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agile² GmbH
SWARMING
DESIGN FOLLOWS FUNCTION
1
LET’S START WITH
THE HARD STUFF
next 2
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01source:
Wikipedia Flocking is the behavior exhibited when a group of birds,
called a flock, are foraging or in flight. There are parallels
with the shoaling behavior of fish, the swarming behavior of
insects, and herd behavior of land animals. During the winter
months, starlings are known for aggregating into huge flocks of
hundreds to thousands of individuals, murmurations, which when
they take flight altogether, render large displays of
intriguing swirling patterns in the skies above observers.
Flocking
basics
3
next
FLOCKING OR SWARMING CAN
BE COMPARED TO THE
NATURAL WAY HOW HUMANS
ARE BEHAVING TOGETHER
WHEN THEY SHARE A COMMON
GOAL.
4
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
The Magic
Roundabout
in Swindon
UK
5
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 6
System
design for
emergent
behaviours
• point to the destination
• avoid collision
• no advanced planning skills
• follow the lines
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 7
purpose
autonomy
mastery
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agile² GmbH PIERRE.NEIS@AGILESQR.COM
it is the distance between "we know it's true" and "this is the assumption of a person"
coherence
8
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
example
9
SHOWING YOUR CREDIT CARD AT A CASHIER MEANS YOU WANT TO PAY WITH THE CARD.
90% OF THE TIME, THE CASHIER ASK YOU IF YOU WANT TO PAY WITH A CREDIT CARD.
ATTENTION IS LINKED TO COHERENCE.
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agile² GmbH PIERRE.NEIS@AGILESQR.COM
« a shift in the function of a trait during evolution ».
exaptation
10
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
example
11
Super Glue was invented by accident, twice.
Coover was attempting to make clear plastic gun sights to be put on guns used by Allied soldiers in
WWII.  One particular formulation he came up with didn’t work well for gun sights, but worked
fantastically as an extremely quick bonding adhesive. 
Nine years later, in 1951, now working at Eastman Kodak, Dr. Coover was the supervisor of a project
looking at developing a heat resistant acrylate polymer for jet canopies.
SOLUTIONS ARE EMERGING
FROM SMALL BABY STEPS
APPROACH FROM HYPOTHESIS
TO ACTIONABLE SOLUTION.
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 13
Problem, Options,
Prototype
Viable Solution
safe
container
competence,
learning,
experiencing
Customer
Journey, Team
Alignment, Team
Excellence, customer
Delight
next
SWARMING 14
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
basics
15
separation
alignment
cohesion
avoidance
fixed boundaries, fixed speed
coordinate with agents
(5-to 10 max)
Simple rules + no central coordination = emergent behaviour
Moving in the same direction = same purpose
Remain close
Avoid collision
from the hive
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 16
SEPARATION “leave the nest” The venture is detached from the line of business.
ALIGNMENT “each of us decide to swarm” coordination remain close
COHESION
“small enough to feel safe,
large enough to express
yourself”
team size “purpose driven moving lines”
AVOIDANCE fixed boundaries fixed sprints avoid collision
SIMPLE RULES “point to the destination, follow the lines, avoid collision”
SELF MANAGEMENT “you decide, you commit, you do”
NO CENTRAL
COORDINATION
“a swarm has it’s own dynamics. There is no need of bureaucracy”
EMERGENT BEHAVIOUR “the dynamics in the swarm allows new behaviours to emerge. Doers will express their talents”
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
swarming process
17
PROBLEM is a time-boxed workshop,
facilitated by the Customer
Journey (CJ) to ensure that we
know what the customer want in
terms of « DO-THINK-FEEL ».
OPTIONS is a « Service Jam » or « Hackathon » with
a team of self organising people gathering
in a 2 days rush to create a working
prototype including its business case. Like
in Hackathons or ServiceJams, purpose is to
produce as much as possible options for the
customer. OPTIONS closes with a Review and
the customer select the best option to work
on it. Customer can be involved during this
workshop as an agent in immersion. Outcomes
of OPTIONS are working prototypes and cases
in Lean Canvas format as example.
PROTOTYPE is a second run of a 2 days co-
creation workshop with a team of self
organizing people. In PROTOTYPE, all
the attendees are working on the same
CJ (outcome of OPTIONS). The first day
is a build, the second day is a
"destroy". Destroy means to push away
all the unnecessary features from the
prototype to provide a Viable Solution
(MVS). MVS is the minimal set
responding to the CJ. Outcome of
PROTOTYPE is the readiness to release.
VIABLE
SOLUTION is a one week
iteration where the
Development Team
build the MVS ready
to deploy. The MVS
ends with the
Review and a
Retrospective.
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 18
viable
solution
prototype
optionsProblem
Team
Excellence
Team
Alignment
Customer
Journey
Customer
Delight
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 19
pretotype
prototype
MVP solution
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
Problem
20
It is
• an idea generation workshop
• an initial alignment for common interest
• a time-boxed rough momentum
• the first time of stakeholder gathering
• the Customer Journey Development
It is not
• a presentation, a report, a review
• a scope, a roadmap workshop, a story mapping
workshop
1
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
Problem
21
generate first ideas
destroy first ideas
(resilience)
generate new idea
align the idea (resilience)
refine the idea on robust story telling shape (obvious for
all stakeholders)
explain
the demand
1
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 22
Practices: facilitation, Service Design, co-creation
Processes: explain the demand, generate first ideas, destroy
first ideas (resilience), generate new idea, align the idea
(resilience), refine the idea on robust story telling shape
(obvious for all stakeholders)
Tools: visual management and facilitation tools only.
Infrastructure: safe facilitation room, ideally not in the day-to-day business facility
1
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
Options
23
It is
• a solutions generation workshop
• an initial alignment for common interest
• a time-boxed rough momentum
• the first time of stakeholder gathering
• the Customer Journey Development
It is not
• a presentation, a report, a review
• a scope, a roadmap workshop, a story mapping
workshop
2
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
Options
24
get several teams
each team works on a
solution
Teams are demoing option
audience votes on
options
selection of the « best » option as a solution
start with the problem
2
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 25
Practices: facilitation, Service Design, co-creation
Processes: start with the problem, have different teams
working on that problem, make a cross-pollination review in
the middle of the day, refine, pretotype and demo.
Tools: visual management and facilitation tools only.
Infrastructure: safe facilitation room, ideally not in the day-to-day business facility
A pretotype is a stripped-down version of a product, used to merely validate interest.
2
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
Prototype
26
It is
• a single minimal-valuable-solution-mockup
generation workshop
• a single team prototyping event
• a time-boxed rough momentum
• a coded ready-to-use Alpha / Beta 1
It is not
• a presentation, a report, a review
3
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
Prototype
27
design a prototype
build the prototype
test the prototype
destroy to get mvp
validate the minimal viable solution
start with the option
3
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 28
Practices: facilitation, Service Design, co-creation, UX Design, Software
Architecture, everything that matters to create a powerful solution
Processes: improve the option, design a prototype, build the
prototype, test the prototype, destroy to reach the Minimal
Viable Solution with the customer.
Tools: visual management and facilitation tools, and all the necessary tool set that
helps to get the prototype done.
Infrastructure: safe facilitation room, ideally not in the day-to-day business facility
A prototype is also a stripped-down version of a product — but one that contains more detail than a pretotype.
3
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
Viable Solution
29
It is
• the development sprint/iteration when the Minimal
Valuable Solution (MVS) is build
• A beta 2 / Release candidate in a subset of
production
• A used feature
• Customer feedback on effective use of the feature
It is not
• Pussy-footing
4
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
Viable Solution
30
development
review
deploy
start with the MVS
4
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 31
Practices: facilitation, Service Design, co-creation
Processes: the Development Team helps their early involvement
knows what and how to build the MVS
Tools: visual management and facilitation tools only.
Infrastructure: safe facilitation room, ideally not in the day-to-day business facility
4
WRAP UP next 32
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agile² GmbH PIERRE.NEIS@AGILESQR.COM
The outcome of PROTOTYPE is
an actionable case.
Actionable means working
prototype. Case means having
a Business Model Canvas.
PROTOTYPE should not take
longer than 2 days.
33
Problem
Options
Prototype Viable solution
The outcome of the VIABLE SOLUTION
is the Deployment of the Solution.
MVS should not take longer than a
working week.The outcome of the PROBLEM is a Customer Journey (CJ).
The CJ is the interpretation of Customer’s expectation.
A CJ should be obvious for all stakeholders and ensure
understanding and engagement. For a two-week iteration,
the Problem stage should not take longer than 2 days
with a preference for 1.
The Problem to Viable Solution (MVS) cycle takes an iteration. An
iteration can be one to six weeks.
The outcome of OPTIONS is a collection
of different CJ interpretations. By
selecting the most coherent option,
the customer clarify its expectations.
OPTIONS should not take longer than 2
days.
THE CONSTRAINTS
OF TIME
next 34
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
Time
35
WEEK 1 WEEK 2
IDEATION
OPTIONS
PROTOTYPE
MVS
DEPLOY
AUDIENCE IS A
CONSTRAINT
next 36
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
Audience
37
WEEK 1 WEEK 2
IDEATION
OPTIONS
PROTOTYPE
MVS
DEPLOY
ALL STAKEHOLDERS all
stakeholdersDEVELOPMENT TEAM
DEDICATION IS A
CONSTRAINT
next 38
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
01
39
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
basics
40
separation
alignment
cohesion
avoidance
Avoid disrupting other hives. A swarm is end-
to-end from the beginning to the end.
from the hive
Swarming needs a dedicated team during the swarming.
Dedicated means allocating 100% of the time to the purpose.
next
SWARMING IS AN
INVITATION. IT IS
NOT MORE PARALLEL
RUNNING ACTIVITIES.
41
SWARMING AS
ORGANIZATIONAL
CONCEPT
next 42
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 43
SEPARATION ALIGNMENT COHESION AVOIDANCE
fear
CHANGE OF LEADERSHIP
fixed boundaries
coordinate with agents (5-to 10 max)
fixed speed
• Simple rules + self managed agents + no central coordination = emergent behaviour
• Moving in the same direction = same purpose
• Remain close
• Avoid collision
FEAR ZONE
SINGLE SYSTEM BEHAVIOUR
><
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agile² GmbH PIERRE.NEIS@AGILESQR.COM 44
SAME RULES
SALLIES
GLEANERS
COLLECTIVE DECISION
MAKING: QUORUM SENSING
• ZONES OF REPULSION
• ZONES OF ATTRACTION
• ZONES OF ALIGNMENT
MULTIPLE SYSTEM BEHAVIOUR
collecting small chunks of work or ideas outside of the swarm.
a sudden act of rushing out to make an action
><
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agile² GmbH PIERRE.NEIS@AGILESQR.COM
• agents changes their positions relative to
six of seven agents directly surrounding them
• self organization
• emergence
• stigmergy: yesterday’s weather, continuous
improvement
• no need of planning or control
• sufficient collaboration
• Goals
• collective behaviour
• emerging intelligence
• Crowds are group of people acting
collectively without centralized direction
• upgraded transmission of thoughts
mechanisms
• emerging patterns of connections
• Moving closer reduces danger: unite
appearance emerging from uncoordinated
behaviour of self serving individuals
in swarming
Rules
45
><agile² GmbH PIERRE.NEIS@AGILESQR.COM
Applying Deming
46
• Appreciating a system
• Understanding the variations in that system
• Capture the psychology of that system
• Using epistemology (theory of knowledge)
• Deming is known for Plan-Do-Study-Act (PDSA), the most known Plan-Do-
Check-Act (PDCA) and the almost certain fourteen principles of
transforming business effectiveness:
• Create constancy of purpose
• Adopt the new philosophy
• Cease dependence on inspection to achieve quality
• Better have a single supplier for any one item, on a long-term
relationship of loyalty and trust 
• Improve constantly and forever
• Institute learning
• Institute leadership
• Drive out fear
• Break down barriers between departments
• Eliminate slogans, work standards, management by objective
• Supervisors responsibility linked to quality
• Abolishment of the annual or merit rating and of "management by
objectives."
• Institute a vigorous program of education and self-improvement.
• Transformation is everybody's job.
SWARMING WHEN? next 47
next
EVERY INITIATIVE
OR PROJECT
SHOULD START
FIRST AS A SWARM
48
next
A SWARM IS A PROOF
OF CONCEPT, A SPIKE,
THE ONLY TRUE DATA
VALIDATING A
HYPOTHESIS
49
><agile² GmbH PIERRE.NEIS@AGILESQR.COM ><agile² GmbH PIERRE.NEIS@AGILESQR.COM
my name is
Pierre Neis
CAC5, CEST, CBAC, CSPPO, CSP, CSPO, PSM
Author of

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Management 13th Edition by Richard L. Daft test bank.docx
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Swarming... how to launch every activities in the new normal

  • 2. LET’S START WITH THE HARD STUFF next 2
  • 3. >< next 01source: Wikipedia Flocking is the behavior exhibited when a group of birds, called a flock, are foraging or in flight. There are parallels with the shoaling behavior of fish, the swarming behavior of insects, and herd behavior of land animals. During the winter months, starlings are known for aggregating into huge flocks of hundreds to thousands of individuals, murmurations, which when they take flight altogether, render large displays of intriguing swirling patterns in the skies above observers. Flocking basics 3
  • 4. next FLOCKING OR SWARMING CAN BE COMPARED TO THE NATURAL WAY HOW HUMANS ARE BEHAVING TOGETHER WHEN THEY SHARE A COMMON GOAL. 4
  • 5. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM The Magic Roundabout in Swindon UK 5
  • 6. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM 6 System design for emergent behaviours • point to the destination • avoid collision • no advanced planning skills • follow the lines
  • 8. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM it is the distance between "we know it's true" and "this is the assumption of a person" coherence 8
  • 9. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM example 9 SHOWING YOUR CREDIT CARD AT A CASHIER MEANS YOU WANT TO PAY WITH THE CARD. 90% OF THE TIME, THE CASHIER ASK YOU IF YOU WANT TO PAY WITH A CREDIT CARD. ATTENTION IS LINKED TO COHERENCE.
  • 10. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM « a shift in the function of a trait during evolution ». exaptation 10
  • 11. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM example 11 Super Glue was invented by accident, twice. Coover was attempting to make clear plastic gun sights to be put on guns used by Allied soldiers in WWII.  One particular formulation he came up with didn’t work well for gun sights, but worked fantastically as an extremely quick bonding adhesive.  Nine years later, in 1951, now working at Eastman Kodak, Dr. Coover was the supervisor of a project looking at developing a heat resistant acrylate polymer for jet canopies.
  • 12. SOLUTIONS ARE EMERGING FROM SMALL BABY STEPS APPROACH FROM HYPOTHESIS TO ACTIONABLE SOLUTION. next 12
  • 13. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM 13 Problem, Options, Prototype Viable Solution safe container competence, learning, experiencing Customer Journey, Team Alignment, Team Excellence, customer Delight
  • 15. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM basics 15 separation alignment cohesion avoidance fixed boundaries, fixed speed coordinate with agents (5-to 10 max) Simple rules + no central coordination = emergent behaviour Moving in the same direction = same purpose Remain close Avoid collision from the hive
  • 16. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM 16 SEPARATION “leave the nest” The venture is detached from the line of business. ALIGNMENT “each of us decide to swarm” coordination remain close COHESION “small enough to feel safe, large enough to express yourself” team size “purpose driven moving lines” AVOIDANCE fixed boundaries fixed sprints avoid collision SIMPLE RULES “point to the destination, follow the lines, avoid collision” SELF MANAGEMENT “you decide, you commit, you do” NO CENTRAL COORDINATION “a swarm has it’s own dynamics. There is no need of bureaucracy” EMERGENT BEHAVIOUR “the dynamics in the swarm allows new behaviours to emerge. Doers will express their talents”
  • 17. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM swarming process 17 PROBLEM is a time-boxed workshop, facilitated by the Customer Journey (CJ) to ensure that we know what the customer want in terms of « DO-THINK-FEEL ». OPTIONS is a « Service Jam » or « Hackathon » with a team of self organising people gathering in a 2 days rush to create a working prototype including its business case. Like in Hackathons or ServiceJams, purpose is to produce as much as possible options for the customer. OPTIONS closes with a Review and the customer select the best option to work on it. Customer can be involved during this workshop as an agent in immersion. Outcomes of OPTIONS are working prototypes and cases in Lean Canvas format as example. PROTOTYPE is a second run of a 2 days co- creation workshop with a team of self organizing people. In PROTOTYPE, all the attendees are working on the same CJ (outcome of OPTIONS). The first day is a build, the second day is a "destroy". Destroy means to push away all the unnecessary features from the prototype to provide a Viable Solution (MVS). MVS is the minimal set responding to the CJ. Outcome of PROTOTYPE is the readiness to release. VIABLE SOLUTION is a one week iteration where the Development Team build the MVS ready to deploy. The MVS ends with the Review and a Retrospective.
  • 18. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM 18 viable solution prototype optionsProblem Team Excellence Team Alignment Customer Journey Customer Delight
  • 19. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM 19 pretotype prototype MVP solution
  • 20. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM Problem 20 It is • an idea generation workshop • an initial alignment for common interest • a time-boxed rough momentum • the first time of stakeholder gathering • the Customer Journey Development It is not • a presentation, a report, a review • a scope, a roadmap workshop, a story mapping workshop 1
  • 21. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM Problem 21 generate first ideas destroy first ideas (resilience) generate new idea align the idea (resilience) refine the idea on robust story telling shape (obvious for all stakeholders) explain the demand 1
  • 22. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM 22 Practices: facilitation, Service Design, co-creation Processes: explain the demand, generate first ideas, destroy first ideas (resilience), generate new idea, align the idea (resilience), refine the idea on robust story telling shape (obvious for all stakeholders) Tools: visual management and facilitation tools only. Infrastructure: safe facilitation room, ideally not in the day-to-day business facility 1
  • 23. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM Options 23 It is • a solutions generation workshop • an initial alignment for common interest • a time-boxed rough momentum • the first time of stakeholder gathering • the Customer Journey Development It is not • a presentation, a report, a review • a scope, a roadmap workshop, a story mapping workshop 2
  • 24. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM Options 24 get several teams each team works on a solution Teams are demoing option audience votes on options selection of the « best » option as a solution start with the problem 2
  • 25. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM 25 Practices: facilitation, Service Design, co-creation Processes: start with the problem, have different teams working on that problem, make a cross-pollination review in the middle of the day, refine, pretotype and demo. Tools: visual management and facilitation tools only. Infrastructure: safe facilitation room, ideally not in the day-to-day business facility A pretotype is a stripped-down version of a product, used to merely validate interest. 2
  • 26. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM Prototype 26 It is • a single minimal-valuable-solution-mockup generation workshop • a single team prototyping event • a time-boxed rough momentum • a coded ready-to-use Alpha / Beta 1 It is not • a presentation, a report, a review 3
  • 27. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM Prototype 27 design a prototype build the prototype test the prototype destroy to get mvp validate the minimal viable solution start with the option 3
  • 28. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM 28 Practices: facilitation, Service Design, co-creation, UX Design, Software Architecture, everything that matters to create a powerful solution Processes: improve the option, design a prototype, build the prototype, test the prototype, destroy to reach the Minimal Viable Solution with the customer. Tools: visual management and facilitation tools, and all the necessary tool set that helps to get the prototype done. Infrastructure: safe facilitation room, ideally not in the day-to-day business facility A prototype is also a stripped-down version of a product — but one that contains more detail than a pretotype. 3
  • 29. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM Viable Solution 29 It is • the development sprint/iteration when the Minimal Valuable Solution (MVS) is build • A beta 2 / Release candidate in a subset of production • A used feature • Customer feedback on effective use of the feature It is not • Pussy-footing 4
  • 30. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM Viable Solution 30 development review deploy start with the MVS 4
  • 31. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM 31 Practices: facilitation, Service Design, co-creation Processes: the Development Team helps their early involvement knows what and how to build the MVS Tools: visual management and facilitation tools only. Infrastructure: safe facilitation room, ideally not in the day-to-day business facility 4
  • 33. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM The outcome of PROTOTYPE is an actionable case. Actionable means working prototype. Case means having a Business Model Canvas. PROTOTYPE should not take longer than 2 days. 33 Problem Options Prototype Viable solution The outcome of the VIABLE SOLUTION is the Deployment of the Solution. MVS should not take longer than a working week.The outcome of the PROBLEM is a Customer Journey (CJ). The CJ is the interpretation of Customer’s expectation. A CJ should be obvious for all stakeholders and ensure understanding and engagement. For a two-week iteration, the Problem stage should not take longer than 2 days with a preference for 1. The Problem to Viable Solution (MVS) cycle takes an iteration. An iteration can be one to six weeks. The outcome of OPTIONS is a collection of different CJ interpretations. By selecting the most coherent option, the customer clarify its expectations. OPTIONS should not take longer than 2 days.
  • 35. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM Time 35 WEEK 1 WEEK 2 IDEATION OPTIONS PROTOTYPE MVS DEPLOY
  • 37. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM Audience 37 WEEK 1 WEEK 2 IDEATION OPTIONS PROTOTYPE MVS DEPLOY ALL STAKEHOLDERS all stakeholdersDEVELOPMENT TEAM
  • 40. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM basics 40 separation alignment cohesion avoidance Avoid disrupting other hives. A swarm is end- to-end from the beginning to the end. from the hive Swarming needs a dedicated team during the swarming. Dedicated means allocating 100% of the time to the purpose.
  • 41. next SWARMING IS AN INVITATION. IT IS NOT MORE PARALLEL RUNNING ACTIVITIES. 41
  • 43. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM 43 SEPARATION ALIGNMENT COHESION AVOIDANCE fear CHANGE OF LEADERSHIP fixed boundaries coordinate with agents (5-to 10 max) fixed speed • Simple rules + self managed agents + no central coordination = emergent behaviour • Moving in the same direction = same purpose • Remain close • Avoid collision FEAR ZONE SINGLE SYSTEM BEHAVIOUR
  • 44. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM 44 SAME RULES SALLIES GLEANERS COLLECTIVE DECISION MAKING: QUORUM SENSING • ZONES OF REPULSION • ZONES OF ATTRACTION • ZONES OF ALIGNMENT MULTIPLE SYSTEM BEHAVIOUR collecting small chunks of work or ideas outside of the swarm. a sudden act of rushing out to make an action
  • 45. >< next agile² GmbH PIERRE.NEIS@AGILESQR.COM • agents changes their positions relative to six of seven agents directly surrounding them • self organization • emergence • stigmergy: yesterday’s weather, continuous improvement • no need of planning or control • sufficient collaboration • Goals • collective behaviour • emerging intelligence • Crowds are group of people acting collectively without centralized direction • upgraded transmission of thoughts mechanisms • emerging patterns of connections • Moving closer reduces danger: unite appearance emerging from uncoordinated behaviour of self serving individuals in swarming Rules 45
  • 46. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM Applying Deming 46 • Appreciating a system • Understanding the variations in that system • Capture the psychology of that system • Using epistemology (theory of knowledge) • Deming is known for Plan-Do-Study-Act (PDSA), the most known Plan-Do- Check-Act (PDCA) and the almost certain fourteen principles of transforming business effectiveness: • Create constancy of purpose • Adopt the new philosophy • Cease dependence on inspection to achieve quality • Better have a single supplier for any one item, on a long-term relationship of loyalty and trust  • Improve constantly and forever • Institute learning • Institute leadership • Drive out fear • Break down barriers between departments • Eliminate slogans, work standards, management by objective • Supervisors responsibility linked to quality • Abolishment of the annual or merit rating and of "management by objectives." • Institute a vigorous program of education and self-improvement. • Transformation is everybody's job.
  • 48. next EVERY INITIATIVE OR PROJECT SHOULD START FIRST AS A SWARM 48
  • 49. next A SWARM IS A PROOF OF CONCEPT, A SPIKE, THE ONLY TRUE DATA VALIDATING A HYPOTHESIS 49
  • 50. ><agile² GmbH PIERRE.NEIS@AGILESQR.COM ><agile² GmbH PIERRE.NEIS@AGILESQR.COM my name is Pierre Neis CAC5, CEST, CBAC, CSPPO, CSP, CSPO, PSM Author of