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Jurgen Appelo
“How do we motivate our people
and improve engagement?”
“How do we scale agile
principles and practices
to large organizations?”
“How can we grow faster
and change faster and be
more agile?”
There is not
enough change.
Good People
Bad Systems
The whole is less than
the sum of the parts.
We teach people with
workshops, courses,
books, frameworks,
conferences, but…
“People resist
change.”
“No, people resist
being changed.”
https://www.flickr.com/photos/wolfsavard/3327096513/
People resist change? Really?
Seriously?
https://www.flickr.com/photos/jopoe/5334922022/
Are you kidding me?
Anyone who claims that
“People resist change”
is just incompetent.
Anyone who claims that
“People resist change”
is just incompetent.
incognizant
Everyone wants agility at scale,
but nobody knows how to change.
The Ultimate List of 13 Global Workplace Trends
http://bit.ly/13globaltrends
Organizational Agility
The “redesign of organizational design” is a top
trend for the C-suite.
The Employee Experience
Employees demand an experience that covers
happiness and well-being.
The Blended Workforce
The workforce is more than just the employees.
Scalable Learning
The half-life of learned skills continues to fall.
Skillful Talent Acquisition
The demands on recruiters and candidates keep
growing.
Digital HR and Workplaces
HR must become a leader in the digital
organization.
People Analytics
With computers all around us, data is driving
everything.
Rejuvenated Leadership
A different time calls for a different leadership.
Robotics and AI
Intelligent machines and cognitive computing have
gone mainstream.
Continuous Performance Management
A new paradigm for performance measurement
and rewards is needed.
Networks and Platforms
Value streams are replaced with value networks.
Purpose and Values
Companies start caring about sustainability,
transparency, and more.
Diversity and Inclusion
Fairness and equality are now CEO-level issues
worldwide.
CHANGING
THE
BUSINESS
Shapeshifters
are the
ultimate form
of agility.
They adapt to
context,
every day.
In the 21st century,
successful organizations
are hard and soft.
Fast and slow.
Solid and liquid.
Organized and self-
organized.
Agility
Have the right form,
in the right place,
at the right time.
Holacracy
http://www.holacracy.org/
“Spotify model”
http://www.spotify.com/
SAFe
http://www.scaledagileframework.com/
To deal with changing goals,
organizations must become
shapeshifters.
SCALING
THE
CHANGE
Brexit: “take back autonomy”
https://www.flickr.com/photos/--sam--/27821815072
Decisions are more
efficient when they are
centralized.
Is it command-and-control?
1 2 3 4 5 6 7
Is it fully self-organized?
1 2 3 4 5 6 7
Or somewhere in between?
1 2 3 4 5 6 7
1 2 3 4 5 6 7
Traditional
1 2 3 4 5 6 7
Agile?
1 2 3 4 5 6 7
agility
You don’t want to lose the
benefits of control while
achieving the benefits of self-
organization.
“Stop Your ‘Agile’ Transformation! Right. Now.”
https://medium.com/agility-scales/stop-your-agile-transformation-right-now-
6cf2ef2fa1a
Agility means self-balanced,
not self-organized.
FRAMING
THE
CHANGE
18 months passed between version 4.0 and
version 4.5 of the Scaled Agile
Framework.
3 years passed between version 2013 and
version 2016 of the Scrum Guide.
2 years passed between version 4.0 and
version 4.1 of Holacracy.
“Agile Methodologies Are Not Agile”
https://medium.com/agility-scales/agile-methodologies-are-not-agile-d6411126d80
When continuous deployment
is painful, do it more
often! Create the
technology to make it
easier.
“Agile Methodologies Are Not Agile”
https://medium.com/agility-scales/agile-methodologies-are-not-agile-d6411126d80
“Scrum’s roles, artifacts,
events, and rules are
immutable and, although
implementing only parts
of Scrum is possible, the
result is not Scrum.”
https://www.scrum.org/
Scrum
“Scrum’s roles, artifacts,
events, and rules are
immutable and, although
implementing only parts
of Scrum is possible, the
result is not Scrum.”
Pull or push?
https://www.scrum.org/
Methods and frameworks
offer great ideas in
terrible packaging.
Turn big-picture frameworks into
small-picture roadworks.
WHY
PEOPLE
CHANGE
Traditional change
programs usually fail.
Changing them versus changing ourselves
Wrong approach to strategy/planning
Not thinking systemically
Lack of awareness of context
No options and scenario planning
No continuous improvement process
Not creating a guiding coalition/champions
Lack of leadership capabilities
Not enough resources available
Technological incapabilities
No coaching/training available
No compelling reasons were offered
Intrinsic motivation was not addressed
Lack of repetition/bad communication
Lack of action, only talking
Expecting a quick fix/instant success
Not removing obstacles/impediments
Not celebrating short-term wins
Lack of incentives/monitoring/steering
Declaring victory too soon
People have no
problems changing
(when they want to).
All of the neurological and
physiological systems that
underlie happiness are fully
activated by gameplay.
Jane McGonigal
Reality Is Broken
What is it that people do
in games?
Game developers know better
than anyone else how to inspire
extreme effort and reward hard
work.
Jane McGonigal
Reality Is Broken
Gamification is the application of game-
design elements and game principles in
non-game contexts [...] to improve user
engagement, organizational productivity,
flow, learning [...] A majority of studies
on gamification find it has positive
effects on individuals.
- Wikipedia
Gamification
https://www.flickr.com/photos/benchun/6763254319/
Some people try
gamification.
Meaning
Avoidance
Ownership Social
Influence
Accomplishment Empowerment
Scarcity Unpredictability
Octalysis
© Yu-kai Chou
yukaichou.com
Humanity Hero
Revealed Hart
Narrative
Elitism
Beginner’s Luck
Destiny Child
Free Lunch
Creationist
Status Points
Achievement Symbols
Fixed Action Rewards
Leaderboard
Progress Bar
Quest Lists
Desert Oasis
High Five
Crowning
Anticipation Parade
Aura Effect
Step-by-Step Tutorial
Boss Fights
Boosters
Blank Fills
Plant Pickers
Poison Pickers
Milestone Unlocks
Real-Time Control
Evergreen Combos
Instant Feedback
Exchangeable Points
Virtual Goods
Build from Scratch
Alfred Effect
Collection Sets
Avatar
Protection
Recruiter Burden
Monitor Attachment
Brag Button
Watercooler
Conformity Anchors
Mentorship
Social Prod
Friending
Social Treasure
Seesaw Bump
Group Quests
Tout Flags
Appointment Dynamic
Magnetic Caps
Dangling
Prize Pacing
Options Pacing
Last Mile Drive
Count Down Timer
Torture Breaks
Moats
The Big Turn
Obvious Wonder
Rolling Rewards
Evolved UI
Sudden Rewards
Oracle Effect
Glowing Choice
MiniQuests
Visual Storytelling
Easter Eggs
Random Rewards
Progress Loss
Sunk Cost Prison
Rightful Heritage
Evanescence Opportunity
Scarlet Letter
Visual Grave
Status Quo Sloth
Fear of Missing Out
https://www.flickr.com/photos/frontierofficial/7131303081/
Where is the
adventure and
fun in
organizational
change?
https://www.flickr.com/photos/68865613@N02/14938154438/
Where are the
celebrations for
achieving new
skill levels?
We don’t need frameworks;
We need fun and fireworks!
HOW
PEOPLE
CHANGE
The habit cycle
Trigger
Action
Reward
B=f(P,E)
https://www.flickr.com/photos/joebehr/6702729277/
It starts
with a…
trigger
Then comes the… action
Tiny habits
https://www.flickr.com/photos/fitapproach/6814589739/
Always followed by the… reward
Enjoyment
Convenience
https://www.flickr.com/photos/cjsorg/3320083252/
Convenience
Enjoyment
Tiny habits
B=f(P,E)
Trigger
Action
Reward
https://www.flickr.com/photos/29233640@N07/3745368402/
Where are the many small
rewards for making small-
step progress?
Don’t make it a rule;
make it a habit.
EXAMPLES
Meaning
Avoidance
Ownership Social
Influence
Accomplishment Empowerment
Scarcity Unpredictability
Octalysis
© Yu-kai Chou
yukaichou.com
Humanity Hero
Revealed Hart
Narrative
Elitism
Beginner’s Luck
Destiny Child
Free Lunch
Creationist
Status Points
Achievement Symbols
Fixed Action Rewards
Leaderboard
Progress Bar
Quest Lists
Desert Oasis
High Five
Crowning
Anticipation Parade
Aura Effect
Step-by-Step Tutorial
Boss Fights
Boosters
Blank Fills
Plant Pickers
Poison Pickers
Milestone Unlocks
Real-Time Control
Evergreen Combos
Instant Feedback
Exchangeable Points
Virtual Goods
Build from Scratch
Alfred Effect
Collection Sets
Avatar
Protection
Recruiter Burden
Monitor Attachment
Brag Button
Watercooler
Conformity Anchors
Mentorship
Social Prod
Friending
Social Treasure
Seesaw Bump
Group Quests
Tout Flags
Appointment Dynamic
Magnetic Caps
Dangling
Prize Pacing
Options Pacing
Last Mile Drive
Count Down Timer
Torture Breaks
Moats
The Big Turn
Obvious Wonder
Rolling Rewards
Evolved UI
Sudden Rewards
Oracle Effect
Glowing Choice
MiniQuests
Visual Storytelling
Easter Eggs
Random Rewards
Progress Loss
Sunk Cost Prison
Rightful Heritage
Evanescence Opportunity
Scarlet Letter
Visual Grave
Status Quo Sloth
Fear of Missing Out
Meaning
Avoidance
Ownership Social
Influence
Accomplishment Empowerment
Scarcity Unpredictability
Octalysis
© Yu-kai Chou
yukaichou.com
Humanity Hero
Revealed Hart
Narrative
Elitism
Beginner’s Luck
Destiny Child
Free Lunch
Creationist
Status Points
Achievement Symbols
Fixed Action Rewards
Leaderboard
Progress Bar
Quest Lists
Desert Oasis
High Five
Crowning
Anticipation Parade
Aura Effect
Step-by-Step Tutorial
Boss Fights
Boosters
Blank Fills
Plant Pickers
Poison Pickers
Milestone Unlocks
Real-Time Control
Evergreen Combos
Instant Feedback
Exchangeable Points
Virtual Goods
Build from Scratch
Alfred Effect
Collection Sets
Avatar
Protection
Recruiter Burden
Monitor Attachment
Brag Button
Watercooler
Conformity Anchors
Mentorship
Social Prod
Friending
Social Treasure
Seesaw Bump
Group Quests
Tout Flags
Appointment Dynamic
Magnetic Caps
Dangling
Prize Pacing
Options Pacing
Last Mile Drive
Count Down Timer
Torture Breaks
Moats
The Big Turn
Obvious Wonder
Rolling Rewards
Evolved UI
Sudden Rewards
Oracle Effect
Glowing Choice
MiniQuests
Visual Storytelling
Easter Eggs
Random Rewards
Progress Loss
Sunk Cost Prison
Rightful Heritage
Evanescence Opportunity
Scarlet Letter
Visual Grave
Status Quo Sloth
Fear of Missing Out
marcusoft.net
Meaning
Avoidance
Ownership Social
Influence
Accomplishment Empowerment
Scarcity Unpredictability
Octalysis
© Yu-kai Chou
yukaichou.com
Humanity Hero
Revealed Hart
Narrative
Elitism
Beginner’s Luck
Destiny Child
Free Lunch
Creationist
Status Points
Achievement Symbols
Fixed Action Rewards
Leaderboard
Progress Bar
Quest Lists
Desert Oasis
High Five
Crowning
Anticipation Parade
Aura Effect
Step-by-Step Tutorial
Boss Fights
Boosters
Blank Fills
Plant Pickers
Poison Pickers
Milestone Unlocks
Real-Time Control
Evergreen Combos
Instant Feedback
Exchangeable Points
Virtual Goods
Build from Scratch
Alfred Effect
Collection Sets
Avatar
Protection
Recruiter Burden
Monitor Attachment
Brag Button
Watercooler
Conformity Anchors
Mentorship
Social Prod
Friending
Social Treasure
Seesaw Bump
Group Quests
Tout Flags
Appointment Dynamic
Magnetic Caps
Dangling
Prize Pacing
Options Pacing
Last Mile Drive
Count Down Timer
Torture Breaks
Moats
The Big Turn
Obvious Wonder
Rolling Rewards
Evolved UI
Sudden Rewards
Oracle Effect
Glowing Choice
MiniQuests
Visual Storytelling
Easter Eggs
Random Rewards
Progress Loss
Sunk Cost Prison
Rightful Heritage
Evanescence Opportunity
Scarlet Letter
Visual Grave
Status Quo Sloth
Fear of Missing Out
RECAP
Everyone wants agility at scale,
but nobody knows how to change.
To deal with changing goals,
organizations must become
shapeshifters.
Agility means self-balanced,
not self-organized.
Turn big-picture frameworks into
small-picture roadworks.
We don’t need frameworks;
We need fun and fireworks!
Don’t make it a rule;
make it a habit.
That is how agility
scales in large (and
small) organizations.
To be agile and innovate at scale,
organizations must be shapeshifters,
by continuously trying practices,
shifting between control and freedom,
gamifying all small improvements,
and turning behaviors into habits.
agilityscales.com

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Agility Scales

  • 2.
  • 3. “How do we motivate our people and improve engagement?”
  • 4. “How do we scale agile principles and practices to large organizations?”
  • 5. “How can we grow faster and change faster and be more agile?”
  • 7. Good People Bad Systems The whole is less than the sum of the parts.
  • 8. We teach people with workshops, courses, books, frameworks, conferences, but…
  • 9.
  • 15. Anyone who claims that “People resist change” is just incompetent.
  • 16. Anyone who claims that “People resist change” is just incompetent. incognizant
  • 17. Everyone wants agility at scale, but nobody knows how to change.
  • 18. The Ultimate List of 13 Global Workplace Trends http://bit.ly/13globaltrends Organizational Agility The “redesign of organizational design” is a top trend for the C-suite. The Employee Experience Employees demand an experience that covers happiness and well-being. The Blended Workforce The workforce is more than just the employees. Scalable Learning The half-life of learned skills continues to fall. Skillful Talent Acquisition The demands on recruiters and candidates keep growing. Digital HR and Workplaces HR must become a leader in the digital organization. People Analytics With computers all around us, data is driving everything. Rejuvenated Leadership A different time calls for a different leadership. Robotics and AI Intelligent machines and cognitive computing have gone mainstream. Continuous Performance Management A new paradigm for performance measurement and rewards is needed. Networks and Platforms Value streams are replaced with value networks. Purpose and Values Companies start caring about sustainability, transparency, and more. Diversity and Inclusion Fairness and equality are now CEO-level issues worldwide.
  • 20.
  • 21.
  • 22.
  • 23. Shapeshifters are the ultimate form of agility. They adapt to context, every day.
  • 24. In the 21st century, successful organizations are hard and soft. Fast and slow. Solid and liquid. Organized and self- organized.
  • 25. Agility Have the right form, in the right place, at the right time.
  • 29. To deal with changing goals, organizations must become shapeshifters.
  • 31. Brexit: “take back autonomy” https://www.flickr.com/photos/--sam--/27821815072
  • 32. Decisions are more efficient when they are centralized.
  • 34. Is it fully self-organized? 1 2 3 4 5 6 7
  • 35. Or somewhere in between? 1 2 3 4 5 6 7
  • 36. 1 2 3 4 5 6 7 Traditional
  • 37. 1 2 3 4 5 6 7 Agile?
  • 38. 1 2 3 4 5 6 7 agility
  • 39. You don’t want to lose the benefits of control while achieving the benefits of self- organization. “Stop Your ‘Agile’ Transformation! Right. Now.” https://medium.com/agility-scales/stop-your-agile-transformation-right-now- 6cf2ef2fa1a
  • 42. 18 months passed between version 4.0 and version 4.5 of the Scaled Agile Framework. 3 years passed between version 2013 and version 2016 of the Scrum Guide. 2 years passed between version 4.0 and version 4.1 of Holacracy. “Agile Methodologies Are Not Agile” https://medium.com/agility-scales/agile-methodologies-are-not-agile-d6411126d80
  • 43. When continuous deployment is painful, do it more often! Create the technology to make it easier. “Agile Methodologies Are Not Agile” https://medium.com/agility-scales/agile-methodologies-are-not-agile-d6411126d80
  • 44. “Scrum’s roles, artifacts, events, and rules are immutable and, although implementing only parts of Scrum is possible, the result is not Scrum.” https://www.scrum.org/ Scrum
  • 45. “Scrum’s roles, artifacts, events, and rules are immutable and, although implementing only parts of Scrum is possible, the result is not Scrum.” Pull or push? https://www.scrum.org/
  • 46. Methods and frameworks offer great ideas in terrible packaging.
  • 47. Turn big-picture frameworks into small-picture roadworks.
  • 49.
  • 51.
  • 52. Changing them versus changing ourselves Wrong approach to strategy/planning Not thinking systemically Lack of awareness of context No options and scenario planning No continuous improvement process Not creating a guiding coalition/champions Lack of leadership capabilities Not enough resources available Technological incapabilities No coaching/training available No compelling reasons were offered Intrinsic motivation was not addressed Lack of repetition/bad communication Lack of action, only talking Expecting a quick fix/instant success Not removing obstacles/impediments Not celebrating short-term wins Lack of incentives/monitoring/steering Declaring victory too soon
  • 53. People have no problems changing (when they want to).
  • 54. All of the neurological and physiological systems that underlie happiness are fully activated by gameplay. Jane McGonigal Reality Is Broken
  • 55. What is it that people do in games?
  • 56.
  • 57. Game developers know better than anyone else how to inspire extreme effort and reward hard work. Jane McGonigal Reality Is Broken
  • 58. Gamification is the application of game- design elements and game principles in non-game contexts [...] to improve user engagement, organizational productivity, flow, learning [...] A majority of studies on gamification find it has positive effects on individuals. - Wikipedia
  • 61. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out
  • 64. We don’t need frameworks; We need fun and fireworks!
  • 68. Then comes the… action Tiny habits https://www.flickr.com/photos/fitapproach/6814589739/
  • 69. Always followed by the… reward Enjoyment Convenience https://www.flickr.com/photos/cjsorg/3320083252/
  • 71. https://www.flickr.com/photos/29233640@N07/3745368402/ Where are the many small rewards for making small- step progress?
  • 72. Don’t make it a rule; make it a habit.
  • 74.
  • 75. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out
  • 76.
  • 77. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out
  • 79. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out
  • 80. RECAP
  • 81. Everyone wants agility at scale, but nobody knows how to change.
  • 82. To deal with changing goals, organizations must become shapeshifters.
  • 84. Turn big-picture frameworks into small-picture roadworks.
  • 85. We don’t need frameworks; We need fun and fireworks!
  • 86. Don’t make it a rule; make it a habit.
  • 87. That is how agility scales in large (and small) organizations.
  • 88. To be agile and innovate at scale, organizations must be shapeshifters, by continuously trying practices, shifting between control and freedom, gamifying all small improvements, and turning behaviors into habits.