Cloud Parts

Sprints

Work in fixed time-boxes of a few weeks: pick a goal, build it, show it, look back, and start the next one.

How it works

A sprint is a fixed stretch of time in which a team commits to one goal and finishes usable work toward it. In Scrum, the framework that named it, a sprint lasts one month or less and the next one starts as soon as the last ends. It opens with Sprint Planning (at most eight hours for a one-month sprint), where the team picks items from the top of the product backlog and agrees a single Sprint Goal. Every day the developers hold a 15-minute Daily Scrum to adjust the plan. Nothing that would endanger the goal is added mid-sprint. At the end, a Sprint Review (at most four hours) shows the result to stakeholders, and a Retrospective (at most three hours) decides what the team will change about how it works. The Scrum Guide says nothing about story points or velocity. Many teams add them anyway: they size each item in relative points, add up the points finished per sprint (the velocity), and use the average of recent sprints to decide how much to take on next time. Not every team uses time-boxes. Kanban drops them for continuous flow with a limit on work in progress, and Basecamp’s Shape Up uses six-week cycles with a two-week cool-down.

Think of it as

Laps on a running track. Each lap is the same length, so you can see whether you are speeding up or slowing down, and every time you pass the coach you can change your pace.

Reach for it when

  • Priorities change often and stakeholders need a regular point to steer
  • A new team needs a rhythm for planning, demos and improving how it works
  • You want frequent, predictable checkpoints with whoever is paying for the work

Think twice when

  • Most of the work is unplanned interrupts, such as support or operations queues; a kanban flow fits better
  • Velocity is used to compare teams or judge people: points then inflate and stop meaning anything
  • The ceremonies have become the goal, and the team holds every meeting without shipping anything

A real example

A team of six works in two-week sprints. On Monday morning it plans: the goal is “customers can export invoices as PDF”, and it pulls eight backlog items worth 21 points, close to its recent average of 20. Each morning it spends 15 minutes on what is blocking the goal. A request for a new dashboard arrives mid-sprint and goes to the backlog instead. On the second Friday it demos the export to the finance team, who ask for a date filter (a new backlog item), and in the retrospective it agrees to split items larger than 8 points before planning.

Sprints, kanban and Shape Up#

Three common ways to pace product work. Many teams mix them.

Scrum sprintsKanbanShape Up
CadenceFixed sprints of one month or less, back to backContinuous flow, no time-boxesSix-week cycles, then two weeks of cool-down
How much work startsWhat the team forecasts it can finish toward the Sprint GoalOnly as much as the WIP limit on each column allowsOne shaped project per team, sized by appetite, not estimates
What gets measuredProgress toward the goal; many teams add velocityLead time and throughputWhether the project shipped within its six weeks
Mid-period changesNothing that endangers the Sprint GoalReprioritise the queue at any timeThe team is left alone for the cycle
Unfinished workReturns to the product backlogStays on the board until doneCircuit breaker: not extended by default; reshaped instead
FitsProduct teams that want a steady rhythm of planning and reviewSupport, operations and other interrupt-driven workTeams that can shape and scope a project before building it

Story points and their critics#

Story points come from Extreme Programming, not Scrum. Ron Jeffries recalls that XP teams first estimated stories in time, then in “ideal days” multiplied by a load factor, and then simply called ideal days “points”: a three-point story meant about nine days. The abstraction was meant to stop people from treating estimates as promises.

In 2019 Jeffries wrote that he may have invented story points, “and if I did, I’m sorry now.” He thinks comparing teams on velocity or estimate quality is harmful, and advises dropping estimates altogether if they aren’t giving a team real value. Shape Up makes a similar choice: instead of asking how long work will take, it asks how much time the work is worth (its appetite) and cuts scope to fit.

Often confused with

Where it came from1986–2020

In January 1986 Hirotaka Takeuchi and Ikujiro Nonaka published “The New New Product Development Game” in Harvard Business Review. Studying product teams at companies such as Fuji-Xerox, Canon and Honda, they argued that winning now took speed and flexibility as well as quality and low cost, and they found it in small teams that worked through a project together, an approach they compared to a scrum in rugby.

Ken Schwaber and Jeff Sutherland took the rugby term for software. They first co-presented Scrum at the OOPSLA conference in 1995, and Schwaber’s paper described the Sprint as a pre-defined period of development, usually one to four weeks. In February 2001, seventeen people including Schwaber and Sutherland met at Snowbird, Utah, and wrote the Agile Manifesto. Schwaber and Sutherland published the first Scrum Guide in 2010; its 2020 revision is the current one.

Alternatives grew alongside. David Anderson’s 2010 book on the Kanban Method applied lean ideas to software: visualize the work and limit work in progress instead of planning in batches. In 2019 Basecamp published Shape Up, which kept a fixed time-box but stretched it to six weeks and dropped backlogs and daily meetings.

Why it’s built this way

A fixed time-box
Development is unpredictable, so instead of planning everything up front, Scrum inspects and adapts at least every calendar month. A fixed length makes each sprint a comparable experiment.
Protect the goal during the sprint
If priorities can change every day, nothing gets finished. Keeping out work that threatens the Sprint Goal gives the team a stable target while new ideas wait for the next planning.
End every sprint with a review and a retrospective
The review checks the product with stakeholders; the retrospective checks the process. Scrum treats both as feedback loops, which is the point of iterating.
Kanban: limit work in progress instead of time
When everyone is fully busy, work queues up and slows down, like a traffic jam. Capping work in progress keeps items flowing and makes bottlenecks visible.

Timeline

  1. 1986

    Takeuchi and Nonaka publish “The New New Product Development Game” in HBR

  2. 1995

    Schwaber and Sutherland first present Scrum at OOPSLA

  3. 2001

    The Agile Manifesto is written at Snowbird, Utah

  4. 2010

    First Scrum Guide; David Anderson’s book on the Kanban Method

  5. 2019

    Basecamp publishes Shape Up; Ron Jeffries regrets story points

  6. 2020

    Current revision of the Scrum Guide

Sources8

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