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Scrum

Personal notes, kept so future-me doesn't have to relearn this from scratch. Scrum is one implementation of Agile — see that page for Kanban, XP, Lean, and the rest.

Scrum is a lightweight framework (not a methodology, not a process) for tackling complex, adaptive problems while delivering products of the highest possible value. It's defined by the Scrum Guide, maintained by Ken Schwaber and Jeff Sutherland, most recently updated in 2020.

Key thing to remember: Scrum is a framework, not a set of rules. It gives you the minimal set of roles, events, and artifacts needed to build a complex product incrementally. Everything else (estimation techniques, specific ceremonies formats, tooling) is "how teams implement Scrum," not Scrum itself.


Why Scrum exists — Empiricism

Scrum is built on empirical process control theory — the idea that knowledge comes from experience and decisions should be based on what is observed, not what is predicted.

Three pillars uphold empiricism:

PillarMeaning
TransparencySignificant aspects of the process must be visible to those responsible for the outcome (e.g., a shared definition of "Done").
InspectionArtifacts and progress must be inspected frequently to detect undesirable variances.
AdaptationIf inspection reveals the process is deviating outside acceptable limits, the process or the material must be adjusted ASAP.

Scrum also leans on Lean Thinking — reducing waste and focusing on the essentials.


The Scrum Values

Five values give the team direction on their day-to-day work:

  1. Commitment — to the goals of the Scrum Team.
  2. Focus — on the work of the Sprint and the goals of the team.
  3. Openness — about the work and the challenges.
  4. Respect — team members respect each other's capability and independence.
  5. Courage — to do the right thing, tackle tough problems, and be honest.

Mnemonic: C.F.O.R.C. (Commitment, Focus, Openness, Respect, Courage).


The Scrum Team

As of the 2020 Guide, there are only three accountabilities, all inside one Scrum Team (no more "team roles" vs "team" split — everyone is on one team). Typically 10 or fewer people total.

1. Product Owner

  • Owns the "what" — maximizes the value of the product resulting from the work of the Scrum Team.
  • Accountable for effective Product Backlog management: creating and communicating the Product Goal, ordering items, ensuring the backlog is transparent and understood.
  • One person, not a committee (a committee can advise the PO, but the PO makes the final call).

2. Scrum Master

  • Accountable for establishing Scrum "as defined in the Scrum Guide" and for the Scrum Team's effectiveness.
  • A true servant-leader: coaches, removes impediments, shields the team from disruptions, facilitates events.
  • Serves the PO (backlog techniques, goal clarity), the Developers (self-management, cross-functionality), and the organization (driving adoption, working with other Scrum Masters).
  • Not a project manager. Doesn't assign tasks or manage the team's day-to-day work.

3. Developers

  • The people who do the work of turning Product Backlog items into a usable Increment each Sprint.
  • Self-managing: they decide who does what, when, and how — nobody (including the SM or PO) tells them how to turn backlog items into increments.
  • Cross-functional as a group: collectively they have all the skills needed (design, build, test, etc.).

The Scrum Events

All events are time-boxed — they have a maximum duration.

The Sprint

  • The heartbeat of Scrum. A time-boxed container for all other events, usually 1–4 weeks (2 weeks is the most common default).
  • Fixed length — during a Sprint: no changes that endanger the Sprint Goal, quality doesn't decrease, and the Product Backlog is refined as needed.
  • A new Sprint starts immediately after the previous one ends.
  • Can be cancelled — only the Product Owner has authority to do this, and only if the Sprint Goal becomes obsolete.

Sprint Planning

  • Time-box: max 8 hours for a 1-month Sprint (proportionally less for shorter Sprints, e.g. ~4 hrs for a 2-week Sprint).
  • Answers three questions:
    1. Why is this Sprint valuable? → produces the Sprint Goal.
    2. What can be Done this Sprint? → Developers select items from the Product Backlog.
    3. How will the chosen work get done? → Developers plan/decompose into a plan (often tasks).
  • Whole Scrum Team attends.

Daily Scrum

  • Time-box: 15 minutes, every working day.
  • For the Developers only — inspect progress toward the Sprint Goal and adapt the Sprint Backlog.
  • The classic "3 questions" format (what I did / what I'll do / blockers) is just one example, not mandatory — teams can run it however works, as long as it stays focused on progress toward the Sprint Goal.
  • Improves communication, identifies impediments, promotes quick decision-making.

Sprint Review

  • Time-box: max 4 hours for a 1-month Sprint (proportionally less otherwise).
  • Inspect the outcome of the Sprint with stakeholders and determine future adaptations.
  • Not just a demo — a working session to review what was built vs. the Product Goal and update the Product Backlog if needed.

Sprint Retrospective

  • Time-box: max 3 hours for a 1-month Sprint (proportionally less otherwise).
  • Last event of the Sprint. The team inspects how the last Sprint went re: individuals, interactions, processes, tools, and Definition of Done.
  • Produces at least one improvement to be actioned in the next Sprint (should be added to the Sprint Backlog).

Rule of thumb for time-boxes (1-month Sprint baseline): Planning 8h → Daily 15min → Review 4h → Retro 3h. Scale down proportionally for shorter Sprints.


The Scrum Artifacts & Commitments

Each artifact has a commitment attached, which gives it a clear goal to measure progress against.

ArtifactCommitmentPurpose
Product BacklogProduct GoalOrdered, emergent list of everything needed to improve the product. The single source of work.
Sprint BacklogSprint GoalThe Product Backlog items selected for the Sprint, plus a plan for delivering them. Owned entirely by the Developers.
IncrementDefinition of Done (DoD)A concrete, usable, potentially releasable stepping stone toward the Product Goal. Every increment is additive to all prior ones.

Definition of Done (DoD)

  • A formal description of the state of the Increment when it meets the quality measures required.
  • If there's an organizational standard, all Scrum Teams follow it as a minimum; otherwise the team creates one appropriate for the product.
  • A Product Backlog item is not "Done" — and cannot be presented at Sprint Review — unless it meets the DoD.

Product Goal

  • Describes a future state of the product that can serve as a target for the Scrum Team to plan against.
  • One Product Goal at a time; the current one must be fulfilled (or abandoned) before taking on the next.

Common Terminology (not official Scrum Guide terms, but widely used)

TermMeaning
Backlog Refinement / GroomingOngoing activity of adding detail, estimates, and order to Product Backlog items. Not an official event but a recommended, ongoing activity (rule of thumb: ~10% of Developers' capacity).
Story PointsRelative, unit-less estimate of effort/complexity/uncertainty for a backlog item. Common scale: Fibonacci-like (1, 2, 3, 5, 8, 13, 21...).
VelocityAverage amount of work (e.g. story points) a team completes per Sprint. Used for forecasting, not a performance metric.
Burndown / Burnup ChartVisualizes remaining work (burndown) or completed work (burnup) over time within a Sprint or release.
User StoryA short, plain-language description of a feature from the user's perspective. Common format: "As a [role], I want [goal], so that [reason]."
INVESTHeuristic for good user stories: Independent, Negotiable, Valuable, Estimable, Small, Testable.
Definition of Ready (DoR)Unofficial complement to DoD — criteria a backlog item should meet before it's pulled into a Sprint (e.g., clear acceptance criteria, sized, dependencies identified).
SpikeA time-boxed research/investigation task used to reduce uncertainty (technical or design) before committing to real work.
Technical DebtShortcuts taken for speed that will cost extra effort later; should be visible in the backlog.
EpicA large body of work that gets broken down into multiple smaller stories.

Scrum vs. Kanban (quick contrast)

ScrumKanban
CadenceFixed-length SprintsContinuous flow
RolesPO, SM, Developers (defined)No prescribed roles
Change mid-cycleDiscouraged during a SprintAllowed anytime
Key metricVelocityCycle time / Throughput
Board resetsYes, each SprintNo, it's continuous
Core constraintTime-boxWIP (Work In Progress) limits

Some teams run a hybrid: "Scrumban" — Scrum's cadence/events + Kanban's WIP limits and flow focus.


Common Anti-Patterns (things to watch for)

  • Water-Scrum-Fall — doing big up-front design/requirements and big final testing/release phases, with Scrum only in the middle. Defeats the point of empiricism.
  • Zombie Scrum — going through the motions (all events happen) but with no real inspection/adaptation or stakeholder value.
  • Scrum Master as project manager — assigning tasks, tracking individual performance. Breaks self-management.
  • Product Owner by committee — slows down decisions; the Guide requires one accountable individual.
  • Velocity as a performance target — turns a forecasting tool into a perverse incentive (inflated estimates, cut corners).
  • Skipping the Retrospective — usually the first event to get cut when time is short; ironically the one most responsible for long-term improvement.
  • Sprint length creep — constantly changing Sprint length destroys the team's ability to build a reliable rhythm/velocity baseline.

Scaling Scrum

When one team isn't enough, common frameworks/approaches include:

  • Nexus — official Scrum.org framework for scaling (3–9 teams), adds a "Nexus Integration Team."
  • LeSS (Large-Scale Scrum) — minimalist scaling approach, keeps single Product Backlog/PO across teams.
  • SAFe (Scaled Agile Framework) — heavier, adds enterprise-level layers (portfolio, program, etc.) — more prescriptive, sometimes controversial for being "un-agile" in spirit.
  • Spotify Model (Squads, Tribes, Chapters, Guilds) — not officially a framework anymore (Spotify itself moved away from parts of it), but still referenced a lot.

References