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Applying Agile at Scale for Complex Projects
Software Engineering · Chapter 5: Agile Methodology in PracticeSection 5.3 · lesson 33 of 1036 min · free with a free account
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In this lesson
Shared backlogs, cross-team dependencies, and synchronization.
- Explain why 1 team's agile process must adapt for many teams
- Describe how a shared backlog decomposes into traceable team backlogs
- Identify types of dependency between teams, and how to manage them
- Explain the purpose of cross-team synchronization ceremonies
Transcript
Everything said in the video, section by section (814 words). Read along, or search it.
Agile Methodology in Practice
Applying Agile at Scale for Complex Projects
A single team's board and backlog work well for that team. But what happens once a project is too large for one team to build alone? This section covers how agile adapts for many teams. Shared backlogs, dependencies between teams, and the ceremonies that keep them in sync.
Beyond 1 Team
When 1 Board Isn't Enough
Everything so far, a board, a backlog, short iterations, assumes one team working on one product. That works well, right up until a project grows too large or complex for any single team to build. At that point, several teams work on the same product at once. Each has its own board and backlog, but they all build toward one shared outcome. Scaling agile at the execution level means keeping what made a single team's process work. Visible progress, short cycles, and adaptability. And then adding just enough structure that the teams can coordinate, without stepping on each other's work.
Backlog Decomposition
1 Program Backlog, Many Team Backlogs
The first piece of that structure is deciding how one large body of work becomes several teams' backlogs. A large project typically keeps one program-level backlog, representing the whole project. Each team's backlog is decomposed from it. For example, a program item might say customers can track their orders. Team A takes the order-status service, team B builds the tracking page, and team C handles shipping notifications. The traceability matters as much as the split. Because each team item traces back to the program backlog, anyone can see how a team's work connects to the larger goal.
Table 1
Dependencies Between Teams
Splitting a backlog across teams inevitably creates dependencies. A dependency is a case where one team's work cannot proceed, or cannot be considered complete, until another team's work reaches a certain point. A sequential dependency means one team cannot start until another team delivers something it needs. A shared-component dependency means two or more teams need to change the same underlying piece of the system. And a shared-decision dependency means the teams need a common answer to a design or technical question, before either can proceed. Left unmanaged, dependencies are what most often stall a multi-team project.
Managing Dependencies
2 Habits
Managing dependencies well generally comes down to two habits. First, make dependencies visible as early as possible, usually on a shared board or tracker that spans the teams. Second, sequence the work. The team producing something another team depends on should be scheduled ahead of the team waiting on it. Otherwise, the two collide in the middle of an iteration. This matters because one blocked team can leave several other teams waiting.
Think About It
Which Dependency Is Harder?
Here is a question to think about. Why is a sequential dependency often easier to manage than a shared-component one? A sequential dependency can usually be solved by scheduling. Do one team's work before the other's. A shared-component dependency is harder. Both teams may need to touch the same code at around the same time. Scheduling alone cannot fully resolve that. It needs closer, ongoing coordination between the teams involved.
Figure 2
Sync Points Across Independent Work
Visibility and sequencing help, but dependencies still shift as work proceeds. So large projects add a small number of ceremonies whose entire purpose is to keep teams synchronized. In this picture, each team runs through the iteration doing its own work, with its own board and backlog. A few shared sync points cut across all of them. Joint planning at the start, a cross-team sync partway through, and a joint review at the end.
Table 2
Cross-Team Ceremonies
Here is what each of those ceremonies is for. Joint planning aligns the teams on shared goals, and surfaces dependencies before the iteration begins. In the cross-team sync, representatives from each team meet partway through, to flag blockers and shifting dependencies early. And in the joint review, teams demonstrate completed work together, showing how the pieces fit into the whole. Notice what these ceremonies are not. They do not replace each team's own planning, board, or review. They sit alongside it, adding just enough shared rhythm to catch blockers while there is still time to act.
Key Terms
The Vocabulary of This Section
Let's lock in the key terms. A program-level backlog is a shared backlog representing all known work for a large project, from which team backlogs are decomposed. Backlog decomposition is the practice of splitting that shared backlog, into team backlogs that stay traceable back to it. A dependency is a case where one team's work cannot proceed, or be complete, until another team's work reaches a certain point. And a cross-team synchronization ceremony is a recurring session that keeps multiple teams aligned on shared goals and dependencies.
Key Takeaways
What to Carry Forward
To pull this together. Scaling agile keeps a single team's visible, adaptive process intact, while adding coordination for many teams building one product. A program-level backlog decomposes into team backlogs that stay traceable to the larger goal. Sequential, shared-component, and shared-decision dependencies are best managed by making them visible early, and sequencing the work. And joint planning, a cross-team sync, and a joint review add shared rhythm, without replacing each team's own process.
About Software Engineering at UPI Study
Software Engineering (Computer Science 301) is a self-paced online course of 103 video lessons in 15 chapters, from process models and agile to requirements, design, user interfaces, reliability, security and project management. It carries a NCCRS credit recommendation for 3 semester credits.
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