Best practices for adopting Story Points
For a thoughtful perspective from Ron Jeffries, the originator of story points, you can read his take here: Ron Jeffries on Story Points
With that context in mind, the following sections outline best practices to consider when moving to a story points-based development process
Best Practices / Recommendations for Assigning Story Points Based on Capacity
Use a non-linear scale (e.g. Fibonacci or modified Fibonacci)
Use a sequence like 1, 2, 3, 5, 8, 13, 20 etc. You can cap or modify the higher numbers for your context.
Non-linear increases acknowledge that as stories grow in size, uncertainty/risk tends to increase. It makes distinguishing large vs medium tasks more meaningful.
Establish a baseline “reference story”
Pick a simple story (e.g. bug fix or small feature) that everyone agrees is “1 point.” Use that as anchor/reference. Compare all other stories relative to that.
Helps calibrate what “1 point” actually means for your team. Without this, one person’s “3” may be another person’s “1”, making planning unreliable. This is widely recommended in agile estimation literature.
Use velocity (average over past 3-5 sprints) to determine capacity
Don’t guess how many points you’ll do; use past performance (velocity) to decide how much to commit. Adjust for holidays, support work, known overhead.
It gives realistic limits; teams that do this avoid over-committing and burnout.
Factor in non-development/overhead work
Include time for meetings, code reviews, production support, maintenance, etc. That reduces your usable capacity. For example, if someone is allocated 30% support work, the rest should be for new stories.
Without including these, estimates tend to assume 100% dev time, leading to overcommitment. Scrum / Agile coaches often mention treating these as explicit "non-story" work in sprint planning.
Limit story size; split large stories
If a story seems too big (e.g. takes more than half a sprint), break it down. Ensure most stories can be completed in a small number of days (1-3).
Smaller stories are easier to estimate, reduce risk, reduce rollback.
Use Planning Poker or group estimation
Multiple team members estimate, discuss discrepancies, converge on a consensus. Helps uncover risks / unknowns.
This is a standard practice: helps with shared understanding, surfacing hidden complexity.
Don’t map story points directly to hours (or at least don’t rigidly enforce it)
While some teams map approximate hours to small point values for planning (e.g. “1 story point ~ 2 hours”), these mappings should be loose and revisited.
Strict time mapping defeats some of the purpose of story points (dealing with uncertainty). Many sources caution that hour-based equals can be misleading.
Use sprints as feedback loops
After each sprint, compare estimated vs actual performance. Review stories that took much longer than estimated to see what went wrong. Use those lessons to recalibrate future estimates.
Improves estimation accuracy over time; reduces mismatch of expectations.
Don’t use points to measure individual performance
Measure team delivery: the team’s velocity and capacity vs commitments. Avoid attributing individual productivity to story points.
If individuals are held to “X points per sprint,” it leads to gaming, splitting stories, inflating estimates. Several agile discussions and forums warn against this.
Adjust for new teams / changing context
New teams may not have reliable velocity. Projects with new domain or unknown tech will have extra uncertainty. Adjust your expectations (lower velocity, buffer) until data builds up.
Helps avoid overcommitment early and burn-out. Also ensures planning doesn’t assume “steady state” when many variables are uncertain.
✌️Keep buzzing, keep building - one sprint at a time.
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