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ACP-520: Agile Planning and Estimation

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Agile Planning and Estimation

What to Know

Agile planning is iterative and emergent, not a single upfront event. Know rolling-wave planning, release planning, Sprint Planning, and backlog refinement.

Estimation techniques: story points (relative size, abstract), planning poker (consensus), t-shirt sizing, affinity estimation, and ideal days. Relative estimation compares items to each other; velocity is the average points completed per Sprint and is a forecasting tool, not a performance metric.

User stories follow the "As a … I want … so that …" form and are refined with acceptance criteria and INVEST (Independent, Negotiable, Valuable, Estimable, Small, Testable).

Capacity vs. velocity: capacity is available effort (people × time minus absences); velocity is historical throughput. Use both to forecast, never to commit rigidly.

Traps

  • Story points as absolute time. They are relative and team-specific; do not convert to hours across teams.
  • Velocity as a productivity score. Using it to compare teams or pressure people is an anti-pattern.
  • "Estimate everything upfront." Agile estimates at the last responsible moment, in detail only for near-term work.
  • Planning poker as averaging. It is consensus-based; outliers spark discussion.
  • Confusing capacity with velocity in forecasting.
  • Big stories (epics) estimated as if ready - split before estimating.

Rule of Thumb

Estimate relative size with the team, forecast when using velocity × Sprints, and refine only what's near. If an item can't be estimated, it's too big or too unclear - split or clarify it.

Worked Example

A team's velocity is 20 points/Sprint. A release of 60 points needs ~3 Sprints. If two members are out next Sprint, reduce capacity and forecast conservatively - don't inflate velocity.