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  • Planning and Agility

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    Hi,
    I was reading the Wheel of Time series (forgive me, but I am fascinated
    with the Fantasy Genre. Apart from the story, there are some wonderful
    quotes there!) yesterday night in which a character has 4 rules
    regarding information and action:
    1. Never make a plan without knowing as much as you can (of the enemy).
    2. Never be afraid to change your plans when you receive new
    information.
    3. Never believe you know everything.
    4. And never wait to know everything. The man who waited to know
    everything was still sitting in his tent when the enemy burned it over
    his head.
    I felt these would be good rules to talk about when discussing Agile
    planning.
    Regards
    Sridhar
    "A lot of preconceptions can be avoided by simply trying them out" - Bruce Eckel
  • No.1 | | 570 bytes | |

    Sridhar wrote:
    1. Never make a plan without knowing as much as you can (of the enemy).
    2. Never be afraid to change your plans when you receive new
    information.
    3. Never believe you know everything.
    4. And never wait to know everything. The man who waited to know
    everything was still sitting in his tent when the enemy burned it over
    his head.

    I felt these would be good rules to talk about when discussing Agile
    planning.

    How do you reconcile #1 and #4? Where is the dividing line between "as
    much as you can" and "everything?"
  • No.2 | | 1419 bytes | |

    7/15/06, George Dinwiddie <lists (AT) idiacomputing (DOT) comwrote:

    Sridhar wrote:
    1. Never make a plan without knowing as much as you can (of the enemy).
    2. Never be afraid to change your plans when you receive new
    information.
    3. Never believe you know everything.
    4. And never wait to know everything. The man who waited to know
    everything was still sitting in his tent when the enemy burned it over
    his head.

    I felt these would be good rules to talk about when discussing Agile
    planning.

    How do you reconcile #1 and #4? Where is the dividing line between "as
    much as you can" and "everything?"

    We're lucky, we are just developing software. We get to use feedback to
    find out where the dividing line is. That's why we have short iterations.
    So if we waited to long this iteration. Instead of our tent getting burned
    down over our head. We might deliver a few less features, because spent too
    much time detail gathering, instead of just making the plan for the story,
    or task or whatever. If we undershoot the line, the story might not pass
    Customer Acceptace tests.

    I'm certain that the man that lived by those rules knew where his dividing
    line was based, on the feedback of many battles.

    The one thing that we have to remember when comparing what we do to what
    warriors do is: The problem is the enemy.
  • No.3 | | 1951 bytes | |

    Sun, 16 Jul 2006 02:09:29 -0600, "Brandon Campbell"
    <brandonjc (AT) gmail (DOT) comsaid:
    7/15/06, George Dinwiddie <lists (AT) idiacomputing (DOT) comwrote:

    Sridhar wrote:
    1. Never make a plan without knowing as much as you can (of the enemy).
    2. Never be afraid to change your plans when you receive new
    information.
    3. Never believe you know everything.
    4. And never wait to know everything. The man who waited to know
    everything was still sitting in his tent when the enemy burned it over
    his head.

    I felt these would be good rules to talk about when discussing Agile
    planning.

    How do you reconcile #1 and #4? Where is the dividing line between "as
    much as you can" and "everything?"

    We're lucky, we are just developing software. We get to use feedback to
    find out where the dividing line is. That's why we have short
    iterations.
    So if we waited to long this iteration. Instead of our tent getting
    burned
    down over our head. We might deliver a few less features, because spent
    too
    much time detail gathering, instead of just making the plan for the
    story,
    or task or whatever. If we undershoot the line, the story might not pass
    Customer Acceptace tests.

    I guess I missed George's mail :(

    The idea is to gether as much as possible *now*. If you have a customer
    explaining a story, get as much details as possible. Don't wait till he
    confers with his *entire* organization, getting everybody's approval and
    so on. I would interpret the rules in that way.

    Again, I also believe that if knew the rules intuitively, the apparent
    contradiction would resolve itself. Same concept as in some Eastern
    teachings, I guess [ <chuckle>or some of Ron's Signatures</Chuckle].

    Regards
    Sridhar

    "A lot of preconceptions can be avoided by simply trying them out" - Bruce Eckel
  • No.4 | | 2606 bytes | |

    Contradictions in requirements *could* (should, if they get that far)
    show up in acceptance tests or unit/programmer tests getting one
    requirement to pass should make one (or more) tests related to the
    other requirement fail.

    This is rather "late" in the process, but it is within one iteration
    of the implementation of the contradictory requirement -- 1 to 3
    weeks. Compare to traditional "unconscious waterfall" where testing
    doesn't start until near the end of the project, and manual
    test-and-fix would make the contradiction less obvious.

    7/18/06, Sridhar <sherlocksridhar (AT) fastmail (DOT) fmwrote:
    Sun, 16 Jul 2006 02:09:29 -0600, "Brandon Campbell"
    <brandonjc (AT) gmail (DOT) comsaid:
    7/15/06, George Dinwiddie <lists (AT) idiacomputing (DOT) comwrote:

    Sridhar wrote:
    1. Never make a plan without knowing as much as you can (of the enemy).
    2. Never be afraid to change your plans when you receive new
    information.
    3. Never believe you know everything.
    4. And never wait to know everything. The man who waited to know
    everything was still sitting in his tent when the enemy burned it over
    his head.

    I felt these would be good rules to talk about when discussing Agile
    planning.

    How do you reconcile #1 and #4? Where is the dividing line between "as
    much as you can" and "everything?"
    --
    We're lucky, we are just developing software. We get to use feedback to
    find out where the dividing line is. That's why we have short
    iterations.
    So if we waited to long this iteration. Instead of our tent getting
    burned
    down over our head. We might deliver a few less features, because spent
    too
    much time detail gathering, instead of just making the plan for the
    story,
    or task or whatever. If we undershoot the line, the story might not pass
    Customer Acceptace tests.

    I guess I missed George's mail :(

    The idea is to gether as much as possible *now*. If you have a customer
    explaining a story, get as much details as possible. Don't wait till he
    confers with his *entire* organization, getting everybody's approval and
    so on. I would interpret the rules in that way.

    Again, I also believe that if knew the rules intuitively, the apparent
    contradiction would resolve itself. Same concept as in some Eastern
    teachings, I guess [ <chuckle>or some of Ron's Signatures</Chuckle].

    Regards
    Sridhar

    "A lot of preconceptions can be avoided by simply trying them out" - Bruce Eckel
  • No.5 | | 1789 bytes | |

    7/18/06, Keith Ray <keith.ray (AT) gmail (DOT) comwrote:

    Contradictions in requirements *could* (should, if they get that far)
    show up in acceptance tests or unit/programmer tests getting one
    requirement to pass should make one (or more) tests related to the
    other requirement fail.

    This is rather "late" in the process, but it is within one iteration
    of the implementation of the contradictory requirement -- 1 to 3
    weeks. Compare to traditional "unconscious waterfall" where testing
    doesn't start until near the end of the project, and manual
    test-and-fix would make the contradiction less obvious.

    Also, in traditional software development, so much functionality would
    have been built depending on both sides of the contradiction that
    resolving the contradiction will often require redesigning and
    rewriting a significant portion of the software. I have experienced
    cases where a good resolution was too expensive, so a kludge that made
    the software more difficult to use and understand was the only
    alternative.

    Furthermore, the delivery of working software will help the customer
    quickly see the best way to resolve the conflict, instead of having to
    guess again and risk another conflict.

    Steven Gordon

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