Top Games

The Problem with Principles

Timing: 30-60 mins

Ingredients:

  • Whiteboards
  • Markers
  • Set of four coloured sticky notes for each player

Recipe:

Begin by reviewing the four value statements from the Agile Manifesto.  Draw on the whiteboard a matrix of complexity on the vertical axis  and impact on the horizontal axis with a scale of low, medium and high. Draw out all 9 resulting boxes of the matrix. 

Assign a colour (one of the four sticky note colours) to each of the four statements in the manifesto.

Ask all particpants to place each of their four stickies into the appropriate place on the matrix based on their assessment of the impact and compexity the value statement it represents.

Encourage discussion amongst players while placing their sticky notes.

Once completed review what the group has assessed as the impact and challenge of adopting the value system implied by the Agile Manifesto 

Learning Points:

  • Reinforces and drives meaningful discussion about the Values and Principles of Agile
  • Facilitates the discussion about what Agile means to the team and organization.
  • Set’s the stage for understanding the purpose and intent of Agile practices and techniques.

Posted by Mike McCullough

VN:F [1.8.4_1055]
Rate This
Rating: 4.0/5 (3 votes cast)

Presto Manifesto

Timing: 10 mins

Ingredients:

  • Whiteboards and/or flip-charts
  • Markers

Recipe:

Begin by defining what success on a software development project means. Is it only about being on time and on budget? What about customer satisfaction?
Divide the participants in to groups and ask them to, based on their project experiences, come up with a list of criteria that they have noticed as critical elements on successful projects.
Ask them to reach a consensus within their team and have each member sign off on the criteria they agree with.
Look for patterns between each team’s list and then discuss. Compare each teams list with the list that the 17 signatories of the agile manifesto came up with.
You will be surprised at the results, regardless of the participants experience with agile. You will rarely see any team come up with prescriptive practices and I have yet to come across a list that did not include customer collaboration, communication, and team dynamics.

Learning Points:

  • The agile manifesto is a set of factors that are considered common on successful projects.
  • These successful factors are not entirely new to our industry.
  • The agile manifesto does not prescribe specific practices, reaching a wide consensus on these would be very hard.
VN:F [1.8.4_1055]
Rate This
Rating: 4.4/5 (5 votes cast)

This post was submitted by Don McGreal.

Why Agile Games

For years I have used games, including those in this blog, for one simple and basic reason: to communicate a complicated idea or concept.  Values and principles are perhaps but the most difficult concepts to explain and also the easiest to agree upon. Agile is fundamentally a system of values of principles and we need effective techniques to explain them. We cannot rely on declarations or propositional statements to communicate values and principles.

Say for example I said that I value trust, honesty and loyalty. If I were able to ask if you also value these things, most people reading would nod in agreement. Now if I asked you to now draw a picture of trust, just for fun why don’t you……

pencil

… done yet?

So did you draw stick man falling backward into other stickmen? A handshake? A child holding a parent’s hand? Perhaps a pet on a leash.  These are the pictures I often see when I ask people to do this exercise. The point of that exercise is to illustrate that values have no useful meaning without an understanding of  how we live them in our interactions and behavior with those around us. We can all agree on trust but how we express it and our expectations of how others will express it has not been discussed. All we really have agreed on is that the word is one we like.

Values and principles are only meaningful in the context of human experience. As it relates to groups of people, teams of software developers for example, it is the examples and rules of interaction between people where shared values become important. The values themselves cannot be defined outside of the context of these examples of interaction.

Games are one technique to communicate and define Agile values with a team and can be used to create examples of interactions both positive and negative to define the boundaries of what a value like individuals and interactions over process and tools means in an experiential way. They are a simulation of real life that the players can reflect back on to make judgements about how they should act in the futures. This reflection and discussion is really the point of running a game in the first place. It is in the discussion after the game that theses values and principles really emerge.

There are other techniques. Stories are excellent vehicles for communicating the complexities of human interaction. We will soon be adding a section for stories on TastyCupcakes.com and start to build a toolkit for this technique.

Mike

Submit your game

You can now submit your own game to tastycupcakes.com Go to blog.tastycupcakes.com/game/ and share your games with the world.

Rate Games at blog.tastycupcakes.com

We have just introduced rating of games at blog.tastycupcakes.com. Now you can provide your feedback on games and techniques provided.

We look  forward to your feedback.

Question Game

Timing: 20 mins

Ingredients:

  • Board (electronic or on white board)
  • 20-30 Clues

Directions:

Divide the participants in to teams and select someone to choose the first clue category and dollar value. Read the clue out loud and have participants ‘buzz in’ by raising their hands. A correct response adds the corresponding dollar value to their teams total, while a wrong response subtracts the same amount and leaves the clue open for other teams to ‘buzz in’. A response must be in the form of a question! The person who last responded correctly, selects the next clue. A hidden ‘secret clue’ will allow the team that selected it to wager as much money as they want. The team with the most money after all the clues have been read wins.

Learning Points:

  • This is a fun and competitive way to review materials.

Posted by Mike

VN:F [1.8.4_1055]
Rate This
Rating: 3.0/5 (3 votes cast)

Picture Me

Timing: 30 mins

Ingredients:

  • 2 opposite facing white boards or flip charts
  • Markers
  • 10-20 clue cards

Directions:

Divide participants in to two teams. One by one, each team member faces off against a member of the opposing team. Both are simultaneously shown the card and immediately start drawing pictures which suggest the word or phrase on a card (see learning points for examples of categories to draw). The pictures cannot contain any numbers or letters. The team members try to guess what the drawing is intended to represent. The team that first guesses correctly, wins a point. This continues until all team members have had a turn or until all the cards have been used.

Learning Points:

  • This is a fun and competitive way to review materials.
  • Examples of categories to draw: UML models, agile values and principles, roles on a project, design patterns, etc.

Posted by Mike

VN:F [1.8.4_1055]
Rate This
Rating: 3.0/5 (1 vote cast)

Alphabet Game

Timing: 10 mins

Ingredients:

  • One whiteboard per team

Directions:

Divide the participants in to teams and have them each write all the letters of the alphabet on their whiteboard. Then give the teams 5 minutes to write down a word that starts with each of the 26 letters of the alphabet. All words must fit within a given category (e.g. agile concepts, patterns, programming terminology, etc.). Encourage participants to be creative, especially with the harder letters.

Award one point for each word.

Learning Points:

  • This is a fun and competitive way to review materials.

Posted by Mike

VN:F [1.8.4_1055]
Rate This
Rating: 3.0/5 (1 vote cast)

The Story of Our Sprints

Timing: 10 mins

Ingredients:

  • People and space
  • 1 stop watch
  • Optionally, something to record the audio with.

Directions:

Have the team sit/stand in a circle. You want to get a story of the last sprint that is told by the entire team. You start by saying ‘Once upon a time , we had a X (insert sprint length here!) week sprint…’. Then, the next person to your left adds to your sentence and this carries on until the last person has spoken or if the story is developing in an interesting direction, until all the points appear to have been made and there is nothing of value coming through. You might want to strictly enforce the time limit for a large team.

After the retrospective , you could run the game again to tell the story of the next sprint, and this should galvanise the improvements that will take place and nicely summarise the lessons learnt and help the team visualise how the next sprint could be better. This game helps to create an ongoing shared goal and represents an oral history of the software process.

Learning Points:

  • Discover a consensus view of the success/failures from the last sprint.
  • Empower everyone to add value to a collective goal through participation.
  • Exercise the ‘responding to change’ learning point from the word-at-a-time letter game.

CREDIT: Mike Sutton

Posted by Mike

VN:F [1.8.4_1055]
Rate This
Rating: 4.0/5 (2 votes cast)

Process Doodle

Timing: 20 mins

Ingredients:

  • Whiteboards and/or flip-charts
  • Markers

Directions:

Divide the participants in to groups and ask them to graphically represent their current development process. Have them think about roles, artifacts produced, and challenges. Invite them to be creative and to not worry about using any formal notation (UML, Gantt Charts, RUP, etc.). Ask them not to use people’s names, or to criticize personalities.

Each team will then then present their creation to the whole group.

Learning Points:

  • This is an interesting and fun way for a facilitator to gain visibility in to what is working and what the challenges are in an organization’s current process.
  • This exercise also creates more transparency within a team, by giving people a chance to see how others characterize the process.

Posted by Mike

VN:F [1.8.4_1055]
Rate This
Rating: 4.0/5 (2 votes cast)