Worth Building with Scrum
Every chapter follows the same team building the same product, and each one leaves the story with something you can use on Monday. Open any chapter to see what it covers.
Part One — The Journey
Turn a business's vague pressure into five drivers you could check in a year.
Beauty Spot's CEO wants an app. Her CMO arrives with a feature list. The first thing the Scrum Master does is refuse to talk about features at all — and the room finds that harder than anyone expected.
What you'll take away
Get a vision statement people can act on, not a sentence for a slide.
Leadership is asked to fast-forward three years and describe what changed. The adjectives come easily. Turning them into claims somebody could disagree with is the work.
What you'll take away
Choose one Product Goal, and lose three good ideas on purpose.
Four candidate capabilities go on an impact-and-effort matrix. One of them is the Scrum Master's own idea, and it doesn't survive.
What you'll take away
Establish why empiricism applies to leadership as much as to the team.
Everything is agreed and nobody is building yet. The CEO asks how often strategy gets revisited, and the answer turns out to be the most consequential decision in the book.
What you'll take away
Say exactly what Scrum requires, so you can tell it apart from habit.
A reference chapter. Accountabilities, events, artifacts and commitments, stated plainly, with the common misreadings named.
What you'll take away
Write a Definition of Done the team will actually enforce.
Three questions produce the standard, and the third one — what went wrong on past projects — does most of the work.
What you'll take away
Break a goal into capability areas before anyone writes a feature.
The goal is too large to build. Decomposing it reveals what the goal implied but nobody wrote down.
What you'll take away
Slice a capability into Epics that could each ship alone.
Five Epics come out of one capability area — not by brainstorming, but by walking a user forward and asking what breaks next.
What you'll take away
Write user stories that start a conversation instead of ending one.
Three stories come out of one Epic. The INVEST test gets applied honestly, which means admitting one of them isn't quite independent.
What you'll take away
Write criteria that can fail — and spot the one that commits you to unplanned work.
Twelve criteria for one story. The twelfth points at a screen no story covers. Everybody notices. Nobody acts.
What you'll take away
Decide what an item needs before a Sprint — and why that's contested.
The team estimates in ranges, and one item fails their own readiness check. They take it into the Sprint anyway.
What you'll take away
Run a Sprint Planning that produces a goal, not a list of tickets.
Capacity gets calculated out loud. The arithmetic says something has to give, and a story gets split rather than cut.
What you'll take away
Hand the Daily Scrum back to the Developers.
Three transcripts, six days apart. Same team, same fifteen minutes, entirely different meetings. The first one looks fine.
What you'll take away
Run a Sprint Review that inspects the business, not just the software.
The demo works. The Product Owner accepts it. One developer says the thing nobody wants to say — and then the drivers go up on screen.
What you'll take away
Get a team to say true things, then change exactly one.
Four people, four admissions, no defensiveness. Then four candidate improvements, and a Scrum Master who insists on picking one.
What you'll take away
Learn where process stops working, and what replaces it.
Every acceptance criterion is met. Then the Head of Retail Operations asks what happens at a till on a sunny afternoon.
What you'll take away
Part Two — Navigating the Storm
Stop impediments from disappearing into somebody's inbox.
A blocker sits for four days because everyone assumed somebody else had it. Seek, Swarm, Solve, Shield.
What you'll take away
Protect the Sprint without ever saying no.
A stakeholder goes around the Product Owner and straight to the CEO. What happens next isn't an escalation.
What you'll take away
Create ownership by removing yourself, and tolerating the silence.
The team keeps asking permission. The Scrum Master examines the one variable he can actually change: his own behaviour.
What you'll take away
Hold the line on Done when everyone has a good reason not to.
Something is almost finished, the Review is tomorrow, and the pressure to call it Done is entirely reasonable.
What you'll take away
Miss a Sprint Goal without losing the room.
The goal isn't going to be met, and it's day seven. What the team does next determines whether anybody trusts the next forecast.
What you'll take away
Decide honestly which of this you can drop, and which you can't.
Not every team needs every artifact. The chapter names what compresses, what doesn't, and when Scrum is the wrong answer entirely.
What you'll take away
Every chapter leaves the story with something you can use on Monday, and every artifact the team produces is a real card on a public board.
Want to read some of it first? There's a 12-minute extract and Chapter 1 in full, both free.