Gamified agility
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Transcript of Gamified agility
GAMIFIED AGILITYGAMAG
HOW TO CREATE AN ENGAGING DEVELOPER
EXPERIENCE
ROAD AHEAD
• GAMES
• GAMIFICATION
• SCRUM
• SCRUMIFICATION
GAMIFICATION
?
GAMIFICATION
PLAYERS + PLAYGROUND + PLAY RULES = THE GAME – IN AN NON GAME CONTEXT
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
PLAYGROUND…
• CONTROLLED ENVIRONMENT
• INTERACTIVE, ADAPTIVE
• CONTAINS SURPRISES AND UNCHARTED AREAS
• SAFE FOR RISK TAKING
RULES …
• WHO CAN DO WHAT
• EVENT TIMELINES AND CONSTRAINTS
• RANDOMNESS (CHANCE) -> ANTICIPATION AND SURPRISE
• ENABLE STRATEGY DESIGN
THE GAME…
• CAN BE RE-PLAYED
• POSE A CHALLENGE
• EASY TO PLAY, HARD TO EXPLAIN -> DYNAMIC DECISION MAKING
• INDUCES THE MOOD (BOREDOM, FLOW, FRUSTRATION)
MASTERING THE GAME
THE ORIGIN OF FUN
• EASY FUN – DO SIMPLE THINGS
• HARD FUN – DO DIFFICULT THINGS
• PEOPLE – INTERACTION WITH OTHERS
• SERIOUS – HELP OTHERS (SOCIAL RESPONSIBILITY)
MEET THE PLAYERS
20% 40%
80% 50%
sociagility
GAMIFICATION DESIGN…
• MECHANICS – FUNCTIONING COMPONENTS OF THE GAME
• DYNAMICS – PLAYERS INTERACTION WITH MECHANICS
• AESTHETICS – HOW THE GAME MAKES THE PLAYER FEEL DURING INTERACTION
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)
DON’T ASSUME WHAT MOTIVATES PEOPLE, INVESTIGATE!!!
ENABLE TEAM TO HAVE A SOCIAL CONTRIBUTION -> TEAM CHOOSES A CAUSE TO DONATE, GROW A VIRTUAL TREE
DYNAMICS INTERACTION• ONBOARDING – PLAYER’S 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
AESTHETICS FEELINGS ABOUT
INTERACTION
• LEADERBOARDS
• PROGRESS BAR
• BADGES
• SOCIAL CALL TO ACTION
• ADDRESS: SENSATIONS, FEELING, DRAMA (STORYTELLING), OBSTACLES
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
MEET THE SCRUM TEAMTeam Player
Client Product owner
Supplier Scrum master
Development team
THE “PRINCESS”Player Goal
Product owner Maximize the value of the product
Scrum master Ensure the Scrum in understood and enacted
Development team Delivering releasable increment of “done” product
THE “POWERS”Player Power
The product owner Product backlog management - Prioritization to achieve goals- Visible, transparent, clear to all, what’s
next- Understandable for Dev team at the
needed level
Scrum master Effective product backlog managementCommunicate Back log to Dev teamFacilitate eventsRemove impedimentsCoach the team in organization of work
Development team Organize and manage the workCreate the “Increment”
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
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
BEHAVIORAL CHANGE• ESTIMATIONS: INCREASE PRECISION AND REDUCE TIME TO MAKE ESTIMATES
• TECHNICAL DESIGN AND IMPACT ANALYSIS
• EARLY DETECTION OF ROADBLOCKS: IDENTIFY ROADBLOCKS BEFORE THEY ARE SHOWSTOPPERS
• ASSESS THE PROGRESS ON DEPENDENCIES WHICH ARE WORK IN PROGRESS
• FIT FOR PURPOSE: COMPLETELY UNDERSTAND THE WORK TO BE DONE IN CONTEXT OF THE PROJECT
• SOLUTION WALKTHROUGH
• PAIR REVIEW
• READINESS
• CONTINUOUS LEARNING, MOVE OUT OF THE COMFORT ZONE, SHARE WITH OTHER HOW THEY SOLVE PROBLEMS
• LEARN FROM EXPERIENCE
• GENUINE IDENTIFICATION OF ACTIONS WITH POSITIVE IMPACT AND MAKE THEM INTO “BEST PRACTICES”
CANDIDATE GAME 1RETRO BALL• BEHAVIOR: GENUINE IDENTIFICATION OF ACTIONS WITH POSITIVE IMPACT
• WHEN: DURING THE SPRINT RETROSPECTIVE; TAKE A BALL AND WRITE ON IT “START \ STOP \ KEEP”
• 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
CANDIDATE GAME 2CELEBRATING 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
CANDIDATE GAME 3HACKATON
• BEHAVIOR: CO-CREATION
• WHEN: EVERY QUARTER
• HOW: ONE OFFICE DAY IN WHICH PEOPLE SOLVE A GIVEN PROBLEM
• REWARD: BADGES
CANDIDATE GAME 4PROPOSALS
• BEHAVIOR: MAKE CREATIVE PROPOSALS
• WHEN: REQUEST FOR PROPOSALS
• HOW:
• REWARD: