목차

추천의 글 - 제프 서더랜드,마이크 콘,김수옥, 박일
옮긴이의 글 - 심우곤, 엄위상, 한주영            
한국 독자에게 쓴 지은이의 글
들어가며 서문 - 이봐, 스크럼이 통했어!            
1    들어가는 글            
        주의        
        이 책을 쓴 이유        
        그런데 스크럼이 뭐지?        
                
2    제품 백로그 만들기            
        추가 스토리 항목들        
        제품 백로그를 비즈니스 수준으로 유지하기        
                
3    스프린트 계획회의 준비하기             
                
4    스프린트 계획 수립하기            
        왜 제품 책임자가 참석해야만 하는가?        
        왜 품질은 협상의 대상이 아닌가?        
        질질 늘어지는 스프린트 계획회의        
        스프린트 계획회의 시간표        
        스프린트 길이 결정하기        
        스프린트 목표 결정하기        
        스프린트에 구현할 스토리 고르기        
        제품 책임자가 스프린트에 포함시킬 스토리 결정에 어떻게 영향을 미치는가?        
        팀은 스프린트에 포함시킬 스토리를 어떻게 결정하는가?        
        우리가 인덱스 카드를 사용하는 이유        
        완료의 정의        
        플래닝 포커를 사용하여 시간 추정하기        
        스토리 명확히 하기        
        스토리를 작은 스토리로 분해하기        
        스토리를 작업 단위로 나누기        
        일일 스크럼의 시간과 장소 결정하기        
        어디에 선을 그을까        
        기술 스토리         
        버그 추적 시스템과 제품 백로그        
        스프린트 계획회의가 마침내 끝나다        
                
5    스프린트를 알리는 방법            
                
6    스프린트 백로그 만들기            
        스프린트 백로그 형식        
        작업 현황판의 원리        
        예제1 ? 첫 번째 일일 스크럼을 마치고        
        예제2 - 며칠이 지나고        
        소멸 차트의 원리        
        업 현황판의 경고 신호        
        이봐, 이력 관리는 어떻게 해?!        
        날짜로 추정하기와 시간으로 추정하기        
                
7    팀방 꾸미기            
        설계 구역        
        팀을 한자리에 모아라        
        제품 책임자 떨어뜨려 놓기        
        관리자와 코치 떨어뜨려 놓기        
                
8    일일 스크럼 진행하기            
        작업 현황판 업데이트하기        
        지각자 다루기        
        오늘 할 일을 모르겠어요'' 문제 다루기        
                
9    스프린트 데모하기            
        모든 스프린트가 데모로 끝나야 하는 이유        
        스프린트 데모 체크리스트        
        데모 불가'' 항목 처리하기        
                
10    스프린트 회고하기            
        모든 팀이 회고를 해야 한다고 주장하는 이유        
        회고 구성하기        
        팀 간 교훈 전파하기        
        바꿀 것인가 바꾸지 않을 것인가        
        회고 중에 드러날 수 있는 사례들        
                
11    스프린트 사이의 휴식 시간            
                
12    고정 가격 계약 하에서 릴리스 계획하기            
        허용 기준 정의하기        
        가장 중요한 항목들의 시간 추정하기        
        속도 추정하기        
        전부 합쳐 릴리스 계획 만들기        
        릴리스 계획을 현실에 맞추기        
                
13    스크럼과 XP 결합하기            
        짝 프로그래밍        
        테스트 주도 개발(TDD)        
        점증적 설계        
        지속적 통합        
        코드 공동 소유        
        정보가 가득한 작업 공간        
        코딩 표준        
        지속 가능한 속도/ 활기 넘치는 작업        
                
14    테스트하기            
        인수 테스트 단계를 없앨 수는 없다        
        인수 테스트 단계 최소화하기        
        스크럼 팀에 테스터를 포함시켜 품질 향상시키기        
        스프린트 작업량을 줄여 품질 향상시키기        
        인수 테스트가 스프린트의 일부여야 하는가?        
        스프린트 주기와 인수 테스트 주기        
        가장 느린 연결고리에서 무리하자 마라        
        현실로 돌아가기        
                
15    여러 스크럼 팀 다루기            
        팀을 몇 개 만들어야 하는가        
        스프린트를 동기화할 것인가, 말 것인가?        
        팀 리드'' 역할을 도입한 이유        
        팀에 인원 할당하기        
        특화 팀을 둘 것인가 말 것인가?        
        스프린트 사이에 팀을 재구성하는 문제        
        비상근 팀원        
        스크럼들의 스크럼 진행하기        
        일일 스크럼 회의 엇갈리게 배치하기        
        소방수 팀        
        제품 백로그를 나눌 것인가 말 것인가?        
        코드 가지치기        
        여러 팀 회고        
                
16    지리적으로 분산되어 있는 팀 다루기            
        오프쇼어링        
        재택근무하는 팀원        
                
17    스크럼 마스터 체크리스트            
        스프린트 초기        
        매일        
        스프린트 종료        
                
18    글을 마치며            
    추천 도서            
    지은이 소개            
    부록1: 스크럼 입문            
    부록2: 노키아 체크리스트            
    부록3: 플래닝 포커 사용법
    찾아보기