At the end of each Sprint/Iteration, team members (developers, customers, managers) get together and analyse how to become more effective.
Once User Stories and Acceptance Criteria are created, developers being estimating tasks. This is done in a "Planning Poker". Each team member having a set of "cards", consisting of numbers in the Fibonacci sequence, and assigning a number in this sequence to each task.
Both Scrum and XP rely on User Stories to describe features required for delivery at the end of a Sprint/Iteration; and provide a basis for Time Estimates and Acceptance Criteria. This entry covers what User Stories and Acceptance Criteria are, how to write, and use.
"Always be doing the most important thing that you can be working on." – Kent Beck.
As part of my learning process about Agile Methodologies, I am adding a few notes about Agile in general and some of its methodologies in particular. Part of a series of posts, the first entry is about the Agile Manifesto and Principles. This and the following entries rely on the 'Agile Software Development Ecosystems' book, by Jim Highsmith (co-author of the Agile Manifesto and co-founder of the Agile Alliance, and the Agile Project Leadership Network), and materials from the 'Agile Methods' course, at Oxford University.