Welcome to the The Art of Agile Development website. Here, you'll find a cornucopia of bonus material, such as downloadable posters, behind-the-scenes material, and new insights.

Starting in 2010, you'll also find the full text of the book, conveniently cross-referenced and hyperlinked. A new section will be released every Friday, starting with the practices in Part II.

For more, see the table of contents.

 Print

The Art of Agile Development: The Planning Game

01 Oct, 2008

in 99 words

Customers have the most information about value: what best serves the organization. Programmers have the most information about cost: what it takes to implement and maintain those features. And remember, every decision to do something is a decision to not do something else.

The planning game brings together customers and programmers so that they may maximize value while minimizing costs. Anybody may create stories. Programmers estimate the stories, and customers prioritize them. Programmers and customers may question each others' decisions, but each group has final say over its area of expertise.

The end result is a single prioritized list.

Commentary

Coulda, Shoulda, Woulda

Section Outline

  • The Planning Game
  • How to Play
    • Overcoming disagreements
  • Sidebar: On Disappointment
  • How to Win
  • Questions
    • Won't programmers pad their estimates or slack off if they have this much control over the plan?
    • Won't customers neglect important technical issues if they have this much control over the plan?
    • Our product manager doesn't want to prioritize. He says everything is important. What can we do?
  • Results
  • Contraindications
  • Alternatives

Full Text

This section will go online later this year. In the meantime, why not buy the book?


Loading...

Loading comments...