gamified agility

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  • 1.ROAD AHEAD GAMES GAMIFICATION SCRUM SCRUMIFICATION

2. GAMIFICATION? 3. GAMIFICATIONPLAYERS + PLAYGROUND + PLAY RULES = THEGAME IN AN NON GAME CONTEXT 4. PLAYERS WANT TO SOLVE PROBLEMS: STAY CALM AND SAVE THE PRINCESS CONTROL -> IMPACT (ENVIRONMENT / WORLD AND OTHER PLAYERS) REWARD (FEEDBACK, PROGRESS, RECOGNITION, PAYOFF) SHOW OFF AND BE APPRECIATED 5. PLAYGROUND CONTROLLED ENVIRONMENT INTERACTIVE, ADAPTIVE CONTAINS SURPRISES AND UNCHARTED AREAS SAFE FOR RISK TAKING 6. RULES WHO CAN DO WHAT EVENT TIMELINES AND CONSTRAINTS RANDOMNESS (CHANCE) -> ANTICIPATION AND SURPRISE ENABLE STRATEGY DESIGN 7. THE GAME CAN BE RE-PLAYED POSE A CHALLENGE EASY TO PLAY, HARD TO EXPLAIN -> DYNAMIC DECISION MAKING INDUCES THE MOOD (BOREDOM, FLOW, FRUSTRATION) 8. MASTERING THE GAME 9. THE ORIGIN OF FUN EASY FUN HARD FUN PEOPLE SERIOUS DO SIMPLE THINGS DO DIFFICULT THINGS INTERACTION WITH OTHERS HELP OTHERS (SOCIAL RESPONSIBILITY) 10. MEET THE PLAYERS 20%40%80%50%sociagility 11. GAMIFICATION DESIGN MECHANICS FUNCTIONING COMPONENTS OF THE GAME DYNAMICS PLAYERS INTERACTION WITH MECHANICS AESTHETICS HOW THE GAME MAKES THE PLAYER FEEL DURING INTERACTION 12. MECHANICS GAME COMPONENTS POINTS: DAYS, USER STORIES, DEFECTS, IMPEDIMENTS, DEVIATION LEVELS: STARTUP, READINESS, EXECUTION, DELIVERY, ACCEPTANCE MILESTONES: READY, DONE ACTIONS: GROOMING, ESTIMATION, PLANNING, DOCUMENT, CODE, TEST, INTEGRATE, CONFIGURE, DEPLOY PAYBACK: STATUS, ACCESS, POWER, STUFF (GOING OUT WITH THE TEAM, CLIENT VISIT, COOKIES) DONT ASSUME WHAT MOTIVATES PEOPLE, INVESTIGATE!!! ENABLE TEAM TO HAVE A SOCIAL CONTRIBUTION -> TEAM CHOOSES A CAUSE TO DONATE, GROW A VIRTUAL TREE 13. DYNAMICS INTERACTION ONBOARDING PLAYERS FIRST MINUTE: MAKE THEM WIN SMALL AND HAVE A SMALL REWARD ENGAGEMENT LOOPS NOVICE, EXPERT FEEDBACK AND REINFORCEMENT FELLOW SHIP EXPRESSION DESIGN THE SOLUTION, GIVE NAMES TO WORK ITEMS, FEELING OF THE DAY DRAMATIC TENSION UNSOLVED DEPENDENCIES, UNCLEAR FUTURE SAFE ENVIRONMENT TO TAKE RISKS 14. AESTHETICS FEELINGS ABOUT INTERACTION LEADERBOARDS PROGRESS BAR BADGES SOCIAL CALL TO ACTION ADDRESS: SENSATIONS, FEELING, DRAMA (STORYTELLING), OBSTACLES 15. WHY GAMIFICATION? CULTIVATE BEHAVIOR IDENTIFY A BEHAVIOR TO BE CULTIVATED LIST ALL THE ACTIONS THAT LEAD TO THAT BEHAVIOR CREATE AN OPPORTUNITY FOR THE ACTION CELEBRATE THE OUTCOME 16. MEET THE SCRUM TEAM TeamPlayerClientProduct ownerSupplierScrum master Development team 17. THE PRINCESS PlayerGoalProduct ownerMaximize the value of the productScrum masterEnsure the Scrum in understood and enactedDevelopment teamDelivering releasable increment of done product 18. THE POWERS PlayerPowerThe product ownerProduct backlog management - Prioritization to achieve goals - Visible, transparent, clear to all, whats next - Understandable for Dev team at the needed levelScrum masterEffective product backlog management Communicate Back log to Dev team Facilitate events Remove impediments Coach the team in organization of workDevelopment teamOrganize and manage the work Create the Increment 19. THE LEVELS SPRINT 0: ORIENTATION, KNOWLEDGE, TOOLS THE SPRINTS (TIME BOX DURING WHICH RELEASABLE PRODUCT INCREMENT IS CREATED) SPRINT PLANNING MEETING (WHAT WILL BE DELIVERED, HOW THE WORK WILL BE DONE) -> SPRINT GOAL DAILY SCRUM (SYNCHRONIZE ACTIVITIES, PLAN NEXT 24 HRS, WHAT IMPEDIMENTS EXIST) SPRINT REVIEW (INSPECT THE INCREMENT AND REVIEW BACKLOG) SPRINT RETROSPECTIVE (CREATE A PLAN OF IMPROVEMENTS -> PEOPLE, RELATIONSHIPS, PROCESS, TOOLS) GO LIVE MAINTENANCE 20. THE RULES PRODUCT MANAGEMENT CAN BE DONE BY PRODUCT OWNER OR DEVELOPMENT TEAM, BUT THE PO IS ACCOUNTABLE NO ONE TELLS THE DEV TEAM HOW TO TURN PRODUCT BACKLOGS INTO INCREMENTS THE SCRUM MASTER IS THE SERVANT-LEADER OF THE SCRUM TEAM EACH SPRINT MAY BE CONSIDERED A PROJECT -> ACCOMPLISH SOMETHING IF GOAL, ENVIRONMENT, TECHNOLOGY CONDITIONS CHANGE, THE PRODUCT OWNER CAN CANCEL A SPRINT THE DEVELOPMENT TEAM DESIGNS THE SYSTEM AND THE WORK TO BE DONE TO CONVERT PRODUCT BACKLOG INTO PRODUCT INCREMENT -> ESTIMATED EFFORT, RESOURCE ALLOCATION 21. BEHAVIORAL CHANGE ESTIMATIONS: INCREASE PRECISION AND REDUCE TIME TO MAKE ESTIMATESTECHNICAL DESIGN AND IMPACT ANALYSISEARLY DETECTION OF ROADBLOCKS: IDENTIFY ROADBLOCKS BEFORE THEY ARE SHOWSTOPPERSASSESS THE PROGRESS ON DEPENDENCIES WHICH ARE WORK IN PROGRESSFIT FOR PURPOSE: COMPLETELY UNDERSTAND THE WORK TO BE DONE IN CONTEXT OF THE PROJECT SOLUTION WALKTHROUGH PAIR REVIEWREADINESSCONTINUOUS LEARNING, MOVE OUT OF THE COMFORT ZONE, SHARE WITH OTHER HOW THEY SOLVE PROBLEMSLEARN FROM EXPERIENCEGENUINE IDENTIFICATION OF ACTIONS WITH POSITIVE IMPACT AND MAKE THEM INTO BEST PRACTICES 22. CANDIDATE GAME 1 RETRO BALL BEHAVIOR: GENUINE IDENTIFICATION OF ACTIONS WITH POSITIVE IMPACT WHEN: DURING THE SPRINT RETROSPECTIVE; TAKE A BALL AND WRITE ON IT STARTSTOPKEEP STARTING: THE SCRUM MASTER THROWS THE BALL TO A TEAM MEMBER; THE TEAM MEMBER CATCH THE BALL AND READS WHAT IS THE WORD -> MAKES A STATEMENT WHICH STARTS WITH THE WORD CONTINUATION: THE TEAM MEMBER THROWS THE BALL TO ANOTHER TEAM MEMBER FINISH: AFTER 30 MINUTES REWARD: COOKIES FOR EVERYBODY 23. CANDIDATE GAME 2 CELEBRATING THE HARVEST BEHAVIOR: READINESS, SHARE WITH OTHERS SOLVED PROBLEMS WHEN: AT THE END OF A SPRINT, OR PLANNING HOW: OPEN SESSION WHEN A TEAM MEMBER PRESENTS CHALLENGES AND SOLUTION FOUND REWARD: A COACHING SESSION FROM A DOMAIN EXPERT, BECOME A COACH 24. CANDIDATE GAME 3 HACKATON BEHAVIOR: CO-CREATION WHEN: EVERY QUARTER HOW: ONE OFFICE DAY IN WHICH PEOPLE SOLVE A GIVEN PROBLEM REWARD: BADGES 25. CANDIDATE GAME 4 PROPOSALS BEHAVIOR: MAKE CREATIVE PROPOSALS WHEN: REQUEST FOR PROPOSALS HOW: REWARD: