Author: Brandon Pearman
The views expressed here are mine alone and do not reflect the view of my employer.
- A founder of the Extreme Programming, along with Kent Beck and Ward Cunningham.
- An original signatory of The Manifesto for Agile Software Development.
- Code never lies, comments sometimes do.
- Keeping the design good as it changes is called refactoring.
- These were originally invented to obscure the time aspect, so that management wouldn’t be tempted to misuse the estimates.
- I believe most Scrum installations do not thrive.
- I was there when they were invented. I may actually have invented Points. If I did, I’m sorry now.
- In XP, stories were originally estimated in time: the time it would take to implement the story. We quickly went to what we called “Ideal Days”, which was informally described as how long it would take a pair to do it if the bastards would just leave you alone. We multiplied Ideal Days by a “load factor” to convert to actual implementation time. Load factor tended to be about three: three real days to get an Ideal Day’s work done.
- I think using them(story points) to predict “when we’ll be done” is at best a weak idea.
- I think comparing teams on quality of estimates or velocity is harmful.
- To many managers, the existence of an estimate implies the existence of an “actual”, and means that you should compare estimates to actuals, and make sure that estimates and actuals match up. When they don’t, that means people should learn to estimate better.
- Estimating, be it in story points or gummi bears or even time, gets in the way of this(agility). Where possible, in my opinion, it’s best avoided.