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CONTINUOUS PLAY
@mattphilip
#AGSTL14
T h e F u t u r e o f A g i l e
WHAT IF WORK WERE
MORE LIKE A GAME?
WHAT’S NEXT FOR AGILE ?
1998 CONTINUOUS INTEGRATION
2004 CONTINUOUS DESIGN
2010 CONTINUOUS DELIVERY
2014 CONTINUOUS PLAY
CONTINUOUS PLAY
=
GAMIFIED WORK
Gamification is integrating game thinking and design into activities to increase
engagement, learning and fun.
4
WHERE DID IT COME FROM?
SO WHAT IS THIS TALK ABOUT (AND NOT ABOUT)?
Using games solely
for training or
planning (a.k.a.
serious games)
Marketing
and loyalty
programs
Experience
report
Applying game
thinking to daily
work
Gamification as a
way to build in
continual, reflective
improvement
Discussing how
agile teams have a
head start
Missions of
our own!
Gamified
services (e.g.,
Foursquare)
CREATE A
CHARACTER
1. Get together in small groups
2. Make sure you have people from multiple guilds (a.k.a. organizations)
CREATE A CHARACTER
•  Player name (your name)
•  Character name (made up)
•  Class (Ruby Warrior, Kanban
Wizard, etc.)
•  Level (agile experience)
•  Guild (organization, team)
•  Spells and special skills (org-
change magic, analysis spell, ninja
coding)
WHY GAMIFY?
PERSONAL
GOALS
ORGANIZATIONAL
GOALS
DEFINING TRAITS OF A GAME
REEVES AND REED’S 10 INGREDIENTS FOR GAMES
1.  Self-representation
with avatars
2.  3D environments
3.  Narrative context
4.  Feedback
5.  Reputation, Ranks and
Levels
6.  Marketplace and
economics
7.  Competition under
explicit, enforced rules
8.  Teams
9.  Parallel, reconfigurable
communication
systems
10.  Time pressure
AGILE IS THE KEY INTERSECTION
WORK AGILE
PLAY
WORK-PLAY
MIRROR
1.  Pair up within your guild
2.  On a piece of paper, make a table with two columns: Work and Play
3.  List as many of your experiences that are common to both
A DIFFERENT KIND OF “FLOW”
CSIKSZENTMIHALYI’S 9 FEATURES OF FLOW
1.  Clear goals at every step
2.  Immediate feedback
3.  Balance between challenge and skill
4.  Merger of action and awareness
5.  Exclusion of distractions
6.  No worries about failure
7.  Absence of self-consciousness
8.  Time becomes distorted
9.  The experience is an end in itself
FLOW AND AGILE
Flow Steps
Clear goals
Measure progress of goals
Concentrate on task and keep
making finer distinctions in
challenges
Develop skills to meet
challenge
Agile Practices
Value
Features, Stories
Running tested features
Cycle time
Refactor mercilessly,
incrementally develop, test-
drive development
Pair, practice katas
INTRINSIC REWARDS
Satisfying work
Experience (or at least the hope) of success
Social connection
Meaning/Purpose
CREATE A
FLOW EXPERIENCE
1.  Pick a simple, mundane task that you don’t experience flow with today and
plot it on the flow diagram.
2.  How might you gamify it to create a flow experience?
HOW AGILE IS
LIKE A GAME
VOLUNTARY, PARTICIPATORY SUCCESS
•  Voluntary
discipline
•  Self-organizing
teams
•  Teams built
around motivated
individuals
•  Collaborative
improvement
QUEST-LIKE WORK
•  Stories
•  Narratives
•  Spikes
As a team memberI want to gamify our work
So that I can feel like I’mnot even working
VISIBLE PROGRESS AND RULES
•  TDD
•  WIP limits, explicit
policies
•  Continuous-integration
build monitors
•  Card wall
FEEDBACK
•  Customer
•  Team
•  System
•  Process
INTENSIFY THE
FEEDBACK
1.  Quickly list as many forms of feedback as possible that you get on your
team.
2.  Brainstorm ways to intensify those feedback moments.
HIGH LEVELS OF COMMUNICATION
Realtime, face-to-face communication
Pairing to solve problems
GAME DIMENSIONS
•  Get to the other side (Complete the iteration,
feature)
•  Visit all the map (Unlock “secrets” by technical
discovery)
•  Time limits (Velocity metrics, iteration time
box)
•  Finite or infinite (“iteration-less” development)
•  Competitive or cooperative
CREATING
CONTINUOUS PLAY
SOMETHING BIGGER THAN OURSELVES
What is the organization
about and where do
we fit in?
The “Why” of work
(Sinek’s “golden circle”)
Epic context for action
WHAT’S YOUR
STORY?
1. Decide what kind of game narrative suits your work.
2. Elaborate on that narrative.
KNOW YOUR PLAYERS
PROJECT INCEPTION
Team members create
characters, identify what they’ll
need
Game designer works with
customer to create narrative
Customer helps map out quests,
assigns virtual monetary value
Designer and customer
determine what it means to
win, rules, virtual currency and
rewards
PROJECT INITIATION (ITERATION 0)
Team members mini-
quest for their
equipment
Game designer tells the
team the narrative
Team sets goals for first
missions
Guild leadership
DEVELOPMENT AND DELIVERY
Gamify small components
to address pain points
Hackathons and secret
missions to destroy bug
“bosses”
Use retrospectives, Toyota
kata to “mod” the game
Measure the impact
Monitor flow experience
VISUALIZE PROGRESS
Story
mapping>
quest maps
Pairing charts
> character
profiles
Build in clear
rewards
LEVELING UP AS SELF-IMPROVEMENT
Flow experience
supported by
sustainable pace
Reflect recognition and
reputation
Encourage team
members to view their
job as self
improvement
SOFTWARE CRAFTSMANSHIP
Craftsmanship over crap
(Uncle Bob)
Apprentice >
Journeyman > Master
Kvell and naches
emotions
(mentoring pride)
ENDGAME
DANGERS
You can’t just spawn a
new project after failing
Could depersonalize
rather than personalize
No one game can please
all
Gaming and misuse of
metrics
HOW DO WE CONQUER THIS NEW QUEST?
Use agile and lean principles
Intrinsic then extrinsic
Voluntary participation
Give autonomy to teams
Lightweight (i.e., fun)
FINAL “BOSS”
1. List three things blocking you from gamifying.
2. With a pair, come up with a possible solution for them.
BEFORE YOUR NEXT QUEST
BOOKS
Flow
A Theory of Fun
Total Engagement
Reality Is Broken
Gamestorming
Designing Virtual Worlds
WEB
alistair.cockburn.us
delicious.com/matthew.philip/
gamification
smilingfinney.blogspot.com
codingconduct.cc
GG
mphilip@thoughtworks.com
@mattphilip

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Continuous Play: The Future of Agile (presented at Agile Gravy Conference 2014, St. Louis)

  • 1. CONTINUOUS PLAY @mattphilip #AGSTL14 T h e F u t u r e o f A g i l e
  • 2. WHAT IF WORK WERE MORE LIKE A GAME?
  • 3. WHAT’S NEXT FOR AGILE ? 1998 CONTINUOUS INTEGRATION 2004 CONTINUOUS DESIGN 2010 CONTINUOUS DELIVERY 2014 CONTINUOUS PLAY
  • 4. CONTINUOUS PLAY = GAMIFIED WORK Gamification is integrating game thinking and design into activities to increase engagement, learning and fun. 4
  • 5. WHERE DID IT COME FROM?
  • 6. SO WHAT IS THIS TALK ABOUT (AND NOT ABOUT)? Using games solely for training or planning (a.k.a. serious games) Marketing and loyalty programs Experience report Applying game thinking to daily work Gamification as a way to build in continual, reflective improvement Discussing how agile teams have a head start Missions of our own! Gamified services (e.g., Foursquare)
  • 7. CREATE A CHARACTER 1. Get together in small groups 2. Make sure you have people from multiple guilds (a.k.a. organizations)
  • 8. CREATE A CHARACTER •  Player name (your name) •  Character name (made up) •  Class (Ruby Warrior, Kanban Wizard, etc.) •  Level (agile experience) •  Guild (organization, team) •  Spells and special skills (org- change magic, analysis spell, ninja coding)
  • 11. REEVES AND REED’S 10 INGREDIENTS FOR GAMES 1.  Self-representation with avatars 2.  3D environments 3.  Narrative context 4.  Feedback 5.  Reputation, Ranks and Levels 6.  Marketplace and economics 7.  Competition under explicit, enforced rules 8.  Teams 9.  Parallel, reconfigurable communication systems 10.  Time pressure
  • 12. AGILE IS THE KEY INTERSECTION WORK AGILE PLAY
  • 13. WORK-PLAY MIRROR 1.  Pair up within your guild 2.  On a piece of paper, make a table with two columns: Work and Play 3.  List as many of your experiences that are common to both
  • 14. A DIFFERENT KIND OF “FLOW”
  • 15. CSIKSZENTMIHALYI’S 9 FEATURES OF FLOW 1.  Clear goals at every step 2.  Immediate feedback 3.  Balance between challenge and skill 4.  Merger of action and awareness 5.  Exclusion of distractions 6.  No worries about failure 7.  Absence of self-consciousness 8.  Time becomes distorted 9.  The experience is an end in itself
  • 16. FLOW AND AGILE Flow Steps Clear goals Measure progress of goals Concentrate on task and keep making finer distinctions in challenges Develop skills to meet challenge Agile Practices Value Features, Stories Running tested features Cycle time Refactor mercilessly, incrementally develop, test- drive development Pair, practice katas
  • 17. INTRINSIC REWARDS Satisfying work Experience (or at least the hope) of success Social connection Meaning/Purpose
  • 18. CREATE A FLOW EXPERIENCE 1.  Pick a simple, mundane task that you don’t experience flow with today and plot it on the flow diagram. 2.  How might you gamify it to create a flow experience?
  • 20. VOLUNTARY, PARTICIPATORY SUCCESS •  Voluntary discipline •  Self-organizing teams •  Teams built around motivated individuals •  Collaborative improvement
  • 21. QUEST-LIKE WORK •  Stories •  Narratives •  Spikes As a team memberI want to gamify our work So that I can feel like I’mnot even working
  • 22. VISIBLE PROGRESS AND RULES •  TDD •  WIP limits, explicit policies •  Continuous-integration build monitors •  Card wall
  • 24. INTENSIFY THE FEEDBACK 1.  Quickly list as many forms of feedback as possible that you get on your team. 2.  Brainstorm ways to intensify those feedback moments.
  • 25. HIGH LEVELS OF COMMUNICATION Realtime, face-to-face communication Pairing to solve problems
  • 26. GAME DIMENSIONS •  Get to the other side (Complete the iteration, feature) •  Visit all the map (Unlock “secrets” by technical discovery) •  Time limits (Velocity metrics, iteration time box) •  Finite or infinite (“iteration-less” development) •  Competitive or cooperative
  • 28. SOMETHING BIGGER THAN OURSELVES What is the organization about and where do we fit in? The “Why” of work (Sinek’s “golden circle”) Epic context for action
  • 29. WHAT’S YOUR STORY? 1. Decide what kind of game narrative suits your work. 2. Elaborate on that narrative.
  • 31. PROJECT INCEPTION Team members create characters, identify what they’ll need Game designer works with customer to create narrative Customer helps map out quests, assigns virtual monetary value Designer and customer determine what it means to win, rules, virtual currency and rewards
  • 32. PROJECT INITIATION (ITERATION 0) Team members mini- quest for their equipment Game designer tells the team the narrative Team sets goals for first missions Guild leadership
  • 33. DEVELOPMENT AND DELIVERY Gamify small components to address pain points Hackathons and secret missions to destroy bug “bosses” Use retrospectives, Toyota kata to “mod” the game Measure the impact Monitor flow experience
  • 34. VISUALIZE PROGRESS Story mapping> quest maps Pairing charts > character profiles Build in clear rewards
  • 35. LEVELING UP AS SELF-IMPROVEMENT Flow experience supported by sustainable pace Reflect recognition and reputation Encourage team members to view their job as self improvement
  • 36. SOFTWARE CRAFTSMANSHIP Craftsmanship over crap (Uncle Bob) Apprentice > Journeyman > Master Kvell and naches emotions (mentoring pride)
  • 38. DANGERS You can’t just spawn a new project after failing Could depersonalize rather than personalize No one game can please all Gaming and misuse of metrics
  • 39. HOW DO WE CONQUER THIS NEW QUEST? Use agile and lean principles Intrinsic then extrinsic Voluntary participation Give autonomy to teams Lightweight (i.e., fun)
  • 40. FINAL “BOSS” 1. List three things blocking you from gamifying. 2. With a pair, come up with a possible solution for them.
  • 41. BEFORE YOUR NEXT QUEST BOOKS Flow A Theory of Fun Total Engagement Reality Is Broken Gamestorming Designing Virtual Worlds WEB alistair.cockburn.us delicious.com/matthew.philip/ gamification smilingfinney.blogspot.com codingconduct.cc