This document discusses an activity called Sudokuban which uses the concepts of Kanban to play a game of Sudoku. It explains the basic rules of Sudokuban which involve forming teams of Scrum Masters, experts and observers to complete Sudoku puzzles within time limits while not exceeding work in progress limits. Mini retrospectives are held between rounds to reflect on what worked and ways to improve. The purpose of the activity is to help participants experience Kanban concepts like visualizing and limiting work in progress in a fun and engaging way.
7. Sudokuban rules
1. Up to 5 teams can be around the room. Each team has to have:
1 Scrum Master / Visual Leader
Sudoku Experts
Quality Assurance
Observers or timers are allowed
2. Teams must not break their work in progress limits, unless to handle
expedites appropriately
3. The objective of the game is to be the team that has achieved the most
value by the end of the timebox
The Rules10 mins
8. Sudokuban round 1
Mini retrospective
1.What worked well?
2.What to do differently?
Choose new WIP limits
The Rules10 mins
9. Sudokuban round 2
Mini retrospective
1.What worked well?
2.What to do differently?
3.What still puzzles you?
10. Visualise Flow
Doing Visualised Flow Being Agile
1. Understand the steps that every User
Story will need to go through to get
“done”
2. Setup a wall with flow states
3. Break it flow into two subflows – “in
progress” and “done”
4. Move cards real-time
1. The User Story Wall is an accurate
reflection of work status at any point in
time
2. The team are watching all User Stories
3. Information is not hidden
Sprint
Backlog
Analysis Dev DoneTest Deploying
11. Manage Flow
Doing Managed Flow Being Agile
1. Watch for constraints arising and
proactively course correct
2. Adjust number of specialists or
WIP limits if needed
3. Track throughput using a
Cumulative Flow Diagram
4. Understand your cycle time and
lead time and work these down
5. Have an approach for handling
the unknowns, eg. Production
support issues
1. Do away with estimation if work is
all the same size and the cycle
time and lead time is known for
the class of service
2. Can do away with Sprints, but still
need to have some of the
cadence activities
3. Impact to the flow is known when
“rush work” is done
4. Metrics are gathered for
suspected problem areas and
used as a means for decision
making
5. The team as a whole take
responsibility for reducing the
cycle and lead time
12. Make policies explicit
Doing Explicit Policies Being Agile
1. Write up known constraints (either
self-imposed or imposed from
others)
2. Use this area as a discussion
opportunity to challenge the
constraints with the imposer
3. Gather metrics if necessary on the
impact of the constraint
1. Management and other teams are
open to being challenged on
policies where their value is in
question
2. How information moves and is
deliberately restricted is visually
represented on the User Story
Wall and anyone within the team
can walk external people through
it
13. Pull work
Doing Pulling work Being Agile
1. Pull work if you are able to
actively work on it AND if your
Work In Progress limits allow it
2. Always pull the highest priority
work
1. The team work together to remove
constraints when they cannot pull
anymore work
2. By not pushing work it means that
the team works at a sustainable
pace
Sprint
Backlog
Analysis Dev DoneTest Deploying
4 6 2
14. Limit Work In Progress
Doing Limit WIP Being Agile
1. Set limits to the number of stories
that can be in flow states after the
Sprint Backlog and before
Done/Completed – ie Analysis,
Development, Test
2. Initially set to people handling that
flow state x 2
3. Only allow that number of stories
or less in that flow state at a time
1. Limiting work in progress reduces
context switching
2. It also focusses on doing more
with less
3. And ensures that roadblocks are
a key focus area
4. Reducing the WIP Limit will show
the constrained areas
Sprint
Backlog
Analysis Dev DoneTest Deploying
4 6 2
23. The Rules
1. Build the Tallest Freestanding Structure: The winning team is the one that has the
tallest structure measured from the table top surface to the top of the marshmallow.
That means the structure cannot be suspended from a higher structure, like a chair,
ceiling or light.
2. The entire marshmallow must be on top: The entire marshmallow needs to be on the
top of the structure. Cutting or eating part of the marshmallow disqualifies the team.
3. Use as much or as little of the kit: The team can use as many as a few of the 20
spaghetti sticks, as much or as little of the string or tape. The team cannot use the
paper bag as part of their structure.
4. Break up the spaghetti, string or tape: Team are free to break up the spaghetti, cut up
the tape and string to create new structures.
5. The challenge lasts 18 mins: Teams cannot hold on to the structure when the time
runs out. Those touching or supporting the structure at the end of the exercise will be
disqualified.
6. Adhere to your constraints: If you receive constraint cards, you cannot use them for
your structure nor can you progress building your structure until all your constraints
have been met.
24.
25.
26. Constraint cards
Team 1 Team 2 Team 3 Team 4
Assign the following roles among the
team: Project Manager, architect,
builders, QA
Assign the following roles
among the team: Project
Manager, architect, builders,
QA
Provide details of
the proposed
structure (incl
diagrams)
The client/product
owner is available
to you as needed.
Create an agreement for how you
will work with your client/customer.
It must cover:
• How you will work with them
and keep them informed
• A defined process for handling
change
• An agreed pricing model
Create an agreement for how
you will work with your
client/customer. It must cover:
• How you will work with
them and keep them
informed
• A defined process for
handling change
• An agreed pricing model
Create a detailed project plan as to
how and when you will be involving
the client in signoffs.
• Only your project manager can
create the plan
• Review the plan with the client
Provide details of the proposed
structure (incl diagrams)
Provide details of the proposed
structure (incl diagrams)
More details about this game and the cards for it can be found at:
http://www.unbounddna.com/resources/agile-games/sudokuban-a-kanban-in-action-puzzle-game/
Limit WIP – Stop starting, start finishing
Limit WIP & Pull work - Need to explain an expedite
A need can be met by multiple strategies. Understanding the need can help to ensure that we are not focussing on the wrong strategy.
A need can be met by multiple strategies. Understanding the need can help to ensure that we are not focussing on the wrong strategy.
Explain class of service
A need can be met by multiple strategies. Understanding the need can help to ensure that we are not focussing on the wrong strategy.
This game was co-developed between Renee and Tyson Nutt. An official publication of it has not yet been made but hopefully it will be turning up onto Tasty Cupcakes and onto http://www.unbounddna.com soon!
If you are interested, there is also a distributed version of this game which has a learning outcome of the impact of distribution of team on outcome effectiveness. More details on this can be found at: http://agileforest.com/2011/10/06/the-distributed-marshmallow-challenge/
Building towers of awesomeness…. But with a little bit of Agile involved
Handout equipment to each team when formed.
Need scissors as well for the string, maybe paper bag to put everything in.
For facilitator: need measuring tape and stopwatch
Facilitator needs to make it clear that they are the client/product owner
Time 10 mins then start this countdown
These are the constraint cards for printing and handing out.