Identification of Inaccurate Effort Estimates in Agile Software Development

Florian Raith, Ingo Richter, Robert Lindermeier, G. Klinker
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引用次数: 19

Abstract

Like in every process model, agile processes (e.g. Scrum, eXtreme Programming) depend on accurate estimations to enable meaningful prioritization, iteration- and release planning. The emphasis of this paper is on "Planning Poker", a widely used estimation technique in agile context. The goal is to identify inaccurate effort estimates to enable more precise project scheduling and release planning. In a first step, basic terms (e.g. development effort, functional effort) of traditional effort estimation were declared in the agile context. Afterwards-within the main part of the paper-a set of metrics is proposed, which can be used to evaluate accuracy of estimates. These metrics are based on the estimated efforts and interim results of the estimation process. Since the usage of these metrics needs to be seamlessly integrated into the Planning Poker process, we have conceptualized a computer-aided tool to collect and evaluate necessary data. To get a first proof of concept and preliminary feedback, we developed a corresponding prototype and applied it to a students' project. The prototype is based on a stationary multi-touch device and offers an intuitive user interface to perform the Planning Poker process. While estimation takes place, it collects required data and identifies inaccurate estimates with the help of the proposed metrics. The second part of the paper summarizes assets and drawbacks concerning usability and the user interface of the prototype.
敏捷软件开发中不准确工作量估算的识别
就像在每个过程模型中一样,敏捷过程(例如Scrum、极限编程)依赖于精确的评估来实现有意义的优先级划分、迭代和发布计划。本文的重点是“计划扑克”,一种在敏捷环境中广泛使用的评估技术。目标是识别不准确的工作量估计,以实现更精确的项目调度和发布计划。在第一步中,在敏捷上下文中声明了传统工作量估算的基本术语(例如开发工作量、功能工作量)。然后,在论文的主要部分,提出了一组度量,可用于评估估计的准确性。这些量度是基于估计的工作和评估过程的中期结果。因为这些指标的使用需要无缝地整合到Planning Poker过程中,所以我们构思了一个计算机辅助工具来收集和评估必要的数据。为了获得概念的首次验证和初步反馈,我们开发了一个相应的原型,并将其应用于学生的项目中。原型是基于一个固定的多点触控设备,并提供了一个直观的用户界面来执行规划扑克过程。在进行评估时,它会收集所需的数据,并在建议的度量标准的帮助下识别不准确的评估。论文的第二部分总结了原型在可用性和用户界面方面的优点和缺点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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