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1. crazyg+(OP)[view] [source] 2026-01-24 20:05:28
Not a single mention of planning poker and story points?

They're not perfect (nothing is), but they're actually pretty good. Every task has to be completable within a sprint. If it's not, you break it down until you have a part that you expect is. Everyone has to unanimously agree on how many points a particular story (task) is worth. The process of coming to unanimous agreement is the difficult part, and where the real value lies. Someone says "3 points", and someone points out they haven't thought about how it will require X, Y, and Z. Someone else says "40 points" and they're asked to explain and it turns out they misunderstood the feature entirely. After somewhere from 2 to 20 minutes, everyone has tried to think about all the gotchas and all the ways it might be done more easily, and you come up with an estimate. History tells you how many points you usually deliver per sprint, and after a few months the team usually gets pretty accurate to within +/- 10% or so, since underestimation on one story gets balanced by overestimation on another.

It's not magic. It prevents you from estimating things longer than a sprint, because it assumes that's impossible. But it does ensure that you're constantly delivering value at a steady pace, and that you revisit the cost/benefit tradeoff of each new piece of work at every sprint, so you're not blindsided by everything being 10x or 20x slower than expected after 3 or 6 months.

replies(9): >>samast+w1 >>t00+p2 >>alexmo+6f >>Fire-D+tf >>spike0+0g >>n4r9+Hg >>lucket+5h >>csours+CS >>mgfist+MT
2. samast+w1[view] [source] 2026-01-24 20:17:07
>>crazyg+(OP)
I used to work for a company where we spent a day every 2 weeks doing this. And I had a headache at the end of the day every two weeks.

Great that it works for you.

replies(2): >>crazyg+I2 >>turdpr+5n
3. t00+p2[view] [source] 2026-01-24 20:23:45
>>crazyg+(OP)
We do similar but sprints are somewhat flexible, more like versions. We chuck the features we want from the top of most needed, split into stories and estimate like you mentioned using brainstorming between devs and QA. Estimation happens by relatively comparing complexity of each new story compared to previously implemented stories, conservativy picking average one up if there is variance in estimates. QA is involved to determine how long it will take to test the feature or sometimes what uncertainty is there if this is even possible automatically.

In the end we have stable developer velocity metric and a really close estimate for each new version.

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4. crazyg+I2[view] [source] [discussion] 2026-01-24 20:25:35
>>samast+w1
A day is crazy. In my experience, retrospective takes about 30-60 minutes, and estimation is usually 1.5-2 hours.

Does it take time? Sure. But what's the alternative? Not doing it is even worse, because you wind up with these endless never-finished "features" that turn out to be 20x harder than anyone thought, that engineers have sunk months and months and months into...

5. alexmo+6f[view] [source] 2026-01-24 21:48:38
>>crazyg+(OP)
Our small team uses the Fibonacci sequence to estimate, and it works well for us.
replies(1): >>SoftTa+nD
6. Fire-D+tf[view] [source] 2026-01-24 21:52:54
>>crazyg+(OP)
Because story points MUST be specific per person based on the smallest task they ever faced, they cannot be summed up because they are not units, and points do not translate to time, we cannot talk about story points.

Sorry if it comes through as rude, but this is how I keep repeatedly being told story points work.

If you look at all those properties together, story points are completely useless.

The only moment time it makes sense is when you have a SHARED understanding of the smallest point AND you can translate it to time. When you do that, story points are useful. Also, they become time, so there is no reason to use points.

replies(2): >>bogeho+Vg >>crazyg+bi
7. spike0+0g[view] [source] 2026-01-24 21:55:43
>>crazyg+(OP)
I've been on teams that tried various methods of estimating and the issue I always encounter is that everyone estimates work differently, but usually people will side with the person with the most context.

For instance someone says a ticket is two days' work. For half the team that could be four days because people are new to the team or haven't touched that codebase, etc. But because the person who knows the ticket and context well enough says 2, people tend to go with what they say.

We end up having less of those discussions you describe to come to an agreement that works more on an average length of time the ticket should take to complete.

And then the org makes up new rules that SWEs should be turning around PRs in less than 24 hours and if reviews/iterating on those reviews takes longer than two days then our metrics look bad and there could be consequences.

But that's another story.

replies(1): >>crazyg+9l
8. n4r9+Hg[view] [source] 2026-01-24 22:00:33
>>crazyg+(OP)
What is the benefit of estimating points rather than days? Feels like you're still ultimately estimating days in the end.
replies(1): >>crazyg+Vi
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9. bogeho+Vg[view] [source] [discussion] 2026-01-24 22:02:40
>>Fire-D+tf
> The only moment time it makes sense is when you have a SHARED understanding of the smallest point AND you can translate it to time. When you do that, story points are useful.

I’d like to disagree on that one. A single story point shouldn’t be translated to time, but should reflect the relative complexity between tasks (ie. a 7 is harder than a 3 and so on).

You could assign relative complexity based on a number of things:

- number of integrations to other systems, - is the area well known to the team, - is the code well tested, - is CI/CD set up, - do we need a lot of alignment or can we just get started, - etc.

So you’re not estimating time, but complexity or hardness.

Then, supposing you have a stable team, you can go back six months and find out “we do on average 90 points per month” or similar

replies(1): >>Fire-D+wi
10. lucket+5h[view] [source] 2026-01-24 22:03:51
>>crazyg+(OP)
How single estimate accounts for different ability of each team member? E.g. Somebody new joining in will need more time.
replies(1): >>crazyg+gi
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11. crazyg+bi[view] [source] [discussion] 2026-01-24 22:14:01
>>Fire-D+tf
> Because story points MUST be specific per person based on the smallest task they ever faced, they cannot be summed up because they are not units, and points do not translate to time, we cannot talk about story points.

Literally none of that is anything I've ever encountered on any team.

They're not specific to a person, they're to a team.

They have nothing to do with the smallest task ever faced.

They are obviously for summing and are obviously units.

They effectively get translated into time in the sense that the team has a history of delivering an average of n points per e.g. 2 weeks.

replies(1): >>Fire-D+Mi
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12. crazyg+gi[view] [source] [discussion] 2026-01-24 22:15:21
>>lucket+5h
Estimates are for the team, not for an individual.

As the team grows and shrinks, the number of points delivered per sprint are expected to similarly rise and fall. A new person joining will likely take time to ramp up the number of points they're contributing.

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13. Fire-D+wi[view] [source] [discussion] 2026-01-24 22:17:04
>>bogeho+Vg
An estimate is composed of two parts:

    - Time
    - Risk of being wrong
When you do what you just said "I am not estimating time, I'm estimating risk".

"This will take between 1 and 3 days" gives you both: the risk (complexity, hardness) which is represented by the gap, and time: how long it takes.

When a non engineer asks for an estimate, they usually mean one of these two things:

    1. How long it takes?
    2. Have you had experience with something similar before?
The second one can come also through the question "how challenging do you think that is?" To which we answer "easy but long" "hard" (never done it) or things like that. That's easier to answer, but doesn't translate to dates.

For the first one, you CANNOT use what you just described, since it doesn't represent time, so you cannot give dates in any form.

replies(2): >>crazyg+0m >>bogeho+Vq
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14. Fire-D+Mi[view] [source] [discussion] 2026-01-24 22:18:47
>>crazyg+bi
Every person I met gave me a different statement, so I don't fail to believe you, it's just that the definition of story points is different for everybody
replies(1): >>crazyg+Al
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15. crazyg+Vi[view] [source] [discussion] 2026-01-24 22:20:26
>>n4r9+Hg
Because, for whatever psychological reason, estimating in time leads to a false sense of accuracy, people pointlessly argue over whether something will take 5 days vs. 6, and people tend not to be overly optimistic and forget to account for things like sickness, meetings, etc.

Estimating in points that are basically a Fibonacci sequence keep estimation precision limited and avoids implying false guarantees. Yes, in the end the chosen stories are based on summing to a number of points that is roughly equivalent to what the team has achieved per-sprint in the recent past, so in that sense it is ultimately estimating days in the end. But again, for whatever psychological reason, people seem to be more realistic about the variance in actual delivered points per sprint, as opposed to when you try to measure things in hours or days. The points imply more of an estimated goal than a deadline guarantee, which helps keep both team expectations and management expectations more reasonable.

tl;dr: Psychology.

replies(1): >>n4r9+Rh1
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16. crazyg+9l[view] [source] [discussion] 2026-01-24 22:38:14
>>spike0+0g
Remember, estimation is in points not days. It doesn't matter if it's 2 days work for a senior engineer or 4 days for junior devs, it's still the same number of points, e.g. 8 points. This is intentional. Skill is accounted for in the fact that a team of all senior devs might deliver 200 points a sprint, whereas if half the senior devs got replaced with junior devs the team might only deliver 100. This is intentional, so that estimation is about the team, not any person.

And yes, when there's a task that one person happens to know most, people will often defer to them. But that in itself is educational, as the experienced dev explains why the given task is easy/hard. And every task is different, so the person you're deferring to will be different, and you still often get the two or three people who know the task best disagreeing until they hash it out, etc. And very often it's another person who can point out "well it would be that easy except three sprints ago I did x and so you'll now need to do y...". And of course plenty of tasks really are brand-new so everyone's figuring it out together.

If you're really not having actual discussions around complexity in planning poker, then the facilitator/lead/manager might be doing it wrong. You do have to create an environment where people are expected to speak up and disagree, to demonstrate that this is welcomed and expected and rewarded, and not just some kind of checkbox exercise where the most senior dev gives their estimation and everyone agrees. This is also a reason why it's literally done with cards where everyone is forced to put their number on the table at the same time, so that you don't wind up with some senior person always going first and then everyone else just nodding and agreeing.

replies(3): >>Gooble+xs >>Magmal+xt >>SoftTa+OC
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17. crazyg+Al[view] [source] [discussion] 2026-01-24 22:42:18
>>Fire-D+Mi
I'm sure everyone has their own idiosyncratic interpretations, but I believe I've got enough experience to tell you that what I'm explaining is pretty standard.

Here are literally the top two Google results for "story points" and they both seem to align entirely with what I said:

https://www.atlassian.com/agile/project-management/estimatio...

https://www.mountaingoatsoftware.com/blog/what-are-story-poi...

I don't doubt that what you're describing as story points is something somebody told you. I'm just telling you that their definition was highly idiosyncratic and extremely non-standard. When discussing these things, using the standard definitions is helpful.

replies(1): >>Fire-D+WJ
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18. crazyg+0m[view] [source] [discussion] 2026-01-24 22:45:41
>>Fire-D+wi
> For the first one, you CANNOT use what you just described, since it doesn't represent time, so you cannot give dates in any form.

That's the purpose of story points and planning poker. They don't represent time guarantees or delivery dates. That's not a bug, it's a feature.

They represent estimated effort, with a recognition that uncertainty is generally roughly proportional to size. Which is why point estimates are usually restricted to approximately Fibonnaci sequences values (or sometimes doubling). Often it will be limited to 1, 2, 3, 5, 8, 13, 20, where stories aren't allowed to be larger than 20 -- if they are, you need to break them apart.

So to be clear, when you say that estimates are composed of two parts -- time and risk -- planning poker intentionally conflates them into a single number. If a task is both large and truly high-risk, then it should be broken into a research story and an implementation story, where the size of the research story can be better estimated, and then implementation waits for the next sprint depending on what research tells us. If it's small and high-risk, then you basically just "try", and accept that it might not get delivered, and then revisit in the next sprint whether it's worth trying again and if it needs to be revised.

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19. turdpr+5n[view] [source] [discussion] 2026-01-24 22:53:47
>>samast+w1
Same - my new team doesn’t do any scrum or story points and it’s an amazing breath of fresh air - don’t miss those days just yelling random numbers at the zoom call for hours.

The truth is on most teams one or two people who are closest to the task have enough context to estimate, and probably only after they spent some time starting or prototyping the task.

Those people can give a reasonable estimate, in time not some strange point system.

Sometimes the estimate is wrong and that’s ok.

It’s fine to have a meeting catching everyone else up on the context but those pther people still likely don’t have enough to give an accurate estimate and shouldn’t be involved in estimation

replies(1): >>crazyg+Jq
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20. crazyg+Jq[view] [source] [discussion] 2026-01-24 23:24:23
>>turdpr+5n
Let me be clear -- nobody finds planning poker or story estimation fun. The same way nobody finds writing tests or documentation fun. So of course it'll be a breath of fresh air if it's not part of your job.

But the fact remains that in most environments, it's extremely useful for medium-term planning and especially in surfacing high-risk features that can send people down the wrong path for a long time. And it's meant to benefit stakeholders -- the people paying the developers' salaries -- not individual developers. It's about de-risking.

And if you really have the kind of team you seem to describe where everybody only works on their specific type of task and can't even estimate anybody else's work, then that's a danger situation when they leave or get sick or whatever and nobody else can step in and everyone's blocked because the only person who can do X is gone. Usually, you should be actively getting other developers to work on these features (usually the easier/smaller ones) and involving them in the estimation.

replies(2): >>impute+rt >>theone+yC
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21. bogeho+Vq[view] [source] [discussion] 2026-01-24 23:25:35
>>Fire-D+wi
> For the first one, you CANNOT use what you just described, since it doesn't represent time, so you cannot give dates in any form.

Exactly - that’s the point.

Story points assigned to a SINGLE task is not for estimating time spent on that task.

Story points can - given prior data - give you an estimate of time spent on a GROUP of future tasks

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22. Gooble+xs[view] [source] [discussion] 2026-01-24 23:36:26
>>crazyg+9l
"estimation is in points, not days" doesn't tell me anything. Is not like tasks have an intrinsic attribute that everyone can agree on (e.g. the sky is blue)

How are you estimating the points if not thinking about how hard the task is for you and how long is it going to take you?

And then another matter is that points do not correlate to who later takes that work. If you are 5 seniors and 3 juniors and average on a task being a 3, but the task falls to a junior, they will take longer as is expected for his experience.

replies(1): >>crazyg+ht
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23. crazyg+ht[view] [source] [discussion] 2026-01-24 23:42:17
>>Gooble+xs
Here, you might want to read about it:

https://www.atlassian.com/agile/project-management/estimatio...

Points are not intrinstic or objective attributes, like the sky being blue. The scale is arbitrarily chosen by any given team, and relative to past work. But a common reference point is that 1 point is the "smallest" feature worth tracking (sometimes 1/2), and 20 points is usually the largest individual feature a team can deliver in a sprint. So it's common for teams to be delivering something between e.g. 50 and 200 points per sprint. Teams very quickly develop a "feel" for points.

> And then another matter is that points do not correlate to who later takes that work.

Yes, this is by design. Points represent complexity, not time. An experienced senior dev might tend to deliver 30 points per sprint, while a junior dev might usually deliver 10. If a team swaps out some junior devs for senior devs, you will expect the team to deliver more points per sprint.

replies(1): >>Gooble+6w
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24. impute+rt[view] [source] [discussion] 2026-01-24 23:43:48
>>crazyg+Jq
How does it help with medium-term planning when it's just pointing tasks in one sprint?
replies(1): >>crazyg+au
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25. Magmal+xt[view] [source] [discussion] 2026-01-24 23:45:36
>>crazyg+9l
> is in points not days

I hear this often, but I've never met someone for whom points didn't eventually turn into a measurement of time - even using the exact process you're describing.

I think any process that's this hard to implement should be considered bad by default, barring some extraordinary proof of efficacy.

replies(1): >>crazyg+Vu
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26. crazyg+au[view] [source] [discussion] 2026-01-24 23:49:44
>>impute+rt
Because you often estimate something like three or four times as many tasks as actually get included in the sprint. You can't possibly know in advance which features will actually wind up in the sprint until you've considered all the possible candidates. You estimate, then the PM confers with stakeholders to prioritize what's actually most important and figure out the "puzzle" of which pieces add up to a coherent sprint, and then work starts.

To the developer, it seems like short-term sprint planning. But to the PM and stakeholders, it's very much medium-term planning because they're picking tasks for this sprint in light of what they also estimate the following couple sprints will look like (given current information, which is always going to change).

It's not as bad as it sounds, because when you're re-estimating something you already estimated in the past 2 planning pokers, it's usually pretty quick. You're just seeing if the previous estimate needs to be revised based on what the team has learned since. Most time is usually spent on newly proposed features, or features that have significantly changed or been split up.

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27. crazyg+Vu[view] [source] [discussion] 2026-01-24 23:55:18
>>Magmal+xt
> I've never met someone for whom points didn't eventually turn into a measurement of time

The goal isn't to avoid time estimation completely, that would be crazy. People estimate how many points get delivered per sprint and sprints have fixed lengths of time. You can do the math, you're supposed to.

The point is that points avoid a false sense of precision: >>46748310

The process is quite easy to implement. And it does wind up with extraordinary efficacy gains on a lot of teams, that's the whole reason why it's so popular. But you do have to actually learn about it. Here:

https://www.atlassian.com/agile/project-management/estimatio...

replies(2): >>mitthr+wA >>Magmal+l71
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28. Gooble+6w[view] [source] [discussion] 2026-01-25 00:06:26
>>crazyg+ht
So the PM must have the velocity of the team to be able to estimate timescales for the project, which is what they care about, and this velocity metric is only as good as the estimation of complexity points of a team?

> An experienced senior dev might tend to deliver 30 points per sprint

Seems a bit ironic that complexity doesn't measure time but then we are measuring how much complexity can someone deliver on average on a given time. Isn't complexity directly proportional to uncertainty factors, and therefore inversely proportional to confidence of time to completion?

replies(1): >>crazyg+EA
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29. mitthr+wA[view] [source] [discussion] 2026-01-25 00:46:19
>>crazyg+Vu
If it works for you, then it's a good method, but in my opinion the most transparent way to avoid a false sense of precision for time estimation (as with all else) is by explicitly including error bars, rather than changing the units-of-measure.
replies(1): >>crazyg+0B
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30. crazyg+EA[view] [source] [discussion] 2026-01-25 00:46:55
>>Gooble+6w
> So the PM must have the velocity of the team to be able to estimate timescales for the project, which is what they care about, and this velocity metric is only as good as the estimation of complexity points of a team?

Basically, yup. It takes a few sprints to start to establish a meaningfully reliable sense of velocity, and the estimation accuracy is why planning poker takes a couple of hours of real discussion over feature complexity, rather than just a few minutes of superficial guesses. But the end result is a far more accurate ability to estimate what a team can reliably deliver in a sprint, and is really good at bringing stakeholders down to earth in terms of what can actually realistically be delivered.

> Seems a bit ironic that complexity doesn't measure time but then we are measuring how much complexity can someone deliver on average on a given time.

What's ironic? And no, it's not about "someone", it's about the the team. Different people on the team will be able to deliver different numbers of points depending on their skill, experience, etc. This is a major reason for not using time -- it actively recognizes that different people take different amounts of time, that things like sick days and meetings are taken into account, etc.

> Isn't complexity directly proportional to uncertainty factors

Yes, this is an explicit assumption of the Fibonnaci-style points usually used.

> and therefore inversely proportional to confidence of time to completion?

Yes, which is precisely why stories over a certain size are disallowed (the feature must be broken up into parts), and why sprints are measured in a very small number of weeks -- to avoid the accumulation of too much uncertainty.

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31. crazyg+0B[view] [source] [discussion] 2026-01-25 00:49:19
>>mitthr+wA
Error bars are complicated, and who's to say how large they should be? It winds up being a lot of pointless arguing over arbitrary precision.

The Fibonnaci sequence of point values has wound up just being a lot simpler for most people, as it encapsulates both size and error, since error tends to grow proportionally with size.

I.e. nobody is arguing over whether it's 10h +/- 1h, versus 12h +/- 1h, versus 12h +/- 2h, versus 11h +/- 3h. It's all just 5 points, or else 8 points, or else 13 points. It avoids discussion over any more precision than is actually reliably meaningful.

replies(1): >>netgho+pG
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32. theone+yC[view] [source] [discussion] 2026-01-25 01:02:22
>>crazyg+Jq
> The same way nobody finds writing tests or documentation fun

I'm not sure if it's the fun category, but at least they are useful and because of that, satisfying to do. In fact when I finish a solid suite of tests or good, clear documentation, I find it very satisfying. I can't say the same for poker/estimation. I've found to be them a complete waste of time in every job I've had and therefore soul sucking.

> you seem to describe where everybody only works on their specific type of task and can't even estimate anybody else's work, then that's a danger situation when they leave or get sick or whatever and nobody else can step in and everyone's blocked because the only person who can do X is gone

you're conflating the ability to estimate accurately with the ability to implement.

Just because I can't estimate a task accurately doesn't mean I can't do it.

replies(1): >>crazyg+Om6
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33. SoftTa+OC[view] [source] [discussion] 2026-01-25 01:04:48
>>crazyg+9l
I've never been involved in planning poker where everyone didn't converge on points = days at least in their own minds. "Hm, that would take me about a day, so that's one point."
replies(1): >>crazyg+xD
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34. SoftTa+nD[view] [source] [discussion] 2026-01-25 01:09:14
>>alexmo+6f
Yep. My last manager would just ask "Is it a day, a week, a month, or a year?"
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35. crazyg+xD[view] [source] [discussion] 2026-01-25 01:12:23
>>SoftTa+OC
Funny, I've never been on a team that did.

Otherwise, it would be impossible to have 20-point stories done in a 10-business-day sprint! Under the usual assumption that a single person is responsible for the whole story.

For the teams I've been on, a point has usually been more like a third of a day or half a day, i.e. 2-3 hours of uninterrupted concentration, and the 1/2 point card is used rarely. Sounds like you've probably used 1/2 point stories a lot more...

But this is why points are arbitrary. Each team decides whatever precise scale it wants. And it really depends on the type of work you're doing too -- whether the smallest stories tend to be things that are day-sized or things that are 2-hour sized.

replies(1): >>SoftTa+eQ
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36. netgho+pG[view] [source] [discussion] 2026-01-25 01:38:00
>>crazyg+0B
I worked on a product that was built around planning an estimation with ranged estimates (2-4h, 1-3d, etc)

2-12d conveys a very different story than 6-8d. Are the ranges precise? Nope, but they're useful in conveying uncertainty, which is something that gets dropped in any system that collapses estimates to a single point.

That said, people tend to just collapse ranges, so I guess we all lose in the end.

replies(1): >>crazyg+wM
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37. Fire-D+WJ[view] [source] [discussion] 2026-01-25 02:13:34
>>crazyg+Al
The definition of story points like the one I have mentioned has been provided by a certified scrum master and in a different context,by a certified scrum coach.

I appreciate your effort, but I don't believe there is any formal definition. It's redefined per team, it's redefined by the team too if needed.

So people want an estimate (uncertain) based on a number that's also nebulous. It kills me.

Use time ranges, you get a sense for risk AND have an estimated delivery date.

The adjustment people make with numbers can still be made on a per team basis using time ranges, I don't see why we have to use a proxy

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38. crazyg+wM[view] [source] [discussion] 2026-01-25 02:36:58
>>netgho+pG
> 2-12d conveys a very different story than 6-8d.

In agile, 6-8d is considered totally reasonable variance, while 2-12d simply isn't permitted. If that's the level of uncertainty -- i.e. people simply can't decide on points -- you break it up into a small investigation story for this sprint, then decide for the next sprint whether it's worth doing once you have a more accurate estimate. You would never just blindly decide to do it or not if you had no idea if it could be 2 or 12 days. That's a big benefit of the approach, to de-risk that kind of variance up front.

replies(2): >>mitthr+P11 >>Lehere+cK1
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39. SoftTa+eQ[view] [source] [discussion] 2026-01-25 03:21:41
>>crazyg+xD
Yeah we had half-point stories. Never remember getting as high as 20. I think we topped out at about 13 and those were usually split if they could be. It's been years since I did planning poker, sort of surprised to hear that it's still in use.
replies(1): >>crazyg+I02
40. csours+CS[view] [source] 2026-01-25 03:51:39
>>crazyg+(OP)
The post is about project planning, not sprint planning.

> It prevents you from estimating things longer than a sprint, because it assumes that's impossible.

And yet, management wants estimates for a whole project. Projects have to get paid for somehow, and project estimates are a key part of that in many many organizations. Ever wonder why government IT is SO BAD?

41. mgfist+MT[view] [source] 2026-01-25 04:05:31
>>crazyg+(OP)
My most productive team did no time estimates at all (short of very very rough project estimates i.e. "yeah I'll work on this project for at least the next quarter then we'll see"), and instead of spending endless time in planning meetings determining how complex a task was, we instead spent that time just doing the thing.
replies(1): >>Lehere+TP1
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42. mitthr+P11[view] [source] [discussion] 2026-01-25 05:39:03
>>crazyg+wM
If you measure how long a hundred "3-day tasks" actually take, in practice you'll find a range that is about 2-12. The variance doesn't end up getting de-risked. And it doesn't mean the 3-day estimate was a bad guess either. The error bars just tend to be about that big.
replies(1): >>crazyg+Ia2
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43. Magmal+l71[view] [source] [discussion] 2026-01-25 06:48:13
>>crazyg+Vu
> The process is quite easy to implement

Having implemented it myself, I agree it is easy to implement. My argument is that it is overly difficult to maintain. My experience is that incentives to corrupt the point system are too high for organizations to resist.

Funnily enough - I work closely with a former director of engineering at Atlassian (the company whose guide you cite) and he is of the opinion that pointing had become "utterly dishonest and a complete waste of time". I respect that opinion.

If you have citations on pointing being effective I'd be very interested. I consider myself reasonably up to date on SWE productivity literature and am not aware of any evidence to that point - I have yet to see it.

replies(1): >>crazyg+cc2
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44. n4r9+Rh1[view] [source] [discussion] 2026-01-25 08:54:10
>>crazyg+Vi
Can't you do that by just limiting the precision? You can only vote 1, 2, 3, 5 or 8 days. Not sure what "points" are adding. As far as I can tell, it's an attempt to account for estimation difficulties by introducing a "velocity" concept. But I think it makes things more complex without actually solving the issue.
replies(1): >>crazyg+512
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45. Lehere+cK1[view] [source] [discussion] 2026-01-25 13:15:27
>>crazyg+wM
> you break it up into a small investigation story for this sprint, then decide for the next sprint whether it's worth doing

That's just too slow for business in my experience though. Rightly or wrongly, they want it now, not in a couple of sprints.

So what we do is we put both the investigation and the implementation in the same sprint, use the top of the range for the implementation, and re-evaluate things mid-sprint once the investigation is done. Of course this messes up predictability and agile people don't like it, but they don't have better ideas either on how to handle it.

Not sure if we're not enough agile or too agile for scrum.

replies(1): >>crazyg+lb2
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46. Lehere+TP1[view] [source] [discussion] 2026-01-25 14:09:01
>>mgfist+MT
How did you align with other teams?

I agree it's best if working in isolation, but if you need to synchronise then estimations make sense.

If you need 3 months to implement something, and another team 1 week, and both need to be ready at the same time; then if you actually know those estimations the second team can wait until then and do something immediately useful in between.

replies(1): >>mgfist+Sy6
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47. crazyg+I02[view] [source] [discussion] 2026-01-25 15:27:35
>>SoftTa+eQ
> sort of surprised to hear that it's still in use.

Why? It's not like it was some fad that didn't work. When things work, organizations tend to stick with them.

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48. crazyg+512[view] [source] [discussion] 2026-01-25 15:29:16
>>n4r9+Rh1
Let me repeat myself:

> and people tend not to be overly optimistic and forget to account for things like sickness, meetings, etc.

> But again, for whatever psychological reason, people seem to be more realistic about the variance in actual delivered points per sprint, as opposed to when you try to measure things in hours or days. The points imply more of an estimated goal than a deadline guarantee, which helps keep both team expectations and management expectations more reasonable.

replies(1): >>n4r9+ad4
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49. crazyg+Ia2[view] [source] [discussion] 2026-01-25 16:30:17
>>mitthr+P11
If a story-sized task takes 4x more effort than expected, something really went wrong. If it's blocked and it gets delayed then fine, but you can work on other stories in the meantime.

I'm not saying it never happens, but the whole reason for the planning poker process is to surface the things that might turn a 3 point story into a 13 point story, with everyone around the table trying to imagine what could go wrong.

You should not be getting 2-12 variance, unless it's a brand-new team working on a brand new project that is learning how to do everything for the first time. I can't count how many sprint meetings I've been in. That level of variance is not normal for the sizes of stories that fit into sprints.

replies(2): >>netgho+bm2 >>mitthr+l84
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50. crazyg+lb2[view] [source] [discussion] 2026-01-25 16:34:44
>>Lehere+cK1
That's definitely one way of doing it! And totally valid.

I think it often depends a lot on who the stakeholders are and what their priorities are. If the particular feature is urgent then of course what you describe is common. But when the priority is to maximize the number of features you're delivering, I've found that the client often prefers to do the bounded investigation and then work on another feature that is better understood within the same sprint, then revisit the investigation results at the next meeting.

But yes -- nothing prevents you from making mid-sprint reevaluations.

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51. crazyg+cc2[view] [source] [discussion] 2026-01-25 16:40:01
>>Magmal+l71
I guess my experiences are quite the opposite. Maintaining the process couldn't be easier. I don't even know what it means to "corrupt" points...? Or for points to become "dishonest"? I'm genuinely baffled.

I'm not aware of any citations, just like I'm not aware of any citations for most common development practices. It seems to be justified more in a practical sense -- as a team or business, you try it out, and see if it improves productivity and planning. If so, you keep it. I've worked at several places that adopted it, to huge success, solving a number of problems. I've never once seen a place choose to stop it, or find something that worked better. If you have a citation that there is something that works better than points estimation, then please share!

It's just wisdom of the crowds, or two heads are better than one. Involving more people in making estimates, avoiding false precision, and surfacing disagreement -- how is that not going to result in higher-quality estimates?

replies(1): >>Magmal+3z3
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52. netgho+bm2[view] [source] [discussion] 2026-01-25 17:42:34
>>crazyg+Ia2
I think it really depends on how teams use their estimates. If you're locking in an estimate and have to stick with it for a week or a month, you're right, that's terrible.

If you don't strictly work on a Sprint schedule, then I think it's reasonable to have high variance estimates, then as soon as you learn more, you update the estimate.

I've seen lots of different teams do lots of different things. If they work for you and you're shipping with reliable results then that's excellent.

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53. Magmal+3z3[view] [source] [discussion] 2026-01-26 01:50:06
>>crazyg+cc2
By "dishonest" I'm saying they become measurements of time, which is what we were trying to avoid.

Stepping back - my experience is that points are solving a problem good organizations don't have.

The practice I see work well is that a senior person comes up with a high level plan fror a project with confidence intervals on timeline and quality and has it sanity checked by peers. Stakeholders understand the timeline and scope to be an evolving conversation that we iterate on week-by-week. Our rough estimates are enough to see when the project is truly off-track and we can have a discussion about timelines and resourcing.

I just don't see what points do for me other than attempt to "measure velocity". In principle there's a metric that's useful for upper management, but the moment they treat it as a target engineers juice their numbers.

replies(1): >>crazyg+sl6
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54. mitthr+l84[view] [source] [discussion] 2026-01-26 08:08:18
>>crazyg+Ia2
Try systematically collecting some fine grained data comparing your team's initial time estimates against actual working time spent on each ticket. See what distribution you end up with.

Make sure you account for how often someone comes back from working on a 3-point story and says "actually, after getting started on this it turned out to be four 3-point tasks rather than one, so I'm creating new tickets." Or "my first crack at solving this didn't work out, so I'm going to try another approach."

replies(1): >>crazyg+pj6
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55. n4r9+ad4[view] [source] [discussion] 2026-01-26 08:56:49
>>crazyg+512
> and people tend not to be overly optimistic and forget to account for things like sickness, meetings, etc.

> people seem to be more realistic about the variance in actual delivered points per sprint, as opposed to when you try to measure things in hours or days

Okay I think I'm with you. In my team, the PM pre-calculates the number of available days in the sprint per developer before taking any estimates, factoring in planned holidays and estimates of sickness and meeting time, and adjusting for seniority. I guess points are kind of a crude way of doing the same thing.

replies(1): >>crazyg+Mn6
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56. crazyg+pj6[view] [source] [discussion] 2026-01-26 20:56:39
>>mitthr+l84
That's literally what retrospectives are for. You do them at the end of every sprint.

Granted, they're point estimates not time estimates, but it's the same idea -- what was our velocity this sprint, what were the tickets that seemed easier than expected, what were the ones that seemed harder, how can we learn from this to be more accurate going forwards, and/or how do we improve our processes?

Your tone suggests you think you've found some flaw. You don't seem to realize this is explicitly part of sprints.

I'm describing my experiences with variances based on many, many, many sprints.

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57. crazyg+sl6[view] [source] [discussion] 2026-01-26 21:06:42
>>Magmal+3z3
> By "dishonest" I'm saying they become measurements of time, which is what we were trying to avoid.

On the one hand, they simply can't. They're a measurement of effort, and a junior dev will take more time to finish a story than a senior dev will. On the other hand, at the sprint velocity level, yes of course they're supposed to be equivalent to time, in the sense that they're what the team expects to be able to accomplish in the length of a sprint. That's not dishonest, that's the purpose.

> The practice I see work well is that a senior person comes up with a high level plan fror a project with confidence intervals on timeline and quality and has it sanity checked by peers... I just don't see what points do for me other than attempt to "measure velocity".

Right, so what happens with what you describe is that you're skipping the "wisdom of the crowds" part, estimation is done too quickly and not in enough depth, and you wind up significantly underestimating, and management keeps pushing the senior person to reduce they're estimates because there's no process behind them, and planning suffers because you're trying to order the backlog based on wishful thinking rather than good information.

What points estimation does is provide a process that aims to increase accuracy which can be used for better planning, in order to deliver the highest-priority features faster, and not waste time on longer features that go off track where nobody notices for weeks. Management can say, "can't they do it faster?", and you can explain, "we have a process for estimation and this is it." It's not any single employee's opinion, it's a process. This is huge.

> but the moment they treat it as a target engineers juice their numbers.

How? Management doesn't care about points delivered, they care about features delivered. There's nothing to "juice". Points are internal to a team, and used with stakeholders to measure the expected relative size of tasks, so tasks can be reprioritized. I've never seen sprint velocity turn into some kind of management target, it doesn't even make sense. I mean, I'm sure there's some dumb management out there that's tried it. But what you're describing isn't my experience even remotely.

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58. crazyg+Om6[view] [source] [discussion] 2026-01-26 21:12:51
>>theone+yC
> you're conflating the ability to estimate accurately with the ability to implement.

> Just because I can't estimate a task accurately doesn't mean I can't do it.

Most programmers could ultimately do anything... if given enough time.

But if they're going to do it professionally, you expect them to have some prior experience so they can do it somewhat efficiently. And if they have that experience, they should be able to estimate.

So yes, being able to estimate and being able to do (with reasonable professional efficiency), do tend to correlate, of course.

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59. crazyg+Mn6[view] [source] [discussion] 2026-01-26 21:17:21
>>n4r9+ad4
> I guess points are kind of a crude way of doing the same thing.

Right. But you sound awfully judgmental in saying "crude". I'd call it robust, and not trying to produce some kind of false over-precision. In other words, appropriate to the task at hand.

replies(1): >>n4r9+518
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60. mgfist+Sy6[view] [source] [discussion] 2026-01-26 22:18:25
>>Lehere+TP1
Yes, then you must have a rough estimate for that. Or in the other extreme example - in the case of an outage, estimates must be much more precise (i.e. "we should have a workaround in ~30 minutes").

But neither case requires too much thought or discussion. My point was more that estimation ends up overwhelming time and energy, when you can just do the thing instead. I've worked on teams where we've spent more time arguing about how complex a task than it would've been for someone to crank out a solution.

I also don't mean engineers shouldn't collaborate, just that it should be more ad-hoc and not manager/tpm/scrum-master driven.

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61. n4r9+518[view] [source] [discussion] 2026-01-27 10:19:24
>>crazyg+Mn6
So how does your team adjust capacity planning in case of disruptions like annual leave, company all-hands days, public holidays etc... ? How do you figure out how many points to reduce by?
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