 weeks
04812162024283236404448525660646872RequirementsDesignImplementationVerificationDeplo…◆ sign-off gatefirst user · week 60weeks
Read itEvery diamond is a sign-off. Drag the slider to shorten the requirements phase and see where the first release lands — the gates move, but nothing reaches a user before the last one.Phase lengths illustrative; the sixty-week example matches the Waterfall sheet below.

Plan-Driven & Hybrid · 1992 · West German Federal Armed Forces standard · open

V-Model The V-Model

“Every development phase on the left has a matching verification phase on the right, planned together.” ISO/IEC/IEEE 2017

Clock

phases of weeks to months, sequential, mirrored

What starts the next piece of work

The level above is signed off, with its test designed

Who decides what gets built

Requirements and their acceptance tests are signed off together, up front

One cycle, drawn

verified byRequirementsAcceptance testverified bySystem designSystem testverified byArchitecture designIntegration testverified byModule designUnit testCode↓ specify and designverify and validate ↑

Down the left, specification; up the right, verification. Each dashed line pairs a level with the test designed alongside it.

How it runs, step by step

  1. Specify requirements — and design the acceptance test

    Each requirement is written with the test that will prove it, at the same time.

  2. Design the system — and the system test

    Every design decision at this level gets a matching system-level test design.

  3. Design the architecture and modules — with their tests

    Integration tests pair with the architecture; unit tests pair with module designs.

  4. Code

    Implementation sits at the bottom of the V.

  5. Verify upward

    Run unit, integration, system and acceptance tests in that order, each against the specification it was designed from.

  6. Sign off each level, both sides

    A level closes when its design and its verification both pass review.

a requirement, paired at definition time with the test that will verify it
Unit of work
one full pass, but with test design starting far earlier than in plain Waterfall
Shortest feedback loop
4
Defined roles
1
Required events / cycle
4
Prescribed artifacts
4
Smallest viable team
open
Licensing
1992
First described

Roles — and the decision each one owns

Requirements Engineer

requirements, paired with acceptance test design

Architect

system design, paired with system test design

Developer

unit implementation, paired with unit test design

Test Manager

the verification side of every pairing

Events — output first

Level sign-off

half day

once per V-level, both sides together

Output

an approved, paired sign-off

  1. confirm the verification plan for this level is complete before development on it starts
  2. sign off the paired deliverable

In the design document · the matching test plan

When it goes wrong the test side is written after the code, defeating the model's entire premise of designing verification alongside development.

Composes with

Sources

  • ISO/IEC/IEEE — ISO/IEC/IEEE 12207 — Systems and software engineering, software life cycle processes (2017)

Keep these

  1. Royce described the single-pass model in order to warn against it; he recommended iteration and doing the work twice.
  2. The V-Model's value is pairing each specification level with the test that verifies it, designed at the same time.
  3. A gate converts calendar time into assurance. It's worth it when a late defect costs more than the wait.
10Part III · The methods10 min

Scaling & Organisation

What changes when a product needs more than one team: SAFe, LeSS, Nexus, Scrum@Scale, Team Topologies, and the Spotify story.

Every scaling framework answers the same question: what breaks when one product needs more than one team? They differ in how much structure they add to fix it — from almost none (LeSS) to a great deal (SAFe).

Four of the six extend Scrum: LeSS, Nexus, Scrum@Scale and SAFe. Team Topologies doesn't assume Scrum at all; it works on team boundaries and . The "Spotify model" is included because it is so often copied — it describes one company in 2012, not a method.

FIG 10.1What breaks at each size, and which framework answers itinteractive
5 teams · ~35 people
  1. 1 team

    One team

    What breaks: Nothing structural. Everything a scaling framework adds would be overhead.

  2. 2–3 teams

    Two or three teams, one product

    What breaks: Who orders the work across teams, and whose code integrates when? Teams start waiting on each other.

  3. 4–9 teams

    Up to nine teams

    What breaks: Integration becomes the bottleneck: each team's work is done, and the product still doesn't run end to end.

  4. 10–12 teams

    Around ten teams on one solution

    What breaks: Dependencies have to be planned months ahead or they surface too late to fix.

  5. 13+ teams

    Several trains, or several products

    What breaks: The org chart itself creates the dependencies. Team boundaries matter more than any ceremony.

Read itMove the slider. Each rung names the specific thing that stops working at that size; the frameworks shown are answers to that problem, not to "scale" in general. If your teams don't depend on each other, none of them apply.Team counts are each framework's own stated ranges (Nexus 3–9 teams, LeSS up to about 8, a SAFe train of 5–12 teams); the boundaries between rungs are otherwise approximate.

Scaling & Organisation · 2011 · Dean Leffingwell · trademarked

SAFe Scaled Agile Framework

“Align many teams on one Agile Release Train around a shared Planning Interval, planned together in one big-room event.” Scaled Agile 2023

Clock

8–12 week Planning Interval, 2-week iterations inside it

What starts the next piece of work

The next Planning Interval, planned by the whole train together

Who decides what gets built

Product Management and Business Owners, through the ART Backlog and PI objectives

One cycle, drawn

W1W2W3W4W5W6W7W8W9W10Train eventsIterationsIteration 1 — week 0, 2 weeksIteration 1Iteration 2 — week 2, 2 weeksIteration 2Iteration 3 — week 4, 2 weeksIteration 3Iteration 4 — week 6, 2 weeksIteration 4Innovation & Planning — week 8, 2 weeksInnovation & Plan…PI Planning — week 0, 0.4 weeksPI PlanningSystem Demo — week 1.8, 0.2 weeksSystem DemoSystem Demo — week 3.8, 0.2 weeksSystem DemoSystem Demo — week 5.8, 0.2 weeksSystem DemoSystem Demo — week 7.8, 0.2 weeksSystem DemoI&A — week 9.1, 0.5 weeksI&ANext PI Planning — week 9.6, 0.4 weeksNext PI Planning

One Planning Interval (called a Program Increment before SAFe 6.0): four development iterations plus an Innovation & Planning iteration — ten weeks here; SAFe allows 8–12.

How it runs, step by step

  1. Form Agile Release Trains

    Five to twelve agile teams — roughly 50 to 125 people — that plan, commit and deliver together as one train.

  2. Plan the Planning Interval together

    PI Planning: two days, the whole train, producing team PI objectives and a planning board of cross-team dependencies, ending with a confidence vote.

  3. Run iterations inside the PI

    Teams work in two-week iterations, using Scrum or Kanban, and integrate continuously across the train.

  4. Demo the integrated system

    A System Demo after each iteration shows the whole train's work running together, not team by team.

  5. Innovate and plan

    The last iteration of the PI is the Innovation & Planning iteration: exploration, preparation, and the next PI Planning.

  6. Inspect and adapt

    At the end of each PI: a system demo, a review of the measures, and a problem-solving workshop that produces improvement items.

a Feature, sized to fit inside one Planning Interval
Unit of work
one Iteration (2 weeks) inside a longer PI commitment (8–12 weeks)
Shortest feedback loop
6
Defined roles
3
Required events / cycle
3
Prescribed artifacts
50
Smallest viable team
trademarked
Licensing
2011
First described

Roles — and the decision each one owns

Release Train Engineer

facilitating the Agile Release Train (ART) — the group of teams delivering together

Product Management

the ART Backlog (the Program Backlog before SAFe 6.0) and its Features

System Architect

the technical architecture spanning teams

Business Owners

PI Objective business value assignment

Scrum Masters

per-team execution, as in Scrum

Product Owners

per-team backlog, as in Scrum

Events — output first

PI Planning

2 days

once per Planning Interval

Output

PI Objectives; an ART planning board with dependencies mapped

  1. business context and vision
  2. team breakouts to draft plans
  3. draft plan review and problem-solving
  4. final plans and confidence vote

In ART Backlog · team capacity

When it goes wrong the confidence vote is waved through low without addressing the risks that caused it, so the PI starts already off-plan.

System Demo

1h

end of every Iteration

Output

cross-team integration risk surfaced early

  1. demonstrate integrated work across all teams on the train

In each team's Increment

When it goes wrong teams demo separately instead of integrated, so integration problems surface only at the PI boundary.

Inspect & Adapt

3–4h

end of every PI

Output

one systemic improvement item

  1. PI system demo
  2. quantitative and qualitative measurement
  3. retrospective and problem-solving workshop

In PI metrics

When it goes wrong the problem-solving workshop identifies root causes but they're never entered into the next PI's backlog.

Keep these

  1. Scaling frameworks exist because cross-team dependencies dominate lead time once a product has several teams.
  2. LeSS removes structure to scale; SAFe adds it. Nexus sits between, adding one integration team.
  3. Team Topologies starts from team boundaries and cognitive load rather than from Scrum.
11Part III · The methods8 min

Product & Discovery

Methods for deciding what to build: dual-track, Lean Startup, jobs-to-be-done, design sprints.

A project that delivers the wrong thing on time has still failed. These four methods sit upstream of every delivery method in chapters 08–10: they decide what to build, before anyone argues about how.

Each one answers a different question, and teams often run two at once — jobs-to-be-done research to find the problem, a design sprint to test a solution, and in dual-track discovery to keep checking.

FIG 11.1Which question each method answersinteractive
Read itPick the question you actually have. The method that answers it opens below.

Product & Discovery · 2005 · Marty Cagan / Jeff Patton · open

Dual-Track Agile Dual-Track Agile / Continuous Discovery

“Run discovery and delivery as two continuous, parallel tracks that feed one backlog — not two sequential phases.” Torres 2021

Clock

n/a — discovery and delivery run continuously in parallel

What starts the next piece of work

An idea passes discovery and enters the delivery backlog

Who decides what gets built

A product trio — product, design, engineering — using evidence from discovery

One cycle, drawn

W1W2W3W4W5W6DiscoveryDeliveryOpportunities → assumptions → quick tests — week 0, 6 weeksOpportunities → assumptions → quick testsSprint 1 — week 0, 2 weeksSprint 1Sprint 2 — week 2, 2 weeksSprint 2Sprint 3 — week 4, 2 weeksSprint 3Customer — week 0.3, 0.3 weeksCustomerCustomer — week 1.4, 0.3 weeksCustomerCustomer — week 2.4, 0.3 weeksCustomerCustomer — week 3.4, 0.3 weeksCustomerCustomer — week 4.3, 0.3 weeksCustomerCustomer — week 5.3, 0.3 weeksCustomerTested idea enters — week 2Tested idea entersTested idea enters — week 4Tested idea enters

Six weeks of dual-track work: weekly customer contact on the discovery track, two-week Sprints on the delivery track, and tested ideas crossing between them.

How it runs, step by step

  1. A product trio owns discovery

    Product, design and engineering decide together what's worth building.

  2. Talk to customers every week

    Interviews and quick tests, continuously — not only when a feature needs justifying.

  3. Map opportunities to solutions

    An opportunity solution tree links the outcome you want to customer needs, candidate solutions, and the tests that check them.

  4. Only evidence crosses over

    An idea enters the delivery backlog once its riskiest assumption has been tested.

  5. Deliver in your usual cadence

    Delivery runs as Scrum or Kanban. What ships feeds back into discovery as data.

an opportunity, validated before it becomes a delivery story
Unit of work
one discovery interview or prototype test (days)
Shortest feedback loop
1
Defined roles
1
Required events / cycle
1
Prescribed artifacts
3
Smallest viable team
open
Licensing
2005
First described

Roles — and the decision each one owns

Product Trio (PM, design, engineering lead)

weekly customer contact and the opportunity backlog

Events — output first

Weekly customer touchpoint

1h

weekly, continuously

Output

validated or invalidated assumptions

  1. talk to at least one customer
  2. test one assumption with a prototype or interview

In the opportunity solution tree

When it goes wrong customer contact happens only when a specific feature needs research, not as a continuous weekly habit — so discovery has no standing pipeline.

Composes with

Sources

  • Torres, T. — Continuous Discovery Habits (2021)

Keep these

  1. A project that delivers the wrong thing on time has still failed; discovery methods exist to prevent that.
  2. Dual-track runs discovery and delivery in parallel so the backlog is fed by evidence, not guesses.
  3. An MVP is the smallest experiment that tests a stated hypothesis. "Version one, but worse" is the misuse.
12Part III · The methods8 min

Architecture & Design Method

DDD, C4, ADRs, event storming — methods for deciding structure, run alongside any delivery method.

These are methods for deciding structure, and they run alongside a delivery method rather than instead of one. A Scrum team can use all four in the same quarter.

Event storming discovers what happens in the business. Domain-driven design turns that into and a . The C4 model draws the result at four zoom levels. Architecture decision records keep the reasons, so they don't have to be re-argued every time someone new joins.

FIG 12.1Which question each method answersinteractive
Read itPick the question you have; the method that answers it opens below.

Architecture & Design · 2003 · Eric Evans · open

DDD Domain-Driven Design

“Structure software around the business domain — one ubiquitous language, explicit bounded contexts, rich models.” Evans 2003

Clock

n/a — a modelling discipline, run alongside any delivery cadence

What starts the next piece of work

A model that no longer fits what the business says

Who decides what gets built

Domain experts and developers together, in a shared language

How it runs, step by step

  1. Build a ubiquitous language

    Talk with domain experts until you share one vocabulary — then use it in the code, too.

  2. Find the bounded contexts

    Where a word changes meaning ("account" to billing versus to login), a boundary sits.

  3. Draw the context map

    How contexts relate: customer and supplier, conformist, anti-corruption layer, shared kernel.

  4. Invest in the core domain

    Spend modelling effort where the business differentiates; buy or simplify the generic parts.

  5. Model inside each context

    Entities, value objects, aggregates and domain events — the tactical patterns.

a Bounded Context
Unit of work
one Event Storming session revising the model (hours)
Shortest feedback loop
2
Defined roles
1
Required events / cycle
2
Prescribed artifacts
3
Smallest viable team
open
Licensing
2003
First described

Roles — and the decision each one owns

Domain Expert

correctness of the business model — not a proxy, the actual expert

Lead/Architect

the Context Map and where Core Domain investment goes

Events — output first

Event Storming

half to full day

at kickoff, and whenever the model needs revisiting

Output

a shared model and candidate bounded contexts

  1. map domain events on a timeline
  2. attach commands, actors and aggregates to each event
  3. mark where language or ownership diverges — that's a context boundary

In domain experts in the room, a very large wall

When it goes wrong runs without a real domain expert present, so the model reflects engineering's guess at the domain instead of the domain itself.

Composes with

Sources

  • Evans, E. — Domain-Driven Design: Tackling Complexity in the Heart of Software (2003)

Keep these

  1. These methods run alongside a delivery method; they decide structure, not schedule.
  2. DDD finds the boundaries, event storming discovers the domain, C4 draws the result, ADRs record why.
  3. An architecture decision nobody wrote down gets re-argued every time someone new joins.
13Part III · The methods7 min

Data & AI Delivery

CRISP-DM, MLOps maturity, evaluation-driven development — for systems whose behaviour isn't fixed once built.

Most of this page assumes that software, once built and tested, does the same thing every time. Data science and ML break that assumption; LLM features break it on every call. These three methods are how teams cope.

CRISP-DM (1999) is still the clearest map of a modelling project, though its deployment phase predates modern operations. MLOps maturity models describe how far a team has automated training, release and monitoring. Evaluation-driven development is what LLM teams converged on: the evaluation set plays the part that unit tests play for deterministic code.

Data & AI Delivery · 2023 · Practice consolidated across LLM application teams industry-wide · open

Eval-Driven Development Evaluation-Driven Development

“For LLM-based systems: write the evaluation set before the prompt or pipeline, the way TDD writes the test first.” Microsoft 2020

Clock

n/a — every change runs against the eval set before shipping

What starts the next piece of work

Any change to a prompt, model or pipeline

Who decides what gets built

The eval results — a change that regresses doesn't ship

One cycle, drawn

Nothing ships without a run
Write evalcasesChange promptor modelRun the evalsetCompare withlast good runShip or revise

The eval-driven loop. Production failures re-enter at the top as new cases.

How it runs, step by step

  1. Write eval cases first

    Inputs paired with graded expectations, covering the behaviour you want and the failures you fear.

  2. Make the change

    A new prompt, a different model, a retrieval tweak.

  3. Run the whole eval set

    Automatically, before merge — the way unit tests run on deterministic code.

  4. Compare against the last good run

    Look at regressions case by case, not only the average score.

  5. Ship, or revise

    And turn every production failure into a new eval case.

one evaluation case — an input and a graded expectation
Unit of work
one eval-set run (minutes)
Shortest feedback loop
1
Defined roles
1
Required events / cycle
2
Prescribed artifacts
1
Smallest viable team
open
Licensing
2023
First described

Roles — and the decision each one owns

Eval Owner

the evaluation set's coverage and grading rubric

Events — output first

Eval-set run

minutes to an hour, automated

on every prompt, model, or pipeline change

Output

a pass/regress verdict per case

  1. run every change through the full evaluation set before merge
  2. flag regressions against the last known-good score

In the evaluation set · the candidate change

When it goes wrong the eval set is written once at project start and never grows, so it stops catching the failure modes users actually hit later.

Composes with

Sources

  • Microsoft — Team Data Science Process (2020)
  • Beck, K. — Test-Driven Development: By Example (2002)
Not repeated hereAI-assisted delivery — agents writing the code, rather than models the product ships — is covered on /agentic-sdlc and /spec-driven.

Keep these

  1. CRISP-DM's six phases still hold; its deployment phase is thin by modern standards.
  2. For LLM features the eval set is the specification: no change ships without running it.
  3. MLOps maturity is a ladder from manual retraining to automated pipelines with monitoring.

Part IV · 9 chapters · 85 min

The practices

What people do inside any method, day to day, and how to tell it's working.

14Part IV · The practices9 min

Requirements & the Backlog

User stories, INVEST, story maps, and the requirements a story-shaped backlog quietly drops.

A is not a specification. It is a placeholder for a conversation, with a test that settles when the conversation is over.

Ron Jeffries named the three parts Jeffries 2001: the Card — one sentence, small enough to fit on an index card; the Conversation — where the details actually get worked out, with the people who'll build it; and the Confirmation — the acceptance test that says whether it's done. Teams that write long stories are usually trying to do the conversation in writing, in advance, alone.

Card

As a reader, I want to save an article and find it later, so I can finish it when I have time.

Conversation

Where does Save appear? Signed-out readers? What order is the list in? — answered with the team, not written up front.

Confirmation

Given I'm signed in, when I press Save on an article, then it appears at the top of my Saved list.

Is it a good story?INVEST, applied

Bill Wake's six letters are the quickest check Wake 2003. A story that fails one isn't wrong so much as not ready — the failure tells you what to do next: split it, find its test, or remove the dependency.

FIG 14.1Five stories, checkedinteractive
I

Independent ✓

Nothing blocks it.

N

Negotiable ✓

Very negotiable.

V

Valuable ✓

Speed matters to users.

E

Estimable ✕

Fast how, measured where? Nobody can size it.

S

Small ✕

Unbounded — it never ends.

T

Testable ✕

No threshold, so no test can say it's done.

Better: As a reader on a phone, I want an article page to load in under 1.5s at the 95th percentile on 4G, so I don't give up waiting.

Read itPick a story. Each red letter says why it fails; the line underneath shows what passing looks like. The database-table one is the most common mistake in real backlogs: a task wearing a story's clothes.

From list to releaseStory mapping

A flat backlog answers "what's next?". A answers the harder question: what is the smallest release that lets someone do the whole thing? Lay the reader's journey left to right, stories under each step, most important on top — and cut releases horizontally across all of it Patton 2014.

FIG 14.2A story map for “save for later”interactive
Find something to read
Browse the feedalready exists
Search articlesalready exists
Save it
Save button on every card
Save from the article page
Save with a note
Keyboard shortcut
Come back to it
A “Saved” list
Sort by date saved
Filter by topic
Finish reading
Mark as read
Resume where I stopped
Offline reading
Tidy up
Remove from the list
Bulk remove
Auto-archive read items

Release 1 — the thin end-to-end. One story from each step that needs building. A reader can save, come back, finish and tidy — thinly, but all the way through.

Read itRelease 1 takes one thin story from every step, so a reader can go end to end on day one. Taking the top five rows of a flat list instead would have given you five ways to save and no way to come back.

What quietly drops outRequirements that don't fit “as a user…”

Latency, availability, security, accessibility and data retention rarely have an obvious user who "wants" them, so a backlog made only of user stories tends to lose them until an incident forces the conversation. Write them down as their own items, with thresholds — "p95 page load under 1.5s on 4G" — or as entries in the Definition of Done that every story must meet. For requirements precise enough that an AI agent can't misread them, the EARS patterns on /spec-driven go further.

Template · user story
**As a** {type of user}
**I want to** {perform an action}
**So that** {I achieve a goal}

**Acceptance criteria:**
- Given {context}, when {action}, then {outcome}

**Estimate:** {points}
**Definition of Ready check:** {yes/no}
Template · Definition of Ready
## Definition of Ready

- [ ] The problem and the desired outcome are stated in one sentence
- [ ] Acceptance criteria are written (Given/When/Then or EARS)
- [ ] Dependencies are identified and not blocking
- [ ] Sized small enough to plausibly finish inside one iteration
- [ ] The team that will build it has seen and can ask questions about it

Caution: a Definition of Ready can become a gate that delays work as
easily as it can protect a Sprint. Review it if items are stuck "not
ready" for more than one refinement session.
Definition of Ready, used carefullyA keeps half-formed work out of a Sprint — and can just as easily become a gate that stops work starting at all. If items sit "not ready" through more than one refinement session, the checklist is usually the problem, not the items.

Keep these

  1. A story is a placeholder for a conversation, confirmed by an acceptance test.
  2. A story map turns "what's next" into "what's the smallest coherent release".
  3. Non-functional requirements (latency, availability, security) need their own backlog items or they vanish.
15Part IV · The practices9 min

Estimation & Forecasting

Story points, planning poker — and forecasting from what the team actually finishes instead.

Most estimation arguments are three different things wearing one word: an estimate, a commitment and a target.

Estimate

A probability. “Probably 3–5 weeks.” Made by the people doing the work, and allowed to be wrong.

Commitment

A promise made using an estimate — choosing a confidence level and a date you'll stand behind.

Target

A business wish that exists whether or not anyone has estimated anything. “Before the conference.”

Treating a target as if it were an estimate is where most "the estimate was wrong" conflicts start. The fix is to say which of the three you're giving, every time.

Sizing workStory points and planning poker

A is a relative size — this is about twice that — deliberately not hours, so it resists being read as a promise. makes a team size an item without anchoring on whoever speaks first: everyone picks privately and reveals at once Grenning 2002 Cohn 2005. Its real output isn't the number. It's the disagreement, which surfaces what somebody knows and the others don't.

FIG 15.1One round of planning pokerinteractive
The story being sized

As a reader, I want to save an article and find it in a Saved list, with its thumbnail.

1 · Pick your card — privately

·You
Amira
Ben
Chen
Dana
Read itPick a card, reveal, and read what the 3 and the 13 say. Nobody was wrong: each knew something different. The split story is worth more than the number.

Forecasting instead of guessingMonte Carlo from throughput

Once a team has a few weeks of history, there's a better question than "how big is it?": how many items do we actually finish per day, and what does that imply? Replay the team's own recent days at random thousands of times, count how long each replay takes to finish the remaining items, and read the answer at a stated confidenceVacanti 2015. No one has to guess, and the answer comes with its own uncertainty.

FIG 15.2When will fifteen items be done?interactive
15 items
Last 20 days — items finished each day
average 0.95 a day, often 0
50% · 16d85% · 20d95% · 22d7 days29 daysworking days until all 15 are done, across 2,000 replays

Say: “85% likely within 20 working days; 95% within 22.” Not “16 days” — that's a coin flip.

Read itMost replays finish near the middle; a long tail takes much longer, because some days nothing finishes. Quote the 85% line, and re-run the forecast as new days come in.Illustrative: 2,000 replays of a seeded 20-day throughput history, not a real team's data.
#NoEstimates, stated fairlyThe argument: estimating every item costs real meeting time and predicts poorly at the item level, so slice work small and forecast from throughput instead. It works when items are roughly similar in size and history exists. It doesn't replace the conversation planning poker forces — it replaces the number.

Tracking a SprintBurndown or burnup?

Both chart the same Sprint. Only one of them can tell a stall from a change of scope.

FIG 15.3The same Sprint, two chartsstatic

Burndown — points remaining

D0D5D10flat, then up — why?

Flat on days 4–5, up on day 6, and 13 points left at the end. From this chart alone you can't tell whether work stopped, slowed, or more work arrived.

Burnup — scope and points done

D0D5D10scope +5stalled

The same Sprint: days 4–5 are a genuine stall; on day 6 five points of scope were added while completed work kept rising, 10 to 24.

Read itOn the left, days 4–6 look like one problem. On the right they're two: a stall, then five points of added scope. Use a burnup when scope can change — which is almost always.Illustrative, seeded.

Keep these

  1. An estimate is a probability, a commitment is a promise, a target is a business wish. Most estimation fights mix them up.
  2. Forecasting from how many items you actually finish per week beats asking people to guess, once you have history.
  3. Quote a range with a confidence level ("85% by 14 March"), never a single date.
16Part IV · The practices7 min

Planning at Three Horizons

Roadmap, quarter, iteration — each with its own confidence, and a capacity that is never the calendar.

Plans are made at three distances, and each deserves a different amount of confidence. The mistake is giving them all the same — usually by putting a date on every row.

A roadmap with a date on every item promises more than its far end can keep; chapter 02's cone of uncertainty applies to dates exactly as it does to estimates. A now / next / later roadmap states its confidence in its structure: now is committed, next is likely, later is direction without a date.

FIG 16.1A roadmap that states its own confidencestatic
Nowcommitted

this iteration and next

Save an article for later
Fix archive pagination
Nextlikely

this quarter, order may change

Resume where I stopped
Sort and filter the Saved list
Faster article pages on phones
Laterdirection, no dates

worth doing; not yet understood

Offline reading
Share a reading list
Recommendations from saved articles
Read itItems move left as they become understood — and sometimes right, or off the board, when they turn out not to matter. Only the Now column carries a commitment.

The middle distanceQuarters, OKRs and cross-team planning

The quarter is where dependencies between teams get planned — SAFe's is the most elaborate version (chapter 10). It's also where OKRs usually live. An Objective names a direction; its Key Results say how you'll know you got there. Neither is a backlog item. An OKR that is really an epic with a new label creates a second priority list competing with the first.

Objective

Readers finish more of what they start

Key result

Share of opened articles read to the end: 22% → 30%

↳ Save an article for later↳ Resume where I stopped
Key result

Weekly returning readers: +10%

↳ Save an article for later↳ Faster article pages on phones

Notice the shape: each key result is served by several backlog items, and one item serves two results. If every key result maps to exactly one item, the OKRs are a duplicate backlog.

The shortest distanceWhat fits in one iteration

Iteration planning is bounded by capacity, and capacity is never the calendar. Subtract what you already know is coming — the events, the other meetings, support rotations, leave — and then keep a buffer for what you don't know. Then compare the answer with what the team actually finished in its last few iterations, and trust the lower number.

FIG 16.2From calendar to capacityinteractive
5
10
10h
3h
3
4
15%
Scrum events 6.3Other meetings 3.8Support & on-call 3.0Leave 4.0Unplanned buffer 5.0Plan to this 28.1

50 calendar person-days become 28 to plan against — 56% of the calendar.

Read itStart with the defaults — five people, two weeks — and watch fifty calendar days shrink. Then set the buffer to zero and ask whether the last iteration really had no surprises.Defaults are illustrative; replace them with your team's actual commitments.
The cost nobody plansSomeone split across three initiatives doesn't deliver a third of each; switching between them eats into all three. The board simulator in chapter 17 shows the same effect at team level: past one item per person, more work in progress means everything takes longer.

Keep these

  1. Now is committed, Next is likely, Later is direction. Dates on every row promise more than the far rows can keep.
  2. Capacity is what's left after events, support, on-call and leave — always less than the calendar, and best checked against past throughput.
  3. An OKR should be answerable by several backlog items, not implemented by exactly one.
17Part IV · The practices14 min

Flow Mechanics

WIP, Little's Law, utilisation, bottlenecks, cumulative flow — the arithmetic under every method, as instruments you can run.

Under every method on this page sits the same arithmetic: how much work is in progress, how fast it finishes, how long each piece takes, and where it waits. This chapter is six instruments, five of which you can run. None of them is a metaphor.

1 · The one equationLittle's Law

Average equals average times average . It is a theorem about any stable queue, not a rule of thumb Little 1961: hold any two still and the third is fixed. The version to remember: cycle time = WIP ÷ throughput. If a team finishes the same amount per week, the only way to make each item take less time is to have fewer items going at once.

FIG 17.1Set two, read the thirdinteractive
Average WIP12 items
12
÷
Throughput2 per day
2.0
=
Average cycle time6 daysfollows from the other two

12 items in progress, finishing 2 a day, means each one takes 6 days on average.

Read itChange what you solve for, then move the sliders. The sentence under the numbers is the one to say in a planning meeting.

2 · The leverWhat a WIP limit actually does

A caps how many items can be in progress at once. Below, three people pull from a backlog that never empties. Change only the limit. Up to three items — one per person — throughput rises and each item still takes under three days. Past that, throughput stops rising, and every extra item in progress becomes extra days on every item's cycle time.

FIG 17.2A board you can runsimulation
6 items
Cost of each extra item per person
Backlog ∞

Never runs dry — the normal state of a busy team.

In progress 6/6
#4510d#4610d#496d#505d#511d#521d
Done 47
#49 6d#48 6d#47 8d#44 6d#43 6d#42 8d#40 8d#39 8d
day 60
6.0
Average WIP
0.82/day
Throughput
7.2d
Measured cycle time
7.3d
WIP ÷ throughput

The same team at every WIP limit, 240 days each

12345678910days/day7.7 days per item0.77 done a day

WIP limit along the bottom. Amber: average cycle time. Teal: items finished per day.

Read itRun it at a limit of 3, then at 8. The bottom-right number (WIP ÷ throughput) tracks the measured cycle time — Little's Law holding on a live board. The chart underneath is the same team at every limit: throughput (teal) flattens, cycle time (amber) climbs.Illustrative, seeded. Items need 1–6 person-days; each person works one item at a time; each item beyond one per person costs the stated share of the team's day to switching. Change that cost to see the effect without it.

3 · The trapWhy a fully booked team is slow

Planning a team to 100% of its capacity feels efficient. Queueing theory says otherwise: when work arrives at uneven times and takes uneven amounts of effort, the time it waits before anyone starts rises slowly and then very fast as utilisation approaches 100% Kingman 1961 Reinertsen 2009. Slack isn't waste; it is what keeps waiting times short.

FIG 17.3Waiting time against utilisationinteractive
85%
0×5×10×20×30×50%60%70%80%90%98%5.7× the work itselftime waiting in the queue ÷ time the work takes

At 85% busy, a one-day job waits about 5.7 days before anyone starts it.

Read itMove from 80% to 95%. The work doesn't get bigger; the wait in front of it nearly quintuples.The simplest queueing model (one server, random arrivals and job sizes): wait ÷ work = ρ ÷ (1 − ρ). Real teams differ in the numbers, not the shape.

4 · The constraintFind the bottleneck before you optimise anything

A system delivers at the rate of its slowest step Goldratt 1984. Speeding up anything upstream of that step only makes the pile in front of it grow faster; speeding up anything downstream changes nothing. The first question about any delivery problem is where does work wait?

FIG 17.4Four stations, one constraintinteractive
Arriving6a week
Design8/wk capacitypasses 6/wk
Build6/wk capacitypasses 6/wk
+3/wk waitingReviewbottleneck3/wk capacitypasses 3/wk
Deploy10/wk capacitypasses 3/wk
Delivered3a week

Try adding capacity to Build first. Then to Review.

Read itAdd capacity to Build: nothing improves, and the queue in front of Review keeps growing. Add it to Review: throughput rises until the next-slowest step becomes the constraint.

5 · The instrumentsReading a cumulative flow diagram

A plots, day by day, how many items have ever started, reached review, and finished. Two readings come straight off it: the vertical gap between the top and bottom lines is work in progress; the horizontal gap is roughly how long an item took. A band that widens is a queue growing — a bottleneck you can see without asking anyone.

FIG 17.5A month of flow, with a bottleneck in itinteractive
010203040051015202530reviewer awaystartedreached reviewdone
day 16
Pointing at
11 (7 in review)
WIP — the vertical gap
≈7 days
Cycle time — the horizontal gap
Read itPoint at day 16. The amber Review band is swollen: the reviewer is away, work keeps arriving, and cycle time for anything finishing now has stretched. Then point at day 28 and watch it recover.Illustrative, seeded: 30 working days, a WIP limit of 5 on development, reviewer capacity cut on days 12–18.

6 · The forecastService levels: what 85% actually means

Plot every finished item's cycle time and draw the percentiles. "85% of our items finish within N days" is a : not a promise, a statement about the team's own history that a stakeholder can plan around Vacanti 2015. The long tail is normal — and it is why a single average date misleads.

FIG 17.6Cycle times, with percentile linesstatic
0d5d10d15d50th · 2.7d85th · 4.5d95th · 10.0dday each item finished →
50th — half of all items finish within this85th — the service level to quote95th — look into anything above it

“85% of our items finish within 5 days of starting” — that sentence, backed by this chart, replaces a guessed date.

Read itMost items bunch low; a few take far longer. Quote the 85th percentile, and investigate the dots above the 95th.Illustrative, seeded: 60 completed items.
Underneath all sixFinish before you start. Every instrument here says the same thing from a different angle: less work in progress, smaller items, and some slack make everything faster — not because anyone works harder, but because less work waits.

Keep these

  1. Average cycle time = average WIP ÷ average throughput. More work in progress at the same throughput means every item takes longer.
  2. Queue time explodes as utilisation approaches 100%. In the simplest queueing model, work at 80% utilisation waits 4× as long as it takes to do; at 95%, 19×.
  3. A system's throughput is set by its tightest bottleneck; improving anything else does nothing.
18Part IV · The practices10 min

The Events, Run Properly

Every ceremony with a timebox, an agenda and a stated output — output first.

A meeting with no stated output is this manual's definition of a wasted meeting. Every event below states its output first, then its agenda.

Scrum's four events are the most widely run, so start there — on a real calendar, at their real timeboxesSchwaber 2020. Their total is usually smaller than people fear, and the time is only wasted when an event loses its output.

FIG 18.1A two-week Sprint, on the calendarinteractive
Week 1
Mon
Tue
Wed
Thu
Fri
Week 2
Mon
Tue
Wed
Thu
Fri
9.8h
In Scrum events, per person
80h
In the Sprint
12%
Of the Sprint, at maximum timeboxes

Sprint Planning — Why, what, how. Output: Sprint Goal + Sprint Backlog. ≤ 4h here.

Read itTap an event for its purpose. At maximum timeboxes, the events take about an eighth of the Sprint. Refinement is dashed: it's an activity, not one of Scrum's events.Timeboxes at half the Scrum Guide's one-month maxima, a common reading for two weeks; the Guide says shorter Sprints usually need less.

Output firstThe events worth running well

The same shape for every event: what comes out, what goes in, the agenda, and the observable sign it's going wrong. The is the one most often broken — it drifts from the Developers' planning huddle into a status report to a manager, and then nobody plans anything.

Sprint Planning

8h max for a 4-week Sprint (shorter proportionally)

start of every Sprint · Scrum

Output

Sprint Goal; Sprint Backlog

  1. Why is this Sprint valuable?
  2. What can be Done this Sprint?
  3. How will the chosen work get done?

In Product Backlog · latest Increment · Developers' capacity · past performance

When it goes wrong the team leaves with a task list but no Sprint Goal, so Review and Retrospective have nothing to inspect progress against.

Daily Scrum

15 min

every working day · Scrum

Output

an updated plan for the next day

  1. inspect progress toward the Sprint Goal
  2. adapt the Sprint Backlog for the next working day

In Sprint Backlog · Sprint Goal

When it goes wrong becomes a status report directed at the Scrum Master or a manager instead of a Developers-only planning huddle.

Sprint Review

4h max for a 4-week Sprint

end of every Sprint · Scrum

Output

a revised Product Backlog

  1. demonstrate the Increment and what was and wasn't Done
  2. discuss what changed in the market or environment
  3. collaboratively revise the Product Backlog

In the Increment · Product Backlog

When it goes wrong runs as a one-way status presentation; stakeholder input is heard but never written back into the backlog.

Sprint Retrospective

3h max for a 4-week Sprint

end of every Sprint, after the Review · Scrum

Output

at least one improvement added to the next Sprint Backlog

  1. inspect how the last Sprint went — people, relationships, process, tools
  2. identify what went well and what didn't
  3. agree the highest-impact improvement to implement next

In Sprint data · the team's own experience

When it goes wrong produces a list of grievances with no single committed change; the same complaints recur every Sprint.

Replenishment

30 min

weekly, or when the ready queue runs low · Kanban

Output

a replenished ready queue

  1. review candidate items against the service level expectation
  2. pull the highest-value items into the ready column up to its limit

In backlog · service level expectation

When it goes wrong the ready column fills past its limit, hiding the true backlog size from the board.

Betting Table

2h

once per cycle, between cycles · Shape Up

Output

the next cycle's committed work

  1. review pitches against team capacity
  2. bet a fixed number of teams on a fixed number of pitches

In pitches

When it goes wrong pitches accumulate into a backlog instead of expiring — the whole point of not having a backlog is lost.

PI Planning

2 days

once per Planning Interval · SAFe

Output

PI Objectives; an ART planning board with dependencies mapped

  1. business context and vision
  2. team breakouts to draft plans
  3. draft plan review and problem-solving
  4. final plans and confidence vote

In ART Backlog · team capacity

When it goes wrong the confidence vote is waved through low without addressing the risks that caused it, so the PI starts already off-plan.

Blameless postmortem

1h

within a week of any significant incident · operations practice

Output

a published postmortem; tracked actions

  1. reconstruct the timeline from logs and chat, without judging
  2. find the contributing conditions — there is rarely one cause
  3. agree actions, each with an owner and a date

In the incident timeline · the responders' own accounts

When it goes wrong a person is named as the root cause; nothing about the system changes, so the same mistake reaches production again.

The event that makes the others improveRetrospectives: five formats

Every format runs through the same five phases: set the stage, gather data, generate insights, decide what to do, close Derby 2006. The format only changes how you gather data — pick it for the Sprint you just had. What doesn't change: a retro ends with a change someone owns.

FIG 18.2Pick a retro formatinteractive

Start · Stop · Continue

Use whenDefault for a steady team; quick to run.

What should we start doing?
What should we stop?
What's working that we keep?
Read itChoose the one that fits the Sprint you just had. The prompts are what goes on the board.
Template · blameless postmortem
# Postmortem: {incident title}

**Date / Duration:** {when, how long}
**Severity:** {P0–P3}
**Author:** {name}

## Summary
{2–3 sentences: what happened and the user-facing impact.}

## Timeline
- {HH:MM} — {event}

## Root cause
{The mechanism, not "human error" — what in the system allowed this.}

## What went well
## What went poorly
## Where we got lucky

## Action items
| Action | Owner | Due | Priority |
|--------|-------|-----|----------|

Keep these

  1. A meeting with no stated output is waste. State the output before the agenda.
  2. The Daily Scrum is the Developers' planning huddle, not a status report to a manager.
  3. A retro that commits to no single owned change has not happened.
19Part IV · The practices9 min

Quality & Engineering Practice

Test shapes, test-driven development, continuous integration as a practice, and a Definition of Done you enforce.

Methods decide when work happens. Engineering practice decides whether the work is any good — and most methods are silent on it. These are the practices that fill that silence.

Where to spend testing effortPyramid, trophy, honeycomb

The Cohn 2009, the Dodds 2021 and the testing honeycomb Schaffer 2018 are three answers to the same question. None is correct in general. Look at where your last twenty bugs came from, and put the tests there.

FIG 19.1Three shapes for a test suiteinteractive

Pyramid (Cohn) — Most tests are fast and isolated; few are slow and broad. Cheap to run on every change; can miss bugs that live between units.

↑ slower, costlier, more confidence per test↓ faster, cheaper, narrower
Read itWidth is how many tests of each kind. Higher layers catch bugs between parts but run slower and break more often for reasons that aren't bugs.Counts illustrative; the proportions are the point.

Test firstOne loop of test-driven development

is a loop measured in minutes: write a failing test, write the least code that passes it, then improve the code while the test keeps you honest Beck 2002. The tests are a by-product; the short feedback loop is the point.

FIG 19.2Red, green, refactor — on a real functioninteractive

State the behaviour before it exists. The failure proves the test can fail — a test that has never been red proves nothing.

readingTime.test.ts
test("an article's reading time rounds up to whole minutes", () => {
  expect(readingTime(1)).toBe(1);
  expect(readingTime(230)).toBe(1);
  expect(readingTime(231)).toBe(2);
});
readingTime.ts
// readingTime.ts
// (nothing here yet)
✕ ReferenceError: readingTime is not defined
Read itStep through. In Green, the code is deliberately minimal. In Refactor, the second test arrives first, then the code that satisfies it.

The practice, not the serverContinuous integration

means everyone merges to one shared trunk at least daily, and every merge is built and tested automatically Fowler 2006. A build server that tests long-lived branches is useful, but it isn't the practice. keeps branches to hours or a day or two Hammant 2017; the arithmetic below is why.

FIG 19.3How far trunk moves while your branch is openinteractive
8
2
10 days

When you merge, trunk has moved 140 changes that your branch was never tested with.

Read itSet it to your team. At eight developers merging twice a day, a two-week branch comes back to a trunk that has moved by 140 changes it was never tested against.

Done means doneA Definition of Done you can enforce

The isn't a column on a board. It's a checklist the team holds itself to before anything counts as finished. An item that meets six of seven isn't nearly done — it's not done.

Not done: 3 items outstanding. It goes back to the backlog, not into the demo.

Technical debt, as a ledger is a shortcut that costs more later than it saved now. Treat it like debt: write down each item, what it costs per week (slower changes, repeated incidents), and what paying it off would take. A ledger turns "we should refactor" into a decision someone can make.

Keep these

  1. Pyramid, trophy and honeycomb are answers to one question: where do your bugs come from?
  2. CI means everyone integrates to trunk at least daily. A server that builds branches is not CI.
  3. The Definition of Done is a checklist the team enforces on itself, not a status on a ticket.
20Part IV · The practices8 min

Release & Operations

Deploy is not release. Feature flags, canaries, error budgets, and what DORA found about approval boards.

Deploying code and releasing a feature are different events, and separating them is most of modern release practice. The mechanics — pipelines, environments — live on /version-control; this chapter is the policy: who sees a change, when, and what stops it.

A lets code ship to production switched off, then turn on for a chosen set of people. That turns a release from one irreversible moment into a dial you can move — and move back.

FIG 20.1One feature: deployed Monday, released Thursdaystatic
MonMerged and deployed — flag offCode is in production. No reader can see it.deploy
TueFlag on for staffThe team uses it for real.
WedFlag on for 10% of readersWatch errors and usage.
ThuFlag on for everyoneThe feature is released.release
Next weekFlag removed from the codeA flag left in forever becomes debt.
Read itDeploy is a technical event; release is a business decision. Between them, the change is in production and invisible — which is exactly where you want to find its problems.

Limiting the blast radiusCanary releases

A sends a small share of traffic to the new version first and widens it in steps, with a rule that rolls back automatically if errors cross a threshold. The point isn't to prevent bad releases — some will get through testing — it's to limit how many people meet one.

FIG 20.2A rollout with an automatic stopsimulation
Traffic — 0% on the new version
rollback at 1%
1%—
5%—
25%—
50%—
100%—

The new version is deployed but receives no traffic yet. Baseline error rate: 0.3%.

Read itRun the bad release: it's caught at 5%, so 5,000 readers see it instead of 100,000. Then run the healthy one and count the stopping points you got for free.Illustrative: 100,000 readers, a 0.3% baseline error rate, rollback at 1%.

How much failure is allowedSLOs and error budgets

A states a target — say, 99.9% of requests succeed over 30 days. The 0.1% it allows is the : failure the team may spend, usually on shipping faster. When it runs out, the agreed policy shifts priority to reliability until it recovers Beyer 2016 Beyer 2018. Every extra nine divides the budget by ten.

FIG 20.3An SLO, in minutesinteractive
Availability objective, over 30 days
43.2 minutes
Error budget per 30 days
1.4 minutes
Per day, on average
25.9 minutes
Left this window
40% · 17.3 minutes

Budget to spare. Spend it on shipping: this is the room the SLO gives you to move fast.

Read it99.9% sounds strict; it's 43 minutes a month. 99.99% is four. Pick the SLO your users actually notice, not the highest one you can say.
What DORA found about approval boardsA — a committee approving production changes — feels like safety. The research behind Accelerate found that external approval of this kind was associated with slower delivery and was not associated with fewer failures; peer review and automated testing did better Forsgren 2018.

Two more practices make releases survivable. An on-call rotation spreads the load of being woken at night — designed badly, it burns people out, which is an organisational problem, not a scheduling one. And a , written before the incident, turns 3am improvisation into following steps.

Keep these

  1. Feature flags decouple deploy from release; canaries limit how many users a bad change reaches.
  2. A 99.9% monthly SLO allows about 43 minutes of failure a month. That budget is spent on shipping.
  3. DORA found external change-approval boards slow delivery without making it more stable.
21Part IV · The practices10 min

Risk & Measurement

The RAID log, DORA's four keys, SPACE — and how each metric gets gamed once it's a target.

Two ways a project finds out it's in trouble: early, from a list of what might go wrong; or late, from numbers that stopped meaning anything the day someone was judged on them.

Before it goes wrongThe RAID log

Risks, Assumptions, Issues, Dependencies — one list, so nothing forward-looking quietly turns into an unplanned problem. The distinction that matters most: a risk might happen; an issue has. Risks are retired by testing them — a spike, a prototype, a fake-door test — not by discussing them at every meeting. The premortem on /decisions is the fastest way to fill the list.

Riskmight happen

Sync conflicts could lose a reader's saves across devices.

Likely: medium · Impact: high · Owner: Chen · Retire by: a one-day spike on last-write-wins

Assumptionbelieved, not checked

Readers want saving more than they use browser bookmarks.

Test: a Save button that counts clicks before saving is built · Owner: Amira

Issuehas happened

Thumbnail cache can't write to object storage (permissions).

Owner: infrastructure · Due: Thursday · Blocking: thumbnails only

Dependencysomeone else's work

Platform team's image-storage migration, planned for Q3.

Contact: platform lead · Checked: every Sprint Review

Delivery performanceDORA's five metrics

The DORA research programme measures software delivery with five metrics: three for throughput and two for instability DORA 2025. They began as the "four keys"; in 2023 time to restore became failed deployment recovery time, and in 2024 deployment rework rate was added DORA 2025. The durable finding is that speed and stability move together — teams that do well do well on all five.

FIG 21.1The five metrics, and how each gets gamedinteractive

Throughput

Instability

Read itTap a card to see what happens to it once it becomes a target, and what keeps it honest. Each one can be gamed alone; they're hard to game together, which is why they're read as a set.Definitions as published at dora.dev. DORA's 2025 report replaced its elite-to-low performance bands with team archetypes, so older benchmark tables are no longer the reference.

Against a single numberSPACE

No single number captures developer productivity. The SPACE framework names five dimensions and argues for reading several at once, mixing survey data with system data Forsgren 2021.

SSatisfaction & well-being

a short, regular developer survey

PPerformance

outcomes — reliability, customer impact — not output

AActivity

counts of deploys, reviews, commits — never read alone

CCommunication & collaboration

review turnaround, time to onboard

EEfficiency & flow

handoffs, interruptions, time waiting

Why numbers stop meaning thingsGoodhart's law, made visible

"When a measure becomes a target, it ceases to be a good measure" — Marilyn Strathern's phrasing of Charles Goodhart's point Strathern 1997. shows it most clearly: make points a target and the points inflate, while the work shipped doesn't change.

FIG 21.2Reported points climb; shipped work doesn'tstatic
100125150175Sprint 1 = 100S1S2S3S4S5S6points reported +79%stories shipped ±0%

Points per story shipped: 3.0 in Sprint 1, 5.4 in Sprint 6. The stories didn't get bigger; the numbers on them did.

Read itSix Sprints after velocity started being reported upward as a target. Both lines start at 100 so they can share a scale. The red line looks like a 79% improvement; the teal line — distinct stories shipped by the same team — hasn't moved.Illustrative.
Never targetsIndividual velocity (it compares people on a unit that doesn't even compare across teams) · lines of code (rewards verbosity) · story points as output (see above) · test coverage as a quota (rewards tests that assert nothing). Use them, if at all, as numbers a team reads about itself.

Keep these

  1. A risk might happen; an issue has happened. Track both, and retire risks by testing them.
  2. DORA's five metrics come in two groups — throughput and instability — and they move together: teams that do well tend to do well on all five.
  3. Every metric becomes a worse measure once it's a target. Keep measures team-facing.
22Part IV · The practices9 min

People & Organisation

Conway's law, Team Topologies, cognitive load, decision rights, psychological safety.

Every method on this page is run by people arranged into teams, and the arrangement shapes the software more than most technical decisions do.

Organizations which design systems are constrained to produce designs which are copies of the communication structures of these organizations.

Melvin Conway, “How Do Committees Invent?”, 1968 Conway 1968

works in both directions. Left alone, a system takes the shape of the org chart. Used deliberately — the — you arrange the teams to get the architecture you want.

FIG 22.1The same product, two org chartsinteractive
Teams
Frontend team
Backend team
Database team
The system they build
Web UI (all features)
API layer (all features)
Data layer (all features)
“Save for later” needs3teams, 2 handoffs

The system comes out layered, like the org chart. “Save for later” touches all three layers, so it needs all three teams — three queues, two handoffs, one feature.

Read itSwitch the org shape and count what one feature needs. Organising by layer isn't wrong for every system — but every feature that crosses layers pays for it in handoffs.

Designing teams on purposeTeam Topologies

Skelton and Pais name four team types and three ways teams interact Skelton 2019. The idea underneath is : a team can only hold so much of a system in its head, so scope has to be sized to the team, not the other way round. Most teams should be stream-aligned; the other three types exist to take load off them.

FIG 22.2Four team types, three interaction modesinteractive
Reading → value to readersDiscovery → value to readersAccounts → value to readersEnablingRecsmodelPlatform — auth, storage, pipeline (used as a service)

Stream-aligned

Owns a flow of change end to end — a product, a user journey. Most teams should be this type.

e.g. Reading team: save, list, resume.

Three interaction modes
  • Collaboration — Two teams work closely for a limited time to discover something new.
  • X-as-a-Service — One team uses what another provides, with minimal coordination.
  • Facilitating — One team helps another learn or remove an obstacle.
Read itTap a shape. The platform sits underneath and is used as a service; the enabling team is temporary by design. If every team is 'collaborating' with every other, the boundaries are in the wrong place.

Who decidesDecision rights

assigns each decision one Accountable person, at least one Responsible, and lists who is Consulted before and Informed after. The rule people break is the first one: two Accountable people means nobody is. makes the same point with a Driver who pushes the decision to a close.

FIG 22.3A RACI you can breakinteractive
DecisionProduct leadTech leadDesignerEngineersSupportCheck
What goes in the next release✓ clear
Which database to use✓ clear
The Save button's design✓ clear
When to roll back a bad release✓ clear

R responsible (does it) · A accountable (answers for it — one person) · C consulted before · I informed after. Tap to change.

Read itGive the database decision a second A and watch the check fail. Every red row is a future meeting where everyone waits for someone else to decide.

The condition for everything elsePsychological safety

is a shared belief that the team is safe for interpersonal risk: raising a problem, admitting a mistake, asking a naive question Edmondson 2018. Google's Project Aristotle, which studied its own teams, found it the strongest of the factors it identified in effective teams — ahead of who was on the team.

Where it showsA retrospective or postmortem run without it produces agreeable notes and changes nothing. The ceremony is identical either way; only the honesty of what goes into it differs. Watch who speaks, and whether bad news arrives early or late.

Keep these

  1. Teams produce systems shaped like their communication; arrange the teams for the architecture you want.
  2. Cognitive load limits how much one team can own. Split scope before the team drowns.
  3. Psychological safety decides whether retros and postmortems surface anything real.

Part V · 1 chapter · 12 min

Applied

The same feature, taken through four different methods.

23Part V · Applied12 min

One Feature, Four Clocks

The same feature — save an article to finish later — built under Scrum, Kanban, Shape Up and the V-Model, day by day.

One feature — let a reader save an article to finish later, a real candidate for this site — built four times: under Scrum, Kanban, Shape Up and the V-Model. Same team, same feature, same working-day ruler.

Pick a method and step through it. Each step changes that method's own artifact: cards cross the Scrum board and the burndown extends; the Kanban card ages against its service level; scopes climb Shape Up's hill; the V-Model's levels light up as each gate is signed. The ruler above the stage keeps all four in view, so you can see where every method stands on the same day.

FIG 23.1The same feature, four clockssimulation
Step 1 / 9Day 0

Refinement

Who Product Owner and Developers

“Save an article for later” is near the top of the Product Backlog. The team splits it into five tasks and sizes it at 5 points.

→ Product Backlog item ready for planning

Sprint Goal— set at Sprint Planning
Product Backlog — top of the order1. Save an article to finish later · 5 pts2. Fix archive pagination · 2 pts3. Dark-mode toggle · 3 pts4. Spike: vector search · 3 pts
Burndown — tasks remaining07D0D5D10
Read itWatch what triggers each change. In Scrum, the Sprint boundary. In Kanban, a free slot — even a finished item waits when Review is full. In Shape Up, the team's own call to cut scope on day 12. In the V-Model, a signature. Keyboard: focus the stage, then ← →.A worked example, not a measurement. The totals depend on chapter 02's two variables, not on which method is better.
MethodDays until readers have itWhat those days bought
● Kanban8The shortest lead time — because the item joined a board that was already flowing, with no batch to wait for.
● Scrum10A demo to stakeholders, the Product Owner's acceptance, and one retro action — on a fixed two-week clock.
● Shape Up24Room to discover the work and cut scope mid-cycle without moving the date.
● V-Model66A signed trace from requirement to test at every level — the evidence an auditor or regulator asks for.

None of the four numbers is right or wrong on its own. Kanban was fastest because the item joined a board that was already flowing; the V-Model spent its extra fifty-odd days buying a signed trace from requirement to test. Which of those is worth paying for is chapter 02's question — how much you don't know yet, and how expensive a late mistake would be.

Scrum, 10 days to readers: day 0, Refinement — “Save an article for later” is near the top of the Product Backlog. The team splits it into five tasks and sizes it at 5 points. day 0, Sprint Planning — The feature's five tasks and two smaller items go into the Sprint. The Sprint Goal names the outcome, not the task list. day 1, Work starts — Two Developers start on the schema and the API in parallel. day 3, Schema done — The schema is merged. Work begins on the save button and the thumbnail cache. day 4, Blocker, raised at the Daily Scrum — The thumbnail cache can't write to object storage — a permissions problem outside the team. It's raised at the Daily Scrum; the Scrum Master takes it to the infrastructure team. day 5, Unblocked — Permissions are fixed overnight. While blocked, that Developer picked up the small pagination fix and finished it. day 7, API and dark mode done — The API is merged; the save button is in review; the saved list page starts. day 9, Checked against the Definition of Done — Everything but the saved list page is reviewed, merged, deployed to staging and smoke-tested — the team's Definition of Done. day 10, Sprint Review, then Retrospective — The Increment is shown working. The Product Owner accepts it and decides to release. The Retro adds one item to the Definition of Ready: check infrastructure permissions before planning. Kanban, 8 days to readers: day 0, Replenishment — “Save for later” goes into Ready. In Progress is at its limit of 3, so nothing starts yet. day 1, Pulled when a slot frees — The pagination fix moves to Review, freeing a slot. The top of Ready is pulled. The cycle-time clock starts now, not at replenishment. day 3, Aging check at the standup — Two days in progress, well inside the service level expectation: 85% of items finish within 6 days. No action needed. day 6, Finished — but Review is full — The code is done, but Review is at its limit of 2. Instead of starting something new, the Developer helps review the items ahead of it. day 7, Pulled into Review — A review slot frees up; ★ moves in. day 8, Done and deployed — Review passes and the change deploys. Cycle time: 7 days — just past the 6-day SLE, one of the 15% it allows. It becomes a new point on the cycle-time scatterplot. Shape Up, 24 days to readers: day 0, Shaped and bet on — The pitch: readers lose articles they meant to finish. Appetite: six weeks for a team of two. No-gos: no cross-device sync this cycle. The betting table places the bet. day 2, Scopes mapped — The team explores the codebase and names three scopes — the parts they'll get over the hill one by one. day 8, Figuring out the data model — Most unknowns are in how saves relate to readers and articles. Positions on the hill are honest: still uphill. day 12, Scope hammered — Thumbnails need storage work nobody planned. They're cut from this cycle to protect the date. Time is fixed; scope moves. day 16, Over the hill — The data model and API are settled. Both scopes cross the top: what's left is known work. day 22, Finishing — Polish, edge cases, QA. day 24, Shipped — Save for later ships inside the cycle. The circuit breaker never had to fire. day 30, Cycle ends; cooldown — Two weeks of cooldown: bugs, clean-up. Thumbnails can be pitched again for a later cycle — nothing is queued automatically. V-Model, 66 days to readers: day 0, Requirement written — REQ-014: an authenticated reader can save an article and retrieve it from a dedicated view. Its acceptance test is designed in the same sitting. day 10, Requirements gate — The requirement and its verification plan are signed off together. day 11, System design — A SaveService component is designed; the system test (concurrent saves from two tabs) is designed alongside it. day 25, Design gate — System, architecture and module designs are signed off with their paired integration and unit test designs. day 26, Implementation starts — Coding begins against the frozen design — 26 working days after the requirement was written. day 50, Build complete; unit tests pass — Verification climbs the right side of the V, starting at the bottom. day 56, Integration and system tests pass — The concurrent-save system test designed on day 11 now runs against the built system — and passes. day 62, Acceptance test passes — The acceptance test written on day 0 is run as written. day 66, Deployment gate — live — Final sign-off. The feature reaches readers 66 working days after the requirement was written, with every level traced.

Keep these

  1. The same feature took 8, 10, 24 and 66 days to reach users under four methods.
  2. Kanban was fastest because the item entered a board that was already flowing; the V-Model bought a signed trace from requirement to test.
  3. Chapter 02's two variables decide which of those trades is worth it.

Part VI · 2 chapters · 14 min

Choose & adopt

Which method fits your project, what it costs, and how to start.

24Part VI · Choose & adopt10 min

Choose, Compare, Adopt

A recommender that prints its reasons and its cost, a side-by-side, and the first ninety days.

A recommendation you can't see the reasons for can't be argued with. This one prints three things with every suggestion: which of your answers drove it, what it will cost you, and what would change it.

FIG 24.1Five questions, a recommendation with its reasonsinteractive

1How well understood is what you're building?

2How expensive is it to change your mind after building?

3How big is the team doing the work?

4What's the time horizon for this piece of work?

5Is this in a regulated or audit-heavy environment?

Recommendation

Answer any question to start. Nothing here is hidden: every suggestion lists the answers behind it.

Read itAnswer in any order; the ranking updates as you go. A method appears when at least one of your answers points to it, ranked by how many do. Tap a recommendation to open its sheet.

Side by sideCompare

Every method in Part III sits on the same schema, so any four can be read across the same rows. Pick up to four.

ClaimDeliver a usable Increment every Sprint through three accountabilities, three artifacts, and four events.Visualise the flow, limit work in progress, and manage the queue — no iterations, no prescribed roles.Fix the time and the budget, let scope be the variable that flexes — six-week cycles, no backlog.
Clock1–4 weeks (2 typical)n/a — continuous flow6-week cycle + 2-week cooldown
What starts the next workThe next Sprint starts, immediately after the last one endsA slot opens under a column's WIP limitA bet placed at the betting table
Who decides what's builtProduct Owner orders the backlog; Developers decide how much fits a SprintNot prescribed — replenishment chooses what enters, by an explicit policyThe betting table — senior people with authority over the next cycle
Unit of workProduct Backlog Itema work item pulled through the boarda pitch — a shaped, appetite-bounded problem
Shortest feedback loopone Sprintone completed item (hours to days)one cycle (6 weeks)
Defined roles301
Required events / cycle432
Smallest viable team412
Licensingopenopenopen
Fits whenthe product is genuinely unclear and benefits from stakeholder feedback every 1–4 weekswork arrives continuously and unpredictablythe team can operate in small, largely autonomous pairs or trios
Doesn't fit whenthe team is a single developerstakeholders need a fixed-date roadmap commitmentthe organisation needs cross-team roadmap commitments with fixed external dates
Silent onhow to estimate or size a Product Backlog Itemhow to prioritise the backlog — no ranking mechanism is prescribedmulti-team dependency coordination at scale

AdoptThe first ninety days

1Weeks 1–2

Name the two variables

Place the work on chapter 02's grid. Write down which variable — scope, date or team — is allowed to move.

2Weeks 3–6

Run one method as written

Don't hybridise on day one. You can't tell what a method is missing until you've run it long enough to feel it.

3Weeks 1–10

Measure from the start

Cycle time, throughput and DORA's metrics, recorded from week 1 — not introduced when something already feels wrong.

4Weeks 11–13

Change one thing

The single highest-friction element your own retros keep naming. Then measure again.

Watch forTen ways teams break a method they've just adopted

Every event of the method is running; nobody holds its accountabilities

Usually meansThe ceremonies were copied without the roles that make them mean anything.

ChangeAdopt roles and events together, or not at all.

“We're agile” — with fixed scope, a fixed date and a fixed team

Usually meansThe one variable every method needs to flex was never granted.

ChangeName which variable may move before starting.

Retros produce notes; the same complaint returns every cycle

Usually meansNo change was ever committed to an owner.

ChangeOne change, one owner, checked at the next retro first.

Velocity is reported up the org chart as a target

Usually meansA team's planning number was promoted to a performance metric.

ChangeStop reporting it upward; report cycle time or throughput.

A Definition of Ready blocks items for weeks

Usually meansThe checklist became a gate instead of a shared idea of “ready enough”.

ChangeTimebox refinement; revise the checklist, not just the items.

Standups run 30 minutes and face a manager

Usually meansThe planning huddle turned into a status report.

ChangeThe manager stops attending, or the update goes written.

PI Planning happens; the planning board is never opened again

Usually meansDependency tracking was treated as an event artifact.

ChangeReview the board at every System Demo.

The same top risk survives three planning cycles

Usually meansIt was discussed, never tested.

ChangeSay what result would retire it, and run that test next.

A hybrid keeps every ceremony from both parents

Usually meansIt was built by adding, not by choosing what controls what.

ChangePick one flow-control mechanism and one planning mechanism.

MVP has come to mean “worse, but sooner”

Usually meansThe term lost its purpose: testing a specific hypothesis.

ChangeWrite the hypothesis and its metric before calling anything an MVP.

When you don't need a framework at allOne or two people with a shared understanding of the work usually do better with a ranked list and a weekly check-in than with any method here. Process pays for the coordination it makes possible; below three or four people there's little coordination left to pay for.

Keep these

  1. A recommendation you can't see the reasons for can't be challenged. Ask for reasons, cost and the condition that flips it.
  2. Run one method as written for six weeks before modifying it; you can't tell what's missing until you've felt it.
  3. Below three or four people, a ranked list and a weekly check-in usually beats any named method.
25Part VI · Choose & adopt4 min

Reference

Glossary, copyable templates, and every method in one table.

Everything on the page, looked up in seconds: 104 terms, 10 templates, 32 methods.

GlossaryTerms

Every term has its own link — send /frameworks#g-wip to someone mid-conversation. Dashed-underlined words anywhere on the page open these definitions in place.

Acceptance Criteria #
The specific, checkable conditions a story must satisfy to be considered done — often written Given/When/Then.
Aggregate #
A DDD cluster of domain objects treated as one consistency boundary — changes to anything inside it go through its root, never directly.
Agile Manifesto #
A 2001 statement of four values by seventeen practitioners, each phrased as a trade: the left side is valued more, while the right side — process, documentation, contracts, a plan — still has value.
Agile Release Train (ART) #
SAFe's group of teams (roughly 50–125 people) that plan, commit and deliver together on one PI cadence.
Backlog Refinement #
The ongoing activity of clarifying, estimating and ordering backlog items — not a formal Scrum event, but essential to keeping Sprint Planning short.
Batch Size #
How much work moves through a step at once. Smaller batches reduce cycle time and risk per batch, at the cost of more coordination overhead.
Behaviour-Driven Development (BDD) #
Extends TDD's cycle to Given/When/Then scenarios written in near-natural language, shareable with non-engineers.
Blameless Postmortem #
A postmortem run on the premise that the person closest to the failure acted reasonably given what they knew — the goal is fixing the system, not the person.
Blue/Green Deployment #
Two identical production environments; traffic cuts over from one to the other instantly, making rollback a traffic-routing change, not a redeploy.
Bottleneck #
The workflow step whose capacity limits the whole system's throughput — visible on a CFD as the column whose band widens fastest.
Bounded Context #
A DDD boundary inside which one model and one ubiquitous language apply consistently — the same word can mean something different in a different context.
Canary Release #
A new version is routed to a small slice of traffic first; if its error rate or latency looks wrong, it's rolled back before the whole user base sees it.
Change Advisory Board (CAB) #
A formal committee that approves production changes before they ship. DORA's research finds this external approval step correlates with slower throughput without improving stability.
Change Fail Rate #
The ratio of deployments that need immediate intervention afterwards — usually a rollback or a hotfix. A DORA instability metric.
Change Lead Time #
The time for a change to go from committed to version control to deployed in production. A DORA throughput metric; called lead time for changes in earlier reports.
Code Review #
A second person reads a change before it merges — catches defects, spreads knowledge, and is Scrum's Definition of Done in practice for most teams.
Cognitive Load #
How much a team can hold in working memory about the systems it owns — Team Topologies' argument for why team scope has a real ceiling.
Cone of Uncertainty #
The range an estimate can be wrong by, plotted against project phase — widest at the idea stage, narrowing as more is known. Named by Steve McConnell from Barry Boehm's 1981 estimation-variance data.
Continuous Integration (CI) #
Every developer merges to trunk at least daily, and every merge is built and tested automatically — the practice, not merely owning a build server.
Conway's Law #
Systems mirror the communication structure of the organisations that build them (Conway, 1968) — architecture and org chart are never fully independent.
Cost of Change #
How expensive it is to alter a decision after the fact. Rises the later a decision is revisited — a naming choice is cheap to change; a database schema in production is not.
Cumulative Flow Diagram (CFD) #
A stacked area chart of items per workflow state over time. A widening band names a bottleneck column directly; the horizontal gap between bands is lead time.
Cycle Time #
The elapsed time from when an item starts being worked to when it's finished. The number a WIP limit is meant to control.
DACI #
Driver, Approver, Contributors, Informed — a decision-rights variant emphasising who drives a decision to a conclusion, distinct from who approves it.
Daily Standup #
A short daily sync, ideally a planning huddle among the people doing the work, not a status report to a manager.
Definition of Done #
The team's own checkable bar for calling a piece of work finished — e.g. reviewed, tested, deployed to staging. Not a status; a contract.
Definition of Ready #
A checklist a backlog item must satisfy before it can enter planning — e.g. has acceptance criteria, is estimated. Contested: it can also become a bureaucratic gate that just delays work.
Deployment Frequency #
The number of deployments to production over a period, or the time between them. A DORA throughput metric, and a proxy for batch size.
Deployment Rework Rate #
The ratio of deployments that are unplanned but happen because of an incident in production. Added by DORA in 2024 as a second instability metric.
DORA Delivery Metrics (the "four keys", now five) #
DORA's measures of software delivery performance. The original four (2014 on) were deployment frequency, lead time for changes, change failure rate and time to restore. In 2023 time to restore became failed deployment recovery time; in 2024 deployment rework rate was added. DORA groups them as throughput (change lead time, deployment frequency, failed deployment recovery time) and instability (change fail rate, deployment rework rate).
EARS #
Easy Approach to Requirements Syntax — five sentence patterns for acceptance criteria precise enough that an AI coding agent can't misread them. See /spec-driven.
Epic #
A body of work too large for one Sprint, broken down into stories before it's actionable.
Error Budget #
The allowed amount of unreliability under an SLO (e.g. 0.1%) — spent on releasing fast; once exhausted, the team's priority shifts to stability.
Failed Deployment Recovery Time #
The time it takes to recover from a deployment that fails and needs immediate intervention. DORA renamed and narrowed it from "time to restore service" in 2023, so it counts only failures caused by changes.
Feature Branch #
A branch holding one feature's work in isolation until it's finished — the alternative trunk-based development is a reaction against when branches live too long.
Feature Flag #
A runtime switch that decouples deploying code from releasing it to users — code can ship dark and be enabled later, for one user segment at a time.
Fixed-Price Contract #
Scope and price are both fixed in advance — pushes risk onto whoever estimated the scope, and is the contract shape most incompatible with genuine discovery.
Goodhart's Law #
"When a measure becomes a target, it ceases to be a good measure." Every metric on this page is vulnerable to this — see chapter 21.
Incident Review #
A postmortem specifically for a production incident, usually including a timeline, impact, root cause and remediation items with owners.
Increment #
The sum of all Product Backlog items completed during a Sprint plus every prior Increment — must be usable, whether or not it's released.
Inverse Conway Manoeuvre #
Deliberately restructuring teams to match the architecture you want, using Conway's Law in the direction that helps instead of fighting it.
INVEST #
Bill Wake's checklist for a good story: Independent, Negotiable, Valuable, Estimable, Small, Testable.
Job Story #
A story format centred on situation and motivation ('When... I want to... so I can...') rather than a persona, avoiding the assumption that one user type always wants the same thing.
Jobs to Be Done (JTBD) #
The theory that customers 'hire' a product to do a specific job — competition is defined by the job, not the product category.
Kanban Board #
A visualisation of a workflow as columns representing states, with cards moving left to right as work progresses.
Lead Time #
The elapsed time from when an item is requested to when it's delivered — cycle time plus whatever time it waited in a queue first.
Lifecycle Shape #
The pattern by which a project moves through its activities: sequential (once, in order), iterative (repeatedly, roughly), incremental (repeatedly, each piece finished), or continuous (no batch boundary at all).
Little's Law #
WIP = Throughput × Cycle Time. A queuing-theory identity (Little, 1961), not a heuristic — hold any two of the three and the third follows exactly.
Minimum Viable Product (MVP) #
The smallest artifact that produces validated learning about a stated hypothesis — not simply a stripped-down version of the eventual product.
Mob Programming #
The whole team works on one task at one machine at once — pairing's logical extreme, used for the hardest or highest-risk work.
Monte Carlo Forecasting #
Simulating thousands of possible futures by resampling historical throughput, then reading off percentiles — the concrete technique behind probabilistic forecasting.
MoSCoW #
A prioritisation scheme — Must, Should, Could, Won't — used to fix scope's flex within a fixed time and cost, as in DSDM.
#NoEstimates #
The position that story-point estimation costs more than it returns, and that slicing work small plus measuring throughput forecasts delivery better.
Non-Functional Requirement (NFR) #
A quality constraint rather than a feature — latency, availability, security — often dropped from a backlog because it has no obvious 'user story' shape.
On-Call #
A rotation of engineers responsible for responding to production incidents outside normal hours — a real operational cost, worth designing rotations to distribute fairly.
Opportunity Solution Tree #
A structure linking a desired outcome to the opportunities (customer needs/pain points) that could drive it, and the solutions being tested against each (Torres, 2021).
Pair Programming #
Two engineers, one keyboard, continuous review as code is written — XP's practice for making review continuous rather than a separate step.
Planning Interval (PI) #
SAFe's 8–12 week planning horizon across an Agile Release Train: several two-week iterations plus an Innovation & Planning iteration. Called a Program Increment before SAFe 6.0 (2023); many teams still say "Program Increment".
Planning Poker #
A team estimates a story by revealing numbered cards simultaneously, so early speakers can't anchor the rest of the room.
Postmortem #
A structured review of an incident or failure, focused on contributing factors and systemic fixes rather than blame.
Premortem #
Before starting, assume the project has already failed and work backwards to why — surfaces risks a forward-looking discussion tends to miss. See /decisions.
Probabilistic Forecasting #
Stating a forecast as a range with a confidence level ('85% chance of finishing by...') rather than a single date, derived from a team's own throughput history.
Product Backlog #
The single, ordered list of everything that might be needed in the product, owned by the Product Owner. Never fully complete.
Progressive Delivery #
The umbrella term for canary, blue/green and feature-flag techniques — release exposure ramped gradually and reversibly, rather than all at once.
Psychological Safety #
A shared belief that the team is safe for interpersonal risk-taking — raising a concern, admitting a mistake — without punishment (Edmondson, 2018).
Pull System #
Work is taken by whoever has capacity, when they have capacity — contrast with a push system, where work is assigned regardless of current capacity.
RACI #
Responsible, Accountable, Consulted, Informed — a matrix naming exactly one Accountable person per decision, to prevent diffusion of ownership.
RAID Log #
A tracked list of Risks, Assumptions, Issues and Dependencies — risks and assumptions are forward-looking; issues and dependencies are current facts to manage.
Refactoring #
Changing code's internal structure without changing its external behaviour — verified by the existing test suite passing unchanged.
Reference-Class Forecasting #
Estimating a new item by the actual outcomes of similar past items, rather than by expert judgement about this specific item alone — corrects for planning-fallacy optimism.
Release Train #
A fixed release schedule that departs on time with whatever is ready — work that misses the cut waits for the next train rather than delaying the release.
Retrospective #
The team's own review of how it worked, producing at least one committed change for next time — not just a list of complaints.
Risk Register #
A structured list of identified risks, each with likelihood, impact, an owner and a mitigation — the formal artifact behind RAID's 'R'.
Rollback #
Reverting a release to its previous known-good state — the mechanism a canary or blue/green deployment is built to make fast and safe.
Runbook #
A written procedure for handling a known operational situation — what to check, what to run, who to page — so a 3am response doesn't depend on memory.
Scrum of Scrums #
A representative from each team syncs on cross-team dependencies and blockers — the coordination mechanism behind several scaling frameworks.
Service Level Expectation (SLE) #
A stated, measured forecast — e.g. '85% of items finish within 6 days' — replacing a fixed-date promise with a probability the team can actually back up with its own history.
Service Level Objective (SLO) #
A target for a measurable reliability property — e.g. 99.9% of requests under 300ms — that an error budget is then tracked against.
Shift Left #
Moving a concern — testing, security review, performance — earlier in the pipeline, where a defect is cheaper to fix.
SPACE Framework #
Satisfaction, Performance, Activity, Communication, Efficiency — a 2021 argument against any single productivity metric, in favour of measuring across all five dimensions.
Sprint #
Scrum's fixed-length timebox, 1–4 weeks, that contains Planning, Daily Scrums, a Review and a Retrospective, and produces one Increment.
Sprint Backlog #
The Sprint Goal plus the Product Backlog items selected for the Sprint plus the plan for delivering them — owned entirely by the Developers.
Sprint Planning #
The event that sets a Sprint Goal and turns selected backlog items into a Sprint Backlog with an initial plan.
Sprint Review #
The event where the Increment is demonstrated to stakeholders and the Product Backlog is revised based on what's learned.
Stage-Gate #
A phased process where a project must pass a formal review to proceed to the next stage — the generic pattern behind Waterfall's phase gates and PRINCE2's stage boundaries.
Story Mapping #
Arranging stories on two axes — user journey left to right, priority top to bottom — so a release slice is a horizontal cut, not just a prioritised list (Patton, 2014).
Story Point #
A relative, unitless size estimate for a backlog item — deliberately not hours, so it resists being read as a commitment.
T-Shirt Sizing #
Coarse relative estimation (XS/S/M/L/XL) used early, before a backlog item is understood well enough for a finer estimate to mean anything.
Technical Debt #
A deliberately or accidentally chosen shortcut that costs more to work around later than it saved at the time — a debt with real, compounding interest.
Test Pyramid #
A shape for a healthy test suite — many fast unit tests, fewer integration tests, fewest slow end-to-end tests — trading confidence against speed and cost.
Test-Driven Development (TDD) #
Write a failing test, write the minimum code to pass it, then refactor — red, green, refactor, repeated in small cycles.
Testing Trophy #
Kent C. Dodds's variant of the pyramid, weighting integration tests most heavily, on the argument that they catch the most real bugs per test written.
The Three Cs #
Card, Conversation, Confirmation — Ron Jeffries's description of a story: a physical placeholder, a discussion it prompts, and the acceptance test that confirms it.
The Twelve Principles #
The operational detail behind the Manifesto's four values, published alongside it — the part most often skipped when a team says it is 'doing Agile'.
Theory of Constraints #
Goldratt's framing: a system's output is bound by its single tightest bottleneck. Improving anywhere else does nothing until that bottleneck moves.
Throughput #
The count of items completed per unit time. The input a probabilistic forecast resamples from.
Time and Materials (T&M) #
Payment for actual hours and costs incurred — flexible on scope, but shifts budget risk onto the buyer instead.
Timebox #
A fixed period allocated to an activity, ending on schedule regardless of whether the work inside it is complete.
Trunk-Based Development #
Short-lived branches (hours, not weeks) merged frequently to one shared trunk, as opposed to long-lived feature branches.
Ubiquitous Language #
A shared vocabulary used identically in code, conversation and documentation within one Bounded Context — DDD's mechanism for keeping the model and the domain in sync.
User Story #
A short description of a feature from a user's perspective, meant as a placeholder for a conversation — not a complete specification.
Velocity #
Story points completed per Sprint, averaged over recent Sprints. A capacity-planning number for one team, never comparable across teams and easily inflated under pressure.
WIP Limit #
A hard cap on how many items may occupy one board column at once — forces finishing over starting, and exposes bottlenecks by making them visibly overflow.
Work in Progress (WIP) #
The count of items currently started but not finished. The central variable Kanban and flow metrics are built to control.

Copy into your own docsTemplates

Definition of Done
## Definition of Done

- [ ] Code reviewed and approved by at least one other engineer
- [ ] Unit tests written and passing for new/changed behaviour
- [ ] No known regressions in the existing test suite
- [ ] Documentation (README, changelog, API docs) updated if behaviour changed
- [ ] Deployed to staging and smoke-tested
- [ ] Meets the team's accessibility and performance baselines
- [ ] Monitoring/alerting in place if this touches a production path
Definition of Ready
## Definition of Ready

- [ ] The problem and the desired outcome are stated in one sentence
- [ ] Acceptance criteria are written (Given/When/Then or EARS)
- [ ] Dependencies are identified and not blocking
- [ ] Sized small enough to plausibly finish inside one iteration
- [ ] The team that will build it has seen and can ask questions about it

Caution: a Definition of Ready can become a gate that delays work as
easily as it can protect a Sprint. Review it if items are stuck "not
ready" for more than one refinement session.
Sprint Goal
## Sprint Goal — Sprint {N}

**Goal:** {one sentence describing the value this Sprint delivers}

**Why now:** {the reason this is the priority this Sprint}

**Success looks like:** {what a stakeholder would see at the Review
that tells them the goal was met}

**Out of scope this Sprint:** {explicitly excluded, so scope creep has
something to be checked against}
Retrospective Agenda
## Retrospective — Sprint {N}

1. Set the stage (2 min) — one word for how the Sprint felt
2. Gather data (10 min) — what happened, factually
3. Generate insights (15 min) — why did it happen
4. Decide what to do (10 min) — pick ONE improvement, name an owner
5. Close (3 min) — appreciation, one thing that went well

**Committed improvement:** {the one thing, owner, and by when}
**Carried from last time:** {did the last improvement actually happen?}
RAID Log Row
| Type | Description | Owner | Status | Raised | Impact |
|------|-------------|-------|--------|--------|--------|
| Risk | {what could go wrong} | {name} | Open | {date} | {H/M/L} |
Architecture Decision Record
# ADR-{NNNN}: {short title}

**Status:** Proposed / Accepted / Superseded by ADR-{NNNN}

**Context**
{What forces are at play — technical, business, constraints. State the
problem, not the solution.}

**Decision**
{The decision, stated as a single clear sentence.}

**Consequences**
{What becomes easier or harder as a result. Include the honest downside,
not only the benefit.}
Blameless Postmortem
# Postmortem: {incident title}

**Date / Duration:** {when, how long}
**Severity:** {P0–P3}
**Author:** {name}

## Summary
{2–3 sentences: what happened and the user-facing impact.}

## Timeline
- {HH:MM} — {event}

## Root cause
{The mechanism, not "human error" — what in the system allowed this.}

## What went well
## What went poorly
## Where we got lucky

## Action items
| Action | Owner | Due | Priority |
|--------|-------|-----|----------|
Team Working Agreement
## Working Agreement — {Team}

**Core hours:** {overlap window for a distributed team}
**Response time:** {expected turnaround on async messages}
**Meetings:** {which are mandatory, which are optional}
**Code review SLA:** {e.g. first response within 1 business day}
**Definition of Done:** {link}
**How we disagree:** {the process when two people genuinely disagree}
**Review this agreement:** {cadence — e.g. every quarter}
Risk Register Row
| ID | Risk | Likelihood | Impact | Score | Mitigation | Owner |
|----|------|-----------|--------|-------|-----------|-------|
| R-01 | {risk} | {1-5} | {1-5} | {L×I} | {plan} | {name} |
User Story
**As a** {type of user}
**I want to** {perform an action}
**So that** {I achieve a goal}

**Acceptance criteria:**
- Given {context}, when {action}, then {outcome}

**Estimate:** {points}
**Definition of Ready check:** {yes/no}

All of Part IIIEvery method, one table

MethodFamilyYearClockSmallest teamLicensing
Architecture & Design2003continuous3open
Architecture & Design2011continuous1open
Architecture & Design2013one workshop, half to full day4open
Architecture & Design2018continuous1open
Data & AI Delivery1999cycles of weeks, phases often revisited out of order2open
Data & AI Delivery2019continuous2open
Data & AI Delivery2023continuous1open
Flow & Iteration19911–3 month increments, tuned by team/criticality colour1open
Flow & Iteration1994phased: Feasibility → Foundations → Evolutionary Development → Deployment4open
Flow & Iteration19951–4 weeks (2 typical)4open
Flow & Iteration19961–2 week iterations2open
Flow & Iteration1997design-and-build iterations, ~2 weeks per feature set4open
Flow & Iteration2003continuous1open
Flow & Iteration2007continuous1open
Flow & Iteration2008Sprint-length planning, continuous execution3open
Flow & Iteration20196-week cycle + 2-week cooldown2open
Plan-Driven & Hybrid1970phases of weeks to months, sequential4open
Plan-Driven & Hybrid1988spirals of weeks to months, radius growing each pass3open
Plan-Driven & Hybrid1992phases of weeks to months, sequential, mirrored4open
Plan-Driven & Hybrid1996management stages, each a few weeks to months4certified
Plan-Driven & Hybrid1998four phases, each containing several 2–6 week iterations5proprietary
Plan-Driven & Hybrid2025no fixed clock — the guide works with predictive, adaptive or hybrid delivery3certified
Product & Discovery2003continuous1open
Product & Discovery2005continuous3open
Product & Discovery20105 days, once4open
Product & Discovery2011continuous1open
Scaling & Organisation2005one shared Sprint across every team16open
Scaling & Organisation20118–12 week Planning Interval, 2-week iterations inside it50trademarked
Scaling & Organisation2012continuous6open
Scaling & Organisation2014Sprint-length at every level of the network25open
Scaling & Organisation2015one shared Sprint across the Nexus8open
Scaling & Organisation2019continuous2open

Keep these

  1. Every glossary term has its own link — send #g-wip to someone mid-conversation.
  2. Templates are starting points; edit them in your first retro.