Professional Documents
Culture Documents
Hkan Kleijn
INCEPTION
The Loop Approach
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INTRODUCTION
WHY THIS BOOK?
As Agile coaches, we have noted that some problems re-surface
again and again when it comes to adopting or transforming to an
agile way of working. Therefore, we would like to share our experi-
ences from various different customer projects.
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Mqauearlato
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Beatrice Hkan
beatric.during@softhouse.se hakan.kleijn@softhouse.se
Web: http://en.softhouse.se/info
http://softhouseeducation.se/shop
Twitter: @bea73
3
INTRODUCING THE LOOP APPROACH
G O !
This book is about the pre-release planning stage. In an Agile
context, this work collapses the boundaries between the aspects
of business development and project management that haunt
conventional, phase-based project life cycles. It contains strategies
and techniques for accelerating business level output needed to
initiate Agile releases and/or projects.
Introducing The Loop Approach in the following pages, we will share our
experiences on what we feel is a relevant tool box with different strategies
for combining techniques to use for the Agile Inception work. It all boils o!
down to this: Go & D
o!
D Y - S TEADY
GO!
Go & D
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LOOP 1:
READY, STEADY, GO!
FOR an organization delivering complex services through a multi
channel customer lifecycle, WHO HAS a need for crucial business
level output in order to facilitate a Go/No Go decision before
proceeding with release planning and project chartering, Ready,
Steady, Go IS AN agile collaboration loop, THAT delivers a busi-
ness model and a story map, UNLIKE a traditional feasibility study,
READY, STEADY, GO delivers in 510 working days
When to use
Loop 1 is used when the answer is yes to any of these questions:
Time box
510 working days.
What?
How?
What?
Who?
How? What?
What?
Why?
What?
How? What?
Who?
How? What?
What?
8
Finally, what organizational activities and/or software capabilities,
in short the deliverables that will facilitate the impacts being achieved?
At this point you can focus on finding the shortest path through the
map in order to execute the goal. Applying this strategy gives you the
least wasteful first view of work needed!
We think Impact Mapping is a good way to initiate the Inception work since
it is a fast, structured way to identify the game play, the value strategy, that
we need to agree on before we start to work more product and capability-
centric. Lets not forget though that already at this stage you will have
homed in on the high-level capability areas that will drive your impact,
were just not spending time just yet to break the capabilities down to a
more estimable level at this point.
PRODUCT VISION
It is now time to transition from Why to What and become more product and
capability-centric. Impact mapping delivers a high level view of the right
capabilities needed, to ensure impact, and to reach the goal intended, i.e.
the value strategy. This goal and its related capabilities might need further
elaboration to describe a product and its desired end state or it might need
to be validated from a different angle involving additional stakeholders.
The Product Vision step is part of the planning and collaborative practices
of XP, eXtreme Programming to initiate the product effort identification.
Typical for XP is the playful, collaborative and accelerated nature of the vi-
sion activities. Lets look at our favorites.
9
10-15
subfeatures
on back
Pr
naoduc
me t
1:
2:
3:
T
E
K
R
A
M
Product Box
Imagine your product is offered to the market in a box. How would you
design it?
COVER
STORY
HEADLINE!
HEADLINE!
Cover Story
Imagine your product as a cover story for a published magazine. What
would it look like?
10
Typical for these vision activities is to time box them to half a day to build
actual physical end result. Also typical is to encourage the build of several
results and during the session narrow down to one end result (product box
or cover story) after a structured discussion in the team. Sometimes, tech-
niques like dot-voting and fist of five polling is used to encourage participa-
tion, contribution and to achieve consensus.
Elevator Pitch
Imagine a time slot of 30 seconds to sell and/or inform someone about your
product. Which information is essential to deliver a clear message? The
Elevator Pitch is a good way to conclude the Impact and Vision work, into a
distinct summary of the product effort you are about to initiate work on.
Here are two different examples of an Elevator Pitch from projects and
teams we have been coaching:
For projects and agile teams who need to plan, execute and monitor their
work Eutaxia is a cloud based group collaboration tool that offers easy co-
ordination of individual and team todos in a project. Unlike Project Place or
Microsoft Project Eutaxia provides a dynamic search interface with tagging
for customizing the tracking of todos in your projects
(courtesy of the Eutaxia team, http://www.eutaxia.eu/)
11
Elevator Pitch can benefit from being produced in a similar fashion as
the vision activities, that is everyone builds their own draft version and
the team collaborates on narrowing down the options and discuss their
different interpretations and end up with one clear agreement on what the
product effort will offer and for whom.
MOI?
Xxxx Xxxx
Xxxx Xxxx
Xxxx
Xxxx
Xxxx
Xxxx
Xxxx
Xxxx Xxxx
User Personas
Use the power of a persona to understand your customer segment and
establish a strong design target. A user persona is an archetypal descrip-
tion of a fictional persons characteristics, demographics and goals that
support planning of product capabilities and facilitate making trade-off
decisions with user personas acting as the Voice of The Customer. It is
12
13
good to produce 24 user personas in order to capture the key customer
characteristics among the target group which will illustrate the different
trade-offs needed to be done in terms of UX decisions as well as decisions
regarding global conditions and constraints on the product effort we are
planning to initiate.
User Personas can contain lengthy descriptions, at this stage we use a first
initial mock up of the User Personas that can be finalized after loop 1 is
concluded.
A word of advice do not mix up user personas with the less informative
actor description, which represents a specific user role of a product, such
as online customer.
At this point we have concluded a fast, small and skinny journey, having
achieved a high level consensus on why (the goal and impact needed) we
are planning to do what (the product vision with key capabilities) for whom
(target group/actors and user personas).
Now it is time to take the what and dive deeper into what capabilities are
needed in order to meet the product vision. We need to ensure we have
breadth-before-depth on which part of the product, and the product
elements that are affected, before we start to write our user stories.
14
five basic steps: reach, acquisition, conversion, retention, and loyalty.
We usually use this model to go from product vision and key product at-
tributes to actual high level capabilities, our hybrid model below is more of
a business requirement related tool and we have used it in various different
customer projects, mostly within the IT and telecom domain.
Awareness Research
End Purchase
Payment Receive
Upgrade Experience
It is a good model for understanding the current state of the product (if you
have one that is) and to visualize where our impact mapping high level ca-
pabilities will appear in the overall customer experience. A Customer Life
Cycle model also facilitates value prioritization when having to make trade-
off decisions between adding new product capabilities or adding capabili-
ties to the process/systems enabling the customer experience, a decision
that is related to where your product is in its Product Life Cycle.
Use mind-mapping and stickers as the way to model the capabilities and
where they need to appear in the CLC model. In some teams we use colour-
coded stickers to visualize and separate the current state capabilities and
the desired new capabilities.
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>
eb
Customer journey
A customer life cycle describes high-level customer interaction, while a
customer journey portrays the complete customer experience by visualizing
every touch point with a product (or service). Use customer journey
mapping to identify capabilities (and conditions and constraints) at each
touch point. If the customer life cycle has been divided into channels, one
customer journey map per channel (or color coded stickers) is required.
The touch points are the tangibles that make up the total experience of
using a product (or service). Touch points can take many forms, from
advertising to personal cards, web- mobile phone- and PC interfaces, bills,
retail shops, call centers and customer representatives.
At this point in time we might have spent 34 days in total producing crucial
output. We might have a draft list of 30 and not more than 50 high level
product attributes, mainly capabilities (ie features) but also conditions
and constraints (non-functional aspects needed), maybe written in user
story format. We are still in What-mode but now its time to drill down and
decompose parts of our larger product attributes that we know might be
crucial in the earlier stages of the upcoming product effort we are planning
to execute.
16
Shop Online
Payment
Processing
View Products System
Purchase
Products
Manage Fulfil
Customer Order
Online
Customer information
Compare Warehouse
Clerk
Products
Report
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Manage
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Sales
Marketing Warehouse
Administrator Manager
What are Use case diagrams? Use case diagrams provide a simplified and
graphical representation of an actors interaction with a product, i.e. what
the product must actually do. If the product vision represents the overall
goal of a product, each capability (oval, we recommend writing them in the
user story format) in the diagram represents a goal of an actor (straw man).
17
Identify actors, system and services (= subject)
Based on the product vision, identify actors by asking the following three
questions;
1. Which actors are on such a product?
2. Which actors could be?
3. What other systems, services (or actors) do we need to
communicate with?
Please note that you you have lots of actor-data already produced in your
Impact Map, your user personas and your customer life cycle!
The reason why we have use case diagrams is that this loop is designed
for teams and organisations that need to do a bit more up-front detailing
as part of planning the product effort ie the release/releases. Use case
diagram modeling is a fast, visual and context-supporting technique. When
18
doing the decomposition work, it helps the development to cognitively
zoom-in and zoom-out when the volume of user stories start to increase.
Now we have a larger set of capabilities that we can trace directly back
to the high level capabilities needed to support the impact we trying to
achieve. At this point we can start to create the canvas for the business
context that the upcoming product effort will service and we can do this
because we have a very good overview of the decomposed user needs and
how they cooperate from the actors and users perspective.
Key Channels
Resources
19
The techniques presented so far in this loop have yielded crucial output
that the Business Model Canvas template use as input to integrate and
construct an initial BMC. After populating this information it is time to
start thinking about cost structure and revenue streams. Then design a
hypothesis and formulate a quantifiable metric. Finally create a prototype
and generate insights from your customer segment. We view the BMC
as a the main technique to make your Impact map come alive. The other
techniques presented in this loop so far are supporting techniques, mostly
because many organisations might need a more thorough understanding of
the capabilities needed in order to be able to create a BMC and agree on it.
Now that we have integrated our business output and our decomposed,
quite large set of product capabilities (user stories), into a business value
model we can start to think about a very high level build order based on our
value strategy, the Product Roadmap.
Product Roadmap
A product roadmap states planned major releases, typically one year ahead,
their goals, key features, and metrics. The roadmap goals are hypotheses.
The work we have done, and the business output we have created so far
should mean that we are able to make qualitative assumptions and not wild
guesses about the planned product efforts ahead.
A product roadmap connects business model with product capabilities and link
market insights with product releases
20
Version 1 is focused on user acquisition
(Minimum Viable Product)
Version 2 on activation and revenue generation
(Minimum Marketable Product)
Version 3 is about retaining existing users
(Minimum Marketable Feature)
Version 4 targets a new segment and tries to acquire new users
A product roadmap connects the business model with our extended list
of product capabilities, conditions and constraints (possibly existing in a
product backlog as a sorted list of product backlog items, PBIs) and link
market insights with product release/releases.
Epics are arranged from left to right in time sequence order. Each epics
break down into several smaller user stories. A high position indicates they
are absolutely necessary, lower position indicate they are of less business
importance.
Release Planning
The users stories placed high on the story map describe the smallest
product (or service) that would give end-to-end functionality and deliver
the business value declared by a release goal. This functionality should be
released first, before anything else is worked on. Draw a line across the
user story map to visualize the user stories of product version 1.
21
in the release/releases. It is also a useful visual to use with business
stakeholders that are used to the more Gatt-like view of projects.
Please note that we are not promoting a big plan up front with a full
breakdown up front of all product capabilities/user stories. A release plan
has more decomposed iteration candidates for the first iteration, the rest
of the release candidates stay on a higher level of detail and we use rolling
wave planning while working on one iteration to prepare and decompose
upcoming iteration candidates during the release as work progress.
Story 3(2) Story 5(5) Story 8(1) Story 11(8) Story 17(1) Story 19(2)
Story 2(1) Story 6(5) Story 10(2) Story 12(1) Story 16(3) Story 20(2)
R1
Story 1(5) Story 4(8) Story 9(8) Story 13(2) Story 15(5) Story 21(3) R2
22
Split initial product version into iterations and derive duration
A pre-requisite for release planning is the expected velocity at which user
stories are implemented and the iteration length. It is also common to set a
iteration cost (based on # of individuals in the team and their allocation)
Summarize the total number of story points for release of product version 1
(75) and split it into iterations based upon the velocity (75/25 = 3).
The user story map can be used as-is, but it is commonly split into product
backlog, release plan and iteration plan for practical reasons, such as,
version control, information sharing and storage.
Congrats, you have concluded loop 1, you have now a Release Plan which is
based on a Product Roadmap and connected to a Business Model Canvas,
which can be traced back to your Impact Map and Product Vision. During this
journey you have dived deeper into the target group and their statement of
need, the involved user personas and the large number of capabilities that
will enable their goals and hence your impact and business goals.
23
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LOOP 2:
GO!
FOR an organization delivering new or enhanced services through
an existing customer lifecycle, WHO HAS a need for fast business
viability and story prioritization, Go! IS AN agile collaboration
loop, THAT delivers a user story map and a release plan, UNLIKE a
traditional business initiative, GO! delivers in 3 working days
This loop generates a user story map and a product roadmap after a quick
business viability check. Loop 2 is suitable for teams and organisations that
are capable of fast, strategic decision-making based on a rough high-level
backbone release plan.
A pre-condition to succeed with the loop is to execute the techniques with
a collocated, cross-functional team and with key stakeholders available in
parallel for fast answers and validation of results.
When to use
Loop 2 is used when the answer is yes to any of these questions:
24
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sn
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de
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ss
Lo !
o
si
G
bu
Time box
3 working days.
25
Business model canvas
Starting with the Business model canvas helps the team to focus on do the
right thing right and fast. Many agile teams start their journey being busy
with the do the right thing right and fast, starting the loop with a Business
model canvas puts emphasis on the value model and finding the right value
strategy which is at the heart of agile!
Key Channels
Resources
Start with the Customer Segments and Value Proposition to have a good
customer and user-centric focus when identifying the values unique to
your planned effort. If you are planning the next major effort on an existing
product you still need to capture the Value Proposition in comparison to
your competitors but you might also want to emphasise how this next
release will sharpen the value proposition further.
With this product and customer-centric core identified you can add
another layer to your model which would be to discuss and home in on Key
Resources, Key Activities and Key Partners who would enable the delivery
of the value proposition to the Customer Segments.
26
After populating this information it is time to start thinking about cost
structure and revenue streams. Then design a hypothesis and formulate a
quantifiable metric. Finally create a prototype and generate insights from
your customer segment.
Please note that at this point in time we have not spent time on under-
standing the actual product capabilities that will help make the BMC come
alive we are starting to head in that direction though!
We usually use this model to go from a Business model canvas with a Value
proposition to actual high level capabilities, our hybrid model below is
more of a business requirement related tool and we have used it in various
different customer projects, mostly within the IT and telecom domain.
Awareness Research
End Purchase
Payment Receive
Upgrade Experience
27
It is a good model for understanding the current state of the product (if
you have one that is) and to visualize where our impact mapping high level
capabilities will appear in the overall customer experience. A Customer
Life Cycle model also facilitates value prioritization when having to make
trade-off decisions between adding new product capabilities or adding
capabilities to the process/systems enabling the customer experience, a
decision that is related to where your product is in its Product Life Cycle.
Use mind-mapping and stickers as the way to model the capabilities and
where they need to appear in the CLC model. In some teams we use colour-
coded stickers to visualize and separate the current state capabilities and
the desired new capabilities.
Lets bring on the customer journey map, a service design tool, which de-
tails the customer experience in a value stream format. It pinpoints needed
service delivery roles (and supporting systems) and their information
touchpoints and again enhances focus on the customer and user experi-
ence.
Customer journey
A customer life cycle describes high-level customer interaction, while a
customer journey portrays the complete customer experience by visualizing
every touch point with a product (or service). Use customer journey
mapping to identify capabilities (and conditions and constraints) at each
touch point. If the customer life cycle has been divided into channels, one
customer journey map per channel (or color coded stickers) is required.
The touch points are the tangibles that make up the total experience of
using a product (or service). Touch points can take many forms, from
advertising to personal cards, web- mobile phone- and PC interfaces, bills,
retail shops, call centers and customer representatives.
28
)o
>
eb
Use a customer journey
to visualize the complete
customer experience
Epics are arranged from left to right in time sequence order. Each epics
break down into several smaller user stories. A high position indicates they
are absolutely necessary, lower position indicate they are of less business
importance.
29
User Story Decomposition
The user story map format will support the need for story decomposition
since the epics of the backbone (the user activities) are directly related to
their smaller stories under them (the user tasks needed to succeed with
the activity). They must to be decomposed into several sub-stories, i.e. ad-
ditional user stories of greater detail and doing this while building the user
story map fits well because it gives the stories context and also provides
prioritization of the user stories. All stories must also have an estimation,
preferrably using relative estimating techniques such as ideal engineering
time or story points.
RELEASE PLANNING
The users stories placed high on the story map describe the smallest
product (or service) that would give end-to-end functionality and deliver
the business value declared by a release goal. This functionality should be
released first, before anything else is worked on. Draw a line across the
user story map to visualize the user stories of product version 1.
Please note that we are not promoting a big plan up front with a full
breakdown up front of all product capabilities/user stories. A release plan
has more decomposed iteration candidates for the first iteration, the rest
of the release candidates stay on a higher level of detail and we use rolling
wave planning while working on one iteration to prepare and decompose
upcoming iteration candidates during the release as work progress.
30
Split initial product version into iterations and derive duration
A pre-requisite for release planning is the expected velocity at which user
stories are implemented and the iteration length. It is also common to set a
iteration cost (based on # of individuals in the team and their allocation)
Summarize the total number of story points for release of product version 1
(75) and split it into iterations based upon the velocity (75/25 = 3).
The user story map can be used as-is, but it is commonly split into product
backlog, release plan and iteration plan for practical reasons, such as,
version control, information sharing and storage. The release plan can be
used during demo/review events as well as iteration planning events to
keep focus on coordinating a cadence between the development team work
(iterations) and the delivery organisation and their deliverables.
Congrats, you have concluded loop 2, you have now a Business model
canvas aligned with a User story map and a high level look ahead plan the
Release plan. These outputs will support the ongoing strategic decision-
making around your development efforts as well as helping the team keep
focus on more long term value delivery than just the next iteration.
31
p
r
o
t
t
p a cn g
i mp p i
ma
LOOP 2:
GO & DO!
FOR an organization delivering products through a simple
customer lifecycle, WHO HAS a need for a product visualization/
prototype before proceeding with project chartering and release
planning, Go & Do! IS AN agile collaboration loop, THAT delivers
a validated business model, UNLIKE a traditional business
initiative, GO & DO! delivers in 5 working days
When to use
Loop 3 is used when the answer is yes to any of these questions:
Is your product context such that you can deploy prototypes for actual
customer and user feedback (validated learning)?
Do you need a validation of what business value strategy fits your users
and customers?
Do you need to start aligning the ongoing output from you agile
development with an evolving business model then this loop might fit
your needs.
32
ub siness mod
t el
o c
y
p
a
i
n
n
va
g
s
go
&d
o!
Time box
5 working days
33
Impact Mapping
Impact mapping is a technique that fits well with aspects of Lean Start up,
we recommend to start loop 3 with an Impact Map here is why!
dy, go!
make changes.
What?
How?
What?
Who?
How? What?
What?
Why?
What?
How? What?
Pro
Who?
How? What?
What?
ac vis d
y
As such an Impact map is a specific mind map format, which organizes
your ideas in a logical structure deriving the minimal amount of
pp
capabilities (what) needed tied together with strategies on how to facilitate
io
the changed behavior (how) among key stakeholders (who) that need to be
impacted in order to achieve the goal (why).
in
First, identify the goal, why is this important?
Next step, who are the stakeholders/actors who we need to influence
and impact (who can block it or support the goal)?
34
What are the actual impacts we need the actors to engage in as a
desired change of behaviour in order to progress towards the goal?
Finally, what organizational activities and/or software capabilities, in
short the deliverables that will facilitate the impacts being achieved?
At this point you can focus on finding the shortest path through the
map in order to execute the goal. Applying this strategy gives you the
least wasteful first view of work needed!
We think Impact Mapping is a good way to initiate the Inception work since
it is a fast, structured way to identify the game play, the value strategy, that
we need to agree on before we start to work more product and capability-
centric and build the prototype.
After a quick brainstorm, to find out why, for whom, how and what, it is
time for UX. You might think this is for specialist only. Well, it used to be,
nowadays there are pretty cool tools at hand, but a Lean UX specialist is
always handy.
Prototyping
Transform the identified product capabilities into a prototype; visualization
is a superior means of communication, to get early customer insight.
35
Business Model Canvas
A business model canvas explores the viability for a product idea,
commonly by smoke testing prototypes, e.g. landing pages against
identified customer segments. The main purpose is to create a valid
business model or else to kill early.
Key Channels
Resources
If yours is a product effort from scratch this we recommend that you and
your team build a Business Model Canvas in order to have a structured way
to perform your continuous innovation of the minimal viable product (MVP)
or prototype. And even if you are working on planning the next larger step in
your Product Lifecycle of an existing product it might be beneficial to try out
this technique in order to really narrow down the most critical steps needed
to achieve a tangible business result.
The Impact map that initiated this loop help creating crucial output that the
Business Model Canvas template use as input to integrate and construct
an initial BMC. Actors supports the Customer Segments as well as Key
Partners part of the BMC. Impacts and deliverables supports the Value
Proposition as well as Key Activities.
36
this case is a test hypothesis that needs formulated, quantifiable metrics
that supports the insight collection.
Concierge
Manually perform the service you want to investigate, for a customer
in your customer segments for free, for a period of time.
Wizard of Oz
People doing manually work behind the scenes
Build an audience
to reconcile your thoughts
to have potential customers when the product is launched
Crowdfunding
Sell the product to people before you have the product
Ask for a credit card or pre-payment
Collect metrics, adjust the prototype and generate new learnings rinse
and repeat!
Congrats, you have concluded loop 3 or more correctly started loop 3. You
have now a Business model that is validated while incrementally exploring
the prototype with actual customer input, minimizing waste and maximiz-
ing value delivery. The Impact map supported the kick start of crucial input
data for the BMC as well as helping to identify what the MVP needs to
contain a very useful means to an end.
37
FURTHER READING &
ACKNOWLEDGEMENTS
We hope you have enjoyed reading about our 2 cents on how to combine
different agile inception techniques. Remember, the loop approach of three
main agile inception strategies that we play with in this book are three out
of many. You will pick and choose and put together the loop you need, we
wish you the best of luck!
And a final note, if you thought we were a bit skimpy on the details regard-
ing user story format, writing, modeling and agile requirements in general
then you are correct. Those details are so important and crucial that they
deserve their own in 60 minutes! Keep a look out on the blog for the
upcoming Agile Requirements in 60 minutes, we aim for autumn of 2014
release of the next book.
Copyright
We hope you find the information in this book useful. If you wish to use
content or use images that are part of this book, please acknowledge the
source when doing so. Copyright Softhouse Consulting AB.
38
What is a in 60 minutes?
We are inspired by Open Source communities where principles of open
and free access to knowledge and results is central, information as well as
experiences needs to be shared. The agile community is very much driven
by contributing and sharing knowledge and we have benefited much from
others work, it is about time we contribute as well.
39
ABOUT THE AUTHORS
Bea Dring and Hkan Kleijn are Agile coaches
working for Softhouse Consulting AB in Sweden.
Karlskrona
Campus Grsvik 3A
SE-371 75 Karlskrona
Tel: +46 455 61 87 00
info.karlskrona@softhouse.se
www.softhouse.se