Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

> Saying it's worth "5 story points" might suffice as a rough representation of that 3-7 hour chunk.

> If it ends up taking 20 hours, oh well - good to know for next time!

The idea behind points in this situation is to start equating that 5 points = 20 hours (for this type of problem, for this team). If you think of it in terms of "this story is about the same complexity as this other one". Whether you call that 5 or 15 or 50 points is largely irrelevant, so long as all 5 point stories are roughly equivalent and a 10 point story is about double the work of that.

The rest of the uncertainty around complexity and people is supposed to wash out in the averages of the team: for example the fact that one person may typically do 12 points a week while another does 30 does not really matter for figuring out the overall velocity (team points per week), assuming the team does dozens of points per week total.

Now that said, I've never successfully used points. Sometimes it was due to endless discussions trying to equate hours to points (mostly from management and others outside the dev team), poor estimates, radically different estimates or skill levels, and probably several other reasons I'm unaware of.

Now my team does t-shirt sizes for long term things, and hours for the stuff in sprint (basically as it's started), but it's still often way off.

Does anyone have successful (long term) experience using points? What did you do to make it work? Does it actually have material advantages over other methods?



Yes, we have been using them successfully for quite a while. We only use it to estimate roughly what fits into a sprint.

No comparisons to time or between team members are made. I think that's really important. Management is on board with that. If it wasn't, it probably wouldn't work.


> Now that said, I've never successfully used points. Sometimes it was due to endless discussions trying to equate hours to points (mostly from management and others outside the dev team), poor estimates, radically different estimates or skill levels, and probably several other reasons I'm unaware of.

After two years of managing the same team of developers and gathering metrics, my PM[0] and I were able to successfully forecast tasks to within a few hours of precision for the team's 2 week feature work sprints.

The key to doing this was having a behind the scenes multiplier that was applied to each developer's capacity. Visual Studio Team System (or whatever it is called today) actually supports doing this. Work was still entered in "hours".

I forget how we even did it so that the devs didn't see the multipliers, but it all worked out some how.

Another key is never have a task that is more than 8 hours. Break it down further, and further, and further. However at some point there is a trade off between spending time breaking tasks down and actually doing tasks. Learning how to break tasks down is a skill that only comes with a lot of forced practice. No one likes doing it, no one likes learning how to do it, and for a new team I'd say it might not even be possible. Some familiarity with the code base and problem space are needed before 2-4hr tasks can be generated for 100% of all work that needs to be done.

We used t-shirt sizing only for initial planning of what work was going to be done. In our case we had 2 types of requirements, internal engineering work (code quality, refactoring, adding new libraries, etc), and feature requests coming from, mostly, external. We'd first triage based on t-shirt sizing, saying we had enough capacity in a sprint to do, for example 2 large, 2 medium, and 4 small sized items.

A senior dev (expensive!), myself, PM, and UX lead, would all sit down in a room and use the planning method taught in BJ Fogg's boot camp (https://www.bjfogg.com/bootcamp.html), which sounds new agey and stuff but it 101% works and ends with everyone in the room agreeing on exactly what should be done[1]. Once the t-shirt sized features were decided on, developers would spend a couple hours (or more...) breaking those features down into ~4hr tasks. At this point we'd discard any work that was over in hours, based on priority. Basically a second pass filter. (If devs guesstimated one of the other t-shirt items would actually fit, a quick breakdown would occasionally be done to see if we could squeeze it into the sprint).

The overhead here was really high. The first part was ~3 hours of prep + meeting for senior leadership: myself, UX lead, PM lead, and stakeholders in the feature work that sprint. The second half was basically the better part of a day for the entire dev team[2]. The super cool advantage of this was that at our peak, all the work was super parallelizable. Dependencies between tasks were mapped out, and anyone could go onto the task board and grab work that they knew would fit in just in time to the work their team members were doing. I cannot express enough, having everything broken down into less than a day provides amazing benefits, and also clarity of though.

We were kind of in a Goldilocks scenario though. Clean code base, all written by the developers there, multiple years experience in the same code base, and a PM team who lets us take a month+ to refactor when things got out of hand. Even then, it took us ~2 years before we were able to reliably hit our burn down every single sprint.

But wow it felt good when the machine finally became perfectly oiled and we were able to ship out embedded firmware every 6 weeks (3 week sprints, 2 weeks feature work, 1 week code quality[3], every other version went out) without stress or crazy[4] hours.

[0] A good PM is a force multiplier, a bad PM is a force divider.

[1] It is the best planning technique by far. Once we switched over to his style of planning sessions, everyone walked out of the room genuinely happy with what we were going to do that sprint!

[2] Once we did a session over fresh made to order Piña coladas, made in coconut shells. I think my PM almost cried from the lack of productivity that day.

[3] Bug fixing and code base improvements. This went up and down accordingly to stay under our bug bar. And after a dev came off of a feature push, they would be told to just work on whatever bugs they felt like for a sprint so as to avoid burn out.

[4] Not counting a couple devs who would refuse to go home, even after I cut their excess feature work and literally came in on weekends to drag them out of their chairs. There was 0 penalty for ICs in not shipping! Design didn't always help, they had cool new visual effects that some of the devs really wanted to see. Doing fancy visuals on an embedded processor with kilobytes of RAM is one of the coolest feelings ever.




Consider applying for YC's Fall 2025 batch! Applications are open till Aug 4

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: