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Translations:Estimación de póquer/2/en

De Scrum Manager BoK

It was devised by James Grenning to avoid drawn-out discussions in estimation sessions. Mike Cohn popularized it in his book Agile Estimating and Planning (2005).

Origin

Grenning's original model consists of eight cards with the values ½, 1, 2, 3, 5, 6, 7, and infinity. They were developed to support release estimates in Extreme Programming.

How it works

  • Each meeting participant has a deck of cards.
  • The Product Owner or facilitator presents the story description within a set time limit; the team may ask questions for an agreed period.
  • Each participant selects the card that represents their estimate and places it face down.
  • When everyone has made their selection, the cards are revealed simultaneously.
  • If the estimate comes out as "infinity" (exceeds the maximum limit), the story must be split into smaller units.
  • If the estimates vary widely, whoever is running the meeting can choose to:
    • Ask the people with the extreme estimates why. After hearing their reasons, repeat the estimation.
    • Set the story aside and return to it at the end or in another session.
    • Ask the Product Owner to break down the story.
    • Take the lowest estimate, the highest, or the average.

Advantages

  • Avoids getting stuck in circular analysis of implementation options.
  • Gets all attendees involved.
  • Reduces feature estimation time to just a few minutes.
  • Reaches consensus without prolonged discussions.
  • It is dynamic and more engaging than estimating in silence.

Variant: Fibonacci sequence

Instead of composing the exact figure with several cards, a Fibonacci scale is used, where each person raises the card with the figure closest to their estimate: 0, ½, 1, 2, 3, 5, 8, 13, 21, ∞


This forces people to make decisions: if someone estimates "6," they must decide whether to raise the 5 (tight estimate) or the 8 (conservative estimate). That decision makes explicit the level of uncertainty they perceive.