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Managing Sprint Velocity
Velocity is the measure of work your team completes per sprint. When tracked well, it enables accurate planning, realistic commitments, and reliable forecasting. When misused, it becomes a gaming target that distorts behavior. Use velocity as a planning tool, not a performance metric.
Understanding Velocity
| Velocity Is | Velocity Is NOT |
|---|---|
| Planning tool | Performance metric |
| Team-level measure | Individual comparison |
| Relative over time | Comparable between teams |
| Forecast enabler | Goal to maximize |
| Descriptive | Prescriptive |
Tracking Velocity
Calculation Method
VELOCITY CALCULATION
════════════════════
SPRINT COMPLETION:
─────────────────────────────────────
Sprint 24 completed items:
├── GS-100: User login (3 pts) ✓
├── GS-101: Password reset (2 pts) ✓
├── GS-102: Profile page (5 pts) ✓
├── GS-103: Avatar upload (3 pts) ✓
├── GS-104: Settings page (5 pts) ✗ (80% complete)
├── GS-105: Bug fixes (3 pts) ✓
└── GS-106: Email templates (2 pts) ✓
Calculation:
├── Completed: 3 + 2 + 5 + 3 + 3 + 2 = 18 pts
├── NOT counted: GS-104 (not done = not counted)
└── Velocity: 18 points
RULE:
├── Only count DONE items
├── Done = meets Definition of Done
├── Partial credit = no credit
└── Carryover = next sprint
Velocity History
VELOCITY HISTORY TRACKING
═════════════════════════
SPRINT HISTORY:
─────────────────────────────────────
Sprint Committed Completed Velocity
───────────────────────────────────────────
19 28 26 26
20 30 28 28
21 32 24 24 ← Low
22 28 27 27
23 30 29 29
24 30 18 18 ← Low (holiday)
───────────────────────────────────────────
ANALYSIS:
├── Average (6 sprints): 25.3 pts
├── Average (recent 3): 24.7 pts
├── Low point: 18 (explainable: holidays)
├── High point: 29
└── Stable range: 24-29
RECOMMENDATION:
├── Plan next sprint: 24-26 pts
├── Use conservative estimate
├── Account for known factors
└── Don't over-commit
Velocity Chart
VELOCITY VISUALIZATION
══════════════════════
VELOCITY CHART:
─────────────────────────────────────
30 │ ▓
28 │ ▓ ║ ▓
26 │ ▓ ║ ║ ║ ▓
24 │ ║ ║ ▓ ║ ║ ║
22 │ ║ ║ ║ ║ ║ ║
20 │ ║ ║ ║ ║ ║ ║
18 │ ║ ║ ║ ║ ▓ ║ ║
└─┴──┴──┴──┴──┴──┴──┴───
19 20 21 22 23 24 25
─ ─ Average: 25 pts
INTERPRETATION:
├── Sprint 21: Below average (investigate)
├── Sprint 23: Near average (normal)
├── Sprint 24: Significantly below (holidays)
├── Trend: Stable with explainable variance
└── Action: None needed, team is consistent
Using Velocity for Planning
Commitment Setting
SPRINT COMMITMENT USING VELOCITY
════════════════════════════════
STEP 1: Calculate Planning Velocity
─────────────────────────────────────
Last 6 sprints: 26, 28, 24, 27, 29, 18
Method A: Simple average
(26 + 28 + 24 + 27 + 29 + 18) / 6 = 25.3
Method B: Exclude outliers
Remove 18 (holiday sprint)
(26 + 28 + 24 + 27 + 29) / 5 = 26.8
Method C: Recent trend (last 3)
(27 + 29 + 18) / 3 = 24.7 (skewed by holiday)
CHOOSE: 25-27 points is reasonable
STEP 2: Adjust for Known Factors
─────────────────────────────────────
├── Team member on vacation: -15%
├── New team member ramping: -10%
├── No special factors: Use average
└── Next sprint: 25 × 0.85 = 21 pts
STEP 3: Commit to Work
─────────────────────────────────────
Sprint backlog:
├── High priority items: 18 pts
├── Medium priority items: 8 pts
├── Available capacity: 21 pts
└── Commit: 18 + 3 stretch = 21 pts
Forecasting
VELOCITY-BASED FORECASTING
══════════════════════════
REMAINING WORK: 120 story points
VELOCITY: 25 pts/sprint (average)
SIMPLE FORECAST:
─────────────────────────────────────
120 pts / 25 pts per sprint = 4.8 sprints
4.8 × 2 weeks = 9.6 weeks
→ Approximately 10 weeks
RANGE FORECAST (more realistic):
─────────────────────────────────────
Optimistic (velocity 29): 120/29 = 4.1 sprints
Expected (velocity 25): 120/25 = 4.8 sprints
Pessimistic (velocity 21): 120/21 = 5.7 sprints
Result:
├── Best case: 8 weeks
├── Expected: 10 weeks
├── Worst case: 12 weeks
└── Communicate range, not single date
FACTORS TO CONSIDER:
├── Holidays in period
├── Known absences
├── New discoveries
├── Technical risk
└── Add buffer for unknowns
Velocity Problems
Velocity Decline
DIAGNOSING VELOCITY DECLINE
═══════════════════════════
VELOCITY DROPPED:
─────────────────────────────────────
Recent: 28 → 24 → 21 → 18
Pattern: Consistent decline
INVESTIGATE:
─────────────────────────────────────
1. TEAM CHANGES?
├── Member left/vacation
├── New member ramping
├── Manager change
└── Role changes
2. PROCESS ISSUES?
├── Increased meetings
├── More interruptions
├── Longer review times
├── Deployment problems
└── Changed practices
3. WORK CHANGES?
├── More complex work
├── More unknowns
├── Technical debt
├── Legacy code
└── Different type of work
4. ESTIMATION DRIFT?
├── Points mean different things now
├── More honest estimates
├── Less inflated
└── Actually: Same work, better estimates
5. EXTERNAL FACTORS?
├── Company changes
├── Priority shifts
├── Morale issues
└── Burnout
ACTION:
├── Discuss in retrospective
├── Identify root cause
├── Address systemic issues
├── Don't just push harder
Velocity Gaming
AVOIDING VELOCITY GAMING
════════════════════════
GAMING PATTERNS:
─────────────────────────────────────
✗ Inflating estimates
"This is 8 points, not 5"
Result: Higher velocity, same work
✗ Splitting artificially
One 8-point story → Four 2-point stories
Result: More points, same work
✗ Only counting easy work
Avoid hard tasks, do simple ones
Result: Points up, value down
✗ Marking incomplete as done
"It's 90% done, count it"
Result: False velocity, debt grows
WHY GAMING HAPPENS:
─────────────────────────────────────
├── Velocity treated as performance metric
├── Pressure to increase velocity
├── Comparison between teams
├── Management uses as evaluation
└── Natural response to incentives
PREVENTION:
─────────────────────────────────────
├── Velocity is for planning only
├── Never compare teams
├── Never tie to performance
├── Celebrate outcomes, not points
├── Focus on value delivered
└── Track but don't target
GitScrum Velocity
Velocity Dashboard
GITSCRUM VELOCITY TRACKING
══════════════════════════
SPRINT DASHBOARD:
┌─────────────────────────────────────────────────────────┐
│ Sprint 25 Velocity │
├─────────────────────────────────────────────────────────┤
│ │
│ CURRENT SPRINT: │
│ Completed: 22 pts / 28 pts committed │
│ Day: 8 of 10 │
│ Projected: 25 pts (based on remaining) │
│ │
│ HISTORICAL: │
│ ┌─────────────────────────────────────────────────┐ │
│ │ 30 │ ▓ │ │
│ │ 25 │ ▓ ║ ▓ ▓ ▓ │ │
│ │ 20 │ ║ ║ ║ ▓ ║ ║ │ │
│ │ 15 │ ║ ║ ║ ║ ║ ║ │ │
│ │ └─┴──┴──┴──┴──┴──┴── │ │
│ │ 20 21 22 23 24 25 │ │
│ └─────────────────────────────────────────────────┘ │
│ │
│ Average: 24.5 pts │
│ Trend: Stable │
│ Recommended next sprint: 24-26 pts │
│ │
└─────────────────────────────────────────────────────────┘
FEATURES:
├── Auto-calculated from completed items
├── Historical trend visible
├── Planning recommendation
├── Export for stakeholders
Best Practices
For Velocity Management
- Use for planning — Not performance
- Track over time — 6+ sprints for reliability
- Include all work — Not just features
- Investigate changes — Understand variance
- Communicate ranges — Not single forecasts
Anti-Patterns
VELOCITY MISTAKES:
✗ Velocity as performance metric
✗ Comparing teams' velocities
✗ Pressure to increase velocity
✗ Gaming estimates
✗ Ignoring velocity in planning
✗ Single-point forecasts
✗ Counting partial work
✗ Changing point meanings