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Agile Product Ownership in a Nutshell

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    Let's talk about Agile
    software development
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    from the perspective
    of the product owner.
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    Here's Pat.
    She's a product owner.
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    She has a product vision that
    she's really passionate about.
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    She doesn't know the details of
    what her product is going to do,
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    but she knows why we're
    building the product,
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    and what problem it is going
    to solve, and for whom.
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    She talks about it all the time.
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    Here are the stakeholders.
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    They're the people who are
    going to use and support
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    or in any way be affected by
    the system being developed.
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    Pat's vision is that these
    people here will love her system
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    and use it all the time and
    tell their friends about it.
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    The stakeholder needs and
    Pat's ideas are expressed
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    as user stories here.
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    For example, if this was
    a flight booking system,
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    people need to be able
    to search for a flight
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    and maybe that would
    be one user story.
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    Both Pat and the stakeholders
    have lots of ideas
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    so Pat helps turn these into
    concrete user stories.
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    Now, somebody has to
    build the system,
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    so here they are a
    small collocated,
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    cross functional, self organizing development team.
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    Since this is an Agile team,
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    they don't save up for a big bang release at the end.
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    Instead, they release
    early and often.
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    In this case, they
    usually release about
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    4-6 stories per week,
    so that is their capacity.
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    Capacity is easy to measure,
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    just count the number of
    stories released per week.
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    Some stories are big,
    so they count as two,
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    some are small and
    count as a half,
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    but all in all, it adds up to about 4-6 stories per week.
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    Some people call
    these story points,
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    but I'm just going to call
    it stories per week.
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    In order to maintain this pace,
    and not get bogged down by
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    manual regression testing,
    the team invests heavily
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    in automated testing and
    continuous integration.
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    So every story has at least one
    automated acceptance test at the
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    feature level, and most of the
    code has automated unit tests.
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    The problem is, here are
    a bunch of stakeholders
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    asking for all kinds of stuff,
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    and they sure aren't going to be limited to 4-6 ideas per week.
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    They have lots of ideas
    and lots of wishes,
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    and every time we deliver
    something to them,
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    they will get even more ideas
    and ask for even more stuff.
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    So what happens if we
    try to please them,
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    try to do everything
    they ask for?
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    We'll get overflow.
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    Suppose the team starts working
    on 10 new stories per week.
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    If the input is 10,
    and the output is 4-6,
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    the team will get overloaded.
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    That will cause multitasking,
    demotivation, and all kinds of
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    bad stuff and ultimately it will
    lower output and lower quality.
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    It's a lose-lose proposition.
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    It's kind of like trying to
    shove more paper into a printer
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    to make it print faster, or
    shoving more cars onto an
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    already crammed highway system.
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    It just doesn't work, it
    just makes things worse.
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    So, what do we do about this?
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    Well, the Scrum and XP way
    of avoiding this problem
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    is called "yesterday's weather".
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    The team says "Well,
    the past few weeks
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    we've finished 4-6
    features per week.
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    So which 4-6 features
    shall we build this week?"
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    And the product owner's
    job is to figure out,
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    out of all the possible stories
    in the whole universe,
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    which 4-6 shall we deliver next?
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    The Kanban way is to
    limit work-in-progress,
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    or limit WIP, W-I-P.
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    Suppose the team decides that 5
    is the optimal number of stories
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    to be worked on simultaneously.
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    They've learned that that's just
    enough to keep everyone busy
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    without causing overload.
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    So they decide that
    5 is their WIP limit.
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    Whenever they finish one story,
    they will accept one new story,
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    thereby making sure that
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    they never break the limit
    of 5 ongoing stories.
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    Both of these approaches
    work fine in a sense that
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    the team will have just
    enough work to do
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    and they'll be able to work
    fast and effectively.
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    A side effect, though,
    is that there will be
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    queue forming in
    front of the team,
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    and that queue in Scrum is
    called a Product Backlog.
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    The queue needs to be managed.
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    Suppose stakeholders keep asking
    for 10 new stories every week,
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    and the teams deliver 4-6
    stories every week, that means
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    the queue will just keep getting
    longer and longer, right?
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    So before you know it you have
    a 6 month long wish list
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    in the backlog, and growing.
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    That means that, on average,
    every story that the
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    team delivers is something that
    somebody asked for 6 months ago,
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    so how agile is that?
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    So there is really only one way
    to stop the queue from
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    getting out of the control,
    and that is the word No.
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    It is the most important
    word for a product owner,
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    and Pat practices it every day
    in front of the mirror.
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    Saying yes to a new feature
    request is easy, especially if
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    it only means adding it to
    an ever growing backlog.
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    The most important job for a
    product owner is to decide what
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    NOT to build, and take the
    consequences of that decision.
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    And that's why it's
    hard, of course.
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    The product owner decides what
    goes in, and what goes out.
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    The product owner also
    decides the sequencing -
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    what do we build now,
    what do we build later,
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    and how long does this list
    actually need to be?
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    That is a hard job, so
    Pat doesn't do it alone.
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    She does it in collaboration
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    with the team and
    the stakeholders.
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    To be able to prioritize,
    the product owner must have
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    some idea of the value of each
    story, as well as the size.
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    Some stories are
    critically important,
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    and others are just
    bonus features.
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    Some stories take just
    a few hours to build
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    and others take months.
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    Now, guess what the
    correlation is
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    between story value
    and story size?
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    That's right - None!
    Bigger doesn't mean better.
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    Think of any system that you
    have used, and I bet you can
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    think of at least one
    really simple feature
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    that is very important,
    that you use every day.
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    And I bet you can think of at least
    one huge complicated feature
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    that is totally unimportant.
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    Value and size is what helps
    Pat prioritize intelligently.
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    Like here, these two stories
    are roughly the same size,
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    but have different value.
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    So build this one first.
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    And over here, these two stories
    have roughly the same value,
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    but different size,
    so build this one first.
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    And so on.
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    Okay, that sounds easy enough,
    but wait a second, how does she
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    know the value of a story,
    and how does she know the size?
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    Well, here's the bad news,
    she doesn't.
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    It's a guessing game,
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    and it's a game that everyone
    is involved in.
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    Pat continuously talks to
    stakeholders to find out what
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    they value and she continuously
    talks to the team to find out
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    what they think is big or small,
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    in terms of
    implementation effort.
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    These are relative guesses,
    not absolute numbers.
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    I don't know what this apple
    weighs, or that strawberry, but
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    I'm pretty sure that the apple
    weighs at least five times as
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    much, and that the strawberry
    tastes better, to me at least.
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    And that's all Pat needs to know
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    in order to prioritize
    the backlog.
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    It's pretty cool that way.
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    At the beginning of a new
    project our guesses
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    will inevitably suck.
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    But that's OK, the biggest
    value is really in the
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    conversations rather than
    in the actual numbers.
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    And every time the team delivers
    something to real users, we
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    learn something and get better
    at guessing both value and size.
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    That's why we continuously
    prioritize and estimate.
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    Trying to get it all right from
    the beginning is pretty dumb,
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    because that's when
    we know the least,
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    so the feedback loop
    is our friend.
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    Prioritization is
    not enough though.
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    In order to deliver
    early and often,
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    we need to break the stories
    down into bite-sized pieces,
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    preferably just a few
    days of work per story.
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    We want this nice funnel shape,
    with small, clear stories
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    at the front and more vague
    stories at the back.
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    By doing this break-down
    in a just-in-time fashion,
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    we can take advantage
    of our latest insights
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    about the product and
    the user needs.
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    All this stuff I've been
    talking about -
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    estimating the value and size of
    stories, prioritizing, splitting
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    - all that is usually called "backlog grooming."
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    Pat runs a backlog grooming
    workshop every Wednesday
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    from 11:00 to 12:00,
    one hour per week.
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    The whole team is usually there,
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    and sometimes a few
    stakeholders as well.
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    The agenda varies a bit but
    sometimes the focus is
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    on estimation, sometimes on
    splitting stories, and
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    sometimes on writing acceptance
    criteria for a story, etc.
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    So I hope you're noticing
    the theme here:
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    Communication.
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    Product Ownership is really
    all about communication.
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    When I ask experienced product
    owners what it takes to succeed,
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    they usually emphasize
    passion and communication.
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    So it's no coincidence that
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    the first principle of
    the Agile manifesto is
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    "Individuals and Interactions over Processes and Tools."
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    So the Product Owner's job is
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    not to spoon-feed the
    team with stories.
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    That's boring and ineffective.
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    Pat, instead, makes sure
    everybody understands
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    the vision, that the team
    is in direct contact
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    with stakeholders, and that
    there is a short feedback loop
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    in terms of frequent
    deliveries to real users.
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    That way the team learns and can
    make daily tradeoff decisions
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    on their own, so Pat can
    focus on the big picture.
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    Let's take a look at a few of
    the tradeoffs that need to be
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    made by Pat and the team.
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    First of all,
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    there's the tradeoff between
    different types of value.
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    Early on in a project,
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    uncertainty and risk
    is our enemy.
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    There's business risk: are
    we building the right thing?
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    There's social risk: can
    these people build it?
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    There's technical risk -
    will it work on the platform
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    that we want to run it on?
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    Will it scale?
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    And there's cost
    and schedule risk.
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    Can we finish the product in
    a reasonable amount of time,
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    for a reasonable
    amount of money?
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    Knowledge can be seen
    as the opposite of risk.
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    So when uncertainty is high, our
    focus is knowledge acquisition.
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    We focus on things like user
    interface prototypes
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    and technical spikes,
    or experiments.
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    Maybe not too exciting
    for the customers,
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    but still valuable because
    we are reducing risk.
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    From a customer
    value perspective,
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    the curve looks like
    this in the beginning.
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    As uncertainty is reduced, we
    gradually focus more and more
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    on the customer value.
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    We know what we're going to
    build and how, so just do it.
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    And by doing the highest-value
    stories first,
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    we get this nice
    steep value curve.
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    And then, gradually, the value
    curve starts flattening out.
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    We've built the most important
    stuff, and now we're just adding
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    the "bonus features", the
    toppings on the ice cream.
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    This is a nice place to be,
    because, at any point, Pat and
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    the team may decide to "trim the
    tail" to cut right here and move
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    on to another, more important
    project, or maybe start on a
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    whole new feature area
    within the same product.
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    That is business agility.
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    So when I talk about value here,
    I actually mean knowledge value
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    plus customer value.
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    And we need to continuously find
    a tradeoff between these two.
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    Another tradeoff is short-term
    vs long-term thinking.
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    What should we build next?
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    Should we do that urgent bug
    fix, or build that awesome new
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    feature that will blow the users
    away, or do that difficult
  • 9:28 - 9:31
    platform upgrade that will
    enable faster development
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    in the future sometime?
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    We need to continuously balance
    between reactive work and
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    proactive work, or fire-fighting
    and fire-prevention.
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    And this is relates
    to another tradeoff.
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    Should we focus on building the
    right thing or building the
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    thing right, or perhaps
    building it fast?
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    Ideally we want all three, but
    it's hard to find the balance.
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    Suppose we are here, trying to
    build the perfect product,
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    with the perfect architecture.
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    If we spend too much time to
    trying to get it perfect,
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    we may miss the market window
    or run into cash-flow problems.
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    Or suppose we are here,
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    rushing to turn a prototype
    into a usable product.
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    Great for the short term,
    perhaps,
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    but in the long term we'll be
    drowning in technical debt
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    and our velocity will
    approach zero.
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    Or suppose we are here,
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    building a beautiful
    cathedral in record time.
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    Except that the users
    didn't need a cathedral,
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    they needed a camper van.
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    So there's a healthy tension
    here between the Scrum roles.
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    Product Owners tend to focus
    on building the right thing.
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    Development teams tend to focus
    on building the thing right.
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    And Scrum masters, or Agile
    coaches, tend to focus on
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    shortening the feedback loop.
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    Speed is actually worth
    emphasizing because
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    a short feedback loop will
    accelerate learning,
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    so you will more quickly learn
    what the right thing is,
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    and how to build it right.
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    However, all three perspectives
    are important so,
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    keep trying to find the balance.
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    Finally, there is the tradeoff
    between new product development
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    and old product improvement.
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    Product backlog is a
    confusing term,
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    because it implies that
    there is only one product.
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    And project is a
    confusing term, too,
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    because it implies that
    product development ends.
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    A product is never
    really finished.
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    There's always maintenance and
    improvements to be done, all the
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    way until the product reaches
    end of life and is shut down.
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    So when a team starts
    developing a new product,
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    what happens to their last one?
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    Handing off a product from
    one team to another
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    is expensive and risky.
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    So a more common scenario
    is that the team continues
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    maintaining the old product
    while developing the new one.
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    So it's not really a
    product backlog anymore,
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    it's more like a team backlog,
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    a list of stuff that the product owner wants this team to build,
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    and it can be a mix of stuff
    from different products.
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    And the product owner needs to
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    continuously make tradeoffs
    between these.
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    Once in a while, a stakeholder
    will call Pat and say
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    "Hey, when will my
    stuff be done?"
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    or "How much of my stuff will
    be done by Christmas?"
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    As product owner, Pat
    is responsible for
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    expectations management, or
    more importantly, realistic
  • 11:42 - 11:45
    expectations management,
    and that means no lying.
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    I know, it's tough, but
    who said Agile was easy?
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    It's not really that
    hard to make a forecast,
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    as long as it doesn't
    have to be exact.
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    If you measure the velocity
    of your team,
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    or the combined velocity
    of all your teams,
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    you can draw a story burn up
    chart like this.
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    This chart shows the
    cumulative number of stories
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    delivered over time, or
    story points if you prefer.
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    Note the difference.
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    This curve shows output.
    That curve shows outcome.
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    That's the output, and
    that's the outcome
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    that we hope it will achieve.
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    Our goal is not to produce
    as much output as possible.
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    Our goal is to reach the desired
    outcome: happy stakeholders,
  • 12:21 - 12:23
    using the least possible output.
  • 12:23 - 12:25
    Less is more.
  • 12:25 - 12:28
    Now, look at the burn up chart
    and you can draw an optimistic
  • 12:28 - 12:29
    and a pessimistic trend line.
  • 12:29 - 12:33
    You can do it using fancy
    statistics voodoo, or you can
  • 12:33 - 12:35
    just draw it visually, and the
    gap between these lines is of
  • 12:35 - 12:39
    course related to how wavy and
    unpredictable your velocity is.
  • 12:39 - 12:42
    Luckily, that tends to stabilize
    over time, so our cone of
  • 12:42 - 12:44
    uncertainty should get
    tighter and tighter.
  • 12:44 - 12:46
    OK, so back to
    expectations management.
  • 12:46 - 12:48
    Suppose the stakeholders ask Pat
  • 12:48 - 12:52
    "When will all of THIS stuff be done? When will we be here?"
  • 12:52 - 12:54
    That's a fixed-scope,
    variable time question.
  • 12:54 - 12:58
    So Pat uses the two
    trend lines to answer.
  • 12:58 - 13:01
    "Most likely sometime
    between April and mid-May."
  • 13:01 - 13:03
    Suppose the stakeholders
    ask Pat
  • 13:03 - 13:05
    "How much will be done
    by Christmas?"
  • 13:05 - 13:08
    That's a fixed time,
    variable scope question.
  • 13:08 - 13:12
    The trend lines tell us "We'll
    most likely finish all these
  • 13:12 - 13:16
    by Christmas, some of those,
    and none of those."
  • 13:16 - 13:18
    And finally, suppose
    the stakeholders say
  • 13:18 - 13:22
    "Can we get these
    features by Christmas?"
  • 13:22 - 13:26
    Now, that's a fixed time,
    fixed scope question.
  • 13:26 - 13:27
    Looking at trend lines, Pat says
  • 13:27 - 13:30
    "Nope, sorry, it ain't
    gonna happen",
  • 13:30 - 13:33
    followed by "here's how much we
    can get done by Christmas"
  • 13:33 - 13:37
    or "here's how much more time we
    need to get everything done."
  • 13:37 - 13:40
    It's generally better to reduce
    scope than to extend time,
  • 13:40 - 13:43
    because if we reduce scope
    first, we still have the option
  • 13:43 - 13:47
    to extend the time later and
    add the rest of the stories.
  • 13:47 - 13:48
    Vice versa doesn't work
    because darn it,
  • 13:48 - 13:50
    we can't turn the
    clock backwards.
  • 13:50 - 13:52
    You know, time is rather
    annoying that way, isn't it?
  • 13:52 - 13:54
    So, Pat puts it this way,
  • 13:54 - 13:58
    "We could deliver something here, and the rest later.
  • 13:58 - 14:00
    Or we could deliver nothing
    here and the rest later.
  • 14:00 - 14:02
    Which do you prefer?"
  • 14:02 - 14:04
    The calculations
    are simple to do,
  • 14:04 - 14:06
    so Pat updates the
    forecast every week.
  • 14:06 - 14:09
    The important thing here is that
    we are using real data to make
  • 14:09 - 14:12
    the forecast, and that we are
    being honest about uncertainty.
  • 14:12 - 14:14
    I said no lying, right?
  • 14:14 - 14:17
    So this is a very honest way of
    communicating with stakeholders,
  • 14:17 - 14:19
    and they usually
    appreciate that a lot.
  • 14:19 - 14:21
    If your organization doesn't
    like truth and honesty,
  • 14:21 - 14:23
    it probably won't like Agile.
  • 14:23 - 14:24
    Now, a word of warning.
  • 14:24 - 14:26
    If the team is accumulating
    technical debt,
  • 14:26 - 14:29
    if they're not writing tests,
    and not continuously improving
  • 14:29 - 14:32
    the architecture then they will
    get slower and slower over time,
  • 14:32 - 14:35
    and the story burn up
    curve will flatten out.
  • 14:35 - 14:37
    That makes forecasting
    almost impossible for Pat.
  • 14:37 - 14:40
    So the team is responsible for
    maintaining a sustainable pace,
  • 14:40 - 14:44
    and Pat avoids pressuring
    them into taking shortcuts.
  • 14:44 - 14:48
    Okay, what if we have a larger
    project with multiple teams?
  • 14:48 - 14:50
    And we have several product
    holders, each with their own
  • 14:50 - 14:53
    backlog for a different
    part of the product?
  • 14:53 - 14:55
    Overall, the model
    is really the same.
  • 14:55 - 14:58
    We still need capacity
    management, we still need
  • 14:58 - 15:01
    stakeholder communication,
    we still need product owners
  • 15:01 - 15:03
    who can say No, we still
    need backlog grooming
  • 15:03 - 15:06
    and we still need a short
    feedback loop, etc.
  • 15:06 - 15:09
    Velocity is the sum
    of all output,
  • 15:09 - 15:11
    so that can be used
    for forecasting.
  • 15:11 - 15:13
    Or make a separate
    forecast for each team,
  • 15:13 - 15:14
    if that makes more sense.
  • 15:14 - 15:16
    In a multiple team scenario,
    however, the product owners
  • 15:16 - 15:18
    have an important additional
    responsibility:
  • 15:18 - 15:20
    to talk to each other.
  • 15:20 - 15:22
    We should organize the teams
    and backlogs to minimize
  • 15:22 - 15:24
    dependencies, but there will
    always be some dependencies that
  • 15:24 - 15:26
    we just can't get rid of.
  • 15:26 - 15:28
    So there needs to be some kind
    of sync between the product
  • 15:28 - 15:31
    owners so that they build
    things in a sensible order,
  • 15:31 - 15:32
    and avoid suboptimizing.
  • 15:32 - 15:35
    In large projects, this usually
    calls for some kind of Chief
  • 15:35 - 15:38
    Product Owner role to keep the
    product owners synchronized.
  • 15:38 - 15:39
    Okay, that's it.
  • 15:39 - 15:42
    Agile product ownership
    in a nutshell.
  • 15:42 - 15:44
    Hope this was useful to you.
Title:
Agile Product Ownership in a Nutshell
Description:

This is basically a 1 day product ownership course compressed into 15 minute animated presentation. There's obviously more to product ownership than this, so see this is a high level summary.

For translated versions & translation guide, see http://blog.crisp.se/2012/10/25/henrikkniberg/agile-product-ownership-in-a-nutshell

Special thanks to Alistair Cockburn, Tom & Mary Poppendieck, Jeff Patton, Ron Jeffries, Jeff Sutherland, and Michael Dubakov for providing many of the models, metaphors, and ideas that I use in this presentation.

Download the complete drawing here:
https://dl.dropbox.com/u/1018963/Articles/PO-in-a-nutshell.png

Downloadable version of the video here:
https://dl.dropbox.com/u/1018963/Videos/PO-in-a-nutshell.mov

PS: The intro & outtro song is just me jamming in my home studio. I bought a cool half-acoustic guitar a few months ago and was looking for an excuse to make use of it :o)

Tools used: Artrage (drawing program), Wacom Intuos 5 (drawing tablet), Screenflow (screen & audio capture).

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Video Language:
English
Duration:
15:52

English subtitles

Revisions