Learning Agile through the candy game

Post on 05-Jul-2015

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description

Learn benefits of iterative process through a game, so it can be played by the team. The point of this game is to pass as many balls as possible through every team member in 2 minutes. The team gets a point for each ball passed through every member of the team provided that the first person to touch that ball is also the last. There are 5 iterations. Before each iteration the team estimates how many they think they will pass. At the end of each iteration the actual number passed is recorded. The presentation includes a brief introduction to iterative methodologies, the game itself and some questions to check what the team learnt.

transcript

Learning Agile methodology through the candy game

by Carlos Morales

Agenda

Introduction of AgileGameDebrief and conclusions

Introduction to Agile

Benefits?

Why is this important?

Agile manifesto

• Individuals and interactions over processes and tools ←

• Working software over comprehensive documentation

• Customer collaboration over contract negotiation

• Responding to change over following a plan ←

Responding to change

• Agile development is focused on quick responses to change and continuous development

• Mini-game: Guide me to pick up something

Responding to change

Iterate

Plan

DoLearn

Being iterative has some benefits

– Nested Feedback

– Higher Predictability

– Higher Probability of Success

– VISIBLE status at all times

– Reduced risk

Mini-game: Guide me to pick up something

Game Rules

• You are one big team

• Candies must have air-time

• No candy to your direct neighbor

• Start Point = End Point

How are we playing?

• Iteration = 2 min

• In between = 1 min

• We play 5 iterations

Flip

Sprint Estimate Actual Notes

1

2

3

4

5

Parallelisms Game -Scrum

What Game Scrum

Plan EstimateSprint planning –estimate velocity

Do 2 minute iteration Sprint

Learn1 minute improvement

Sprint retrospective

Conclusions

• What Happened?

– Share experiences!!

• What Iteration Felt the Best?

– Ask what made that one feel best? Why?

Conclusions

• The Power of the Retrospective

– If we had 6 minutes (total planning time) to plan for a single 2 minute run: same results?

• The Power of Communications

– How did did communications affect us?

– How it was done?

• Whole Team and Leadership

– Who had all the ideas?

– What roles did you all take?

– When something went wrong what did you do?

• Pull Systems

– Were the candles passed until the downstream person is ready?

– Pull system maximizes flow and increases performance

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