Difference between revisions of "Release strategies"
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(Zeroth version.) |
(Extended Golden Triangle) |
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See http://pareltaal.nl/gouden_driehoek for basic mechanism. | See http://pareltaal.nl/gouden_driehoek for basic mechanism. | ||
Assumption: ‘resources’ (people & materials) remain constant and quality must comply with a minimum level. | |||
If either time (deadline) or scope is unachievable, consider to: | |||
*slow down to speed up—{{p|teams that finish early accelerate faster}}, {{japanese|kaizen}}; | |||
*offload some of the work to external parties; | |||
*scale up human capacity. | |||
Three primary release strategies: | Three primary release strategies: |
Revision as of 12:34, 3 April 2013
See http://pareltaal.nl/gouden_driehoek for basic mechanism.
Assumption: ‘resources’ (people & materials) remain constant and quality must comply with a minimum level.
If either time (deadline) or scope is unachievable, consider to:
- slow down to speed up—teams that finish early accelerate faster, kaizen;
- offload some of the work to external parties;
- scale up human capacity.
Three primary release strategies:
- Custom-Planned Releases—scope is function of time
- release date estimated from initial feature set and velocity;
- snapshot delivery of whatever is ready by the date;
- scope changes require trade-offs if date remains fixed, consider money for nothing, change for free;
- Fixed Release Cadence—scope is function of time
- delivery on a fixed cadence, e.g. monthly or quarterly;
- snapshot delivery whatever is ready by the date;
- feature set frozen on latest responsible moment (driven by feature set risk profile)
- Multi-Team Releases—time is function of scope;
- epic feature sets split over multiple squads;
- dependencies tagged visually;
- regular joint reviews, e.g. scrum of scrums;
- delivery when a feature set’s components are ready for release.