Zeroth-World Problems

Your Velocity Is Broken

Or at least, it’s a broken metaphor. Let me explain:

If velocity isn’t measuring how fast you’re delivering value, what is it measuring? Well, roughly, it’s measuring how much effort you expend on delivering value. That is a very different thing.

A team that takes on technical debt and never refactors may soon find themselves in a quagmire of code, where even the simplest stories are difficult. As a result, they’ll start pointing stories higher. Their ability to deliver value declines; the team is suffering, but their velocity remains high. Low velocity is supposed to be the signal that the team’s process or technical approach needs adjustment, but in my experience that signal rarely appears, or it gets lost among the noise of all the other things that affect velocity.

The Fix

So how do we make velocity mean what it’s really supposed to mean? I have a few (totally untested) ideas, which I will gladly and irresponsibly share with you.

First Estimate Effort, Then Direction

In the flavor of XP my team is currently using, estimation of stories happens during a weekly planning meeting with the whole team. The PM leads the team down the backlog and the developers discuss and then “point” each story. Pointing is done by everyone simultaneously throwing up a number of fingers to indicate how many points they think the story is worth. This prevents people from biasing each others’ votes. If there is wide variation in the number of points people assign to the story, it’s a sign that more discussion is needed. More rounds of discussion and voting are held until the points converge.

It wouldn’t be too hard to add a concept of “direction” to the estimate for each story. This maps nicely onto the velocity metaphor: points tell the PM how much effort we’ll need to expend, and the direction tells her how aligned that effort is with the user’s objectives. Developers can indicate their estimate of direction by pointing with their arm: straight up means “100% aligned with delivering value”; 45 degrees from vertical means “about half the effort will be spent on refactoring and tooling”. A horizontal arm means the story is impossible; a negative slope means you think the story will actually make the users’ lives worse.

If a team starts running into problems with tech debt, their direction estimates will droop toward horizontal. By recording a rolling average of direction each iteration, the team can get a more complete picture of their velocity, which they can use to inform their refactoring efforts.

Other Teams Estimate Your Stories For You

If the goal of velocity is not really to measure how much value is being delivered, but simply to find out whether a team is suffering from blockers and slowdowns, it might be worthwhile to have another team with no knowledge of their codebase or development environment point their stories. The catch is, the other team has to understand the product well, and the stories must spell out the acceptance criteria very explicitly, or the team will miss edge cases that add complexity. I doubt this will work well on many real projects, but it’s an interesting thought experiment to consider how someone else would view your project. How hard would an outsider consider this story to be?

One compromise might be to have such an outsider join each planning meeting and participate in the estimation. But again, this person would have to know the product well enough to follow the discussion.

Next: Verse: Not Just for Poets

Previous: Whose Error?