agile-scrum
Use this skill when working with Agile and Scrum methodologies - sprint planning, retrospectives, velocity tracking, Kanban boards, story point estimation, backlog grooming, or team workflow optimization. Triggers on any task involving sprint ceremonies, agile metrics, user story writing, capacity planning, or continuous improvement processes.
operations agilescrumkanbansprintestimationretrospectiveWhat is agile-scrum?
Use this skill when working with Agile and Scrum methodologies - sprint planning, retrospectives, velocity tracking, Kanban boards, story point estimation, backlog grooming, or team workflow optimization. Triggers on any task involving sprint ceremonies, agile metrics, user story writing, capacity planning, or continuous improvement processes.
agile-scrum
agile-scrum is a production-ready AI agent skill for claude-code, gemini-cli, openai-codex, and 1 more. Working with Agile and Scrum methodologies - sprint planning, retrospectives, velocity tracking, Kanban boards, story point estimation, backlog grooming, or team workflow optimization.
Quick Facts
| Field | Value |
|---|---|
| Category | operations |
| Version | 0.1.0 |
| Platforms | claude-code, gemini-cli, openai-codex, mcp |
| License | MIT |
How to Install
- Make sure you have Node.js installed on your machine.
- Run the following command in your terminal:
npx skills add AbsolutelySkilled/AbsolutelySkilled --skill agile-scrum- The agile-scrum skill is now available in your AI coding agent (Claude Code, Gemini CLI, OpenAI Codex, etc.).
Overview
Agile is an iterative approach to project delivery that focuses on delivering small, incremental pieces of value through short cycles called sprints. Scrum is the most widely adopted Agile framework, structured around defined roles (Product Owner, Scrum Master, Developers), events (Sprint Planning, Daily Standup, Sprint Review, Retrospective), and artifacts (Product Backlog, Sprint Backlog, Increment). This skill covers practical application of Scrum ceremonies, estimation techniques, velocity tracking, Kanban flow management, and continuous improvement practices.
Tags
agile scrum kanban sprint estimation retrospective
Platforms
- claude-code
- gemini-cli
- openai-codex
- mcp
Related Skills
Pair agile-scrum with these complementary skills:
Frequently Asked Questions
What is agile-scrum?
Use this skill when working with Agile and Scrum methodologies - sprint planning, retrospectives, velocity tracking, Kanban boards, story point estimation, backlog grooming, or team workflow optimization. Triggers on any task involving sprint ceremonies, agile metrics, user story writing, capacity planning, or continuous improvement processes.
How do I install agile-scrum?
Run npx skills add AbsolutelySkilled/AbsolutelySkilled --skill agile-scrum in your terminal. The skill will be immediately available in your AI coding agent.
What AI agents support agile-scrum?
This skill works with claude-code, gemini-cli, openai-codex, mcp. Install it once and use it across any supported AI coding agent.
Maintainers
Generated from AbsolutelySkilled
SKILL.md
Agile & Scrum
Agile is an iterative approach to project delivery that focuses on delivering small, incremental pieces of value through short cycles called sprints. Scrum is the most widely adopted Agile framework, structured around defined roles (Product Owner, Scrum Master, Developers), events (Sprint Planning, Daily Standup, Sprint Review, Retrospective), and artifacts (Product Backlog, Sprint Backlog, Increment). This skill covers practical application of Scrum ceremonies, estimation techniques, velocity tracking, Kanban flow management, and continuous improvement practices.
When to use this skill
Trigger this skill when the user:
- Needs to plan a sprint or organize a sprint planning session
- Wants to run or improve retrospectives
- Asks about velocity tracking, burndown charts, or sprint metrics
- Needs to estimate stories using story points, T-shirt sizing, or planning poker
- Wants to set up or optimize a Kanban board
- Asks about backlog grooming or refinement practices
- Needs templates for user stories, acceptance criteria, or definition of done
- Wants to improve team agile processes or adopt Scrum
Do NOT trigger this skill for:
- General project management unrelated to Agile (waterfall, PRINCE2, etc.)
- Software architecture or technical design decisions (use engineering skills instead)
Key principles
Deliver working increments - Every sprint must produce a potentially shippable increment. If a team consistently fails to deliver done work, the sprint length or scope is wrong. Favor smaller slices of value over large batches.
Inspect and adapt relentlessly - Every Scrum event is an inspection point. Retrospectives are not optional feel-good sessions; they produce concrete action items that the team commits to in the next sprint. Measure whether actions were completed.
Limit work in progress - Whether using Scrum or Kanban, WIP limits are the single most effective lever for improving flow. A team that starts fewer things finishes more things. Default WIP limit: number of developer pairs + 1.
Estimation is for planning, not accountability - Story points measure complexity and uncertainty, not hours or individual performance. Never use velocity to compare teams or pressure individuals. Velocity is a planning tool, not a performance metric.
Transparency over perfection - Make all work visible. Hidden work-in-progress, undisclosed blockers, and invisible technical debt destroy predictability. A board that shows reality is more valuable than one that looks clean.
Core concepts
Scrum events form a feedback loop. Sprint Planning sets the goal and selects work. Daily Standups surface blockers early. Sprint Review demonstrates the increment to stakeholders. Retrospective improves the process itself. Skipping any event breaks the feedback loop and causes drift.
The Product Backlog is a living, ordered list. It is not a dumping ground for every idea. The Product Owner continuously refines and re-prioritizes it. Items near the top are small, well-defined, and estimated. Items at the bottom are large and vague. Backlog refinement (grooming) should consume roughly 10% of the team's capacity each sprint.
Velocity is a trailing indicator. It is the sum of story points completed in a sprint. Use the average of the last 3-5 sprints for planning. Velocity naturally fluctuates; a single sprint's velocity is meaningless. Only trends over 4+ sprints reveal real changes in capacity or process.
Kanban focuses on flow, not time-boxes. Instead of sprints, Kanban uses a continuous flow with explicit WIP limits per column. The key metrics are cycle time (how long one item takes from start to done) and throughput (how many items complete per unit of time). Kanban and Scrum can coexist (Scrumban).
Common tasks
Run sprint planning
Sprint planning answers two questions: What can we deliver this sprint? How will we deliver it?
Template: Sprint Planning Agenda (2 hours for a 2-week sprint)
- Review sprint goal (10 min) - PO proposes a sprint goal tied to a product objective. Team discusses feasibility.
- Select backlog items (40 min) - Team pulls items from the top of the refined backlog until capacity is reached. Use last 3-sprint velocity average as the guide.
- Task breakdown (50 min) - For each selected item, break it into tasks. If any task is larger than 1 day, break it further.
- Confirm sprint goal and commitment (10 min) - Team agrees on the sprint backlog and goal. PO confirms priority order.
- Identify risks and dependencies (10 min) - Flag external dependencies, PTO, or known blockers.
Capacity adjustment: multiply velocity by (available dev-days / total dev-days) to account for PTO, holidays, and on-call rotations.
Estimate with story points
Use the modified Fibonacci sequence: 1, 2, 3, 5, 8, 13, 21. Anything above 13 should be split before entering a sprint.
Planning Poker process:
- PO reads the user story and acceptance criteria
- Team asks clarifying questions (time-box: 3 min per story)
- Everyone simultaneously reveals their estimate
- If estimates diverge by more than 2 levels (e.g., 3 vs 13), the highest and lowest estimators explain their reasoning
- Re-vote. If still divergent after 2 rounds, take the higher estimate
Estimation reference table:
| Points | Complexity | Uncertainty | Example |
|---|---|---|---|
| 1 | Trivial | None | Fix a typo, update a config value |
| 2 | Low | Minimal | Add a field to an existing form |
| 3 | Moderate | Low | Build a new API endpoint with tests |
| 5 | Significant | Some | Integrate a third-party service |
| 8 | High | Moderate | Redesign a data pipeline component |
| 13 | Very high | High | New feature spanning multiple services |
| 21 | Epic-level | Very high | Should be broken down further |
Run a retrospective
Format: Start-Stop-Continue (45 min for a 2-week sprint)
- Set the stage (5 min) - State the retro goal. Use a safety check (1-5 scale) to gauge openness.
- Gather data (15 min) - Each person writes items on sticky notes (or digital equivalent) in three columns: Start doing, Stop doing, Continue doing.
- Group and vote (10 min) - Cluster similar items. Dot-vote (3 dots per person) to prioritize.
- Generate actions (10 min) - For the top 2-3 voted items, define a specific action with an owner and a due date. Actions must be achievable within one sprint.
- Close (5 min) - Review action items. Check: did we complete last retro's actions?
Alternative formats (rotate to prevent staleness):
- 4Ls: Liked, Learned, Lacked, Longed for
- Sailboat: Wind (helps), Anchor (slows), Rocks (risks), Island (goal)
- Mad-Sad-Glad: Emotional categorization for team health checks
- Timeline: Plot the sprint on a timeline marking highs and lows
Rule: never leave a retro without exactly 2-3 action items with named owners. More than 3 dilutes focus. Zero means the retro was pointless.
Track velocity and sprint metrics
Key metrics to track each sprint:
| Metric | Formula | Healthy range |
|---|---|---|
| Velocity | Sum of completed story points | Stable +/- 20% over 4 sprints |
| Sprint completion rate | Completed items / committed items | 80-100% |
| Carry-over rate | Incomplete items / committed items | 0-20% |
| Scope change rate | Added items / original committed items | 0-10% |
| Bug ratio | Bugs found / stories delivered | Below 15% |
Burndown chart interpretation:
- Flat line early, cliff late - Team batching work; encourage smaller slices
- Scope creep visible - Line goes up mid-sprint; enforce sprint scope protection
- Smooth decline - Healthy flow; team is breaking work well
- Never reaches zero - Chronic over-commitment; reduce sprint scope by 20%
Set up a Kanban board
Standard columns:
Backlog | Ready | In Progress | In Review | DoneWIP limits by column (for a team of 5):
- Backlog: unlimited (but keep refined items at top)
- Ready: 8 (roughly 1.5 sprints of work)
- In Progress: 5 (one per developer, adjust for pairing)
- In Review: 3 (force fast feedback loops)
- Done: unlimited
Kanban policies (make explicit):
- An item enters "Ready" only when it has acceptance criteria and an estimate
- An item enters "In Progress" only when WIP limit allows
- An item enters "In Review" only when it meets Definition of Done for dev
- Pull from the right: always prioritize finishing items in Review before starting new items from Ready
Write effective user stories
Template:
As a [type of user],
I want to [action],
so that [benefit/value].Acceptance criteria (Given-When-Then):
Given [precondition],
When [action is taken],
Then [expected result].INVEST checklist for good stories:
- Independent - No dependencies on other stories in the sprint
- Negotiable - Details can be discussed, not locked down
- Valuable - Delivers value to the user or business
- Estimable - Team can estimate its size
- Small - Fits within one sprint (ideally 1-3 days of work)
- Testable - Clear criteria to verify it's done
Define Definition of Done
A shared checklist that every increment must satisfy before it can be called done.
Example Definition of Done:
- Code reviewed and approved by at least one peer
- All acceptance criteria verified
- Unit tests written and passing (minimum 80% coverage for new code)
- Integration tests passing
- No known critical or high-severity bugs
- Documentation updated (API docs, README, changelog)
- Deployed to staging and smoke-tested
- Product Owner has accepted the demo
The DoD is not negotiable per-story. If the team cannot meet the DoD, the story is not done - it carries over. Lowering DoD to "finish" stories creates hidden debt.
Anti-patterns / common mistakes
| Mistake | Why it's wrong | What to do instead |
|---|---|---|
| Using velocity to compare teams | Different teams estimate differently; points are relative to each team | Use velocity only within a team for sprint planning |
| Skipping retrospectives when "busy" | Removes the only mechanism for process improvement; problems compound | Shorten the retro to 30 min but never skip it |
| Treating story points as hours | Creates pressure to track time, not complexity; gaming behavior follows | Anchor points to reference stories, not time |
| Allowing unlimited WIP | Context-switching kills throughput; nothing gets finished | Set explicit WIP limits and enforce them |
| Sprint scope changes after planning | Destroys predictability and team trust | Only the PO can add items, and only by removing equal-sized items |
| No Definition of Done | "Done" means different things to different people; quality erodes | Write and post DoD visibly; review it quarterly |
| Carrying over 30%+ of sprint work | Indicates chronic over-commitment or poor refinement | Reduce committed scope by 20%; invest more in refinement |
| Retrospective without action items | Venting session with no improvement; team loses faith in the process | Always leave with 2-3 specific, owned, time-bound actions |
Gotchas
Velocity is team-specific and not comparable across teams - Teams calibrate story points differently. A team doing 40 points per sprint is not twice as productive as one doing 20. Using velocity to compare teams, pressure individuals, or set targets from outside the team destroys the signal. It is a planning tool only.
Adding items mid-sprint breaks the sprint goal - The sprint goal is a commitment, not a suggestion. Adding new work mid-sprint without removing equivalent work invalidates velocity data and trains the team that commitments are flexible. Only the PO can add items, and only by removing something of equal size.
Retrospectives without named action owners are decoration - "We should communicate better" is not an action item. Actions without a single owner and a due date will not happen. Every retro must end with 2-3 specific, owned, sprint-scoped actions. Anything else is venting.
Carrying over stories inflates apparent velocity - If a team regularly carries over 20-30% of committed work and counts it as completed in the next sprint, their velocity is artificially high and sprint planning is unreliable. Track carry-over rate separately and reduce committed scope until completion rate reaches 85%+.
Definition of Done that bends per story creates hidden debt - Lowering the DoD to "finish" a story (skipping tests, skipping review) creates undisclosed technical debt that surfaces as bugs and rework. The DoD is a floor, not a negotiation. A story that cannot meet the DoD is not done; it carries over.
References
For detailed content on specific sub-domains, read the relevant file
from the references/ folder:
references/sprint-ceremonies.md- Detailed facilitation guides for all Scrum eventsreferences/estimation-techniques.md- Deep dive on estimation methods beyond story pointsreferences/kanban-flow.md- Advanced Kanban practices, metrics, and board configurations
Only load a references file if the current task requires it - they are long and will consume context.
References
estimation-techniques.md
Estimation Techniques - Deep Dive
Story Points (Modified Fibonacci)
The scale
1 - 2 - 3 - 5 - 8 - 13 - 21Story points measure relative complexity, not time. A 2-point story is roughly twice as complex as a 1-point story. The gaps widen intentionally - distinguishing between a 14 and a 15 is false precision.
Anchoring the scale
Every team needs reference stories to anchor their scale. Without anchors, estimates drift over time.
How to establish anchors:
- Pick a recently completed story that everyone agrees was straightforward
- Assign it 3 points (the middle of the useful range)
- Find a story that was roughly half as complex - that's your 1-2 point anchor
- Find a story that was roughly twice as complex - that's your 5-8 point anchor
- Document these as the team's reference stories; revisit quarterly
Example anchor set:
| Points | Reference story | Why |
|---|---|---|
| 1 | "Update error message text" | Single file change, no logic |
| 3 | "Add email validation to signup form" | Frontend + backend change, tests needed |
| 5 | "Integrate Slack notifications for order events" | Third-party API, error handling, new config |
| 8 | "Migrate user preferences from localStorage to database" | Schema change, data migration, backward compat |
| 13 | "Add multi-currency support to checkout" | Multiple services affected, edge cases, localization |
What story points capture
Points reflect three dimensions:
- Complexity - How many moving parts? How many systems touched?
- Uncertainty - How well do we understand the problem? Any unknowns?
- Effort - How much raw work is involved?
High uncertainty alone can justify a higher estimate. A simple task in an unfamiliar codebase might be a 5 even though the logic itself is a 2.
Planning Poker
Process (detailed)
- Moderator reads the story - PO explains the user story and acceptance criteria
- Clarifying questions (time-box: 3 min) - Developers ask questions. No estimating discussion yet
- Silent estimation - Each person selects a card from the Fibonacci sequence. Do not reveal yet
- Simultaneous reveal - Everyone shows their card at the same time. This prevents anchoring bias
- Discuss outliers - If estimates span more than 2 levels (e.g., 2 and 8):
- Highest estimator explains their concerns
- Lowest estimator explains what they see as simple
- Often reveals hidden assumptions or missed requirements
- Re-vote - After discussion, vote again. If still divergent after 2 rounds, take the higher estimate and note the uncertainty
- Record and move on - Don't spend more than 5 minutes per story. If consensus is impossible, the story needs more refinement
Tools
- Physical cards (traditional, best for co-located teams)
- PlanningPoker.com (free, works for remote teams)
- Jira estimation features
- Slack-based bots (e.g., Polly for quick votes)
Common mistakes in planning poker
- Anchoring: Senior dev speaks first and everyone follows. Fix: simultaneous reveal
- Averaging: Taking the mean of divergent estimates. Fix: discuss and re-vote
- Time-based reasoning: "That'll take 2 days so it's 2 points." Fix: redirect to complexity, not hours
- Skipping discussion: Everyone picks the same number so you move on. Fix: still do a quick sanity check
T-Shirt Sizing
Best for early-stage estimation when stories are not yet refined enough for story points.
Scale
| Size | Relative effort | Roughly maps to |
|---|---|---|
| XS | Trivial | 1 point |
| S | Small | 2-3 points |
| M | Medium | 5 points |
| L | Large | 8 points |
| XL | Very large | 13 points - consider splitting |
| XXL | Epic | 21+ points - must split before sprint |
When to use T-shirt sizing
- Roadmap planning (quarter-level estimation)
- Initial backlog triage before refinement
- Non-technical stakeholders are in the room
- The team is new to estimation and story points feel intimidating
Process
- Sort stories into buckets (XS through XXL) as a group
- Review each bucket for consistency
- Convert to story points later during refinement if needed
Affinity Estimation (Wall Estimation)
Best for estimating a large backlog quickly (30+ items in under an hour).
Process
- Write each story on a card or sticky note
- Draw a horizontal scale on a wall: Small <----> Large
- Team members silently place cards on the wall relative to each other
- Anyone can move any card, but must explain if challenged
- Continue until the wall stabilizes (no more moves)
- Draw vertical lines to group cards into point buckets
- Record the estimates
When to use
- New project kickoff with a large initial backlog
- Quarterly planning where many epics need rough sizing
- Team has estimation fatigue from too many planning poker sessions
#NoEstimates Approach
An alternative philosophy that argues estimation itself is waste.
Core idea
Instead of estimating, break all work into roughly equal-sized stories (target: 1-2 days each). Then count stories instead of summing points.
How it works
- Every story must be small enough to complete in 1-2 days
- If a story is bigger, split it - don't estimate it, just split it
- Velocity = number of stories completed per sprint (not points)
- Forecasting uses throughput (stories/week) and Monte Carlo simulation
When #NoEstimates works well
- Mature teams with good story-splitting discipline
- Teams where estimation sessions consistently produce low-value debates
- Organizations that trust teams to self-manage without point-based tracking
When it does not work
- Teams that struggle to split stories consistently
- Organizations that need point-based roadmap commitments
- New teams that haven't yet calibrated what "small" means
Estimation anti-patterns
| Anti-pattern | Problem | Fix |
|---|---|---|
| Padding estimates for safety | Destroys trust; velocity inflates but delivery stays flat | Track accuracy over time; normalize through velocity |
| Re-estimating done work | Waste of time; changes velocity history | Only re-estimate if the story was fundamentally misunderstood |
| Estimating bugs | Bugs are not planned features; estimating them inflates velocity | Track bugs separately; use a bug budget (10-15% of capacity) |
| Manager-assigned estimates | Developers lose ownership; estimates become targets | Only the people doing the work can estimate the work |
| Estimating in hours then converting | Points become proxy hours; loses the complexity dimension | Estimate directly in points using reference stories |
kanban-flow.md
Kanban Flow - Advanced Practices
Kanban Principles
- Start with what you do now - Kanban does not prescribe roles or ceremonies. Map your current workflow onto a board first, then improve.
- Agree to pursue incremental change - No big-bang transformations. Small, continuous improvements.
- Respect current roles and responsibilities - Kanban does not require Scrum roles. Existing titles and structures remain.
- Encourage leadership at all levels - Anyone can suggest improvements to the flow.
Board Design
Standard columns
Backlog | Ready | In Progress | In Review | Testing | DoneAdvanced column patterns
Split columns (doing/done):
In Progress | Code Review | QA
[Doing] [Done] | [Doing] [Done] | [Doing] [Done]Split columns make handoff points visible. An item sitting in "In Progress - Done" but not yet in "Code Review - Doing" reveals a queue. Queues are waste.
Expedite lane: Add a horizontal swim lane at the top for urgent items (production bugs, security fixes). Expedite items bypass WIP limits but should represent less than 10% of total throughput. If more than 10% of items are "expedited," nothing is actually expedited.
Class of service lanes:
| Lane | SLA | Example |
|---|---|---|
| Expedite | Same day | Production outage, security vulnerability |
| Fixed date | By deadline | Regulatory compliance, contractual obligation |
| Standard | Normal flow | Feature work, improvements |
| Intangible | When capacity allows | Tech debt, refactoring, tooling |
WIP Limits
Setting initial WIP limits
Rule of thumb: WIP limit per column = number of people who work in that column.
For a team of 6 developers:
- In Progress: 6 (one per developer) or 4 (to encourage pairing)
- In Review: 3 (forces fast reviews)
- Testing: 2 (creates pull toward finishing)
What to do when WIP limit is hit
When a column is full:
- First: Help finish something in a downstream column (pull from the right)
- Second: Pair with someone on an in-progress item
- Third: Work on technical debt or improvement items from the intangible lane
- Never: Start a new item and exceed the WIP limit. The limit exists for a reason
Adjusting WIP limits
- If items queue between columns, lower the upstream WIP limit
- If a column is rarely full, its WIP limit may be too high
- If a column constantly blocks, the team may need more capacity there or the WIP limit is too low
- Adjust by 1 at a time. Wait 2-4 weeks before adjusting again
Flow Metrics
Cycle Time
Definition: The time from when work starts (enters "In Progress") to when it is done (enters "Done").
Cycle Time = Done Date - Start DateTarget: Cycle time should be stable and predictable. A high variance in cycle time means the team cannot make reliable delivery commitments.
Percentile-based targets:
- 50th percentile: "Half our items finish in X days or less"
- 85th percentile: "85% of our items finish in X days or less" (use for commitments)
- 95th percentile: "Nearly all items finish in X days or less"
Lead Time
Definition: The time from when a request is made (enters "Backlog") to when it is delivered (enters "Done").
Lead Time = Done Date - Request DateLead Time = Cycle Time + Queue Time. Reducing queue time (items waiting in "Ready" or between columns) is often more impactful than reducing active work time.
Throughput
Definition: The number of items completed per unit of time.
Throughput = Items completed / Time periodTrack weekly throughput. Use the average over the last 4-6 weeks for forecasting.
Cumulative Flow Diagram (CFD)
The CFD shows the number of items in each state over time. Each column is a colored band. Key things to read from a CFD:
- Band width = WIP in that state. Wide bands mean items are accumulating
- Band slope = throughput. Flat bands mean no items are completing
- Parallel bands = stable flow. Diverging bands = bottleneck forming
- Vertical distance between bands = approximate cycle time
Forecasting with Kanban
Monte Carlo Simulation
Since Kanban does not use story points or velocity, forecasting uses historical throughput data:
- Collect the last 8-12 weeks of throughput data (items completed per week)
- Randomly sample from this data to simulate future weeks
- Run 1000+ simulations
- Report: "There is an 85% chance we will complete 20 items in the next 4 weeks"
Simple manual version:
- Best case: highest weekly throughput x weeks remaining
- Likely case: average weekly throughput x weeks remaining
- Worst case: lowest weekly throughput x weeks remaining
"How many" forecasting
Given a deadline, how many items can we deliver?
Items = Throughput per week x Weeks remaining"When" forecasting
Given a number of items, when will they be done?
Weeks needed = Items remaining / Throughput per weekScrumban - Combining Scrum and Kanban
When to use Scrumban
- Team wants Scrum ceremonies but Kanban flow
- Support/maintenance team with unpredictable work mixed with planned features
- Team transitioning from Scrum to Kanban (or vice versa)
How it works
- Keep sprint cadence for planning, review, and retro
- Replace sprint backlog commitment with WIP limits
- Use pull-based flow instead of push-based sprint planning
- Track both velocity (for sprint context) and cycle time (for flow)
- Replenish the "Ready" column when it drops below a threshold rather than loading an entire sprint during planning
Scrumban planning trigger
Instead of time-boxed planning, use a replenishment trigger: "When the Ready column drops below 5 items, schedule a planning session to refill it to 10 items."
Kanban for non-software teams
Kanban applies to any knowledge work. Common adaptations:
Marketing team board:
Ideas | Briefed | In Creation | In Review | Published | MeasuringHR/Recruiting board:
Open Roles | Sourcing | Screening | Interviewing | Offer | OnboardingPersonal Kanban (individual productivity):
To Do | Doing (WIP: 3) | DoneThe key principle remains the same: visualize work, limit WIP, manage flow.
sprint-ceremonies.md
Sprint Ceremonies - Detailed Facilitation Guide
Sprint Planning
Pre-requisites
- Product Backlog is refined: top items have acceptance criteria, estimates, and are ordered by priority
- Team knows their average velocity (last 3-5 sprints)
- PO has a proposed sprint goal aligned with the product roadmap
- Any known PTO, holidays, or on-call duties are documented
Time-box guidelines
| Sprint length | Planning time-box |
|---|---|
| 1 week | 1 hour |
| 2 weeks | 2 hours |
| 3 weeks | 3 hours |
| 4 weeks | 4 hours |
Facilitator checklist
- Share the sprint goal before discussing individual stories
- Let developers pull work - never assign stories to individuals during planning
- If a story generates more than 5 minutes of debate, it needs more refinement - send it back to the backlog
- Track capacity adjustments explicitly (PTO, on-call, training days)
- End by reading back the sprint goal and committed items; get verbal confirmation
Capacity planning formula
Available capacity = (Number of devs) x (Sprint days) x (Focus factor)
Focus factor = 0.6 to 0.8 (accounts for meetings, support, interruptions)
Example: 5 devs, 10-day sprint, 0.7 focus factor
Available = 5 x 10 x 0.7 = 35 ideal dev-daysMap this to story points using historical data: if the team averages 40 points in a 10-day sprint with full attendance, and one dev is on PTO for 3 days, adjust to roughly 34 points (40 x 47/50 available dev-days).
Daily Standup (Daily Scrum)
Format
- Time-box: 15 minutes, same time every day
- Standing up is optional - the brevity is what matters
- Each person answers three questions or uses a walk-the-board approach
Three questions format:
- What did I complete since last standup?
- What will I work on today?
- What is blocking me?
Walk-the-board format (recommended for mature teams):
- Start from the rightmost column (closest to Done)
- For each item in progress, the owner gives a brief status
- Focus on flow, not individual updates
- Naturally surfaces blockers and stale items
Anti-patterns to watch for
- Status report to the Scrum Master - The standup is for the team, not a report to management. Redirect: "Tell the team, not me."
- Problem-solving during standup - Note the issue, take it offline immediately after. Say: "Let's park that - who needs to be in the follow-up?"
- Going over 15 minutes - Strictly enforce. If consistently over time, the team has too many members (split into sub-teams) or too many blockers (systemic issue).
- Skipping when remote - Async standups via Slack/Teams are acceptable but must happen daily and be read by the whole team.
Sprint Review (Demo)
Purpose
Demonstrate the completed increment to stakeholders and gather feedback. This is NOT a status meeting - it is an inspection of the product.
Agenda template (1 hour for a 2-week sprint)
- Sprint goal recap (5 min) - PO states the goal and whether it was met
- Live demo (30 min) - Developers demo working software (not slides). Each completed story gets a brief walkthrough
- Stakeholder feedback (15 min) - Structured Q&A. Capture feedback as new backlog items
- Upcoming priorities (10 min) - PO shares what's coming next sprint and any priority shifts based on feedback
Tips
- Demo from the staging/production environment, not localhost
- Invite real stakeholders, not just the team - the point is external feedback
- Incomplete stories are not demoed. Partially done work is not an increment
- Record the demo for absent stakeholders
Sprint Retrospective
Safety check (run at the start)
Ask each team member to rate on a scale of 1-5 how safe they feel to share openly:
- 5: I'll talk about anything
- 4: I'll talk about most things
- 3: I'll talk about some things but hold back on others
- 2: I'll only say what's safe
- 1: I won't say anything meaningful
If the average is below 3, address psychological safety before running the retro. Consider running an anonymous format or having management leave the room.
Format rotation schedule
Rotate retrospective formats every 2-3 sprints to prevent staleness:
| Sprint | Format | Best for |
|---|---|---|
| 1-2 | Start-Stop-Continue | New teams, simple and familiar |
| 3-4 | 4Ls (Liked, Learned, Lacked, Longed for) | Balanced reflection |
| 5-6 | Sailboat | Identifying risks and goals visually |
| 7-8 | Timeline | After a turbulent sprint or release |
| 9-10 | Lean Coffee | Mature teams that want open discussion |
| 11-12 | Circles and Soup | When team feels stuck on things outside control |
Action item quality checklist
Every action item must be:
- Specific - "Improve code reviews" is vague. "Add a review checklist to PR template by Friday" is specific.
- Owned - One person is accountable (not "the team")
- Time-bound - Due within the next sprint
- Achievable - Can actually be completed in one sprint
- Tracked - Added to the sprint backlog or a visible board
Tracking retro effectiveness
Keep a running log of retro actions and their completion rate:
Sprint 14 actions:
[x] Add PR checklist template (owner: Alice, done Sprint 15)
[x] Set up staging deploy pipeline (owner: Bob, done Sprint 15)
[ ] Reduce flaky test count by 50% (owner: Carol, carried to Sprint 16)
Completion rate: 67% (target: >80%)If completion rate drops below 50% for 3+ sprints, the team is committing to actions they cannot deliver. Reduce to 1-2 actions per retro.
Backlog Refinement (Grooming)
Cadence
- Allocate 10% of sprint capacity (roughly 1 hour per week for a 2-week sprint)
- Schedule mid-sprint to avoid conflicting with planning and review
- Attendance: PO + developers. Scrum Master facilitates.
What happens in refinement
- PO presents upcoming backlog items (look 2-3 sprints ahead)
- Team asks clarifying questions
- Team writes or refines acceptance criteria together
- Team estimates items (story points)
- Large items are split into smaller stories
- Items are re-ordered based on new understanding
Definition of Ready (entrance criteria for sprint planning)
An item is "Ready" for sprint planning when:
- User story follows the As a / I want / So that template
- Acceptance criteria are written in Given-When-Then format
- Story is estimated in story points
- Story is small enough to complete in one sprint (13 points or less)
- Dependencies are identified and resolved (or scheduled)
- UX designs are available (if applicable)
- Technical approach is discussed (not designed in detail, but understood)
Frequently Asked Questions
What is agile-scrum?
Use this skill when working with Agile and Scrum methodologies - sprint planning, retrospectives, velocity tracking, Kanban boards, story point estimation, backlog grooming, or team workflow optimization. Triggers on any task involving sprint ceremonies, agile metrics, user story writing, capacity planning, or continuous improvement processes.
How do I install agile-scrum?
Run npx skills add AbsolutelySkilled/AbsolutelySkilled --skill agile-scrum in your terminal. The skill will be immediately available in your AI coding agent.
What AI agents support agile-scrum?
agile-scrum works with claude-code, gemini-cli, openai-codex, mcp. Install it once and use it across any supported AI coding agent.