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DEVOPS, agilité, tests, déploiement, sécurité
Curated by Mickael Ruau
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Scrum Ceremony Puzzle

This is a "game" I played as a kick-off activity with a new team. Thought I would share in case someone might find it useful :) The basic idea is to match the correct Purpose, Outcome(s) and Output(s) to each Scrum ceremony.

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Resources:

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Cynefin A&E game workshop – latchana.co.uk

Cynefin A&E game workshop – latchana.co.uk | DEVOPS | Scoop.it
To help teams understand the Cynefin framework and consider how it can relate to their work, Dean Latchana has created the Cynefin A&E game workshop.

The workshop’s game is based on a fictitious Accident & Emergency ward (aka medical emergency room). The players are presented with different scenarios where patients arrive in different medical conditions.

The players use the Cynefin framework to decide how best to manage each situation; this is challenging because of the limited time and resources. Complexity arises from their decisions and from an interaction of events. Therefore players need to use the dynamics of the Cynefin framework to handle emerging scenarios.
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Prioritizing Features and Projects: The Coin Toss Exercise

Prioritizing Features and Projects: The Coin Toss Exercise | DEVOPS | Scoop.it
Debrief:

Facilitator debriefs participants and other witnesses on the exercise. This will vary significantly depending on people’s experiences. The intention of the three rounds is:

Round 1 sets up the organization to deliver fixed value (total monetary value of coins). Team members usually are working at a frantic pace to get most through put with the CEO/Product owner cheering them on.

Round 2 is still about delivering fixed value, however after the retrospective team members intuitively reduce the batch size. So instead of passing 20 coins at a time, they hand off 2 to 3 coins at a time to the next person in line. I have observed that as compared to round 1, the team takes much lesser time to deliver on the same. Improved time to market!

Round 3 is about delivering maximum value with in fixed timebox. This is significantly different than Round 1 and Round 2, since in this case the product ship date is fixed. Somewhere in round 3, injecting customer feedback that “all dimes are useless”, induces additional uncertainity since no one can predict customer behavior/trend. At the end of the round 3 timebox, the team often delivers higher value than round 2 and round 1 even with the uncertainity induced through customer feedback. Debrief points are around product owner prioritization, injection of customer feedback and fixed release dates.

The coins in this exercise may represent features or projects within a portfolio. It is very hard to kill projects/features even after we know that they are not worth the effort. There is tremendous value in killing low-value high-cost projects.
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Scrube : Un atelier agile pour fabriquer des cubes

Scrube : Un atelier agile pour fabriquer des cubes | DEVOPS | Scoop.it
Scrube est un atelier agile pour fabriquer des cubes. Il permet de découvrir quelques concepts de l'agilité notamment les cérémonies de Scrum
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Agile OOps ! game

What do you need?

  • a group of people that know all those buzzwords that are used within the agile world (at least 4, best 8-10, up to 20)
  • a buzzer (something loud, e.g. a bell)
  • a timer
  • the Agile Oops! cards, or a subset of them
 


How to play? (Here is more detailed info and the exact rules)

The fun version of playing is quite easy, it is played with two teams against each other and against the timer.

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Agile Pitchopoly : le nouveau jeu culturel Agile !

Agile Pitchopoly : le nouveau jeu culturel Agile ! | DEVOPS | Scoop.it
Découvrez un nouveau jeu basé sur le monde Agile pour améliorer ensemble notre culture Agile : ce jeu s'appelle l'Agile Pitchopoly.
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Découvrir le Manifeste Agile par le jeu | Blog de

Découvrir le Manifeste Agile par le jeu | Blog de | DEVOPS | Scoop.it

Découvrir l'agilité à travers 4 jeux pour appréhender les valeurs du manifeste Agile. Nœud humain - Artistes et spécifieurs - Marshmallow Challenge - Le goûter d'anniversaire

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Sprint Simulation – Scrum Practice Game « TastyCupcakes.org

Sprint Simulation – Scrum Practice Game « TastyCupcakes.org | DEVOPS | Scoop.it

A simple, interactive, and collaborative game to experience at a high-level the ceremonies and common practices of Scrum through simulating a sprint.

This game has been used as one part of a longer session focused on learning about Scrum. Prior to playing this game, the team has read the Scrum Guide, been given an overview of Scrum methodology, and has been exposed through various other activities to the Scrum roles and Scrum ceremonies. This game is used to experiment with how to put what they’ve learned into practice!

Timing30 – 45 minutes

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Agile Games And Exercises List

Agile Games And Exercises List | DEVOPS | Scoop.it

There are a lot of games and exercises that you can run yourself with your team/organization. Here’s a list of some of our favorites.

Mickael Ruau's insight:

 

 

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download – Fearless Journey

download – Fearless Journey | DEVOPS | Scoop.it

The Fearless Journey game
highlights your Team’s hard-to-reach Goal and inspires new strategies to reach it.

(new: check out Fearless Solitaire, too)

Players write cards listing Obstacles outside their control, situations that stop them from reaching their Big Goal

Then together they discover and combine Influence Strategies to resolve obstacles respectfully & boldly

Download it here today, and use it for FREE (but don’t modify it!) under a CreativeCommons 2.0 license

Get inspired: follow up the game with your own Action Planning activity
to turn some fictional solutions
into concrete next steps!

Mickael Ruau's insight:

 

 

Here are the Strategy Cards for your language:

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Agilistes, découvrez "Agile Topics" : un jeu de cartes source d’inspiration !

Agilistes, découvrez "Agile Topics" : un jeu de cartes source d’inspiration ! | DEVOPS | Scoop.it
Connaissez vous "Agile Topics" ? Ce jeu contient 163 cartes présentant toutes un thème lié à l’Agilité. Comment l'utiliser ? Découvrez le dans cet article !
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Découvrez Les Derdians ou comment gérer l'altérité dans une équipe ?

Découvrez Les Derdians ou comment gérer l'altérité dans une équipe ? | DEVOPS | Scoop.it
Scrum Master, coach agile, avez-vous déjà interagi avec des équipes interculturelles ? Découvrez le serious game LES DERDIANS !
Mickael Ruau's insight:

Avant toutes choses voici une définition du mot « Altérité » qui sera utile pour la suite : L’altérité, selon Angelo Turco, renvoie à ce qui est « autre », à ce qui est extérieur à un « soi », à une réalité de référence, qui peut être un individu, une chose, un groupe, un lieu…En d’autres mots, l’altérité c’est le fait d’être non explicitement différent.

Avez-vous déjà interagi avec des équipes interculturelles ? Avez-vous rencontrés des difficultés liées à ces différences culturelles ? Comment les avez-vous gérées ?

Aujourd’hui, nous allons décrire le SERIOUS GAME LE FABULEUX MONDE DES DERDIANS qui est un jeu que j’apprécie particulièrement car il est très riche d’enseignements sur les différences culturelles et sur leur gestion en pratique.

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Tuckman Game - agile42

Tuckman Game - agile42 | DEVOPS | Scoop.it

A game to explain the Tuckman model, Dr. Bruce Tuckman's 4-stage model for teams.

Mickael Ruau's insight:

Ask the participants to join you on the floor and make sure there is a lot of space for moving around.

Say that, first of all, you want to illustrate the Forming phase and give the participants the following instructions:

Forming (Attack & Defence): Secretly, without telling anyone, pick one person from the group as your enemy (person A) and another as your shield (person B). On my signal, position yourself so you always have your shield (B) between you and your enemy (A).

It is good facilitation practice to illustrate it with two people in the group. Also, note that when you have positioned yourself, and your persons A and B start moving around, you, of course, have to re-position yourself.

You will notice that the formation is unstable and the group is wandering randomly around. Stop them after a while and give them the following lecture:

In the Forming phase, the team is looking for answers more than questions: Who participates? What are we going to do? How shall we do it? and Who are we referring to? Here, the ScrumMaster or Agile Coach should help with the introduction of participants to one another and the clarification of basic terms, objectives, vision, and values. We are at the Shu-level, it is "wax on, wax off" (reference the Karate Kid movie). We give guidance and instructions instead of asking questions like: "What do you think?".

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Estimation and Release Planning with Fruit Salad —

Estimation and Release Planning with Fruit Salad — | DEVOPS | Scoop.it

Serving in the role of Product Owner (and development team) for a fruit salad requires you to make many decisions that parallel real life. It’s amazing how something as simple as a fruit salad brings up all the hard things a Product Owner will have to deal with and make tradeoff decisions about. Here are some decisions that had to be made in order to develop this fruit salad from a Product Owner’s perspective

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Jeu : The Big Payoff – Agilex : Agilité et Expertise

Le gaspillage de la planification à long terme et le bénéfice de la flexibilité des projets Agiles

Le jeu « The big payoff » a été créé par Alexandre Boutin et Erwin van der Koogh lors de la conférence Agile Games de Boston en 2011.

Mickael Ruau's insight:

Le matériel du jeu « The Big Payoff » inventé par Alexandre Boutin (@agilex) et Erwin Van der Koogh (@evanderkoogh) est enfin disponible en Français.

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Cynefin et son Lego game | pablo pernot

Cynefin et son Lego game | pablo pernot | DEVOPS | Scoop.it

Pour continuer dans la série des jeux innovants qui gravitent autour de l’agile, je souhaite vous proposer cette fois le Cynefin Lego Game de Agile42.

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Thirty-Five « TastyCupcakes.org

Thirty-Five « TastyCupcakes.org | DEVOPS | Scoop.it
I was introduced to this technique by Xavier Quesada Allue who told me he learned it from Tobias Mayer. A reference to this can also be found in Jean Tabaka’s book: Collaboration Explained (p207) entitled “Pass The Cards”

Timing:

10-15 minutes

Materials:

A minimum of 8 people, and an even number of people

Anything that you want to prioritise, written on separate cards

One card and one pen per person

Instructions:

This exercise only works with an even number of people and has a total of seven rounds

Give everybody a card with a Product Backlog item on it and a pen

In each round everyone finds someone to pair up with and they discuss the two cards they have in front of them:

As a pair, you have 5 points that can be allocated between the two cards based on the relative importance of the two cards
No half numbers are allowed so the points must be split 5:0 or 4:1 or 3:2
It is not about each person trying to convince the other that their card is more important than their partners card
The two people must agree on the scoring split
Once the scoring split has been agreed, the pair swap cards with each other and hold their hands up to indicate they have finished the round
Once everyone has finished with the round, the facilitator indicates the start of the next round where different pairings will take place, repeating the above process
A total of seven rounds are run and then the total of the 7 scores on the card are totalled up.
The cards are then laid out in order with the highest scoring cards at one end and the lower scoring cards at the other

Learning Points:

It is easier to prioritise when only comparing two items
It is a quick way to prioritise
It is a democratic, inclusive process
If you have stakeholders who are attached to lobbying for one particular feature, this literally requires them to give it away to someone else
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Les recettes du coach agile #1

Les recettes du coach agile #1 | DEVOPS | Scoop.it

Sur une application, la documentation produit est l’élément dont la durée de vie est la plus longue. En effet, les technologies peuvent aller et venir dans le temps mais la documentation demeure l’héritage du projet.

Pourtant, en Agile où les spécifications doivent être à jour – donc fiables et faciles à maintenir – et compréhensibles par l’utilisateur et le développeur, un flou demeure du fait des incertitudes sur leur rythme, leur nature en Agile et leur format.

Ceci part du constat suivant :

  • Les utilisateurs ne savent vraiment ce qu’ils veulent qu’après avoir vu une première version du logiciel (Principe d’incertitude du besoin de Humphrey)
  • Les besoins changent souvent durant le processus de développement du logiciel (Principe d’incertitude de Hadar Ziv – 1996)
  • Spécifier intégralement un système interactif est impossible (Lemme de Peter Wegner – 1995).

Mais comment rapidement enseigner et montrer par l’exemple ce que sont les spécifications en Agile ? C’est tout l’enjeux du serious game créé par Alistair CockBurn que je vais vous présenter aujourd’hui : ARTISTS & SPECIFIERS !

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Gamestorming

Gamestorming is a set of co-creation tools used by innovators around the world. Get the playbook. Subscribe for news, tips and tools. Check out our web app, Boardthing. Contact us.
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Success sliders | Boost Blog

Success sliders | Boost Blog | DEVOPS | Scoop.it

One of the first activities we undertake at the beginning of a development project is having our clients take the team through their vision for the project. Sometimes our clients need a little help forming that vision, especially for green fields projects.

Yesterday we ran a couple of activities with a new client to help them define what will make the project a success. The activities we chose were: Success sliders and the Press Release exercise. In this post we’ll take you through how Success sliders works and how it helps to further define what will constitute project success.

Mickael Ruau's insight:

Method

Step 1 – Set up a poster or whiteboard in a grid of 6 rows by 5 columns.

Step 2 – Label the rows with your success factors. In this case we’ve chosen subjects common to software development projects. Number the columns 1-5, 1 being least important and 5 being most important.

Step 3 – Place post it notes in column 3 of each row. Tell your workshop attendees that they are now invited to rank the success factors from most important to least important for each item. The only constraints are that the total value of rankings must equal 18 and they must work together to agree.

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SOAT Blog » Les Agile Games : l’apport du jeu dans les projets Agiles

SOAT Blog » Les Agile Games : l’apport du jeu dans les projets Agiles | DEVOPS | Scoop.it

L’état d’esprit ludique peut permettre de faire sauter certains verrous et la manipulation concrète de concepts, que ce soit sous forme de simulation ou d’analogie, est une aide puissante à l’assimilation de théories complexes.

 

Ce procédé a donc tout naturellement quitté les bancs de l’école pour envahir les entreprises, et ce quel que soit leur domaine d’activité.

 

La notion de penser hors du cadre strict du travail (« outside the box » diraient les anglo-saxons) pour obtenir de meilleurs résultats ou tout du moins des résultats différents, ne se limite pas au domaine de l’apprentissage, mais se généralise à de nombreux types d’activités, le but étant de favoriser la communication et de faire émerger des idées nouvelles.

 

L’un des fondamentaux de l’Agilité étant les interactions entre les individus, il n’est pas étonnant que le phénomène ludique rencontre un grand succès auprès des agilistes. Petit tour d’horizon des pratiques ludiques dans l’univers Agile.

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Crisp's Blog » Agile Topics card deck

Crisp's Blog » Agile Topics card deck | DEVOPS | Scoop.it

Here are some examples of how they could be used…

  • Topics for lean coffee – Shuffle the deck. Give each person 3 cards of which they choose one. Dot vote. Run lean coffee with those topics.
  • 1:1 Conversation starters – Before the 1:1, draw five cards each. Each person selects two. Discuss these topics during the next 1:1.
  • Organizational Review – Pre-select 30 cards. For each card, grade how knowledgeable you are about the topic (y-axis), and if you are doing it “right”, “wrong” or not at all (y-axis). Then discuss what to you wish to improve.
  • Lunch’n’Learn – Draw five cards. Someone volunteers do a short lunch seminar on one of the topics for the following week. Repeat.

The cards come in three different flavours:

  • Practices, techniques and tools – Green
  • Topics for discussions – Blue
  • Abstract models and theories – Red

There are a lot of overlaps between the colors, but that is unavoidable I guess. Whether you care about the colors or not, is totally up to you depending on how you want to use the cards.

As I already mention, there are 96 topic cards (when this blog was written). The deck also contains a couple of suggestions on how to use them for discussions or in retrospectives (blue cards), and a couple of self-reflective questions (beige cards).

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GetKanban vs Kanbanzine, le challenge

GetKanban vs Kanbanzine, le challenge | DEVOPS | Scoop.it
GetKanban vs Kanbanzine, le challenge ! Une analyse comparée des deux ateliers permettant de découvrir et d'expérimenter le Kanban.
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