© nextnormal.academy UG (haftungsbeschränkt) 2021
All contents of this curriculum are licensed under the conditions of Creative Commons - Attribution - NonCommercial - NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
If any other use of documents and/or curricula is intended, for instance for their dissemination to third parties, for advertising etc., please write to info@nextnormal.academy to enquire whether this is permitted. A separate license agreement would then have to be entered into.
Introduction
General information
This curriculum describes what participants can expect in the Advanced Product Owner training and what is part of the Advanced Product Owner certification exam.
Trainers are free to add additional elements to their trainings.
A training course designated as Advanced Product Owner training must, however, cover at least all the topics described in this curriculum.
Goal of Advanced Product Owner Curriculum
The Advanced Product Owner curriculum provides an open-source, framework-neutral training scheme with a corresponding certification.
The main goal of the Advanced Product Owner curriculum is to convey the interrelationships and interactions between methods and tools of agile product management. Participants should be enabled to assess the suitability of these tools and methods for their respective context and to apply them successfully.
Structure of Learning Objectives
The Advanced Product Owner curriculum distinguishes between three levels of competence and three kinds of ability. All three levels of competence are tested in the examination, one third each.
The three competence levels are
Competence Level 1 focuses on specific tools or methods related to the learning objective. At competence level 1, neither combinations of tools and methods nor their relations to the working context are relevant. |
Competence Level 2 focuses on the relationships between two tools or methods and the relationship of a single tool or method to the working context. |
Competence Level 3 focuses on relationships between more than two tools or methods and on the relationship of combinations of tools and methods to the working context. |
The three kinds of abilities are
Knowing something is about facts and figures about a tool or method. The knowledge that may be assessed is, for example, about the elements that make up a tool or the phases of a methods. Knowledge about the history of methods or sources is not part of the examination. |
Being aware of something is about being able to anticipate how a tool or method might be used. Anticipation is also relevant when deciding not to use a tool or method. In addition, being aware addresses the consequences of using different versions or templates of tools or methods and of combinations of tools and methods. |
Being able to do something is about deciding about or applying tools and methods according to the working context. This can mean both that product owners apply the tools or methods themselves and that they let their team apply the tools or methods. |
Out of Scope
This non-exhaustive out-of-scope list includes some topics that are related, but not part of the curriculum.
-
Frameworks like Scrum, LeSS, SAFe
-
Business strategy and portfolio management
-
Business analysis, requirements engineering and requirements management
-
Usability engineering and user experience design
-
Development and engineering practices
-
Deep dives into single methodologies
Preconditions
There are no formal prerequisites that participants need to meet in order to attend an Advanced Product Owner training.
It is recommended to have at least some basic experience in one of the following areas:
-
Product management
-
Project management
-
User experience and usability engineering
-
Business analysis
-
Requirements engineering and management
-
Product development
Design, Duration, and Didactic Methods
The curriculum is designed for a three day on-site or a three day online training.
The curriculum structure follows the connections between the tools and methodologies shown in the Advanced Product Owner Value Chain.
It is not goal of the curriculum to enforce trainers using specific methods for teaching. The didactic methods should focus on these connections. Therefore, the trainings usually consist of about 80% practical exercises and feedback on the results of these exercises.
1. Understanding Customers
1.1. Related Tools
1.2. Outcome
1.3. Learning Objectives
Competence Level 1
Competence Level 2
-
Participants are aware of which aspects from personas are helpful or necessary for the creation of empathy maps
-
Participants are aware of which aspects of customers or users are relevant for the creation of empathy maps in their working context
-
Participants are able to decide which persona template best fits their work context or create a specific template for their working context
Competence Level 3
-
Participants are able to decide whether personas or empathy maps are useful in their working context
-
Participants are able to describe the trade-off of using or not using personas or empathy maps in their working context
-
Participants are aware of the lack of information when personas or empathy maps are not used in their working context
2. Defining a Business Model
2.1. Related Tools
2.2. Outcome
2.3. Learning Objectives
Competence Level 1
Competence Level 2
3. Satisfying Customer Needs
3.1. Related Tools
3.2. Outcome
3.3. Learning Objectives
Competence Level 1
Competence Level 2
-
Participants know about the relation between the areas "customer jobs" and "products & services" in the Value Proposition Canvas to the areas "value proposition" and "customer segments" of the Business Model Canvas
-
Participants are able to decide whether or not to create different Value Proposition Canvases for different customer segments
-
Participants are able to decide for which customer segments a Value Proposition Canvas should be created in their working context
Competence Level 3
-
Participants are able to identify products and services for the value proposition that are related to the business model in their working context
-
Participants are able to distinguish the pain relievers from the gain creators in their working context
-
Participants are able to create value propositions for different customer segments based on empathy maps and business models in their working context
4. Measuring Value Creation
4.1. Related Tools
4.2. Outcome
4.3. Learning Objectives
Competence Level 1
Competence Level 2
-
Participants are aware of the gain or lack of information that results from the decision whether or not to use a Value Model in their working context
-
Participants are aware of the leading and lagging indicators in their working context
-
Participants are able to derive leading indicators from the value proposition and lagging indicators from the customer segment of the Value Proposition Canvas
Competence Level 3
-
Participants are able to identify the non-obvious leading and lagging indicators that cannot be derived from the Value Proposition Canvas in their working context
-
Participants are able to create a Value Model for their working context
-
Participants are able to use the Value Model as a tool in feedback loops
5. Understanding the Environment
5.1. Related Tools
5.2. Outcome
5.3. Learning Objectives
Competence Level 1
Competence Level 2
6. Influencing the Environment
6.1. Related Tools
6.2. Outcome
6.3. Learning Objectives
Competence Level 1
Competence Level 2
-
Participants are able to select the relevant stakeholders for the Inception Deck from the Stakeholder Map
-
Participants are able to decide which Value Proposition they want to use for the Inception Deck or how they want to combine different Value Propositions
-
Participants are aware of the relationship and the importance of the target audience in their working context
-
Participants are aware of the political side-effects of the Inception Deck in their working context
7. Draft a Plan
7.1. Related Tools
7.2. Outcome
7.3. Learning Objectives
Competence Level 1
Competence Level 2
8. Break Down the Results
8.1. Related Tools
8.2. Outcome
8.3. Learning Objectives
Competence Level 1
Competence Level 2
9. Describe the Solution
9.1. Related Tools
9.2. Outcome
9.3. Learning Objectives
Competence Level 1
Competence Level 2
10. Prioritize Development Work
10.1. Related Tools
-
Real Options
10.2. Outcome
10.3. Learning Objectives
Competence Level 1
Competence Level 2
-
Participants know about the connection between a Product Backlog and a Story Map
-
Participants are able to describe the different types of backlog items that occur in their working context
-
Participants are able to identify the leading indicators that a particular backlog item affects
-
Participants are aware of the difference between a prioritised, an ordered and an estimated Product Backlog and the impact of these different types of Product BacklogS in their working context
-
Participants are aware of the difference between tasks and options
11. Build and Deliver
11.1. Related Tools
11.2. Outcome
11.3. Learning Objectives
Competence Level 1
Competence Level 2
12. Managing Feedback Loops
12.1. Related Tools
12.2. Outcome
-
Experiments and Tests
12.3. Learning Objectives
Competence Level 1
Competence Level 2
-
Participants know how to distinguish between experiments, tests, and feedback loops
-
Participants know how to distinguish between latency and cadence in feedback loops
-
Participants are able to define experiments and tests in their working context
-
Participants are able do distinguish between noise and valuable feedback
List of Learning Objectives
-
Die Teilnehmer:innen kennen den Unterschied zwischen einem Product Backlog und einer To-Do-Liste
-
Die Teilnehmer:innen kennen das Konzept des Product Backlogs von Optionen
-
Die Teilnehmer:innen kennen den Zusammenhang zwischen einem Product Backlog und einer Story Map
-
Die Teilnehmer:innen sind sich des Unterschieds zwischen Aufgaben und Optionen bewusst
-
Participants know the difference between a product backlog and a to-do list
-
Participants know the concept of the Product Backlog of options
-
Participants are aware of the consequences of having multiple backlogs for one product
-
Participants know about the connection between a Product Backlog and a Story Map
-
Participants are able to identify the leading indicators that a particular backlog item affects
-
Participants are aware of the difference between tasks and options
-
Die Teilnehmer:innen kennen die 2 Perspektiven des Value Proposition Canvas
-
Die Teilnehmer:innen kennen die 3 Aspekte eines Wertangebots ("Value Proposition")
-
Die Teilnehmer:innen kennen die 3 Aspekte eines Kundensegments
-
Die Teilnehmer:innen kennen den idealen Weg zur Befüllung eines Value Proposition Canvas
-
Participants know about the 2 perspectives of the Value Proposition Canvas
-
Participants are aware of the ideal path to fill out a Value Proposition Canvas
-
Die Teilnehmer:innen kennen die vier Kreise des Stakeholder Onion Diagrams
-
Die Teilnehmer:innen kennen die zwei Dimensionen des Power-Interest Grids
-
Die Teilnehmer:innen kennen die vier Quadranten des Power-Interest Grids
-
Participants know about the four circles of the Stakeholder Onion Diagrams
-
Participants know about the two dimensions of the power-interest grid
-
Participants know about the four quadrants of the power-interest grid
-
Participants are able to create and develop stakeholder maps for their working context
-
Participants are aware of the political dimensions of stakeholder mapping in their working context
-
Die Teilnehmer:innen kennen das Lead Time Distribution Diagramm
-
Participants are able to define and develop the Kanban workflow for their working context
-
Participants are able to define the criteria for a product increment in their working context
-
Die Teilnehmer:innen sind in der Lage, zwischen Kund:innen und Anwender:innen zu unterscheiden
-
Participants are able to distinguish between customers and users
-
Participants are able to describe typical groups of customers and users as personas
-
Participants are able to decide whether personas or empathy maps are useful in their working context
-
Die Teilnehmer:innen kennen die 9 Elemente des Business Model Canvas.
-
Die Teilnehmer:innen kennen die 5 Phasen der Arbeit mit dem Business Model Canvas.
-
Participants know the 9 elements of the Business Model Canvas.
-
Participants know the 5 phases of the Business Model Canvas.
-
Participants know at which layer of the product management vacuum model the business model applies.
-
Die Teilnehmer:innen kennen die 10 Ansichten des Inception Decks
-
Participants are aware of the political side-effects of the Inception Deck in their working context
-
Die Teilnehmer:innen wissen, wie sie Experimente und Tests beschreiben können
-
Die Teilnehmer:innen kennen die fünf Kernelemente von Feedbackschleifen
-
Die Teilnehmer:innen wissen, wie man zwischen Latenz und Kadenz in Feedbackschleifen unterscheidet
-
Die Teilnehmer:innen sind in der Lage, Experimente und Tests in ihrem Arbeitskontext zu definieren
-
Die Teilnehmer:innen sind in der Lage, zwischen Rauschen und wertvollem Feedback zu unterscheiden
-
Die Teilnehmer:innen sind in der Lage, Feedbackschleifen in ihrem Arbeitskontext zu beschreiben
-
Die Teilnehmer:innen sind in der Lage, Feedbackschleifen in ihrem Arbeitskontext anzuwenden
-
Participants know how to distinguish between experiments, tests, and feedback loops
-
Participants know how to distinguish between latency and cadence in feedback loops
-
Participants are able to define experiments and tests in their working context
-
Participants are able do distinguish between noise and valuable feedback
-
Participants are able to connect different tools to valuable feedback loops in their working context
-
Participants are able to describe feedback loops in their working context
-
Participants are able to apply feedback loops in their working context
-
Die Teilnehmer:innen sind in der Lage, für ihren Arbeitskontext eine Impact Map zu erstellen.
-
Participants are able to create an Impact Map for their working context.
-
Die Teilnehmer:innen kennen das Konzept einer zielorientierten ("goal-oriented") Roadmap
-
Die Teilnehmer:innen kennen die Beziehungen und Abhängigkeiten von Zielen
-
Die Teilnehmer:innen sind in der Lage, die Ziele aus dem Inception Deck abzuleiten
-
Participants know about the concept of a Goal-Oriented Roadmap
-
Participants are able to describe goals for the Goal-Oriented Roadmap
-
Participants are aware of the relationships and dependencies of goals
-
Participants are able of derive the goals from the Inception Deck
-
Participants are able of derive the goals and the corresponding metrics from the Value Model
-
Participants are aware of the difference and the relationship between deliverables and goals
-
Die Teilnehmer:innen kennen die Konzepte von Story Maps, Backbone und Walking Skeleton
-
Die Teilnehmer:innen sind in der Lage, eine Story Map für die Release-Planung zu verwenden
-
Die Teilnehmer:innen wissen, wie man mit verschiedenen Benutzern in einer Story Map arbeitet
-
Die Teilnehmer:innen sind in der Lage, Story Maps für ihren Arbeitskontext zu erstellen
-
Participants know about the concepts of Story Maps, Backbone, and Walking Skeleton
-
Participants are able to use a Story Map for Release Planning
-
Participants are know how to work with different users in a Story Map
-
Participants are aware of the difference between the Walking Skeleton and a Minimum Viable product
-
Participants are able to create Story Maps for their working context
-
Participants are able to use Story Maps for near and far future planning
-
Die Teilnehmer:innen sind in der Lage, ein Nutzenmodell für ihren Arbeitskontext zu erstellen
-
Participants know the differences between leading and lagging indicators
-
Participants are aware of the leading and lagging indicators in their working context
-
Participants are able to create a Value Model for their working context
-
Participants are able to use the Value Model as a tool in feedback loops