Developers, designers, and QA who will work on sprint stories.
Shorter sprints give faster feedback; longer sprints suit complex features.
Realistic focus time, not total hours at work. 6h is typical; 4-5h for senior roles with more meetings.
Last sprint\'s completed stories. Leave 0 if this is your first sprint.
A 1-point story ≈ 2 hours of work. 3 points (6 hours / ~1 day) is common.
Total ceremony time per person: standups, planning, review, retro, grooming.
Sprint Capacity
Capacity Breakdown
Sprint Risk Factors
How to Improve Sprint Predictability
How This Capacity Model Works
This planner uses a time-based capacity model — the most reliable approach for teams without extensive historical data:
effective_hours = total_hours - (team_size × meeting_hours)
hours_per_story = avg_story_points × 2 (industry standard: ~2 hrs/point)
raw_capacity = effective_hours / hours_per_story
if historical_velocity > 0: recommended = avg(velocity, raw_capacity)
safe_commitment = recommended × 0.80 (20% buffer)
Why the 80% buffer? Industry data shows teams complete their committed sprint work 85% of the time when they plan at 80% capacity, but only 45% of the time at 100% capacity. The 20% buffer absorbs unplanned work, blockers, estimation errors, and context-switching costs.
Why blend velocity with calculation? If you provide historical velocity, the model averages it with the calculated capacity. This anchors the estimate in observed reality while adjusting for any changes in team composition, sprint length, or meeting load.
Why 2 hours per story point? The 2 hrs/point ratio is a common industry heuristic. Your team\'s actual ratio may differ — after 3-4 sprints of tracking, you can calculate your own ratio and use it to refine this planner\'s output.