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KANBAN LIKE ANOTHER
APPROACH FOR GAMING PROJECTSKateryna Haskova
ABOUT ME
• 11 + years in IT
• 5+ years in Project Management
• Department Manager
“Enterprise and Gaming Solutions”
PRINCIPLES AND PROPERTIES
Start with what you do now
Agree to pursue incremental,
evolutionary change
Respect the current process,
roles, responsibilities
Encourage acts of leadership at all
levels
Visualize the workflow
Limit WIP
Manage Flow
Make Process Policies Explicit
Improve Collaboratively
CHANGE THE PROCESS
CLASS OF SERVICES
•Fixed Delivery Date - The Fixed Delivery Date Class of Service is used when something
has to be delivered on or before a specific date. We should do some more detailed analysis
when making this work ready to mitigate the risk that you will deliver this late. If the item is
large it may be broken up into smaller items and each smaller item should be assessed
independently to see whether it qualifies as a fixed delivery date item.
•Standard - The Standard Class of Service is used for the typical work that goes through the
system. The mechanisms of flow and focus will move the work through the system as fast as
it can be done without disrupting the system. Large Standard Class of Service items may
broken down into smaller items with each item queued and flowed separately. Standard Class
of Service work should be pulled into each queue on a First in First Out basis.
•Improvements - The Improvements Class of Service is used for work that goes through the
system that doesn’t directly deliver value to the customer. These are items like production bug
fixes, retiring technical debt, usability improvements, or branding and design changes. This is
work that needs to be done – but for which it is hard to show an ROI. It is a good idea to have
some Intangible work going through the system. It is better to set this aside when an Expedite
comes through then work with an associated due date or cycle time expectation.
Recommended policy that at least one intangible item is moving through the system.
KANBAN BOARDS
• Lead Time – time taken from request of feature to its completion
• Cycle Time – time taken to finish the task
• Throughput - essentially refers to productivity. Defined as the
amount of work delivered in a time frame
• WIP Limit Value Stream – this refers essentially to your
development process
• Wasted Time – time that task idle in different queue
• Effectiveness - the percentage of time that spent on task
execution, rather than waiting in different queues.
METRICS
MEASURAMENT: CONTROL CHART AND CUMULATIVE DIAGRAM
• Are used to measure the average time taken
from a task to be processed
• The aim is to keep lead time and cycle time as
low as possible
• Show relative amount of work per each stage
• Use of colored areas for each phase for easy
identification of bottlenecks
• Vertical distance of the chart shows how many
tasks are on the board and helps to set right WIP
• Horizontal distance allows to monitor Cycle Time
• CFD should run smoothly
• Large steps or horizontal lines indicates
problems in flow
• Variations in gap/band indicate bottlenecks
• When the band gets too wide, it indicates
problems in work finishing or developers unable to
handle amount of work