Relative estimation

Relative Estimation

Relative estimation, often referred to as “story point estimation,” is a technique used in Agile methodologies to estimate the effort or size of work items, such as user stories or tasks, in relation to one another. Instead of assigning absolute time-based values (e.g., hours or days) to each item, team members use a relative scale to compare the items’ sizes or complexity.

The primary unit of measurement in relative estimation is the “story point.” A story point is a relative measure that reflects the effort, complexity, and scope of a work item compared to other items in the backlog. This approach is inherently less precise than traditional time-based estimation but provides valuable insights into the relative sizes of work items.

Why Use Relative Estimation?

Relative estimation offers several advantages in Agile development:

  1. Simplicity: It simplifies the estimation process by focusing on relative comparisons rather than precise time estimates.
  2. Flexibility: Relative estimation accommodates uncertainty and allows teams to adapt to changing project requirements and complexities.
  3. Collaboration: It encourages collaboration among team members during the estimation process, fostering shared understanding.
  4. Consistency: Over time, teams develop a consistent understanding of their estimation scale, improving the accuracy of future estimates.
  5. Focus on Value: Relative estimation shifts the focus from exact time estimates to delivering value to the customer.

Principles of Relative Estimation

Relative estimation is guided by several key principles:

1. Comparison

Team members compare the size and complexity of work items to one another. They don’t provide absolute estimates but rather assess the relative effort required to complete each item.

2. Consensus

Estimation is a collaborative process that involves team members discussing and reaching a consensus on the size of each work item. This consensus-building fosters shared understanding.

3. Relative Scale

Teams use a relative scale for estimation, which can be any scale that works for the team, such as a Fibonacci sequence (1, 2, 3, 5, 8, 13, etc.) or t-shirt sizes (XS, S, M, L, XL). The scale should reflect the team’s judgment of relative effort.

4. Historical Data

Teams leverage historical data and their collective experience to guide their estimations. Past work items serve as reference points for estimating new items.

Methods for Implementing Relative Estimation

Several methods can be employed to implement relative estimation effectively:

1. Planning Poker

Planning Poker is a popular technique for relative estimation. Team members gather to discuss and estimate work items. Each member uses a deck of cards or a digital tool with the chosen estimation scale. They reveal their estimates simultaneously, facilitating discussion until a consensus is reached.

2. Bucket System

In the Bucket System, work items are categorized into predefined buckets or size ranges. For example, one bucket might represent small items, another medium, and so on. Team members assign items to buckets based on their relative size.

3. Affinity Mapping

Affinity mapping involves grouping work items into clusters based on their perceived relative size. Team members physically or digitally organize cards or sticky notes representing items into groups of similar size. This method encourages discussions and consensus-building.

Real-World Examples of Relative Estimation

Let’s explore a few real-world examples to illustrate how relative estimation is applied in Agile teams:

1. Software Development

In Agile software development, development teams use relative estimation to estimate user stories or backlog items during sprint planning. Team members assign story points to each item based on their judgment of relative effort and complexity. This estimation process helps the team plan and commit to a manageable amount of work for the sprint.

2. Marketing Campaigns

Marketing teams adopting Agile methodologies can use relative estimation to estimate the effort required for various marketing tasks or campaigns. For instance, they might estimate the relative effort to create social media content, design graphics, or analyze campaign data.

3. Product Management

Product managers and product development teams use relative estimation to prioritize features on a product roadmap. By estimating the relative size of each feature, they can make informed decisions about which features to tackle next and how to allocate development resources.

4. Research and Development

In research and development projects, teams can use relative estimation to estimate the complexity of different research tasks or experiments. This helps in planning research activities and allocating resources effectively.

Conclusion

Relative estimation, also known as story point estimation, is a valuable technique in Agile project planning. By focusing on the relative size and complexity of work items rather than exact time estimates, teams can streamline their estimation processes, foster collaboration, and adapt to changing project requirements. While it may not provide precision, relative estimation offers flexibility and agility, making it a practical approach for Agile teams striving to deliver value efficiently.

Key Highlights:

  • Definition of Relative Estimation:
    • Relative estimation, used in Agile methodologies, involves comparing the effort or size of work items relative to each other rather than assigning absolute time-based values.
  • Unit of Measurement:
    • The primary unit of measurement is the “story point,” which reflects the relative effort, complexity, and scope of a work item compared to others in the backlog.
  • Advantages:
    • Advantages include simplicity, flexibility, collaboration, consistency, and a focus on delivering value to the customer.
  • Principles:
    • Guiding principles include comparison, consensus, relative scale, and leveraging historical data for estimation.
  • Methods for Implementation:
    • Effective methods for implementing relative estimation include Planning Poker, the Bucket System, and Affinity Mapping.
  • Real-World Examples:
    • Examples of its application include Agile software development, marketing campaigns, product management, and research and development projects.
  • Conclusion:
    • Relative estimation, while not precise, offers practical benefits for Agile teams by streamlining estimation processes, fostering collaboration, and enabling adaptability to changing project requirements.
Related FrameworkDescriptionWhen to Apply
Planning PokerPlanning Poker is a consensus-based technique used in agile project management for estimating the relative size of user stories or tasks. Team members assign story points or complexity values to user stories based on their understanding of the requirements and complexity involved. It encourages collaboration, reduces bias, and leverages the collective wisdom of the team to arrive at more accurate estimates.When estimating the effort required for user stories or tasks in agile projects, fostering collaboration and consensus among team members, and leveraging the expertise of the team to arrive at more accurate estimates.
Fibonacci SequenceThe Fibonacci Sequence is a sequence of numbers where each number is the sum of the two preceding ones, typically starting with 0 and 1. In agile estimation, the Fibonacci sequence (e.g., 0, 1, 2, 3, 5, 8, 13, …) is often used to assign story points to user stories. The sequence reflects the uncertainty and variability inherent in estimating effort, with larger numbers indicating greater complexity or uncertainty.When assigning relative sizes or complexity values to user stories or tasks in agile projects, providing a scale that accommodates uncertainty and variability in effort estimation, and facilitating comparison and prioritization of user stories based on their relative sizes.
T-shirt SizingT-shirt sizing is a high-level estimation technique where user stories or tasks are categorized into small, medium, large, or extra-large sizes based on their complexity, effort, or size relative to each other. It provides a quick and intuitive way to estimate the size or effort required for user stories without getting into detailed analysis. T-shirt sizing helps teams to prioritize and plan work based on the relative sizes of user stories.When conducting high-level estimations for user stories or tasks in agile projects, prioritizing and planning work based on relative sizes or effort required, and providing a quick and intuitive way to estimate without detailed analysis.
Dot VotingDot voting is a collaborative decision-making technique where team members use dot stickers or marks to vote on different options or proposals. In relative estimation, dot voting can be used to build consensus on the relative size or complexity of user stories or tasks. Each team member places dots on a board or card representing user stories to indicate their perception of the effort involved. The voting results help the team converge on a collective estimate.When seeking consensus on the relative size or complexity of user stories or tasks, leveraging the collective wisdom of the team to arrive at estimates, and facilitating discussions and alignment among team members.
Bucket SystemThe bucket system is an estimation technique where user stories or tasks are categorized into predefined buckets or categories based on their size or complexity. For example, buckets may be labeled as small, medium, large, or extra-large. Team members assign user stories to the appropriate bucket based on their relative size or complexity, without assigning specific numerical values. The bucket system provides a simple and intuitive way to estimate effort.When conducting high-level estimations for user stories or tasks in agile projects, categorizing user stories based on their relative sizes or complexity, and providing a quick and intuitive way to estimate without the need for precise numerical values.
Affinity EstimationAffinity estimation is a collaborative technique where user stories or tasks are grouped into clusters or affinity groups based on their perceived similarity or complexity. Team members discuss and compare user stories to identify patterns and similarities, then group them into clusters representing different levels of effort or complexity. Affinity estimation helps teams to identify outliers, clarify requirements, and arrive at consensus on effort estimates.When estimating the effort required for user stories or tasks in agile projects, identifying patterns and similarities among user stories, and facilitating discussions and alignment among team members to arrive at consensus estimates.
Magic EstimationMagic estimation is an estimation technique where team members independently estimate the size or effort required for user stories or tasks, then reveal their estimates simultaneously. Any significant differences in estimates are discussed, and team members may revise their estimates based on the discussion. Magic estimation encourages independent thinking while leveraging collective knowledge to arrive at consensus estimates.When seeking independent estimates from team members, fostering discussions and alignment on effort estimates, and leveraging collective knowledge to arrive at consensus estimates.
Comparative EstimationComparative estimation is an approach where user stories or tasks are compared to reference stories or benchmarks to determine their relative size or effort. Team members may use historical data, reference stories, or benchmark tasks to gauge the complexity or effort required for new user stories. Comparative estimation helps teams to leverage past experience and existing knowledge to estimate new work items more accurately.When leveraging historical data or reference stories to estimate the effort required for new user stories or tasks, providing a basis for comparison and benchmarking, and improving the accuracy of effort estimates by leveraging past experience.
Planning GameThe planning game is an agile practice where team members collaboratively estimate the size or effort required for user stories during sprint planning sessions. Team members discuss each user story, share their insights, and collectively assign story points or relative sizes based on their understanding and expertise. The planning game fosters collaboration, knowledge sharing, and consensus-building among team members.When conducting sprint planning sessions in agile projects, collaboratively estimating the size or effort required for user stories, fostering discussions and knowledge sharing among team members, and arriving at consensus estimates for sprint backlog items.
Wideband DelphiWideband Delphi is a structured estimation technique where experts independently estimate the size or effort required for user stories or tasks, then share and discuss their estimates iteratively until consensus is reached. The process involves multiple rounds of estimation and feedback, with the aim of converging towards a consensus estimate through iterative refinement and discussion. Wideband Delphi leverages the collective expertise of the team while mitigating bias and groupthink.When seeking estimates from subject matter experts (SMEs), mitigating bias and groupthink in estimation, and arriving at consensus estimates through iterative refinement and discussion among experts.

Connected Agile & Lean Frameworks

AIOps

aiops
AIOps is the application of artificial intelligence to IT operations. It has become particularly useful for modern IT management in hybridized, distributed, and dynamic environments. AIOps has become a key operational component of modern digital-based organizations, built around software and algorithms.

AgileSHIFT

AgileSHIFT
AgileSHIFT is a framework that prepares individuals for transformational change by creating a culture of agility.

Agile Methodology

agile-methodology
Agile started as a lightweight development method compared to heavyweight software development, which is the core paradigm of the previous decades of software development. By 2001 the Manifesto for Agile Software Development was born as a set of principles that defined the new paradigm for software development as a continuous iteration. This would also influence the way of doing business.

Agile Program Management

agile-program-management
Agile Program Management is a means of managing, planning, and coordinating interrelated work in such a way that value delivery is emphasized for all key stakeholders. Agile Program Management (AgilePgM) is a disciplined yet flexible agile approach to managing transformational change within an organization.

Agile Project Management

agile-project-management
Agile project management (APM) is a strategy that breaks large projects into smaller, more manageable tasks. In the APM methodology, each project is completed in small sections – often referred to as iterations. Each iteration is completed according to its project life cycle, beginning with the initial design and progressing to testing and then quality assurance.

Agile Modeling

agile-modeling
Agile Modeling (AM) is a methodology for modeling and documenting software-based systems. Agile Modeling is critical to the rapid and continuous delivery of software. It is a collection of values, principles, and practices that guide effective, lightweight software modeling.

Agile Business Analysis

agile-business-analysis
Agile Business Analysis (AgileBA) is certification in the form of guidance and training for business analysts seeking to work in agile environments. To support this shift, AgileBA also helps the business analyst relate Agile projects to a wider organizational mission or strategy. To ensure that analysts have the necessary skills and expertise, AgileBA certification was developed.

Agile Leadership

agile-leadership
Agile leadership is the embodiment of agile manifesto principles by a manager or management team. Agile leadership impacts two important levels of a business. The structural level defines the roles, responsibilities, and key performance indicators. The behavioral level describes the actions leaders exhibit to others based on agile principles. 

Andon System

andon-system
The andon system alerts managerial, maintenance, or other staff of a production process problem. The alert itself can be activated manually with a button or pull cord, but it can also be activated automatically by production equipment. Most Andon boards utilize three colored lights similar to a traffic signal: green (no errors), yellow or amber (problem identified, or quality check needed), and red (production stopped due to unidentified issue).

Bimodal Portfolio Management

bimodal-portfolio-management
Bimodal Portfolio Management (BimodalPfM) helps an organization manage both agile and traditional portfolios concurrently. Bimodal Portfolio Management – sometimes referred to as bimodal development – was coined by research and advisory company Gartner. The firm argued that many agile organizations still needed to run some aspects of their operations using traditional delivery models.

Business Innovation Matrix

business-innovation
Business innovation is about creating new opportunities for an organization to reinvent its core offerings, revenue streams, and enhance the value proposition for existing or new customers, thus renewing its whole business model. Business innovation springs by understanding the structure of the market, thus adapting or anticipating those changes.

Business Model Innovation

business-model-innovation
Business model innovation is about increasing the success of an organization with existing products and technologies by crafting a compelling value proposition able to propel a new business model to scale up customers and create a lasting competitive advantage. And it all starts by mastering the key customers.

Constructive Disruption

constructive-disruption
A consumer brand company like Procter & Gamble (P&G) defines “Constructive Disruption” as: a willingness to change, adapt, and create new trends and technologies that will shape our industry for the future. According to P&G, it moves around four pillars: lean innovation, brand building, supply chain, and digitalization & data analytics.

Continuous Innovation

continuous-innovation
That is a process that requires a continuous feedback loop to develop a valuable product and build a viable business model. Continuous innovation is a mindset where products and services are designed and delivered to tune them around the customers’ problem and not the technical solution of its founders.

Design Sprint

design-sprint
A design sprint is a proven five-day process where critical business questions are answered through speedy design and prototyping, focusing on the end-user. A design sprint starts with a weekly challenge that should finish with a prototype, test at the end, and therefore a lesson learned to be iterated.

Design Thinking

design-thinking
Tim Brown, Executive Chair of IDEO, defined design thinking as “a human-centered approach to innovation that draws from the designer’s toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.” Therefore, desirability, feasibility, and viability are balanced to solve critical problems.

DevOps

devops-engineering
DevOps refers to a series of practices performed to perform automated software development processes. It is a conjugation of the term “development” and “operations” to emphasize how functions integrate across IT teams. DevOps strategies promote seamless building, testing, and deployment of products. It aims to bridge a gap between development and operations teams to streamline the development altogether.

Dual Track Agile

dual-track-agile
Product discovery is a critical part of agile methodologies, as its aim is to ensure that products customers love are built. Product discovery involves learning through a raft of methods, including design thinking, lean start-up, and A/B testing to name a few. Dual Track Agile is an agile methodology containing two separate tracks: the “discovery” track and the “delivery” track.

eXtreme Programming

extreme-programming
eXtreme Programming was developed in the late 1990s by Ken Beck, Ron Jeffries, and Ward Cunningham. During this time, the trio was working on the Chrysler Comprehensive Compensation System (C3) to help manage the company payroll system. eXtreme Programming (XP) is a software development methodology. It is designed to improve software quality and the ability of software to adapt to changing customer needs.

Feature-Driven Development

feature-driven-development
Feature-Driven Development is a pragmatic software process that is client and architecture-centric. Feature-Driven Development (FDD) is an agile software development model that organizes workflow according to which features need to be developed next.

Gemba Walk

gemba-walk
A Gemba Walk is a fundamental component of lean management. It describes the personal observation of work to learn more about it. Gemba is a Japanese word that loosely translates as “the real place”, or in business, “the place where value is created”. The Gemba Walk as a concept was created by Taiichi Ohno, the father of the Toyota Production System of lean manufacturing. Ohno wanted to encourage management executives to leave their offices and see where the real work happened. This, he hoped, would build relationships between employees with vastly different skillsets and build trust.

GIST Planning

gist-planning
GIST Planning is a relatively easy and lightweight agile approach to product planning that favors autonomous working. GIST Planning is a lean and agile methodology that was created by former Google product manager Itamar Gilad. GIST Planning seeks to address this situation by creating lightweight plans that are responsive and adaptable to change. GIST Planning also improves team velocity, autonomy, and alignment by reducing the pervasive influence of management. It consists of four blocks: goals, ideas, step-projects, and tasks.

ICE Scoring

ice-scoring-model
The ICE Scoring Model is an agile methodology that prioritizes features using data according to three components: impact, confidence, and ease of implementation. The ICE Scoring Model was initially created by author and growth expert Sean Ellis to help companies expand. Today, the model is broadly used to prioritize projects, features, initiatives, and rollouts. It is ideally suited for early-stage product development where there is a continuous flow of ideas and momentum must be maintained.

Innovation Funnel

innovation-funnel
An innovation funnel is a tool or process ensuring only the best ideas are executed. In a metaphorical sense, the funnel screens innovative ideas for viability so that only the best products, processes, or business models are launched to the market. An innovation funnel provides a framework for the screening and testing of innovative ideas for viability.

Innovation Matrix

types-of-innovation
According to how well defined is the problem and how well defined the domain, we have four main types of innovations: basic research (problem and domain or not well defined); breakthrough innovation (domain is not well defined, the problem is well defined); sustaining innovation (both problem and domain are well defined); and disruptive innovation (domain is well defined, the problem is not well defined).

Innovation Theory

innovation-theory
The innovation loop is a methodology/framework derived from the Bell Labs, which produced innovation at scale throughout the 20th century. They learned how to leverage a hybrid innovation management model based on science, invention, engineering, and manufacturing at scale. By leveraging individual genius, creativity, and small/large groups.

Lean vs. Agile

lean-methodology-vs-agile
The Agile methodology has been primarily thought of for software development (and other business disciplines have also adopted it). Lean thinking is a process improvement technique where teams prioritize the value streams to improve it continuously. Both methodologies look at the customer as the key driver to improvement and waste reduction. Both methodologies look at improvement as something continuous.

Lean Startup

startup-company
A startup company is a high-tech business that tries to build a scalable business model in tech-driven industries. A startup company usually follows a lean methodology, where continuous innovation, driven by built-in viral loops is the rule. Thus, driving growth and building network effects as a consequence of this strategy.

Minimum Viable Product

minimum-viable-product
As pointed out by Eric Ries, a minimum viable product is that version of a new product which allows a team to collect the maximum amount of validated learning about customers with the least effort through a cycle of build, measure, learn; that is the foundation of the lean startup methodology.

Leaner MVP

leaner-mvp
A leaner MVP is the evolution of the MPV approach. Where the market risk is validated before anything else

Kanban

kanban
Kanban is a lean manufacturing framework first developed by Toyota in the late 1940s. The Kanban framework is a means of visualizing work as it moves through identifying potential bottlenecks. It does that through a process called just-in-time (JIT) manufacturing to optimize engineering processes, speed up manufacturing products, and improve the go-to-market strategy.

Jidoka

jidoka
Jidoka was first used in 1896 by Sakichi Toyoda, who invented a textile loom that would stop automatically when it encountered a defective thread. Jidoka is a Japanese term used in lean manufacturing. The term describes a scenario where machines cease operating without human intervention when a problem or defect is discovered.

PDCA Cycle

pdca-cycle
The PDCA (Plan-Do-Check-Act) cycle was first proposed by American physicist and engineer Walter A. Shewhart in the 1920s. The PDCA cycle is a continuous process and product improvement method and an essential component of the lean manufacturing philosophy.

Rational Unified Process

rational-unified-process
Rational unified process (RUP) is an agile software development methodology that breaks the project life cycle down into four distinct phases.

Rapid Application Development

rapid-application-development
RAD was first introduced by author and consultant James Martin in 1991. Martin recognized and then took advantage of the endless malleability of software in designing development models. Rapid Application Development (RAD) is a methodology focusing on delivering rapidly through continuous feedback and frequent iterations.

Retrospective Analysis

retrospective-analysis
Retrospective analyses are held after a project to determine what worked well and what did not. They are also conducted at the end of an iteration in Agile project management. Agile practitioners call these meetings retrospectives or retros. They are an effective way to check the pulse of a project team, reflect on the work performed to date, and reach a consensus on how to tackle the next sprint cycle. These are the five stages of a retrospective analysis for effective Agile project management: set the stage, gather the data, generate insights, decide on the next steps, and close the retrospective.

Scaled Agile

scaled-agile-lean-development
Scaled Agile Lean Development (ScALeD) helps businesses discover a balanced approach to agile transition and scaling questions. The ScALed approach helps businesses successfully respond to change. Inspired by a combination of lean and agile values, ScALed is practitioner-based and can be completed through various agile frameworks and practices.

SMED

smed
The SMED (single minute exchange of die) method is a lean production framework to reduce waste and increase production efficiency. The SMED method is a framework for reducing the time associated with completing an equipment changeover.

Spotify Model

spotify-model
The Spotify Model is an autonomous approach to scaling agile, focusing on culture communication, accountability, and quality. The Spotify model was first recognized in 2012 after Henrik Kniberg, and Anders Ivarsson released a white paper detailing how streaming company Spotify approached agility. Therefore, the Spotify model represents an evolution of agile.

Test-Driven Development

test-driven-development
As the name suggests, TDD is a test-driven technique for delivering high-quality software rapidly and sustainably. It is an iterative approach based on the idea that a failing test should be written before any code for a feature or function is written. Test-Driven Development (TDD) is an approach to software development that relies on very short development cycles.

Timeboxing

timeboxing
Timeboxing is a simple yet powerful time-management technique for improving productivity. Timeboxing describes the process of proactively scheduling a block of time to spend on a task in the future. It was first described by author James Martin in a book about agile software development.

Scrum

what-is-scrum
Scrum is a methodology co-created by Ken Schwaber and Jeff Sutherland for effective team collaboration on complex products. Scrum was primarily thought for software development projects to deliver new software capability every 2-4 weeks. It is a sub-group of agile also used in project management to improve startups’ productivity.

Scrumban

scrumban
Scrumban is a project management framework that is a hybrid of two popular agile methodologies: Scrum and Kanban. Scrumban is a popular approach to helping businesses focus on the right strategic tasks while simultaneously strengthening their processes.

Scrum Anti-Patterns

scrum-anti-patterns
Scrum anti-patterns describe any attractive, easy-to-implement solution that ultimately makes a problem worse. Therefore, these are the practice not to follow to prevent issues from emerging. Some classic examples of scrum anti-patterns comprise absent product owners, pre-assigned tickets (making individuals work in isolation), and discounting retrospectives (where review meetings are not useful to really make improvements).

Scrum At Scale

scrum-at-scale
Scrum at Scale (Scrum@Scale) is a framework that Scrum teams use to address complex problems and deliver high-value products. Scrum at Scale was created through a joint venture between the Scrum Alliance and Scrum Inc. The joint venture was overseen by Jeff Sutherland, a co-creator of Scrum and one of the principal authors of the Agile Manifesto.

Six Sigma

six-sigma
Six Sigma is a data-driven approach and methodology for eliminating errors or defects in a product, service, or process. Six Sigma was developed by Motorola as a management approach based on quality fundamentals in the early 1980s. A decade later, it was popularized by General Electric who estimated that the methodology saved them $12 billion in the first five years of operation.

Stretch Objectives

stretch-objectives
Stretch objectives describe any task an agile team plans to complete without expressly committing to do so. Teams incorporate stretch objectives during a Sprint or Program Increment (PI) as part of Scaled Agile. They are used when the agile team is unsure of its capacity to attain an objective. Therefore, stretch objectives are instead outcomes that, while extremely desirable, are not the difference between the success or failure of each sprint.

Toyota Production System

toyota-production-system
The Toyota Production System (TPS) is an early form of lean manufacturing created by auto-manufacturer Toyota. Created by the Toyota Motor Corporation in the 1940s and 50s, the Toyota Production System seeks to manufacture vehicles ordered by customers most quickly and efficiently possible.

Total Quality Management

total-quality-management
The Total Quality Management (TQM) framework is a technique based on the premise that employees continuously work on their ability to provide value to customers. Importantly, the word “total” means that all employees are involved in the process – regardless of whether they work in development, production, or fulfillment.

Waterfall

waterfall-model
The waterfall model was first described by Herbert D. Benington in 1956 during a presentation about the software used in radar imaging during the Cold War. Since there were no knowledge-based, creative software development strategies at the time, the waterfall method became standard practice. The waterfall model is a linear and sequential project management framework. 

Read Also: Continuous InnovationAgile MethodologyLean StartupBusiness Model InnovationProject Management.

Read Next: Agile Methodology, Lean Methodology, Agile Project Management, Scrum, Kanban, Six Sigma.

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