Search this site
Embedded Files
Scrum Pattern Group
  • Scrum PLoP
    • Scrum Tulip PLoP 2021 - Enkhuizen Netherlands
    • Scrum PLoP 2019
    • Scrum PLoP 2018, Quinta da Pacheca, Portugal
    • ScrumPLoP 2017, Quinta da Pacheca, Portugal
    • ScrumPLoP 2016, Porto, Portugal
    • ScrumPLoP 2015, Porto, Portugal
    • ScrumPLoP 2014, Helsingør, Denmark
    • ScrumPLoP 2013, Helsingør, Denmark
    • ScrumPLoP 2012, Helsingør, Denmark
    • ScrumPLoP 2011, Helsingør, Denmark
    • ScrumPLoP 2010, Stora Nyteboda, Sweden
  • Original Org Patterns Site
    • Organizational Patterns of Agile Software Development
      • Book Outline
        • Preface
        • History and Introduction
          • An Overview of Patterns and Organizational Patterns
          • What Are Patterns?
          • What Are Pattern Languages?
          • Organizational Pattern Languages
          • How the Patterns Came to Us
          • Gathering Organizational Data
          • Creating Sequences
          • History and Related Work
          • Introspection and Analysis of Organizations
          • Shortcomings of State of the Art
          • Analyzing Roles and Relationships
          • How to Use this Book
          • Reading the Patterns
          • Applying the Patterns
          • Updating the Patterns
          • Who Should Use This Book?
          • Size the Organization
          • The CRC-Card Methodology
        • The Pattern Languages
        • Organizational Design Patterns
          • Project Management Pattern Language
          • Community of Trust
          • Size the Schedule
          • Get On With It
          • Named Stable Bases
          • Incremental Integration
          • Private World
          • Build Prototypes
          • Take No Small Slips
          • Completion Headroom
          • Work Split
          • Recommitment Meeting
          • Work Queue
          • Informal Labor Plan
          • Development Episode
          • Implied Requirements
          • Developer Controls Process
          • Work Flows Inward
          • Programming Episode
          • Someone Always Makes Progress
          • Team per Task
          • Sacrifice One Person
          • Day Care
          • Mercenary Analyst
          • Interrupts Unjam Blocking
          • Don't Interrupt an Interrupt'
          • Piecemeal Growth Pattern Language
          • Size the Organization
          • Phasing It In
          • Apprenticeship
          • Solo Virtuoso
          • Engage Customers
          • Surrogate Customer
          • Scenarios Define Problem
          • Firewalls
          • Gatekeeper
          • Self-Selecting Team
          • Unity of Purpose
          • Team Pride
          • Skunkworks
          • Patron Role
          • Diverse Groups
          • Public Character
          • Matron Role
          • Holistic Diversity
          • Legend Role
          • Wise Fool
          • Domain Expertise in Roles
          • Subsystem by Skill
          • Moderate Truck Number
          • Compensate Success
          • Failed Project Wake
          • Developing in Pairs
          • Developing in Pairs
          • Engage Quality Assurance
          • Application Design is Bounded by Test Design
          • Group Validation
        • Organization Construction Patterns
          • Organizational Style Pattern Language
          • Few Roles
          • Producer Roles
          • Producers in the Middle
          • Stable Roles
          • Divide and Conquer
          • Conway's Law
          • Organization Follows Location
          • Organization Follows Market
          • Face-to-Face Before Working Remotely
          • Form Follows Function
          • Shaping Circulation Realms
          • Distribute Work Evenly
          • Responsibilities Engage
          • Hallway Chatter
          • Decouple Stages
          • Hub Spoke and Rim
          • Move Responsibilities
          • Upside-Down Matrix Management
          • The Water Cooler
          • Three to Seven Helpers per Role
          • Coupling Decreases Latency
          • People and Code Pattern Language
          • Architect Controls Product
          • Architecture Team
          • Lock 'Em Up Together
          • Smoke Filled Room
          • Stand Up Meeting
          • Deploy Along the Grain
          • Architect Also Implements
          • Generics and Specifics
          • Standards Linking Locations
          • Code Ownership
          • Feature Assignment
          • Variation Behind Interface
          • Private Versioning
          • Loose Interfaces
          • Subclass Per Team
          • Hierarchy of Factories
          • Parser Builder
        • Foundations and History
          • Organizational Principles
          • Priming the Organization for Change
          • Dissonance Precedes Resolution
          • Team Burnout
          • Stability and Crisis Management
          • The Open-Closed Principle of Teams
          • Team Building
          • Building on the Solid Core
          • Piecemeal Growth
          • Some General Rules
          • Make Love Not War
          • Organizational Patterns are Inspiration Rather Than Prescription
          • It Depends on Your Role in Your Organization
          • It Depends on the Context of the Organization
          • Organizational Patterns are Used by Groups Rather Than Individuals
          • People are Less Predictable than Code
          • The Role of Management
          • Anthropological Foundations
          • Patterns in Anthropology
          • Beyond Process to Structure and Values
          • Roles and Communication
          • Social Network Analysis
          • Distilling the Patterns
          • CRC Cards and Roles
          • Social Network Theory Foundations
          • Scatterplots and Patterns
        • Case Studies
          • Borland QuattroPro for Windows
          • A Hyperproductive Telecommunications Development Team
      • Appendices
        • Summary Patlets
        • Organization Book Patlets
        • Bibliography
        • Photo Credits
      • Mysteriously Missing
      • Supporting Pages
        • Common Pattern Language
        • Organizational Patterns
        • Diversity of Membership
  • Original Scrum Patterns Site Archive
    • Scrum as Organizational Patterns
    • Scrum Patterns Summary
    • Software Scrum Patterns
    • First-Level Scrum Patterns
  • The ScrumPLoP Mission
  • What is a PLoP?
Scrum Pattern Group

Size The Schedule


Software engineers determining the next schedule.

... the product is understood and the project size has been estimated. 

✥ ✥ ✥

Both overly ambitious schedules and overly generous schedules have their pains, either for the developers or the customers.

If you make the schedule too generous, developers become complacent, and you miss market windows. But if the schedule is too ambitious, developers become burned out, and you miss market windows. And if the schedule is too ambitious, product quality suffers, and compromised architectural principles establish a poor foundation for future maintenance. 

Common wisdom says that you can trade off staff, schedule, and functionality. While principles such as Brooks' "adding people to a late project makes it later" [BibRef-Brooks1995] cast doubt on the place of staff in this equation, it's clear that schedule and functionality trade off against each other. Ward Cunningham says in his pattern ComparableWork, "Every project must commit to delivery on a few hard and fast dates. This is actually fortunate because it is about the only way to get out of work that is going poorly." [BibRef-Cunningham1996] In a reasonable business climate, it is much smarter to hold the schedule constant and to negotiate functionality than it is to extend the schedule. The customer believes you can cut functionality, but a promise of having the yet unattained functionality at some future date leaves the customer much less comfortable. And projects without schedule motivation tend to go on forever, or spend too much time polishing details that are either irrelevant or don't serve customer needs. 

Therefore: 

Reward developers for negotiating a schedule they prove to meet, with financial bonuses (or at-risk compensation; see CompensateSuccess), or with extra time off. Keep two sets of schedules: one for the market, and one for the developers.

The external schedule is negotiated with the customer; the internal schedule, with development staff. The internal schedule should be shorter than the external schedule by two or three weeks for a moderate project (this figure comes from a senior staff member at a well-known software consulting firm). If the two schedules can't be reconciled, customer needs or the organization's resources--or the schedule itself--must be re-negotiated (RecommitmentMeeting). 

✥ ✥ ✥

Help delineate the schedule with NamedStableBases. Grow as needed with PhasingItIn. Define initial targets with WorkQueue. Make sure SomeoneAlwaysMakesProgress. 

The forces come from the MIT project management simulation and from studies as projects such as Borland Quattro Pro for Windows. Another manager suggested that the skew between the internal and external schedules be closer to two months than two weeks because, if you slip, it usually reflects a major oversight that costs two or three months. 

DeMarco talks about rewarding people for accuracy of schedules; see [BibRef-DeMarcoBoehm1986]. Verify this reference... Also, read about the place of promptness in [BibRef-ZuckermanAndHatala1992]. 

You don't need a full schedule--perhaps no schedule at all--to get started. See GetOnWithIt and BuildPrototypes.

Copyright © 2026 The Scrum Patterns Group
Report abuse
Page details
Page updated
Report abuse