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	<title>limitedwipsociety.org &#187; Lonely Planet</title>
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	<link>http://www.limitedwipsociety.org</link>
	<description>The home of Kanban Systems for Software Engineering</description>
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		<title>Kanban at Lonely Planet Presentation</title>
		<link>http://www.limitedwipsociety.org/2010/02/02/kanban-at-lonely-planet-presentation/</link>
		<comments>http://www.limitedwipsociety.org/2010/02/02/kanban-at-lonely-planet-presentation/#comments</comments>
		<pubDate>Tue, 02 Feb 2010 10:34:30 +0000</pubDate>
		<dc:creator>kjscotland</dc:creator>
				<category><![CDATA[Karl Scotland]]></category>
		<category><![CDATA[Bruce Taylor]]></category>
		<category><![CDATA[Experience]]></category>
		<category><![CDATA[Kanban]]></category>
		<category><![CDATA[Lonely Planet]]></category>
		<category><![CDATA[Presentation]]></category>

		<guid isPermaLink="false">http://www.limitedwipsociety.org/?p=475</guid>
		<description><![CDATA[Following on from his description of the Kanban implementation at Lonely Planet, Bruce Taylor has now made a related presentation available &#8211; Little Bits of Cardboard.
]]></description>
			<content:encoded><![CDATA[<p>Following on from his <a href="http://www.limitedwipsociety.org/2009/10/12/kanban-at-lonely-planet/" target="_self">description</a> of the Kanban implementation at Lonely Planet, Bruce Taylor has now made a related presentation available &#8211; <a href="http://www.limitedwipsociety.org/wp-content/uploads/2010/02/Kanban_Presentation.pptx">Little Bits of Cardboard</a>.</p>
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		<slash:comments>1</slash:comments>
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		<title>Kanban at Lonely Planet</title>
		<link>http://www.limitedwipsociety.org/2009/10/12/kanban-at-lonely-planet/</link>
		<comments>http://www.limitedwipsociety.org/2009/10/12/kanban-at-lonely-planet/#comments</comments>
		<pubDate>Mon, 12 Oct 2009 20:27:05 +0000</pubDate>
		<dc:creator>kjscotland</dc:creator>
				<category><![CDATA[Karl Scotland]]></category>
		<category><![CDATA[Experience]]></category>
		<category><![CDATA[Kanban]]></category>
		<category><![CDATA[Lonely Planet]]></category>

		<guid isPermaLink="false">http://www.limitedwipsociety.org/?p=174</guid>
		<description><![CDATA[Bruce Taylor posted the following report on the kanbandev list and kindly gave permission for it to be reproduced here:
Just thought I&#8217;d share with you our implementation of Kanban work process at Lonely Planet in one of the teams we have here;
Here&#8217;s how I recently &#8220;summarised&#8221; our development process as it has evolved on Atlas [...]]]></description>
			<content:encoded><![CDATA[<p>Bruce Taylor posted the following <a href="http://finance.groups.yahoo.com/group/kanbandev/message/5629" target="_blank">report</a> on the kanbandev list and kindly gave permission for it to be reproduced here:</p>
<blockquote><p><span style="font-family: Georgia; font-size: 13px; text-align: left;">Just thought I&#8217;d share with you our implementation of Kanban work process at Lonely Planet in one of the teams we have here;</span></p>
<p>Here&#8217;s how I recently &#8220;summarised&#8221; our development process as it has evolved on Atlas 2:</p>
<p>This original summary was written by our lead developer, Simon Harris, and is a pretty good summary of what/how we evolved our process to. I have hacked into<br />
his description without referencing where the change is, but I know Simon would be fine with this.</p>
<p>This project was failing badly and we had large numbers of card clogging our board and impeding our ability to deliver, identify constraints and generally<br />
get on with it.</p>
<p>The process changes we put in place helped us very quickly focus on the immediate high-value stories and prioritise accordingly. We were also able to<br />
observe where our constraints where and ease/remove them.</p>
<p>Can I also refrence this post/site:<br />
<a style="text-decoration: none; color: #247cd4;" href="http://leansoftwareengineering.com/ksse/scrum-ban/">http://leansoftwareengineering.com/ksse/scrum-ban/</a><span> </span>which was our original introduction and starting point.<br />
**Follows is original description with editing by me.</p>
<p>We&#8217;re currently running with a VERY lean approach to development which has been the result of two or so months worth of refining:<br />
* No more than one card per pair in dev at any time<br />
* No more than one card per pair in ready-for-dev at any time<br />
* Nothing to be blocked; If it&#8217;s blocked we work to remove the blockage<br />
* New cards are demand pulled into ready-for-dev as cards are moved from dev to ready-for-test<br />
* We have big picture story card sessions as required<br />
* We have planning meetings at the start of each iteration where we discuss what&#8217;s &#8220;planned&#8221;<br />
* We give everything t-shirt sizes (S, M, L) &#8211; Bruce here: I than attach numbers 1,3,5 to these for my Burn Up Chart<br />
* No technical stories; everything must be done because it delivers business value ( We are generally very good at this..)<br />
* We don&#8217;t measure velocity &#8211; However I do measure our burn up to a date as we have this as a project constraint (Time)<br />
* We aggressively split cards<br />
* I repeat, we aggressively split cards<br />
* Daily stand-ups<br />
* Parking lot for post-stand up discussions<br />
* Full-time pairing where possible<br />
* We release when we have a MMF rather than around the sprint cycle. Essentially the Release Early/ Release Often. We sometimes release every 2 days if the option/opportunity arises<br />
* We use the iteration cycle of two weeks for an opportunity to re-focus via Retros and increasingly lighter weight planning sessions.<br />
* We try to focus on doing things as simply as possible<br />
* We try to focus on building things correctly rather than as fast as possible<br />
* We fight to have a REAL user available to better understand their needs<br />
* We rally against the usual cries of &#8220;but I know we&#8217;ll need it&#8221;; We trust that by building things simply we can always add on the extra functionality later<br />
* Trying to deliver everything to everyone leads to delivering nothing at all to anyone<br />
* T-shirt sizes help the business prioritise not estimate delivery dates; Business value is a function of, among other things, time/ cost to build &#8211; As mentioned above &#8211; I translate the T-shirt sizes to points (1,3,5) for external reporting in the form of a burn &#8211; up chart. We use this solely to track releases.<br />
- We have started using Cycle Time tracking to measure Start to Finish time on cards. Not really sure where this will take us, but if I remember I&#8217;ll report back on this if people are interested (Bruce T)<br />
* Rolling technical stories into stories that deliver business value force us<br />
to change course slowly and justify changes<br />
* We usually have parallel implementations of some things as a  consequence<br />
* Minimal changes are allowed on &#8220;old&#8221; implementations; anything substantial requires a migration to the &#8220;new&#8221; implementation<br />
* If we can deliver _some_ business value early by splitting the cards we do so as soon as possible; Eg. business can view existing data in the new form but editing is a new card because they can still use the old mechanism for that.<br />
* It&#8217;s critical that the whole team is taken on the &#8220;journey&#8221; so they understand _why_ things are being built. Doing so brings the team into alignment and also allows the team to make informed decisions such as re-structuring work to enable splitting cards for aggressively.<br />
* Bringing the team along for the journey can be painful, never gets easier, and is always worth the effort.<br />
* Just-in-time stories really does enable the business to leave the decision as to what&#8217;s important to the last possible moment<br />
* Implementing the smallest amount of code possible for each story is critical to enabling just-in-time development; less code == greater flexibility; E.g. don&#8217;t use a database when the data comes from a spreadsheet and presently only ever changes in a spreadsheet.<br />
* We do as much forward thinking as possible/practical; We think of as many likely scenarios as we can and keep reducing the scope of the implementation so as not to preclude implementing them later on<br />
* Almost nothing ends up looking as we thought it would when first envisaged.<br />
* More important than writing the code is working out how to structure the implementation so that we get the job done without precluding possible future work; sometimes this means at least thinking through a strategy for migrating from one implementation to another later on if necessary.<br />
* It&#8217;s amazing how splitting stories reveals just how little the businessvalue certain aspects of stories<br />
* We almost never get through everything that was &#8220;planned&#8221;<br />
* We almost always end up doing stories that weren&#8217;t &#8220;planned&#8221;<br />
* At some point we hit a tipping point and development switched from a whack-a-mole game&#8211;where a change always seemed to make something else break/harder to develop&#8211;to delivering incidental benefits as a result of the normal development of stories&#8211;e.g. speed improvements that we knew needed to be addressed but hadn&#8217;t actually planned on looking into anytime soon.<br />
* We&#8217;re motivated by getting things done; call that velocity if you will but we really haven&#8217;t found a need to measure velocity. (Caveat: Now that we have achieved good throughput, we have been using countback velocity &#8211; measuring cards completed previously, to produce a burn up when reporting to Stakeholders. However, I am hoping to use Cycle time to reducing estimation from Points on a card to &#8220;How long a card takes to get from point A to point B as a reasonable and useful measure. Not sure how that will wash with senior stakeholders outside the project team though)<br />
* Delivering a constant stream of small but valuable stuff into production every week is VERY motivating.<br />
* As developers we value delivering something over delivering nothing<br />
* We actively plan for change</p>
<p>Caveats:<br />
* We have a highly competent team<br />
* We have a fixed budget<br />
* We have internal and external users<br />
* We have UI and data-only users</p></blockquote>
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