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Mobile

 

AMO  Intern  

3

rd

 Year  Internship  Report  

Enterprise

 

Juan  Alejandro  MOYA  GRAJALES  

3

rd

 Year  student  

Promotion  2012  

School

 

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A

cknowledgements

 

First  I  would  like  to  thank  the  Universidad  de  Los  Andes  for  giving  me  not  only  the   opportunity   to   participate   in   a   double   degree   exchange   program,   but   also   for   providing  me  a  strong  academic  basis  that  allowed  to  succeed  abroad.  

 

On  the  other  hand,  by  integrating  the  École  des  Mines  de  Saint-­‐Étienne,  I  was  able   to  broaden  my  knowledge  through  its  vision  of  generalist  engineering,  making  of   me  an  integral  professional.  

 

As  for  my  internship  experience,  I  thank  my  colleagues  that  welcomed  me  from   the   first   day,   considering   me   as   another   member   of   the   team.   I   give   special   thanks  to  Betty  Prima,  my  enterprise  tutor,  who  trusted  me  with  responsibilities   that  promoted  my  professional  growth.  

 

Finally,  I  would  like  to  express  my  feelings  of  gratefulness  to  my  family  that  has   supported   me   in   every   step   of   my   life.   In   spite   of   the   distance,   they   have   been   unconditional   to   me,   giving   me   the   strength   to   overcome   the   most   difficult   situations  and  joining  me  in  joy.  

       

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A

bstract

 

I  worked  as  an  intern  at  Air  France  during  6  months.  I  was  assigned  to  the  team   in  charge  of  the  main  mobile  application  and  I  had  the  position  of  AMO  (Assistant   à  la  Maîtrise  d'Ouvrage).  There  are  3  sub  teams  in  the  project:  the  IT  in  charge  of   development,  the  AMO  in  charge  of  functional  specifications  and  testing,  and  the   Business   in   charge   of   the   definition   business   requirements.     We   work   in   agile   method,   specifically   using   Scrum.   The   sprints   have   duration   of   three   weeks,   where   daily   meetings   are   held   every   morning   as   well   as   weekly   meetings   of   Refinement.  In  order  to  have  an  effective  communication  we  made  constant  use   of  phone  and  videoconference  as  well  as  face-­‐to-­‐face  meetings  at  the  end  of  each   cycle.    

 

As  general  mission,  I  participated  in  evolutions  of  the  next  version  of  the  mobile   application,   this   time   including   a   format   for   tablets.   My   assignments   as   AMO   were   divided   in   two   phases.   First,   in   the   upstream   phase,   I   had   to   gather   the   business   requirements   and   then   define   the   User   Stories   and   User   Acceptance   cases.  Later,  in  the  downstream  phase,  I  would  perform  functional  tests  on  the   application,  taking  as  support  the  User  Acceptance  cases.  Then,  according  to  the   tests,  the  User  Story  was  reopened  or  validated.  This  task  demanded  synthesis   capability,  good  writing  skills  as  well  as  rigor  when  testing.  During  my  internship   I   participated   to   7   entire   sprints   where   some   of   the   main   functionalities   were   developed,   including   but   not   limited   to   the   booking   management   page,   the   booking  search  page,  the  dashboard  for  Flying  Blue  accounts  and  the  Home  Page.   Throughout   my   time   as   intern,   three   alpha   versions   where   released.   Although   my  internship  ends  before  the  beta  release,  I  can  say  it  is  the  combined  effort  of   all  the  sprints  containing  all  the  ‘must  have’  features  and  it  will  represent  the  so-­‐ called  Minimum  Valuable  Product.  

 

Additionally,  I  was  assigned  on  a  specific  mission  concerning  the  implementation   of   the   Check-­‐in   process   through   an   API   developed   by   KLM.   This   was   held   as   a   POC  (Proof  of  Concept)  because  the  API  is  still  in  development.  The  objective  was   to  make  an  assessment  on  whether  the  API  was  ready  to  be  consumed  or  not.  It   was   also   the   opportunity   to   develop   the   check-­‐in   process   in   native,   given   that   currently   we   used   an   embedded   web   view.   In   this   project   I   was   given   almost   total  autonomy  and  I  had  to  work  together  with  a  developer  in  front  end  and  a   developer   in   back   end.   This   mission   drove   me   through   three   different   roles.   Firstly,  acting  as  Business  I  had  to  define  the  requirements  and  the  mockups  for   the   check-­‐in   process   in   native.   Then   as   AMO   I   wrote   the   User   Stories   with   the   corresponding   Acceptance   cases   and   I   performed   tests   in   order   to   validate   the   development.  Finally,  as  Project  Manager,  I  organized  weekly  meetings  and  I  had   interactions  with  KLM’s  API  team.  As  result,  there  are  the  User  Stories  and  User   Acceptances  cases  that  were  formalized,  there  were  also  factorizations  made  to   the  check-­‐in  process  making  it  adapted  for  mobile  devices  and  finally  we  were   able   to   prove   the   state   of   immaturity   of   the   API,   making   it   impossible   to   be   consumed  today.    

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T

able of contents

 

Glossary  ...  5  

Introduction  ...  7  

Enterprise  ...  8  

General  presentation  ...  8  

Digital  strategy  ...  8  

Mobile  team  ...  9  

Agile  method:  Scrum  ...  10  

Origins  ...  10  

Development  lifecycle  ...  11  

Benefits  ...  12  

Scrum  ...  13  

Scrum  Roles  ...  13  

Scrum  Artifacts  ...  14  

Scrum  Events  ...  18  

General  mission  ...  21  

The  project  ...  21  

Methodology  approach  ...  22  

Assignments  ...  27  

Results  ...  29  

Specific  mission  ...  32  

The  project:  POC  Internet  Check-­‐In  ...  32  

Methodology  approach  ...  33  

Challenges  ...  33  

Responsibilities  ...  36  

Results  ...  37  

Areas  of  improvement  ...  40  

Professional  analysis  ...  42  

Personal  analysis  ...  44  

References  ...  46  

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G

lossary

 

AMADEUS  

It  is  a  Global  Distribution  System  for  travel  and  tourism.  It  was  created  in  1987   by  Air  France,  Iberia,  Lufthansa  and  SAS  with  the  objective  of  connecting  travel   agencies   and   consumers   in   real   time.   AMADEUS   IT   Group   was   formally   established   to   be   in   charge   of   the   system’s   administration,   having   its   headquarters  in  Madrid,  Spain;  and  its  data  center  in  Erding,  Germany.  Currently,   it  constitutes  Air  France  IT  provider  for  flight  search,  booking  and  pricing.  

  AMO  

Assistant  à  la  Maîtrise  d'Ouvrage  (in  English:  Project  Management  Assistant)  is  a   position  specific  to  French  enterprise  organization.  Its  objective  is  to  assist  the   Project  Manager  in  the  definition,  management  and  exploitation  of  a  project.  His   functions  are  only  from  the  management  point  of  view  and  they  do  not  concern   development  itself.  

  API  

An  API  or  Application  Programming  Interface  is  a  set  of  functions  and  protocols   that   are   used   to   provide   an   IT   service.   An   API   describes   a   software   module   in   terms  of  its  inputs  and  outputs  as  well  as  the  types  handled.  It  should  facilitate   programming  by  providing  the  necessary  building  blocks  to  fulfill  a  service.        

Back  end  

The  back  end  is  the  part  of  the  architecture  that  holds  all  the  logic  to  provide  the   services  of  an  information  system.  This  is  the  part  in  charge  of  manipulating  the   information   in   the   database.   It   also   takes   into   account   all   the   business   rules   established  for  a  certain  service.  

  Build  

A  build  is  the  executable  file  that  results  from  the  compilation  of  the  code.  It  is   also  referred  as  a  binary  because  only  a  machine  can  read  it.  It  contains  all  the   necessary  resources  like  images  and  modules  to  run  properly.  

 

Front  end  

The  front  end  is  the  interface  between  the  user  and  the  back  end.  It  is  in  other   words  a  presentation  layer  and  usually  little  logic  is  implemented  at  this  level.  A   mobile  application  represents  itself  the  front  end  because  it  is  the  one  that  is  in   direct  contact  with  users.  The  connection  to  a  back  end  is  not  always  necessary,   but  it  is  highly  recommended  for  digital  services.  

 

Flying  Blue  

It  is  the  Frequent  Traveler  fidelity  program  of  Air  France  and  KLM.  A  client  can   create   an   account   in   the   Flying   Blue   program   to   save   his   personal   information   and  also  to  earn  ‘miles’  for  discounts.  

   

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Mockup  

A   mockup   is   a   scale   or   full   size   model   of   a   design.   In   mobile   applications   they   refer   to   a   graphic   preview   of   the   user   interface,   which   takes   into   account   functional  scenarios.  It  is  a  form  to  visualize  UX  (User  Experience)  and  UI  (User   Interface)  design.  

  PNR  

The   PNR   or   Personal   Name   Record   is   the   main   object   used   in   the   AMADEUS   system.  It  is  passenger's  travel  file  and  contains  all  the  necessary  information  to   identify  a  passenger  on  a  specific  travel.  It  allows  handling  groups  of  passengers,   reservation  states,  special  remarks,  connections,  migratory  information  and  any   other  information  concerning  a  booking.  

       

 

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I

ntroduction

 

As  part  of  the  academic  program  at  the  École  de  Mines  de  Saint  Etienne,  I  worked   as   intern   at   Air   France   during   six   months,   where   I   was   assigned   to   the   mobile   team  of  the  Digital  department.  More  specifically,  I  contributed  to  project  of  the   main  mobile  application  of  the  company.  

 

In  this  document  I  will  describe  the  experience  I  had  during  my  internship  and  it   is   divided   in   5   sections.   First,   the   enterprise   and   its   field   of   activity   are   briefly   explained.  Then  I  will  dedicate  a  section  to  explain  in  detail  the  Scrum  method,   used  in  the  development  of  our  project.  Later  on,  I  describe  the  two  missions  I   was   assigned   on,   the   tools   employed,   the   tasks   I   was   trusted   with   and   the   corresponding   results.   Afterwards,   I   will   do   a   professional   analyze   about   the   work   environment   in   organizational,   social   and   human   terms.   Finally,   I   will   conclude  with  a  personal  analyze,  where  I  expose  some  personal  thoughts  on  the   dynamics  of  huge  enterprises  and  the  upcoming  wave  of  post  capitalism.  

     

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E

nterprise

General presentation

Air  France  was  founded  in  1933  from  the  union  of  the  five  operating  airlines  at   the   time:   Air   Orient,  Air   Union,  Compagnie   Générale   Aéropostale,  Compagnie   Internationale  de  Navigation  Aérienne  (CIDNA),  and  Société  Générale  de  Transport   Aérien  (SGTA).     Since   then   it   has   served   as   the   national   flag   carrier   until   2003   when  it  merged  with  KLM.  Nowadays,  it  is  still  the  primary  airline  in  France  and   one  of  the  major  in  Europe.  It  makes  part  of  the  group  Air  France  –  KLM  along   with  KLM,  Hop!,  Transavia  and  the  services  of  Cargo  and  Maintenance.  The  union   of  Air  France  and  KLM  reinforced  each  company  by  joining  most  of  their  services   into  a  joint  solution  and  preserving  the  prestige  of  each  trademark.  It  was  with   without  a  doubt  a  big  step  forward  and  it  has  marked  their  development  during   the  last  decade.  

 

Air  France  –  KLM  main  activity  concern  passenger  transportation  representing   about   80%   of   total   revenue.   However,   the   group   is   also   implicated   in   cargo   delivery,  aeronautics  maintenance  and  even  catering  services.  The  group  counts   with  a  fleet  of  593  airplanes  –  mostly  Boeing  and  Airbus  aircrafts  –  and  serves   240  destinations  of  about  105  countries  around  the  world.  Air  France  introduced   its   first   A380   airplane   in   2009,   diversifying   its   long-­‐haul   destination   and   introducing  a  brand  new  business  travel  class.  Currently,  Air  France  counts  up  to   65000   employees   for   the   exploitation   of   their   activities.   Frédéric   Gagey   is   the   current  Chairman  and  CEO  of  Air  France,  replacing  in  2013  Alexandre  de  Juniac,   who  in  turn  became  CEO  of  the  group  Air  France  –  KLM.    

 

Recently,   Air   France   has   been   confronting   a   financial   crisis   that   is   originated   from  the  high  exploitation  costs  that  concurrent  companies,  especially  low-­‐cost   airlines,  seem  to  manage  better  or  simply  do  not  have.  To  stay  competitive,  Air   France  had  launched  the  plan  Transform  2015  as  a  first  step  to  restructure  the   company.  It  was  followed  by  the  plan  Performance  2020  with  regard  to  close  the   existing   breach   with   the   other   competitors   in   terms   of   costs   of   operation.   The   plan  is  based  on  three  main  axes:  competiveness,  client  experience  enhancement   and  working  performance.  However,  this  plan  has  received  a  wide  criticism  due   to  its  drastic  measures  to  reverse  the  trend,  as  the  group’s  current  net  revenue  is   negative.  One  of  the  biggest  polemics  concerns  the  cancelation  of  10  to  12  long-­‐ haul  flights  that  are  not  longer  rentable  for  the  company,  which  may  implicates   the  suppression  of  about  3000  jobs.    

 

Digital strategy

In  spite  of  the  financial  crisis  that  Air  France  is  currently  facing,  the  Information   Systems   Direction,   keeps   strong   by   showing   increasing   revenues   and   lowering   costs  through  better  performance  every  quarter.  Air  France  is  investing  in  digital   solutions   because   there   is   a   proven   belief   that   they   will   help   to   take   afloat   the   finances.  There  are  three  main  development  lines:  mobility,  social  networks  and  

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big   data.   Mobility   is   understood   for   both   internal   and   external   clients,   with   projects   like   PilotPad,   intended   for   crewmembers,   contributes   to   transforming   the  businesses,  improving  pro-­‐activeness  and  efficiency.    On  the  other  side,  with   about  70%  of  passengers  in  possession  of  smartphones,  mobile  applications  play   a   strategic   role   to   stay   in   constant   touch   with   the   client,   providing   them   the   information  they  need,  when  they  need  it.  Social  Networks  on  their  side,  offer  the   possibility   of   new   channels   of   information   and   interaction   with   costumers.   Air   France   is   in   the   top   5   airlines   on   Facebook   and   is   also   present   on   Twitter,   Google+,  Pinterest  and  YouTube.  Finally,  big  data  refers  to  the  analysis  of  all  the   information  produced  through  digital  channels  like  websites  and  mobiles  apps.  It   offers  a  window  to  better  know  the  costumers  and  market  trends,  consequently   making  better  decisions.    

 

The  Digital  department  makes  part  of  the  support  activities  and  is  regroups  the   website   –   formerly   referred   as   B2C   –,   the   mobile   website,   the   mobile   app   applications   as   well   as   the   social   networks   and   all   other   kind   of   e-­‐Commerce   related   activities.   The   projects   held   by   the   department   are   usually   oriented   towards  external  clients,  which  implies  that  all  the  customer  chain  is  carried  out   from   searching,   booking   and   paying   a   flight   to   online   check-­‐in   and   operational   notifications  of  his  flight.    

 

Mobile team

The   mobile   team   was   originally   dedicated   to   the   mobile   responsive   website,   referred   as   BMW,   that   allowed   to   cover   the   new   offer   of   mobile   phones.   However,  it  could  not  stop  there  and  in  2012  the  project  for  a  mobile  application   on   iOS   and   Android   platforms   was   launched.   The   application   fit   better   the   mobility  needs,  shifting  traffic  from  the  B2C  and  the  mobile  website.  In  addition   to   the   main   app,   there   is   also   the   Air   France   Press   mobile   application   that   broadens   the   digital   offer   by   proposing   multimedia   content   like   journals,   magazines  and  podcasts  to  the  costumers.  In  the  reports  from  the  second  quarter   of  2015,  the  mobile  app  represents  3,4%  of  total  revenue  for  digital  channels,  but   counts  with  an  annual  growth  of  about  150%.  

 

The  team  in  charge  of  the  mobile  application  is  composed  of  three  sub  teams:  the   IT   (Information   Technology),   the   AMO   (Assistance   à   Maîtrise   d’Ouvrage   or   Project  Management  Assistance)  and  the  Business.  The  IT  is  located  at  Toulouse   and  Valbonne  while  the  last  two  are  at  the  headquarters  of  Air  France,  at  Roissy   Charles  de  Gaulle.  They  are  conformed  by  10,  4  and  2  members  respectively,  a   total  of  16  persons  directly  implicated  in  the  project.  Additionally,  there  is  also  a   manager  taking  the  lead  of  each  of  them.  

     

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A

gile method: Scrum

 

Within  the  project  I  was  assigned  on  during  my  internship,  we  were  based  on  the   agile  method  Scrum,  which  is  why  I  will  explain  it  in  detail  in  this  section.  First  I   will  introduce  agile  methods  by  describing  its  origin  as  well  as  its  benefits.  Then   will  deeply  explain  the  Scrum  method  itself.  The  approach  taken  by  the  mobile   team  will  be  explained  in  the  section  corresponding  to  the  General  Mission.    

Origins

The   history   of   informatics   traces   back   to   the   conception   of   the   first   calculator   based   on   mechanical   switches   and   it   was   boosted   by   the   invention   of   the   transistor  in  the  middle  50’s.  However,  it  only  acquired  great  magnitude  by  the   end   of   the   20th   century   with   the   revolution   of   personal   computers   and   the  

deployment   of   Internet.   As   computers   advance   in   processing   power,   software   development   projects   increased   in   complexity.   Companies   from   all   industries   suddenly  had  a  great  appetite  to  integrate  computing  solutions  to  their  economic   activity,  the  potential  of  informatics  was  no  longer  questionable,  nobody  wanted   to  be  left  behind.  From  the  other  side,  the  developers  met  new  challenges  and  the   complexity   of   the   projects,   along   with   the   increasing   exigencies   of   the   market,   drove   them   to   integrate   concepts   of   project   management   into   software   development.  Therefore  in  the  middle  90’s,  in  order  to  break  with  the  traditional   “waterfall”  -­‐oriented  methods,  new  lightweight  methods  like  Scrum  and  Extreme   Programing  emerged  and  proved  their  efficiency,  as  can  be  seen  in  figure  3.    They   set  the  basis  of  what  we  refer  today  as  the  agile  methods.  

 

The  Agile  Manifesto  

In   February   2001,   17   software   developers   from   Extreme   Programing,   Scrum,   DSDM,   Adaptive   Software   Development,   Crystal,   among   others,   met   to   discuss   about  the  future  of  these  lightweight  methods.  They  published  the  Manifesto  for   Agile  Software  Development:  

   

We   are   uncovering   better   ways   of   developing  software   by   doing   it   and  helping  others  do  it.  Through  this  work  we  have  come  to  value:  

 

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.  

 

  Kent  Beck  

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Arie  van  Bennekum  

Alistair  Cockburn   Ward  Cunningham   Martin  Fowler  

Andrew  Hunt   Ron  Jeffries   Jon  Kern   Brian  Marick  

Ken  Schwaber   Jeff  Sutherland   Dave  Thomas  

   

©  2001,  the  above  authors  this  declaration  may  be  freely  copied  in  any  form,   but  only  in  its  entirety  through  this  notice.  

     

In  addition  to  the  four  values  stated  in  the  manifesto,  they  also  wrote  a  dozen  of   principles  that  would  conform  a  group  of  good  practices  to  take  into  account.  I   will   not   quote   them   here   but   in   general,   they   make   allusion   to   thoughts   like   promoting  collaboration  environment,  welcoming  changes,  focusing  on  working   software,  self-­‐organization,  among  others.    

 

Some  evolutions  have  been  made  since,  but  the  manifesto  sets  a  standard  for  any   agile  method.  It  is  important  to  clarify  that  the  values  and  the  principles  of  the   manifesto  constitute  a  mindset  rather  than  a  set  of  rules.  This  means  that  it  can   be   adapted   to   each   project   according   to   its   specify   needs   or   constraints,   and   it   can  even  be  applied  for  non  software-­‐related  projects.  

 

Development lifecycle

Agile   methods   usually   break   with   the   traditional   sequential   development   by   organizing  the  project  in  iterative  and  incremental  cycles.  In  other  words  instead   of  seeing  the  project  as  a  whole,  it  is  divided  into  smaller  parts  that  are  usually   independent   between   them   and   each   of   them   contribute   to   the   value   of   the   project.    

 

In  traditional  projects  we  might  find  the  following  general  roadmap:  

  Figure  1  Traditional  lifecycle  

 

On   the   other   hand,   as   we   can   see   in   figure   2,   agile   method   outlines   the   integration   of   all   the   phases   for   each   cycle,   at   the   end   of   which,   a   potentially   deliverable  increment  of  the  product  is  obtained.  The  number  of  iterations  and   their  duration  are  defined  according  to  the  complexity  of  the  project  and  the  size   of  the  team.  

     

Business  

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Benefits

The  approach  taken  by  the  agile  method  encourages  flexibility  and  at  the  same   time  it  allows  a  better  performance  since  every  team  contributes  throughout  the   entire  project.  Each  team  is  slightly  shifted  in  time  according  to  its  upstream  or   downstream   participation   on   a   cycle.   For   instance,   the   business   team   will   be   most   likely   implicated   in   the   upstream   section   since   they   define   the   business   requirements  but  they  also  take  part  in  the  downstream  by  deciding  whether  the   new   increment   goes   to   production   or   not.   Given   the   frequency   of   iterations,   teams  are  seamlessly  distributed  into  different  cycles.  Additionally,  as  there  is  a   continuous   assessment,   it   gives   the   opportunity   to   change   the   direction   of   the   project  and  thus,  greater  success  rates  than  conventional  methods  are  achieved   as  the  graphic  below  demonstrates.  

 

Figure  3  Waterfall  vs.  Agile  success  rates    

 

Furthermore,  as  the  increment  at  the  end  of  each  cycle  is  potentially  deliverable,   added   value   is   driven   right   from   early   stages   of   the   project   and   thus   risk   is   considerably  reduced.  

Source:  The  CHAOS  Manifesto,  2013   Pr

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Development Development

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In  the  graphic  above  we  can  appreciate  on  the  right  side  that  the  project  using   the  waterfall  method  accumulates  the  risk  over  time  because  it  depends  on  the   very  last  delivery  to  estimate  its  value.  On  the  left  side  we  can  observe  that  by   delivering   small   parts   almost   from   the   beginning,   the   value   raises   because   the   project   starts   showing   some   results   and   consequently,   towards   the   end,   with   only  a  few  functionalities  still  missing,  the  project  is  no  longer  threatened  of  total   failure.  

 

In   simple   words,   Agile   is   an   iterative   and   incremental   methodology   for   project   management   with   a   mindset   that   promotes   flexibility   while   ensuring   added   value  to  the  final  product.  

 

Scrum

Scrum  can  be  defined  as  a  framework  within  which  people  can  address  complex   problems  and  productively  and  creatively  deliver  product  of  the  highest  possible   value.   The   word   has   its   origin   in   rugby,   where   a   scrum   is   a   tight   packed   formation   of   players   trying   to   gain   possession   of   the   ball.   However,   it   is   more   related   to   the   way   of   working   of   one   cross-­‐functional   team   through   different   phases  trying  to  go  the  distance  as  a  single  unit.  

 

Scrum Roles

Product  Owner  

The   product   owner   represents   the   business   and   the   stakeholders.   This   is   the   person  accountable  for  the  Product  Backlog,  leading  the  way  of  the  project  and   ensuring   that   the   team   delivers   business   value.   The   product   owner   is   also   the   bridge   of   communication   between   the   team   and   the   stakeholders;   he   is   then   responsible  for  the  prioritization  of  the  items  in  the  backlog  according  to  their   relevance.   He   sets   the   milestones   in   the   roadmap,   announces   the   intermediate   releases  and  reroutes  the  direction  of  the  project  when  needed.  

  RISK time valu e d e li ve r y value value RISK time valu e d e li ve r y

Figure  4  Waterfall  vs.  Agile  risk  over  time  

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Scrum  Master  

His   main   responsibility   is   to   understand,   facilitate   and   coach   the   team.   He   removes   obstacles   and   impediments,   facilitates   communication   and   creates   a   beneficial  environment  for  the  team  self-­‐organization.  He  is  also  the  guardian  of   the   Scrum   process   by   organizing   the   meetings,   keeping   the   team   focused,   collecting  and  analyzing  project  indicators  in  order  to  improve  over  time.  He  also   helps   the   product   owner   to   maintain   the   product   backlog   in   a   way   that   allows   the  project  to  advance  at  a  constant  pace.  It  is  important  to  say  that  the  scrum   master  does  not  necessarily  have  project  management  responsibilities;  his  main   role  is  to  be  a  facilitator.  

 

Development  team  

This   is   where   actual   work   occurs.   They   commit   with   the   product   owner   for   delivering   potentially   shippable   increments   at   the   end   of   each   cycle.   The   team   must   be   cross-­‐functional,   in   other   words,   they   must   posses   all   the   necessary   skills   to   develop   the   final   product.   It   is   also   recommended   the   team   to   be   conformed  by  no  more  than  9  people.  Another  characteristic  is  that  the  team  is   self-­‐organized,   despite   the   hierarchically   superior   figure   of   the   product   owner.     This  means  that  the  team  only  negotiates  the  commitments  with  product  owner   but  the  way  of  achieving  those  commitments  is  entirely  up  to  them.  Development   teams  are  usually  more  successful  when  long-­‐term  full-­‐time  members  integrate   them.  

 

Scrum Artifacts

Product  Backlog  

It   is   an   ordered   list   of   requirements   that   constitute   the   final   product.   It   is   conformed  by  functionalities,  bug  fixed,  non-­‐functional  requirements  and  every   other   specification   that   makes   part   of   the   definition   of   the   product.   It   is   the   product  owner  that  orders  the  items  in  the  backlog  considering  the  risk,  business   value,  dependencies  and  date  needed.  

 

Items   in   the   backlog   are   usually   written   as   a   user   story.   They   also   have   a   business  value  that  is  just  a  number  indicating  its  relevance  to  the  project.  It  is   recommended   to   choose   numbers   from   the   Fibonacci   series   (1,2,3,5,8,13….)   as   they   avoid   the   ambiguities   for   high   numbers,   for   example   choosing   between   8   and   9.   It   helps   to   create   a   true   separation   between   items   that   are   really   important  from  those  that  are  not.  On  the  other  hand,  we  can  also  assign  story   points  to  an  item  to  express  the  difficulty  for  its  development.  In  this  case  it  is  the   team  that  votes  during  the  Poker  Planning,  which  I  will  explain  later,  and  they   are   measured   as   well   in   number   from   the   Fibonacci   series.   The   business   value   and   the   story   points   serve   to   the   product   owner   for   the   organization   of   the   backlog,   prioritization   of   items   by   estimating   their   risk   or   by   calculating   their   return  on  investment  as  the  ratio  between  the  business  value  and  the  estimated   effort.  

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The   product   backlog   is   the   main   tool   that   contains   all   requirements   of   the   changing   product.   It   is   important   to   establish   clear   rules   about   how   to   add   or   modify  items  in  the  backlog.  This  is  also  a  window  for  the  team  to  see  what  is   coming  next,  so  items  on  top  of  the  list  are  those  that  will  be  taken  into  account   in  the  next  cycle  and  therefore  they  should  be  well  defined  whereas  items  at  the   bottom  of  the  list  are  not  for  immediate  development  and  are  less  refined.  

 

User  stories  

A  user  story  is  a  specific  way  of  describing  an  item  of  the  backlog.  A  user  story  is   usually  written  in  the  following  format:  

 

In  order  to  <benefit>   As  a  <role>  

I  want  <feature>    

This  format  allows  to  clearly  seeing  who  the  target  client  is,  what  is  the  feature   that  will  be  developed  and  why  it  is  important.  The  how  is  not  explained  in  the   user  story,  it  is  the  development  team  that  decides  how  it  is  done.  Furthermore,   in   order   for   a   user   story   to   be   considered   well   defined,   it   should   follow   the   INVEST  guidelines:  

 

Independent  –  it  has  value  on  its  own   Negotiable  –  it  is  no  a  fixed  statement   Valuable  –  it  drives  business  value  

Estimable  –  the  effort  needed  can  be  estimated  

Small  –  the  team  can  afford  it  during  one  development  cycle     Testable  –  it  can  be  tested  and  validated  

 

The  last  condition  constitutes  the  way  to  validate  a  user  story  and  considered  it   as  shippable.  To  do  so  a  table  of  Acceptance  Criteria  can  be  used,  containing  an   extensive  list  of  all  the  tests  to  be  performed.  The  use  of  explicit  tests  disrupts   any   ambiguity   that   is   contained   in   the   description   of   the   user   story   and   thus   allows  the  team  to  clearly  say  when  the  delivered  work  is  acceptable  or  not.    

Sprint  Backlog  

The  sprint  backlog  is  the  list  of  items  that  are  going  to  be  developed  during  the   current  cycle  or  sprint.  The  list  of  the  sprint  is  filled  with  the  elements  on  top  of   the  product  backlog,  since  those  are  the  items  that  have  been  prioritized  by  he   product  owner.  The  items  are  added  one  by  one  during  the  poker  planning  until   the   development   team   considers   they   cannot   commit   to   more.   The   final   list   of   items   on   the   sprint   backlog   represents   the   team’s   commitment   towards   the   product  owner  for  the  current  sprint.  Once  the  sprint  has  begun,  no  additional   functionalities   can   be   added   to   the   sprint   backlog   except   by   the   development   team  itself.  When  the  sprint  finishes,  a  balance  is  made  and  if  there  are  still  items   that  have  not  been  validated  or  developed,  they  are  reported  to  the  next  sprint.      

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During   the   sprint,   the   team   carries   out   a   single   dashboard   in   order   to   have   a   trace  of  the  progress  of  the  tasks  they  committed  to.  With  regards  to  promoting   self-­‐organization,  each  member  freely  chooses  the  tasks  he  feels  more  confident   with.  The  board  is  usually  composed  by  four  columns,  in  which  tasks  are  stacked.   The  first  column  is  ‘To  Do’,  constituted  the  sprint  backlog  at  the  beginning.  The   second  one  is  ‘In  Progress’  and  contains  the  elements  that  are  being  developed   and   have   already   been   auto   assigned   by   one   of   the   members   of   the   team.   The   third   column,   ‘To   Validate’,   comprehends   the   items   that   have   been   developed   and   are   ready   to   be   tested.   The   last   column   is   ‘Done’,   regrouping   the   elements   that  have  been  approved  and  therefore  that  are  considered  as  shippable.  In  the   following  picture  we  can  see  a  typical  sprint  board  using  post-­‐its,  each  of  them   representing  an  item  of  the  sprint  backlog.  

   

Figure  5  Scrum  Board  using  Post-­‐Its  

Increment  

Is  the  sum  of  all  the  user  stories  that  are  considered  as  done,  and  therefore  they   constitute  a  potentially  shippable  increment  to  the  product.  Moreover,  it  should   be   backwards   compatible,   not   conflicting   with   previous   developments.   The   product   owner   has   then   the   decision   to   release   it   or   not,   in   any   case,   the   increment  adds  up  value  to  the  final  product.  

 

Definition  of  Ready  

This  is  the  list  of  conditions  that  are  clearly  set  to  consider  that  a  user  story  in   the   product   backlog   is   prepared   enough   to   start   the   development   phase.   Therefore,   all   user   stories   should   meet   the   definition   of   ready   before   the   beginning  of  the  sprint.  It  demands  the  necessary  information  such  as  the  degree   of   detail   of   the   description,   the   user   acceptance   criteria   already   declared,   the   Source:  http://pragmaticscrum.info/bigvisiblecharts    

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prototypes   or   graphical   content   and   any   other   kind   of   support   that   will   be   needed  to  deliver  the  user  story.  It  is  important  to  notice  that  the  definition  of   ready   can   –   and   most   likely   will   –   change   over   time   according   to   the   team’s   needs,  but  when  it  happens  all  members  of  the  team  must  be  told  and  consulted   about  it.  

 

Definition  of  Done  

Whereas   definition   of   ready   intervenes   at   the   beginning   of   the   sprint,   the   definition  of  done  closes  the  cycle  by  establishing  the  standards  of  validation  of   any  user  story.  Although  acceptance  criteria  already  accounts  for  a  list  of  tests  to   be  performed  on  a  user  story,  the  definition  of  done  sets  a  general  agreement  of   when   something   can   be   considered   as   finished.   It   allows   al   the   participants   to   have   a   common   meaning   of   the   expected   result.   The   definition   of   done   may   demand  not  only  that  the  acceptance  criteria  have  been  validated,  but  also  that   the   code   is   commented,   that   the   documentation   is   delivered   or   even   the   deployment  on  different  test  environments.  

 

Sprint  Burn-­‐down  chart  

In  order  to  trace  down  the  progress  of  the  sprint,  a  burn-­‐down  char  is  often  used.   It  allows  visualizing  the  amount  of  work  remaining  that  needs  to  be  done  before   the  end  of  the  sprint,  hence  its  name  ‘burn-­‐down’.  The  chart  is  updated  everyday   by  subtracting  the  effort  of  the  items  –story  points–  that  where  validated  by  each   member.   Additionally,   the   chart   offers   us   some   indicators   on   how   the   team   is   dealing   with   the   work   charge.   For   example,   a   team   who   delivers   most   of   the   tasks  at  the  beginning  of  the  sprint  would  indicate  a  light  work  charge  and  thus   the   team   should   be   able   to   take   greater   commitments   for   each   sprint.   On   the   other  side,  if  most  of  the  effort  is  delivered  towards  the  end  it  would  suggest  that   the  team  is  overcharged  and  thus  commitments  must  reevaluated  in  order  to  be   able  to  work  at  a  constant  pace.  Finally,  if  there  is  huge  jumps  in  the  curve  this   would  reveal  that  the  items  are  not  detailed  enough  and  they  should  be  split  in   smaller  parts.  

 

   

Figure  6  Burndown  chart  

Source:  https://fr.wikipedia.org/wiki/Burndown_chart    

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Scrum Events

Preparation  and  Kick-­‐off  meeting  

Before  launching  a  team  to  work  in  agile  method,  some  preparation  needs  to  be   done.  During  this  time,  the  approach  the  team  is  going  to  take  is  clearly  defined.   This  means  setting  up  the  duration  of  the  sprint,  writing  the  definition  of  done   and  definition  of  ready,  assigning  the  roles  to  each  member  of  the  team  and  any   other  decision  regarding  the  organization.  Once  the  teams  has  all  the  elements   that  constitute  the  basis  of  work,  the  Kick-­‐of  meeting  takes  place,  making  clear  to   everyone  general  rules  and  the  methodology  adopted.  

 

Sprint  

A  sprint  or  iteration  is  the  basic  unit  of  development  in  scrum.  It  is  a  time-­‐boxed   event  with  duration  between  on  week  and  one  month,  typically  2  weeks.  This  is   the  clock  that  keeps  the  team  advancing  at  a  constant  pace  and  it  should  not  be   changed  throughout  the  project.  It  is  useful  as  it  allows  the  team  to  measure  the   effort   they   can   provide   during   a   sprint   and   consequently   they   can   forecast   the   quantity   of   sprints   remaining   before   finishing   the   project.   As   it   has   a   constant   frequency,  the  team  can  calculate  its  velocity,  which  is  an  indicator  based  on  the   amount  of  effort  delivered  during  a  sprint.    Scrum  emphasizes  on  the  work  that   is  really  ‘done’,  which  in  the  case  of  software  that  is  fully  integrated,  documented,   tested  and  potentially  shippable.    

 

Each  sprint  begins  with  the  sprint  planning  and  ends  with  the  sprint  review  and   retrospective.   Usually,   as   one   sprint   starts   immediately   after   the   other,   the   closure   of   the   previous   and   the   opening   meeting   for   the   new   sprint   are   held   together.    

 

Sprint  Planning  

The  sprint  planning  is  held  at  the  beginning  of  the  sprint.  During  this  meeting  the   team  sets  a  goal  for  the  sprint  and  decides  which  items  of  the  product  backlog   are  going  to  be  developed  in  the  commencing  iteration.  The  selection  of  items  is   done  through  the  poker  planning,  as  explained  below.  This  meeting  should  not   be  very  long;  usually  4  hours  for  a  2-­‐week  sprint  are  enough.    

 

Poker  planning  

Poker   planning   is   the   process   through   which   items   in   the   product   backlog   are   transferred   to   the   sprint   backlog,   and   thus   developed   in   the   current   sprint.   In   this   process   the   development   team   starts   with   an   amount   of   points   that   represent   amount   of   work   they   can   deliver   during   the   sprint.   Then,   all   the   members  of  the  development  team  vote  with  a  number  concerning  the  amount   of  effort  it  is  going  to  take  to  develop  a  particular  item.  If  the  votes  differ  largely,   then  a  discussion  takes  place  in  order  to  clarify  why  some  of  the  members  think   it   will   be   easy   to   develop   while   others   consider   the   opposite.   The   votes   are  

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counted  again  after  the  discussion  and  when  they  coincide  towards  a  value,  then   a  number  is  chosen,  for  example  the  median,  and  the  story  points  are  assigned.   This  process  continues  until  the  development  team  has  spent  all  the  points  they   estimated  for  current  sprint.    

 

Daily  scrum  

Everyday  at  the  same  time,  the  team  holds  a  meeting  during  which  each  member   of  the  team  answers  to  these  three  questions:  

 

• What  did  I  do  yesterday  in  order  to  achieve  the  sprint  goal?   • What  will  I  do  today  to  meet  the  sprint  goal?  

• Do  I  see  any  impediment  or  obstacle  that  prevents  the  goal  to  be  met?    

This   meeting   should   not   be   longer   than   15   minutes.   It   is   recommended   that   everyone  is  standing-­‐up  so  the  person  who  is  speaking  catches  the  attention  of   the   others   and   the   communication   becomes   fluent.   When   an   obstacle   is   identified,  the  people  concerned  set  up  a  meeting  later  in  the  day  to  analyze  the   problem  in  detail.  

 

Backlog  Refinement  

In  addition  to  the  daily  scrum,  a  weekly  meeting  can  be  scheduled  to  prepare  the   items   that   will   be   developed   during   the   next   sprint.   It   is   a   preparation   for   the   sprint  planning  so  when  the  time  comes  there  is  only  the  final  details  missing  to   be  discussed.  During  this  meeting  items  in  the  backlog  are  split  into  smaller  parts   if   necessary   and   the   definition   of   ready   is   checked   to   ensure   that   the   development  can  start  without  obstacles.  It  helps  to  keep  all  the  team  informed,   to  anticipate  impediments  and  to  alleviate  the  burden  of  the  sprint  planning.  The   refinement  sessions  should  take  no  more  than  10%  of  the  time  of  the  sprint.    

Sprint  review  and  retrospective  

At  the  end  of  the  sprint,  a  closure  meeting  is  held  in  two  parts.  First,  the  team   reviews  the  work  that  was  completed  and  the  items  that  where  still  missing  to   develop  or  validate.  This  is  also  the  opportunity  to  present  to  the  stakeholder  the   work  done  and  what  would  represent  the  product  increment  resulting  from  the   sprint.  However,  incomplete  work  cannot  be  demonstrated.    

 

During   the   second   part,   a   retrospective   of   the   progress   of   the   sprint   is   carried   out.    The  objective  is  to  identify  the  positive  points  and  areas  of  improvement  for   the  next  sprint.  This  is  where  continuous  improvement  takes  place;  hence  all  the   members  of  the  team  are  encouraged  to  participate  actively.  

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The   following   picture   illustrates   the   whole   cycle   of   development   in   scrum   method,  from  taking  an  item  from  the  product  backlog  until  it  constitutes  a  new  

increment  of  the  final  product.    

Figure  7  Scrum  lifecycle  

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G

eneral

mission

The project

Back   in   may   2013,   Air   France   decided   to   launch   a   project   to   create   its   own   mobile   application.   The   app   was   going   to   be   developed   internally   for   Android   and   iOS   platforms.   The   mobile   team,   which   by   then   was   dedicated   only   to   the   mobile  website,  had  just  acquired  a  new  responsibility,  splitting  them  in  two.  The   team   had   to   develop   a   mobile   application   from   scratch,   and   so   they   organized   almost   like   a   start   up.   To   reduce   the   complexity   and   thus   the   time   to   market,   some  of  the  most  complex  processes  such  as  the  ticket  purchase,  were  integrated   through   a   web   view,   embedding   the   mobile   website   within   the   app.   After   9   months   of   work   the   app   was   finally   launched   on   January   2014.   It   was   a   huge   success  for  the  whole  team,  but  they  could  not  stop  right  there.  The  next  version   of   the   app   was   already   on   the   plans   and   this   time   the   team   would   go   even   further.  

 

There  were  several  important  points  for  this  new  version,  one  of  them  being  the   integration   of   even   more   processes   in   native.   The   problem   of   integrating   web   views  in  the  application  is  that  the  user  interface  elements  are  not  optimized  for   tactile   screens.   Moreover,   as   the   all   the   resources   must   be   downloaded,   the   navigation  between  one  page  and  another  becomes  significantly  slow  compared   to   native   solutions.   On   the   other   side,   the   earlier   version   of   the   app   was   only  

Version 5 released in 2014 Version 6 to be released in 2016

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adapted  for  smartphones  thus,  one  of  the  major  goals  for  the  new  phase  of  the   project  was  to  prioritize  the  conception  of  the  app  for  tablets.  Finally,  it  was  also   the   opportunity   to   give   the   app   a   new   fresh   design   that   would   go   along   with   changes  happening  on  the  website  and  other  suggestions  from  the  Brand  Image   department.  

 

Additionally,   it   is   important   to   understand   the   architecture   of   the   information   system,  as  shown  in  the  graphic  below.  In  the  front  end  we  can  find  the  mobile   application,  the  mobile  website  as  well  as  the  desktop  website,  not  shown  in  this   graphic.   On   the   second   level   there   is   the   integration   layer,   called   DALLAS   that   integrated  all  the  other  web  services  from  the  backend  into  a  single  one.  This  has   been  a  recent  change  and  although  some  direct  connections  to  the  web  services   still   exist,   the   idea   is   for   all   front-­‐end   applications   to   start   consuming   the   application   layer.   Finally   on   the   back-­‐end   there   are   all   the   information   system   that   actually   hold   the   processes   of   ticketing,   booking,   check-­‐in,   Flying   Blue   accounts,  among  many  others.    

   

 

From  the  point  of  view  of  the  mobile  application,  there  are  two  direct  relations.   First  with  the  mobile  website,  as  we  have  integrated  some  processes  embedded   in  web  view,  we  have  to  coordinate  the  communication  of  information  between   them.   Second   there   is   DALLAS,   which   is   the   direct   back-­‐end   of   the   app.   They   provide  the  main  services  used  in  the  mobile  application,  which  is  why  we  are  in   constant  communication  with  them.  

   

Methodology approach

In   this   section   I   will   describe   the   approach   of   the   scrum   method   taken   by   the   team.  To  do  so  it  is  important  to  take  into  account  the  internal  organization  as   describe  in  the  enterprise  section.  

Mobile app

Front-end

Integration Layer

Back-end

DALLAS

AMADEUS

COMET Travel DB

CIS

<

…>

Mobile website

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Scrum  roles  

Some  adaptations  were  made  to  the  regular  scrum  organization,  from  which  we   can  highlight:  

 

• The  product  owner  is  one  person  from  the  AMO  

• The   scrum   master   is   one   person   from   the   IT,   which   is   helpful   as   he   constitutes  the  main  communication  bridge  

• The   IT   team   is   considered   as   the   development   team,   working   on   both   platforms,  Android  and  iOS  

• The   total   size   of   the   team   exceeds   9   people,   but   the   complexity   of   the   project  demands  it  

• The   Business   team   is   in   charge   of   defining   the   requirements   and   providing  the  respective  mockups  

• The   AMO   is   in   charge   of   writing   the   user   stories,   definition   of   user   acceptance  and  testing  before  validation  

 

Scrum  Artifacts  -­‐  Tools  

To  manage  the  product  backlog  and  the  sprint  backlog  we  use  the  tool  JIRA,  from   the  software  provider  Atlassian.  It  is  an  issue  tracking  solution  that  offers  project   management  functions,  particularly  supporting  scrum  projects.  JIRA  allows  us  to   create  user  stories,  to  keep  track  of  improvements  as  well  as  bugs  and  to  handle   the  product  backlog  and  the  sprint  backlog.  Additionally,  there  is  a  scrum  board   where  the  current  sprint  is  managed  as  well  as  reports,  including  a  burn  down   chart,  that  are  automatically  generated.  In  the  following  picture,  an  example  of   the  scrum  board  can  be  observed.  

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As  a  complement  to  JIRA,  there  is  Confluence  also  provided  by  Atlassian.  This  is   solution   with   a   more   traditional   approach   that   plays   the   role   of   a   wiki.   The   particular  use  we  give  to  Confluence  is  to  save  the  tables  for  the  user  acceptance   cases  related  to  each  user  story.  Due  to  its  role  of  wiki,  it  helps  us  keeping  a  trace   of  new  versions  of  user  acceptance  criteria  or  any  other  important  information   about  the  project,  for  example  the  definition  of  done  and  the  definition  of  ready.   The   mutual   use   of   JIRA   and   Confluence   has   been   key   to   our   performance   as   a   team,   pointing   out   that   the   table   of   user   acceptance   cases   is   aligned   to   the   business  requirements  and  represents  at  the  same  time  the  commitment  of  the   IT.  Furthermore,  it  acts  as  a  double-­‐edged  sword  for  the  IT  and  the  Business  and   as  a  shield  for  the  AMO.  From  one  side  it  allows  the  AMO  to  demand  from  the  IT   all   the   specifications   that   were   agreed   upon.   From   the   other   side,   it   gives   the   AMO   the   support   to   argue   with   the   Business   in   case   their   expectations   were   different   than   what   was   discussed.   It   is,   without   a   doubt,   the   AMO’s   greatest   ownership.  This  is  the  reason  why  we  spent  a  significant  amount  of  time  writing   down  table  of  user  acceptance  before  the  sprint  begins.  

 

As  I  said,  the  definition  of  ready  and  the  definition  of  done  are  accessible  to  all   the   members   of   the   team   in   Confluence.   The   original   versions   are   written   in   French,  so  I  will  translate  them  hereby:  

   

Definition  of  Ready    

Title  containing  keywords  (android,  iOS,  POC,  Draft)  

Detailed  description  (+  mandatory  information:  url,  password,  account)  Business  value  defined  

Validated  mockups  

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Dallas  modules  delivered  in  UAT  (test  environment)  Test  scenarios  (and  test  cases  ready)  

If  US  is  ‘not  simple’,  then  it  should  contain  User  Acceptance  tests  Story  points  assigned  

Tagging  (analytics,  capptain,  etc…)    

 

Definition  of  Done    

IT  development  finished  

Integration  of  all  modules  done  

Stories  deployed  (Available  on  the  last  build)  Tests  passed  

Technical  documentation  completed  

JIRA  updated  with  build  number  of  Bamboo  US  validated  by  AMO  

 

Scrum  Events  

In   terms   of   events,   the   daily   scrum   is   held   every   morning   through   videoconference,   including   the   participation   of   the   technical   responsible   of   the   integration  layer  the  app  is  connected  to.  The  refinement  sessions  are  scheduled   once  a  week  and  they  last  for  one  hour.  During  this  meeting  there  is  always  at   least  one  person  that  represents  the  AMO,  one  person  of  the  Business  team,  one   person  for  each  platform,  Android  and  iOS,  and  the  Scrum  master.  

 

At  the  end  of  each  sprint,  a  full-­‐day  meeting  takes  place  at  Toulouse.  In  order  to   keep  a  balance  as  for  refinement  reunions,  there  is  at  least  one  person  from  the   AMO   and   another   from   the   Business   that   will   physically   meet   the   IT   team   and   have  a  face-­‐to-­‐face  discussion.  During  the  first  half  of  the  day,  the  sprint  review   and  retrospective  are  carried  out.  In  this  part,  all  the  members  are  encouraged  to   speak   up   their   minds   about   the   positive   or   negative   situations   and   some   improvement  points  are  taken  into  account  for  the  next  sprint.  In  the  afternoon,   the  sprint  planning  takes  place.  Since  a  huge  part  of  the  work  has  been  shifted  to   the   previous   refinement   sessions,   the   user   stories   are   presented   in   their   final   state.  This  is  to  say  that  all  major  discussions  have  already  occurred  and  changes   will   rarely   happen   at   this   stage.   Afterwards,   the   selection   of   items   through   the   poker  planning  is  carried  out  and  the  scope  of  the  sprint  is  then  defined.    

 

Challenges  

One  of  the  most  evident  challenges  is  the  distance,  since  the  AMO  and  Business   teams  are  located  at  the  headquarters  but  the  IT  is  located  at  Toulouse.  This  is   the   very   first   contradiction   to   the   agile   method   recommendations,   which   indicates  that  all  the  members  of  the  team  should  be  on  the  same  installations    – the  same  room  if  possible–  to  facilitate  communication.  The  balance  was  found   by   an   intense   use   of   communication   media   such   as   videoconferencing   and   a   telephone   number   dedicated   to   each   platform.   However,   as   face-­‐to-­‐face  

Referencias

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