You know when someone pulls out the packs of planning poker cards that you’re about to enter into a parallel universe where the normal rules of working life are temporarily suspended and we use a form of game-play to get us past the awkwardness of not wanting to estimate our backlog items.
I will be writing separately, soon, on how gamification makes Scrum, and other variants of agile projects, possible. For now, I would like us to consider those times when planning poker goes bad.
How do you handle defects in your agile environment? Do you just work on them as you can; do you have a formal Kanban pull system; or do you size them alongside other work?
This article (first published on infoQ) explores why estimating is useful, why we use story points (and what they are), and the latest discussions around #NoEstimates.