Estimating effort: Story points, planning poker and T-shirt sizes
In short: Teams prefer to estimate effort relatively rather than in hours: they compare tasks with each other and use story points, planning poker or T-shirt sizes to ease planning and conversation.
In more detail: People estimate absolute times badly (“That takes 3 hours”) but ratios well (“That is twice as big as that one”). Moreover software is often uncertain: time figures suggest an accuracy that does not exist.
In Depth
Story points
A relative unit for the effort, complexity and uncertainty of a story. The Fibonacci sequence (1, 2, 3, 5, 8, 13, 21) is usual: the larger, the less precise, hence larger gaps. You choose a reference story (“this is a 3”) and compare all others. Velocity = sum of points completed in a sprint; with it you can estimate how much is achievable in the next sprints.
Planning poker
The team estimates together and uninfluenced: the PO explains the story, everyone chooses a card (number) face down, then all reveal at the same time. With large differences the highest and lowest estimators explain their view; assumptions are discussed and estimates repeated until they converge. The gain lies in the conversation and uncovered misunderstandings, not in the number.
T-shirt sizes and other methods
- T-shirt sizes (XS, S, M, L, XL) for rough estimates in roadmaps and early phases.
- Three-point estimate (PERT): optimistic (O), most likely (M), pessimistic (P); expectation = (O + 4M + P) / 6.
- Analogy estimation: comparison with similar earlier work.
- #NoEstimates / flow metrics (cycle time, number of completed items) with Kanban.
- Function points and COCOMO in classic projects.
Typical mistakes and tips
- Converting points into hours and misusing them as a commitment.
- Velocity as a performance comparison between teams.
- Unchecked assumptions: make uncertainty visible, plan spikes (short investigation tasks).
- Buffer for the unforeseen, cut tasks small (≤ 8 points).
- For IHK projects with a fixed hours budget: plan and document time per phase (target vs. actual), justify deviations. Estimating means deciding under uncertainty: accuracy comes from experience and steering.
See also: Scrum in practice, Network plan and Gantt, Project phases, User stories