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Software
Development
Game with Purpose
Get to know each other…
• Break into teams of 4
• In 2 min, each share:
–
–
–
–

Your Superhero Name
Your Actual Hometown
Your Current Super Power
What You Hope to Learn
(the new superpower you
hope to take away)

• Take another 1 min to
consolidate these to
report out: ID your
superhero team‟s name
(e.g. Fantastic Four, Justice
League)
Tell us what you learned…
• 1 person from each team
tell us:
– Your team name
– Each superhero‟s name &
superpower
– Which one of your
superheroes comes from
the farthest reaches of the
planet
– But MOST
IMPORTANTLY, what each
wants to learn
Shhhhh….

Software

Development
is a

Game
Don‟t tell anyone OK?
We could have FUN

while we build something useful
Bah!
We come
in a

Palette
of
Backgrounds,
Skills, Talents, & Interests

(Think about what you just learned about the diversity of everyone here.)
Game
Exercise Time
Instructions
• Separate into 3 teams
• Elect a leader
• Leader gets a goal & shares
w/team (visual sharing only)
• 1st team to arrange all chairs
to meet goal w/in 2 min wins!

NO TALKING!
Debrief
Development is like exploration…

The game‟s decisions are
made on imperfect information
Developing
a

Product Release
is like an

RPG

Adventure
Goal to accomplish
(Biz Value to realize)
Party self-organizes
Gain tools & experience
Product
Development
is like an RPG

Campaign
Priorities from distant
netherworlds
Based on the needs
of the Imperium
(Business)
Experience carries
from one release to
the next
But each release is
continued learning
It‟s

Exercise Time
again
Game

I like traffic lights…
Understanding Self-Organization
(Part 1)
• Gather into 3 teams; take 1 minute to determine a
traffic „director‟

– Traffic director needs to know how to call out to each of
you; name, number, letter, et cetera

• I‟ll set up some barriers you‟ll need to navigate
• Traffic Director comes to one side; team members
set up at start of lanes - object is to get each person
to lane‟s end (I‟ll time you from start to all finish.)
• Traffic director is to tell you to stop by name (or all),
then which lane to move to and then when to start
again
• Run up against a chair? Make a crash sound!
• When I announce go, start walking

Team 1 is up first!
Understanding Self-Organization
(Part 2)
• We‟ll use the same barriers that you‟ll need to
navigate
• Traffic Director comes to one side; team
members set up at start of lanes - object is still
to get each person to each lane‟s end (I‟ll
time you from start to all finish)
• Each individual can decide when to stop (no
crashes)
• Traffic director is to tell you which lane to
move to, you may start up again as soon you
are in your new lane
• When I announce go, start walking

Team 2 is up!
Understanding Self-Organization
(Part 3)
• We‟ll use the same barriers you‟ll need to
navigate; I‟ll put some that say ORG on them
• Traffic Director comes to one side; team members
set up at start of lanes - object is still to get each
person to each lane‟s end (I‟ll time you from start
to all finish)
• Each individual can decide when to stop AND
can step around any barrier that does not have
ORG on it and continue; if you hit an ORG one,
just stop and wait for its removal
• Traffic director removes any that say ORG
• You may state you have an ORG barrier in your
lane
• When I announce go, start walking

Team 3 is up!
Debrief
Prioritizing
the

Backlog
is similar
to

Deck-Building

…through
Negotiations
The Agile game is defined in a
set of release sessions
Within the release session, perform
the following:
Develop a release plan

• Take in (or develop) the epics
• Deck-build (prioritize) the epics
• Size the epics

Determine the # of iteration phases
the team will take & how many
daily turns they will have

For each iteration

phase

• Prioritize & split the epics
• Estimate the stories & take in
stories based on what you think
you can accomplish
• Take your daily team turns
Each daily turn starts with a
cooperative, simultaneous
action selection, worker
placement event.
Within the daily

turn:

Conduct the selection by

• Reviewing what you did yesterday
• Determining where to place your
efforts today
• Highlighting any impediments

Expend action points working
on the stories chosen
Handle events as they arise
Save the World a Day at a Time
Once all daily turns have been taken for the Iteration

Phase, do the following:

• Conduct a review of the potentially shippable software
• Score the team‟s contribution (measure the story points added &
completed)
• Review what the team can do to play the game better (retrospect)

When product owner team member states to do so, usually at the
end of the

Release Session, ship the product to production.
Let‟s
look at

Agile: the Game
A Quick Tutorial
Story-telling is a key part of
development activities
The product owner is the bard
The „developers‟ are the wizards
The stories become structured so
that they read as spells
Scoring is based on how many
stories are created that the bard
can see envisioned
How do we
mitigate
the

risky parts?
Establishing
a

Continuous

Integration pipeline
is like having your

economic engine
up & running
…and building it out
islike

advancing
your
tech tree
So how does

„Waterfall‟

compare?
It‟s always
sold as a
happy
project…

…with a
happy
team …
Look! Here‟s
the happy
(a.k.a. critical)

path…

…planned
in one
direction…
What a
great
product…
Just stick to
the path!
And look,
there are
some
wondrous
shortcuts
we can
take early
on…
What do
you mean I
can get
stuck
here?
And here?

And here
also?
That‟s not the
way Waterfall
was
promised to
work!

You’re right!
It‟s more like…
It gets

worse
A

can take
you from
to
That‟s like…

You Failed Your Tests
“Looks like a design flaw”
“Are you sure you got
that requirement right?”
And

Management‟s

reaction?
Introducing,
Integrating,
& Customizing
Prioritize
with

Auctions
or…
or…
Purchasing
We could
take a flow-based approach
likeKanban
Ding!

Corner
on

Agility!
Games Referenced In This
Deck…
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•

Chess
Sentinels of the Multiverse
Villa Paletti
(Generic Meeples used in many
Euros)
Pandemic
Chairs
Sator Arepo Tenet Opera Rotas
Dungeons & Dragons
Traveller
Mille Bornes
Eminent Domain
Genoa
El Grande
Isle of Dr Necreaux
Puerto Rico
Once Upon a Time

•
•
•
•
•
•
•

(Generic d6)
Container
Supernova
Alien Frontiers
Risk
Niagara
Candyland
–

•
•
•
•
•
•
•
•
•

Willy Wonka & Panama Canal photos

Monopoly
Mouse Trap
It Came from the Pit
Ca$h „N‟ Gun$
Tzolk'in: The Mayan Calendar
Masterpiece
Bazaar
Factory Fun
Pit

Most photos in this deck are from BoardGameGeek.

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Software Development: game with purpose

  • 2. Get to know each other… • Break into teams of 4 • In 2 min, each share: – – – – Your Superhero Name Your Actual Hometown Your Current Super Power What You Hope to Learn (the new superpower you hope to take away) • Take another 1 min to consolidate these to report out: ID your superhero team‟s name (e.g. Fantastic Four, Justice League)
  • 3. Tell us what you learned… • 1 person from each team tell us: – Your team name – Each superhero‟s name & superpower – Which one of your superheroes comes from the farthest reaches of the planet – But MOST IMPORTANTLY, what each wants to learn
  • 5. We could have FUN while we build something useful
  • 7.
  • 8.
  • 9. We come in a Palette of Backgrounds, Skills, Talents, & Interests (Think about what you just learned about the diversity of everyone here.)
  • 10.
  • 12. Instructions • Separate into 3 teams • Elect a leader • Leader gets a goal & shares w/team (visual sharing only) • 1st team to arrange all chairs to meet goal w/in 2 min wins! NO TALKING!
  • 14. Development is like exploration… The game‟s decisions are made on imperfect information
  • 15.
  • 16. Developing a Product Release is like an RPG Adventure Goal to accomplish (Biz Value to realize) Party self-organizes Gain tools & experience
  • 17. Product Development is like an RPG Campaign Priorities from distant netherworlds Based on the needs of the Imperium (Business) Experience carries from one release to the next But each release is continued learning
  • 19. Understanding Self-Organization (Part 1) • Gather into 3 teams; take 1 minute to determine a traffic „director‟ – Traffic director needs to know how to call out to each of you; name, number, letter, et cetera • I‟ll set up some barriers you‟ll need to navigate • Traffic Director comes to one side; team members set up at start of lanes - object is to get each person to lane‟s end (I‟ll time you from start to all finish.) • Traffic director is to tell you to stop by name (or all), then which lane to move to and then when to start again • Run up against a chair? Make a crash sound! • When I announce go, start walking Team 1 is up first!
  • 20. Understanding Self-Organization (Part 2) • We‟ll use the same barriers that you‟ll need to navigate • Traffic Director comes to one side; team members set up at start of lanes - object is still to get each person to each lane‟s end (I‟ll time you from start to all finish) • Each individual can decide when to stop (no crashes) • Traffic director is to tell you which lane to move to, you may start up again as soon you are in your new lane • When I announce go, start walking Team 2 is up!
  • 21. Understanding Self-Organization (Part 3) • We‟ll use the same barriers you‟ll need to navigate; I‟ll put some that say ORG on them • Traffic Director comes to one side; team members set up at start of lanes - object is still to get each person to each lane‟s end (I‟ll time you from start to all finish) • Each individual can decide when to stop AND can step around any barrier that does not have ORG on it and continue; if you hit an ORG one, just stop and wait for its removal • Traffic director removes any that say ORG • You may state you have an ORG barrier in your lane • When I announce go, start walking Team 3 is up!
  • 25. The Agile game is defined in a set of release sessions Within the release session, perform the following: Develop a release plan • Take in (or develop) the epics • Deck-build (prioritize) the epics • Size the epics Determine the # of iteration phases the team will take & how many daily turns they will have For each iteration phase • Prioritize & split the epics • Estimate the stories & take in stories based on what you think you can accomplish • Take your daily team turns
  • 26. Each daily turn starts with a cooperative, simultaneous action selection, worker placement event. Within the daily turn: Conduct the selection by • Reviewing what you did yesterday • Determining where to place your efforts today • Highlighting any impediments Expend action points working on the stories chosen Handle events as they arise Save the World a Day at a Time
  • 27. Once all daily turns have been taken for the Iteration Phase, do the following: • Conduct a review of the potentially shippable software • Score the team‟s contribution (measure the story points added & completed) • Review what the team can do to play the game better (retrospect) When product owner team member states to do so, usually at the end of the Release Session, ship the product to production.
  • 28. Let‟s look at Agile: the Game A Quick Tutorial
  • 29. Story-telling is a key part of development activities The product owner is the bard The „developers‟ are the wizards The stories become structured so that they read as spells Scoring is based on how many stories are created that the bard can see envisioned
  • 31. Establishing a Continuous Integration pipeline is like having your economic engine up & running
  • 32. …and building it out islike advancing your tech tree
  • 33.
  • 34.
  • 36.
  • 37. It‟s always sold as a happy project… …with a happy team …
  • 38. Look! Here‟s the happy (a.k.a. critical) path… …planned in one direction…
  • 41.
  • 42. What do you mean I can get stuck here? And here? And here also?
  • 43. That‟s not the way Waterfall was promised to work! You’re right! It‟s more like…
  • 44.
  • 47. That‟s like… You Failed Your Tests “Looks like a design flaw” “Are you sure you got that requirement right?”
  • 48.
  • 50.
  • 51.
  • 54. or…
  • 56. We could take a flow-based approach likeKanban
  • 58. Games Referenced In This Deck… • • • • • • • • • • • • • • • • Chess Sentinels of the Multiverse Villa Paletti (Generic Meeples used in many Euros) Pandemic Chairs Sator Arepo Tenet Opera Rotas Dungeons & Dragons Traveller Mille Bornes Eminent Domain Genoa El Grande Isle of Dr Necreaux Puerto Rico Once Upon a Time • • • • • • • (Generic d6) Container Supernova Alien Frontiers Risk Niagara Candyland – • • • • • • • • • Willy Wonka & Panama Canal photos Monopoly Mouse Trap It Came from the Pit Ca$h „N‟ Gun$ Tzolk'in: The Mayan Calendar Masterpiece Bazaar Factory Fun Pit Most photos in this deck are from BoardGameGeek.