It's faster than, say, planning poker, because people discuss an item if they don't like the bucket in which it was placed, and it has the advantage that you keep an eye on all the stories while you estimate and can think about one story in relation with the other stories in the same bucket. the sizes of the story points) based on their similarities in complexity and size (that's what affinity means, similarities, shared characteristics). With the affinity estimation technique, the team groups items into buckets (i.e. The team might build the items as estimated, or they might not (for various reasons that were plenty discussed in other questions on pm.SE). Of course, like any estimate, it's an approximation. Then, the total is divided by the team's velocity to get a number of sprints. Knowing the team's velocity and sprint length, the goal is to estimate the total number of story points for all of the items together. You have a product backlog full of items (or a list of the most important items) and you want to get an airplane view of how many sprints the team will need to build them all. Affinity estimation is a fast estimation technique usually used for release planning.
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