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Release planning has two phases: an exploration phase and a planning game phase. During the exploration phase, analysis is conducted and requirements are gathered in the form of user stories. As each user story is created, developers are asking if the user story is estimatable and testers are asking if the user story is testable. The user stories are also estimated in the exploration phase. If the user story is too big, it is split. If the user story is not estimatable, because the developers don’t know how to estimate it, the user story is spiked. During the planning game phase, the customer prioritizes the user stories from 1 to n. The tracker will declare the number of story points that can be completed in the release. The customer will select user stories that do not exceed the number of story points declared by the tracker. If the user stories selected have enough business features to be valuable, then the project continues.
Greg "Hap" Pearman has over 15 years experience in architecting and developing enterprise software solutions. Formally a senior architect and developer at Qwest Communications, Pearman was a leading member of a small elite team that developed and implemented extreme programming (XP) practices for the entire Qwest IT organization. This team worked with each Qwest IT project team to teach them XP and to follow up with those teams in the field after their training. This experience gave Pearman the unique opportunity to stress test XP under multiple and varying circumstances as an XP coach and mentor. Pearman has also architected and developed small and large enterprise systems using technologies such as J2EE, .NET (C#) and C++ for such companies as IBM, EPA, US WEST Direct, Multum Information Service and Qwest Communications.
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