gamified agility

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GAMIFIED AGILITY GAMAG HOW TO CREATE AN ENGAGING DEVELOPER EXPERIENCE

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Page 1: Gamified agility

GAMIFIED AGILITYGAMAG

HOW TO CREATE AN ENGAGING DEVELOPER

EXPERIENCE

Page 2: Gamified agility

ROAD AHEAD

• GAMES

• GAMIFICATION

• SCRUM

• SCRUMIFICATION

Page 3: Gamified agility

GAMIFICATION

?

Page 4: Gamified agility

GAMIFICATION

PLAYERS + PLAYGROUND + PLAY RULES = THE GAME – IN AN NON GAME CONTEXT

Page 5: Gamified agility

PLAYERS …

• WANT TO SOLVE PROBLEMS: STAY CALM AND SAVE THE PRINCESS

• CONTROL -> IMPACT (ENVIRONMENT / WORLD AND OTHER PLAYERS)

• REWARD (FEEDBACK, PROGRESS, RECOGNITION, PAYOFF)

• SHOW OFF AND BE APPRECIATED

Page 6: Gamified agility

PLAYGROUND…

• CONTROLLED ENVIRONMENT

• INTERACTIVE, ADAPTIVE

• CONTAINS SURPRISES AND UNCHARTED AREAS

• SAFE FOR RISK TAKING

Page 7: Gamified agility

RULES …

• WHO CAN DO WHAT

• EVENT TIMELINES AND CONSTRAINTS

• RANDOMNESS (CHANCE) -> ANTICIPATION AND SURPRISE

• ENABLE STRATEGY DESIGN

Page 8: Gamified agility

THE GAME…

• CAN BE RE-PLAYED

• POSE A CHALLENGE

• EASY TO PLAY, HARD TO EXPLAIN -> DYNAMIC DECISION MAKING

• INDUCES THE MOOD (BOREDOM, FLOW, FRUSTRATION)

Page 9: Gamified agility

MASTERING THE GAME

Page 10: Gamified agility

THE ORIGIN OF FUN

• EASY FUN – DO SIMPLE THINGS

• HARD FUN – DO DIFFICULT THINGS

• PEOPLE – INTERACTION WITH OTHERS

• SERIOUS – HELP OTHERS (SOCIAL RESPONSIBILITY)

Page 11: Gamified agility

MEET THE PLAYERS

20% 40%

80% 50%

sociagility

Page 12: Gamified agility

GAMIFICATION DESIGN…

• MECHANICS – FUNCTIONING COMPONENTS OF THE GAME

• DYNAMICS – PLAYERS INTERACTION WITH MECHANICS

• AESTHETICS – HOW THE GAME MAKES THE PLAYER FEEL DURING INTERACTION

Page 13: Gamified agility

MECHANICS GAME COMPONENTS

• POINTS: DAYS, USER STORIES, DEFECTS, IMPEDIMENTS, DEVIATION

• LEVELS: STARTUP, READINESS, EXECUTION, DELIVERY, ACCEPTANCE

• MILESTONES: READY, DONE

• ACTIONS: GROOMING, ESTIMATION, PLANNING, DOCUMENT, CODE, TEST, INTEGRATE, CONFIGURE, DEPLOY

• PAYBACK: STATUS, ACCESS, POWER, STUFF (GOING OUT WITH THE TEAM, CLIENT VISIT, COOKIES)

DON’T ASSUME WHAT MOTIVATES PEOPLE, INVESTIGATE!!!

ENABLE TEAM TO HAVE A SOCIAL CONTRIBUTION -> TEAM CHOOSES A CAUSE TO DONATE, GROW A VIRTUAL TREE

Page 14: Gamified agility

DYNAMICS INTERACTION• ONBOARDING – PLAYER’S FIRST MINUTE: MAKE THEM WIN SMALL AND HAVE A SMALL

REWARD

• ENGAGEMENT LOOPS – NOVICE, EXPERT

• FEEDBACK AND REINFORCEMENT

• FELLOW SHIP

• EXPRESSION – DESIGN THE SOLUTION, GIVE NAMES TO WORK ITEMS, FEELING OF THE DAY

• DRAMATIC TENSION – UNSOLVED DEPENDENCIES, UNCLEAR FUTURE

• SAFE ENVIRONMENT TO TAKE RISKS

Page 15: Gamified agility

AESTHETICS FEELINGS ABOUT

INTERACTION

• LEADERBOARDS

• PROGRESS BAR

• BADGES

• SOCIAL CALL TO ACTION

• ADDRESS: SENSATIONS, FEELING, DRAMA (STORYTELLING), OBSTACLES

Page 16: Gamified agility

WHY GAMIFICATION?

CULTIVATE BEHAVIOR• IDENTIFY A BEHAVIOR TO BE CULTIVATED

• LIST ALL THE ACTIONS THAT LEAD TO THAT BEHAVIOR

• CREATE AN OPPORTUNITY FOR THE ACTION

• CELEBRATE THE OUTCOME

Page 17: Gamified agility

MEET THE SCRUM TEAMTeam Player

Client Product owner

Supplier Scrum master

Development team

Page 18: Gamified agility

THE “PRINCESS”Player Goal

Product owner Maximize the value of the product

Scrum master Ensure the Scrum in understood and enacted

Development team Delivering releasable increment of “done” product

Page 19: Gamified agility

THE “POWERS”Player Power

The product owner Product backlog management - Prioritization to achieve goals- Visible, transparent, clear to all, what’s

next- Understandable for Dev team at the

needed level

Scrum master Effective product backlog managementCommunicate Back log to Dev teamFacilitate eventsRemove impedimentsCoach the team in organization of work

Development team Organize and manage the workCreate the “Increment”

Page 20: Gamified agility

THE LEVELS• SPRINT 0: ORIENTATION, KNOWLEDGE, TOOLS

• THE SPRINTS (TIME BOX DURING WHICH RELEASABLE PRODUCT INCREMENT IS CREATED)

• SPRINT PLANNING MEETING (WHAT WILL BE DELIVERED, HOW THE WORK WILL BE DONE) -> SPRINT GOAL

• DAILY SCRUM (SYNCHRONIZE ACTIVITIES, PLAN NEXT 24 HRS, WHAT IMPEDIMENTS EXIST)

• SPRINT REVIEW (INSPECT THE INCREMENT AND REVIEW BACKLOG)

• SPRINT RETROSPECTIVE (CREATE A PLAN OF IMPROVEMENTS -> PEOPLE, RELATIONSHIPS, PROCESS, TOOLS)

• GO LIVE

• MAINTENANCE

Page 21: Gamified agility

THE RULES• PRODUCT MANAGEMENT CAN BE DONE BY PRODUCT OWNER OR DEVELOPMENT TEAM, BUT THE

PO IS ACCOUNTABLE

• NO ONE TELLS THE DEV TEAM HOW TO TURN PRODUCT BACKLOGS INTO INCREMENTS

• THE SCRUM MASTER IS THE SERVANT-LEADER OF THE SCRUM TEAM

• EACH SPRINT MAY BE CONSIDERED A PROJECT -> ACCOMPLISH SOMETHING

• IF GOAL, ENVIRONMENT, TECHNOLOGY CONDITIONS CHANGE, THE PRODUCT OWNER CAN CANCEL A SPRINT

• THE DEVELOPMENT TEAM DESIGNS THE SYSTEM AND THE WORK TO BE DONE TO CONVERT PRODUCT BACKLOG INTO PRODUCT INCREMENT -> ESTIMATED EFFORT, RESOURCE ALLOCATION

Page 22: Gamified agility

BEHAVIORAL CHANGE• ESTIMATIONS: INCREASE PRECISION AND REDUCE TIME TO MAKE ESTIMATES

• TECHNICAL DESIGN AND IMPACT ANALYSIS

• EARLY DETECTION OF ROADBLOCKS: IDENTIFY ROADBLOCKS BEFORE THEY ARE SHOWSTOPPERS

• ASSESS THE PROGRESS ON DEPENDENCIES WHICH ARE WORK IN PROGRESS

• FIT FOR PURPOSE: COMPLETELY UNDERSTAND THE WORK TO BE DONE IN CONTEXT OF THE PROJECT

• SOLUTION WALKTHROUGH

• PAIR REVIEW

• READINESS

• CONTINUOUS LEARNING, MOVE OUT OF THE COMFORT ZONE, SHARE WITH OTHER HOW THEY SOLVE PROBLEMS

• LEARN FROM EXPERIENCE

• GENUINE IDENTIFICATION OF ACTIONS WITH POSITIVE IMPACT AND MAKE THEM INTO “BEST PRACTICES”

Page 23: Gamified agility

CANDIDATE GAME 1RETRO BALL• BEHAVIOR: GENUINE IDENTIFICATION OF ACTIONS WITH POSITIVE IMPACT

• WHEN: DURING THE SPRINT RETROSPECTIVE; TAKE A BALL AND WRITE ON IT “START \ STOP \ KEEP”

• STARTING: THE SCRUM MASTER THROWS THE BALL TO A TEAM MEMBER; THE TEAM MEMBER CATCH THE BALL AND READS WHAT IS THE WORD -> MAKES A STATEMENT WHICH STARTS WITH THE WORD

• CONTINUATION: THE TEAM MEMBER THROWS THE BALL TO ANOTHER TEAM MEMBER

• FINISH: AFTER 30 MINUTES

• REWARD: COOKIES FOR EVERYBODY

Page 24: Gamified agility

CANDIDATE GAME 2CELEBRATING THE HARVEST

• BEHAVIOR: READINESS, SHARE WITH OTHERS SOLVED PROBLEMS

• WHEN: AT THE END OF A SPRINT, OR PLANNING

• HOW: OPEN SESSION WHEN A TEAM MEMBER PRESENTS CHALLENGES AND SOLUTION FOUND

• REWARD: A COACHING SESSION FROM A DOMAIN EXPERT, BECOME A COACH

Page 25: Gamified agility

CANDIDATE GAME 3HACKATON

• BEHAVIOR: CO-CREATION

• WHEN: EVERY QUARTER

• HOW: ONE OFFICE DAY IN WHICH PEOPLE SOLVE A GIVEN PROBLEM

• REWARD: BADGES

Page 26: Gamified agility

CANDIDATE GAME 4PROPOSALS

• BEHAVIOR: MAKE CREATIVE PROPOSALS

• WHEN: REQUEST FOR PROPOSALS

• HOW:

• REWARD: