When does class start/end?
Classes begin promptly at 9:00 am, and typically end at 5:00 pm.
As we move through the disciplines promoted by Scrum you will gain a comprehensive understanding of this agile product development methodology while specifically reviewing the behaviors expected of a...Read More
As we move through the disciplines promoted by Scrum you will gain a comprehensive understanding of this agile product development methodology while specifically reviewing the behaviors expected of a Product Owner. While many of us may be accustomed to the practice of establishing value and priority across projects, the Product Owner needs to consider value and priority across the features of a single project.
After successfully completing this class, participants will be registered with the Scrum Alliance as Certified Scrum Product Owners (CSPO), and will have on-line access to the class training materials and any updates for one year. PMPs can also claim 14 PDU's with the PMI.
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This class is suitable for those who are responsible for setting product direction on a Scrum project. While current Certified ScrumMasters are welcome to attend, this class should not be considered as a next step after taking the CSM Class, but instead should be viewed as an alternative to the CSM Class. Technical professionals associated with the specification, design, development and testing of products will benefit from this two-day program. Some of the professionals this will benefit include:
Although it is not mandatory, students who have completed the self-paced Foundations of Agile eLearning course have found it very helpful when completing this course.
Short exercises and case studies will be scattered throughout the two-day session. Longer exercises are detailed below. Time spent on each topic will vary depending on the composition of the class and the interest in particular areas.
I. Agile Thinking - In order for us to understand the benefits of Scrum and the nuances behind its framework, we begin with the history of agile methods and how relatively new thoughts in software development have brought us to Scrum.
Exercise: The "Art of the Possible." This is an opportunity to understand how small changes in behavior can have a large impact on productivity. This also turns our thinking towards new ideas and a willingness to change for the better. Exercise: The Ball Point Game", courtesy of Boris Gloger. Project simulation is designed to expose different agile concepts in practice, allowing participants to experience work in an iterative, self-managed environment.
II. The Scrum Framework - Here we'll ensure that we're all working from the same foundational concepts that make up the Scrum Framework.
Exercise: The 59-minute Scrum Simulation. This popular exposure to Scrum asks us to work on a short project that lasts for just 59 minutes! We'll actually take more time than that as we walk through all of the key steps under the Scrum framework, work in project teams to deliver a new product.
III. Scrum Roles - Who are the different players in the Scrum game? We'll review checklists of role expectations and discuss some difficult situations that we might encounter.
Exercise: This is a long-running exercise that carries through into our remaining sections that follow where we will discuss and practice various aspects of product and project planning in an agile Scrum environment.
IV. The Product Backlog, Product Visioning, and Progressive Elaboration. The Scrum Team must have an understanding of our Product Vision so they can make good decisions. The Product Backlog is a reflection of that vision, and we'll practice developing its content.
V. Velocity and Story Points. Since a Product Owner is responsible for monitoring progress, we'll discuss and practice how to measure a Team's progress in delivering product features.
VI. Prioritization Considerations and Methods. Prioritization is the Product Owner's number one tool for maximizing return on investment. In this section we'll review different techniques available to establish meaningful priorities.
VII. Extracting Value and the Cost of Change. This section touches on several different areas of interest that influence our ability to extract the most value from our projects.
VIII. Meetings and Artifacts. While most of this material was discussed in previous portions of class, more detailed documentation is included here for future reference, including sample agendas for each of the Scrum Meetings.
IX. Advanced Considerations. This section is reserved for reference material. Particular interests from the class may warrant discussion during our class time together.
X. Closing Topics. We'll wrap up with direction on where to go next with your Scrum experience, some recommended reading, Scrum reference materials, and our graduation ceremony.