Agile Glossary

Lead Time

What is Lead Time?

“Lead time” is a term borrowed from the manufacturing method known as Lean or Toyota Production System, where it is defined as the time elapsed between a customer placing an order and receiving the product ordered.

Translated to the software domain, lead time can be described more abstractly as the time elapsed between the identification of a requirement and its fulfillment. Defining a more concrete measurement depends on the situation being examined: for instance, when focusing on the software development process, the “lead time” elapsed between the formulation of a user story and that story being used “in production”, that is, by actual users under normal conditions.

Teams opting for the kanban approach favor this measure, over the better-known velocity. Instead of aiming at increasing velocity, improvement initiatives intend to reduce lead time.

Also Known As

Some authors make a distinction between “lead time” and “cycle time”. The former is a “user’s point of view” measurement – the time between a request being made and being fulfilled – while the latter is from a “developer’s point of view” – the time between the start of work on a user story and making the feature available for delivery.

To some extent, these definitions are currently fluid and may vary significantly from one software development team to the next, given the great diversity among software efforts. The most useful response is probably to pick one manner of measurement carefully, and ensure that at least within a given team everyone understands how it’s being used and why.

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Additional Agile Glossary Terms

Story mapping consists of ordering user stories along two independent dimensions based on the order activities occur and sophistication of implementation.
Collective code ownership is the explicit convention that every team member can make changes to any code file as necessary: either to complete a development task, to repair a defect, or to improve the code's overall structure.
Business agility is the ability of an organization to sense changes internally or externally and respond accordingly in order to deliver value to its customers.
In software development, an "estimate" is the evaluation of the effort necessary to carry out a given development task; this is most often expressed in terms of duration.
A sprint backlog is the subset of product backlog that a team targets to deliver during a sprint to accomplish the sprint goal and progress toward an outcome.
The definition of done is an agreed upon list of the activities deemed necessary to get a product increment, usually represented by a user story, to a done state by the end of a sprint.
Usability testing is an empirical, exploratory technique to answer questions such as "how would an end user respond to our software under realistic conditions?"

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