We're talking about different ways and frameworks and methodologies on how to make a project successful.
Well, let's stop talking and try two different approaches - plan-driven and change-driven. Let's do it with a some practical tasks and then discuss what happens and why in the good company.
3. The Ball-Point Game
Facts:
○ game author is Boris Bloger
○ introduced at Spring Scrum Gathering
2008 in Chicago by Tobias Mayer
○ simulates Scrum process
4. How it looks like?
Team members pass the balls
amongst the whole team.
When the ball goes throw all team
members it is produced.
5. Rules
The basic rules are:
○ The balls must have air time
○ Balls that hit the floor don’t count, and have to be
returned to the starting point to get them back in play
○ No balls to your direct neighbour
○ Start point = End point (i.e. the container)
○ Iteration = 2 minutes
○ In between = 1 minute, to review and plan
○ Play 5 iterations
6. What we are going to do?
Agenda:
● simulate plan-driven approach
● simulate change-driven approach
● analyze lessons learned
7. So we need
two sets of rules
for
two different
approaches!
9. Rules for plan-driven approach
Additional rules for plan-driven approach:
● Number of balls to use is predefined
● Number of balls to be produced is
predefined
● Planning phase: 3 min
● Production phase: 3 min
● Review: 1 min
10. Rules reloaded
The basic rules are:
○ The balls must have air time
○ Balls that hit the floor don’t count, and have to be returned to
the starting point to get them back in play
○ No balls to your direct neighbour
○ Balls must be touched by hand
○ The ball is produced when it passed through all team members
○ Teams can use whatever it wants during the production phase
○ The team can not change its process during production phase
○ Teams are accountable for counting the produced balls quantity
13. Rules for change-driven
approach
Rules for change-driven approach:
● Team can use as much balls as it likes
● Team defines the quantity of balls it is
committed to produce
● Planning phase: 1 min
● Production phase: 1 min
● Review: 1 min
● Play 3-5 iterations
14. Rules reloaded
The basic rules are:
○ The balls must have air time
○ Balls that hit the floor don’t count, and have to be returned to
the starting point to get them back in play
○ No balls to your direct neighbour
○ Balls must be touched by hand
○ The ball is produced when it passed through all team members
○ Teams can use whatever it wants during the production phase
○ The team can not change its process during production phase
○ Teams are accountable for counting the produced balls
quantity
15. Change-driven approach
retrospective
● And what happened at this time?
● Did you want to change the process?
● Did you change it? How?
● What was the iteration that felt great?
17. But think about…
● What made the teamwork?
● How time pressure affects the team?
● How did you improve as a team?
● In what simulation production process
is more cost effective?
● Why the team began to show more
predictable result?
21. Credits
Materials used in the presentation:
● photo by Adrian Cockle
● Wikipedia: http://www.wikipedia.org/
● Open Clip Art Library: http://openclipart.org/