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
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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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.
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.
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.
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).
Kanbanzine nous met collectivement à la tête de la rédaction d’un nouveau magazine hebdomadaire. Le premier numéro vient de sortir et a été un bide retentissant… Charge à notre équipe de redresser la barre !
The speedboat retrospective is one of my favorite visualization techniques I use in retrospectives. The origin of this technique goes back to Luke Hohmann, who presented it as one of the innovation games in his book “Innovation Games”.
In the last few years, I got more and more in contact with the solution-focused approach. It is a technique that focusses on the solutions (as the name already implies) instead of the problems. If you are working with a solution-focused coach, she will always try to help you focus on the positive things or turn negative comments into positive wishes. This definition is quite simplified, but you get the point.
If we apply solution-focused thinking to the speedboat exercise, the visualization would change into a sailboat and look like this:
Now we not only have anchors holding us back, but wind that blows to move us forward. This gives us the possibility of turning each anchor into a gust of wind. You can use this sailboat now in two ways:
Ask the team: “What are the gusts of wind that help our sailboat to move forward” and collect their ideas on Post-Its.
Do this exercise in three steps:
First collect all the anchors, as it’s easier for most teams to collect their current problems.
Ask the team to turn each anchor into goals, desires or wishes and put them before the cloud to represent the gusts of wind pushing the boat forward.
Use these “winds” to define a desirable goal that you will use as true north for the rest of the retrospective.
Dependency Poker is an agile learning game about release planning. It is a simulation of multi-team planning and coordination at the program/product-line level, over the 5 sprints of a release cycle, with interdependencies — indeed, with some very nasty, very realistic interdependencies.
The game is played by 4 teams, each with a unique persona and a unique “superpower”, i.e. a technique that only they can use to help resolve impediments confronting them.
Work is represented by feature and story cards which highlight the dependencies between these units of work. The objective of the game is to deliver the most feature value for the program/product-line by the end of the release cycle.
This highly-interactive game gives players hands-on experience in the basic principles of release planning, dependency management, and operation of a Scrum-of-Scrums.
To succeed, teams must address a number of common conflicts including: sequencing of work, unplanned work from other teams, local (our team) versus global (our product) optimization of value, managing work-in-progress, while leaving enough time for integration testing. To survive, teams must employ fast-paced decision-making to discover and resolve dependencies and make sprint plans for the next sprint.
This real-life simulation drives home the understanding that there is no time for big-analysis-up-front and that little unpleasant surprises lurk (seemingly) around every corner.
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
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!
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 !
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.
5 CLEFS POUR REUSSIR SON MARSHMALLOW CHALLENGE ! Grégory Alexandre de GOOOD! nous présente le serious game marshmallow challenge. Le marshmalow challeng
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