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a g i l e s o f t w a r e f a c t o r y
5 GAMES FOR
effective
AGILE COACHING
JOVAN VIDIC
IT Consultant @ codecentric
t: _yowan_
a g i l e s o f t w a r e f a c t o r y
History
of
Learning
Why
Games?
Games
for
Planning
Games
forRetrospective
AGENDA
STORYTELLING
Egyptian hieroglyphs
VS
WHY GAMES ?
WHY GAMES ? - THE Game of business
HOW could we get true engagement?
What are the effects?
April 2014 Jan 2015
PLANNING GAMES
GAME 1: Empathy map
HOW TO understand what the stakeholders want from your product
EMPATHY MAP
15 - 60 min 5 – 10
EMPATHY MAP – WHAT QUESTIONS TO ASK?
15 - 60 min 5 – 10
•  What surprises you?
•  What did you learn about your persona?
•  What aspects of your persona do you want to learn
more about?
•  What aspects of your persona will impact or influence
your designs the most?
GAME 2: Buy a feature
magic lies in structuring the conversations
Buy a feature
30 - 90 min 3 - 7
•  12 – 20 PBI’s ready for prioritization
•  Players with limited budget for:
–  Business value
–  RISK
–  TECHNICAL WORk
•  Lots of people actively engaged
(Customers, Marketing, Support, Developers…)
•  Gives answer to questions
What are the priroties?
What are reasons behind the priorities?
Buy a feature – HOW DOES IT LOOK
30 - 90 min 3 - 7
GAME 3: Business value game
HOW do you prioritize your features and stories?
© Vera Peeters and Pascal Van Cauwenberghe
Download from http://www.xp.be
•  6 iterations
•  Salespeople represent clients
•  Development team representative
– Determines velocity
– Implements stories
– Builds releases
Business Value GAME
90 min 6 - 14
Business Value GAME – HOW does it look
90 min 6 - 14
RETROSPECTIVE GAMES
At regular intervals,
the team reflects on how to become more effective,
then tunes and adjusts its behavior accordingly.
AGILE MANIFESTO 12th principle
GAME 4: FLAP
DISCUSS Future Considerations, LESSONS LEARNED, Accomplishments
AND PROBLEM AREAS
FLAP
20 - 40 min 5 - 10
LESSONS LEARNED
PROBLEM AREAS FUTURE CONSIDERATIONS
ACCOMPLISHMENTS
Please write down all future considerations
with respect to the iteration
Please write down the key lessons and takeaways
from the ITERATION
Please write down the problem areas
experienced throughout the specified ITERATION
Please write down the key accomplishments
for the ITERATION
FLAP
20 - 40 min 5 - 10
LESSONS LEARNED
PROBLEM AREAS FUTURE CONSIDERATIONS
ACCOMPLISHMENTS
Process and practices
Technology and tools
Scope and schedule
People and staffing
FLAP – HOW DOES IT LOOK
20 - 40 min 5 - 10
GAME 5: FLIP IT
show players that perspectives are made, not born
FLIP IT
30 - 60 min 5 - 20
FLIP THE PERSPECTIVE
FLIP IT
30 - 60 min 5 - 20
FLIP IT– HOW DOES IT LOOK
30 - 60 min 5 - 20
APPENDIX A: Check-in
Know how the participants feel towards the meeting
ESVP, Safety Check, Happiness Radar
5 min 5 - 10
APPENDIX B: CLOSE THE meeting
GET A FEEDBACK
ROTI, Plus/delta, FEEDBACK DOOR
5 min 5 - 10
WRAP-UP
DISTRIBUTED Meetings are HARD
DISTRIBUTED Retrospectives are EVEN harder
•  FOCUS FIRST ON BUILDING RELATIONSHIPS
•  BE aware of cultural dimensions
•  DECIDE WHAT IS YOUR ROLE BEFORE THE MEETING
•  Use online tools to share
•  Don’t allow one side to dominate
•  Agree on signaling system
•  Work in small groups
Tips
•  FOCUS FIRST ON BUILDING RELATIONSHIPS
•  BE aware of cultural dimensions
•  DECIDE WHAT IS YOUR ROLE BEFORE THE MEETING
•  Use online tools to share
•  Don’t allow one side to dominate
•  Agree on signaling system
•  Work in small groups
•  MAKE DECISIONS VISIBLE
Tips
HAVE FUN
THANK YOU
jovan.vidic@codecentric.de
@_yowan_
?
Literature

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5 Games for Effective Agile Coaching

  • 1. a g i l e s o f t w a r e f a c t o r y 5 GAMES FOR effective AGILE COACHING JOVAN VIDIC IT Consultant @ codecentric t: _yowan_
  • 2. a g i l e s o f t w a r e f a c t o r y History of Learning Why Games? Games for Planning Games forRetrospective AGENDA
  • 5.
  • 6.
  • 7. VS
  • 9. WHY GAMES ? - THE Game of business
  • 10. HOW could we get true engagement?
  • 11. What are the effects? April 2014 Jan 2015
  • 13. GAME 1: Empathy map HOW TO understand what the stakeholders want from your product
  • 14. EMPATHY MAP 15 - 60 min 5 – 10
  • 15. EMPATHY MAP – WHAT QUESTIONS TO ASK? 15 - 60 min 5 – 10 •  What surprises you? •  What did you learn about your persona? •  What aspects of your persona do you want to learn more about? •  What aspects of your persona will impact or influence your designs the most?
  • 16. GAME 2: Buy a feature magic lies in structuring the conversations
  • 17. Buy a feature 30 - 90 min 3 - 7 •  12 – 20 PBI’s ready for prioritization •  Players with limited budget for: –  Business value –  RISK –  TECHNICAL WORk •  Lots of people actively engaged (Customers, Marketing, Support, Developers…) •  Gives answer to questions What are the priroties? What are reasons behind the priorities?
  • 18. Buy a feature – HOW DOES IT LOOK 30 - 90 min 3 - 7
  • 19. GAME 3: Business value game HOW do you prioritize your features and stories? © Vera Peeters and Pascal Van Cauwenberghe Download from http://www.xp.be
  • 20. •  6 iterations •  Salespeople represent clients •  Development team representative – Determines velocity – Implements stories – Builds releases Business Value GAME 90 min 6 - 14
  • 21. Business Value GAME – HOW does it look 90 min 6 - 14
  • 23. At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly. AGILE MANIFESTO 12th principle
  • 24. GAME 4: FLAP DISCUSS Future Considerations, LESSONS LEARNED, Accomplishments AND PROBLEM AREAS
  • 25. FLAP 20 - 40 min 5 - 10 LESSONS LEARNED PROBLEM AREAS FUTURE CONSIDERATIONS ACCOMPLISHMENTS Please write down all future considerations with respect to the iteration Please write down the key lessons and takeaways from the ITERATION Please write down the problem areas experienced throughout the specified ITERATION Please write down the key accomplishments for the ITERATION
  • 26. FLAP 20 - 40 min 5 - 10 LESSONS LEARNED PROBLEM AREAS FUTURE CONSIDERATIONS ACCOMPLISHMENTS Process and practices Technology and tools Scope and schedule People and staffing
  • 27. FLAP – HOW DOES IT LOOK 20 - 40 min 5 - 10
  • 28. GAME 5: FLIP IT show players that perspectives are made, not born
  • 29. FLIP IT 30 - 60 min 5 - 20 FLIP THE PERSPECTIVE
  • 30. FLIP IT 30 - 60 min 5 - 20
  • 31. FLIP IT– HOW DOES IT LOOK 30 - 60 min 5 - 20
  • 32. APPENDIX A: Check-in Know how the participants feel towards the meeting
  • 33. ESVP, Safety Check, Happiness Radar 5 min 5 - 10
  • 34. APPENDIX B: CLOSE THE meeting GET A FEEDBACK
  • 35. ROTI, Plus/delta, FEEDBACK DOOR 5 min 5 - 10
  • 37. DISTRIBUTED Meetings are HARD DISTRIBUTED Retrospectives are EVEN harder
  • 38. •  FOCUS FIRST ON BUILDING RELATIONSHIPS •  BE aware of cultural dimensions •  DECIDE WHAT IS YOUR ROLE BEFORE THE MEETING •  Use online tools to share •  Don’t allow one side to dominate •  Agree on signaling system •  Work in small groups Tips
  • 39. •  FOCUS FIRST ON BUILDING RELATIONSHIPS •  BE aware of cultural dimensions •  DECIDE WHAT IS YOUR ROLE BEFORE THE MEETING •  Use online tools to share •  Don’t allow one side to dominate •  Agree on signaling system •  Work in small groups •  MAKE DECISIONS VISIBLE Tips