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Logical Levels and
                                               Statistical Games
                                               A Powerful Strategy
                                               for Agile Adoption

                    Luiz Cláudio Parzianello
                         Clá                                               Rafael Prikladnicki
                  parzianello@suryatec.com.br                         rafael.prikladnicki@pucrs.br




Copyright © 2009 PARZIANELLO & PRIKLADNICKI           Slide 1 of 41
About the Speakers

     Luiz Parzianello                                         Rafael Prikladnicki
            Master’s Degree in Systems                          PhD in Computer Science (Sept)
            Engineering                                         Master’s Degree in Computer Science
            Bachelor’s Degree in Electronics                    Bachelor’s Degree in CS
            Engineering                                         + 8 years as a consultant in SwEng
            + 25 years of experience in                         + 4 years working with Agile
            informatics (programming, analysis,
            management and coaching)                            Professor and researcher at PUCRS
                                                                since 2004
            + 11 years as consultant and
            instructor in Software Engineering                  Adjunct Coordination of Agile
                                                                Methods Users Group at SUCESU-RS
            + 6 years working with Agile
                                                                Coordination of SPIN-POA
            CEO at Surya Digital Management
                                                                Specialties: Global Software
            Adjunct Coordination of Agile
                                                                Engineering, Agile Methods,
            Methods Users Group at SUCESU-RS
                                                                Experimental Software Engineering,
            Specialties: Requirements                           Software Project Management
            Engineering, Lean, Scrum, NLP

Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 2 of 41
About the Speakers




           Porto Alegre, RS                                                        • Brian Marick
                Brazil                                                             • Diana Larsen
                                                              Florianó
                                                              Florian ópolis, SC   • Matt Gelbwaks
                                                                    Brazil         • Naresh Jain
                                                                                   • Dave Nicolette
                                                               • 60 speakers       • Joshua Keriwvsky
                                                               • 55 sessions       • David Hussman
                                                               • 800 people

Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 3 of 41
Games and Meta Language




Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 4 of 41
Games and Meta Language

            Have you ever participated in a game
            that simulates software development or
            good and bad behaviors in a software
            development environment?




                                              Do you remember that you have
                                              enjoyed the activity and spent great
                                              moments with your folks … ?


Copyright © 2009 PARZIANELLO & PRIKLADNICKI        Slide 5 of 41
Games and Meta Language


                Now, could you please remember
                games that have changed your
                beliefs or have challenged values
                related to your professional
                behavior … ?




                                              What about the language and
                                              meta language used by the
                                              facilitators on these games … ?


Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 6 of 41
Games and Meta Language

                 Games and simulations are not self explanatory.

                 Games can be weak if the whole idea behind them are lost
                 during their execution.

                 We often face games that don’t sell their message
                 properly because most of the facilitators usually expect
                 that participants should understand the metaphor or
                 analogy related to the real world.

                 Facilitators that change people’s mind with games and
                 simulations have an adequate meta language (conscious
                 or unconscious) for communicating with people.


Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 7 of 41
What are Logical Levels?




Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 8 of 41
Introduction to Logical Level

                                              The concept of logical levels of learning and change
                                              was initially formulated as a mechanism in the
                                              behavioral sciences by Gregory Bateson (an
                                              anthropologist), based on the work of Bertrand
                                              Russel in logic and mathematics.




               The term logical levels, as it is used in Neuro-
           Linguistic Programming (NLP), was adapted from
            Bateson’s work by Robert Dilts in the mid 1980’s,
                and refers to a hierarchy of levels of processes
                                within an individual or group.

Copyright © 2009 PARZIANELLO & PRIKLADNICKI               Slide 9 of 41
Introduction to Logical Level

              “The function of a certain level is to synthesize, organize
              and direct the interactions on the level below it.
              Changing something on an upper level would necessarily
              radiate downward, precipitating change to the lower
              level. Changing something on a lower level could, but
              would not necessarily, affect the upper levels.”.
              Dilts & DeLozier, Encyclopedia of Systemic NLP (2000)


                            “Logical Levels can be aameta language used
                             “Logical Levels can be meta language used
                              by facilitators when promoting aacultural
                               by facilitators when promoting cultural
                              change based on games and simulations”
                               change based on games and simulations”


Copyright © 2009 PARZIANELLO & PRIKLADNICKI    Slide 10 of 41
Logical Levels Hierarchy
                                                                                                 Who are you?                      IDEAL
                                                                                                  Who are you?
   Logical Levels of Learning and Change                                                                                          PURPOSE
   Robert Dilts based on Gregory Bateson
                                                                                        Why do
                                                                                         Why do
                               … we can solve itit at                                 you do that?
                                … we can solve at                                      you do that?
                               the next upper level!
                                the next upper level!                                                              Identity
                                                                                                                 and Mission
                                                          How do
   When we find aaproblem at                               How do
   When we find problem at                                you do?
                                                           you do?
     aaparticular level …
        particular level …                                                                                   Are unconscious
                                                                                               Beliefs       responses based on
                                                                                             and Values
                                     What do
                                      What do
                                     you do?
                                      you do?
                                                                                             are semiconscious actions
                                                                  Capabilities               based on personal
                                                                 and Strategies
    Who? Where? When?
     Who? Where? When?

                                                                 is a conscious action                 “Bad behaviour can generate
                                                                                                        “Bad behaviour can generate
                                              Behaviour
                                                                 supported by                         bad results … Good behaviour
                                                                                                       bad results … Good behaviour
                                                                                                         can generate goodresults!”
                                                                                                        can generate good results!””
                                                                                                                           results!”
                                                                                                                           results!

         Environment                     is perceived by my senses triggering a


Copyright © 2009 PARZIANELLO & PRIKLADNICKI                          Slide 11 of 41
Logical Levels for Software
      Logical Level                                     Traditional                                 Agile

                                                 Factory, Manager, Analyst,            Team, Team Member, Developer,
          Identity &
                                              Designer, Programmer, Tester, …         Scrum Master, Scrum PO, Coach …
           Mission
                                                                    artifacts”
                                               “To deliver software artifacts”                                customers”
                                                                                        “ To deliver value to customers”

                                                                                       By Experience, Agile Manifesto,
           Beliefs &                          By the Book, Prescriptive Models,
                                                                                        Simplicity, Communication,
            Values                              Deterministic Approach, Fear
                                                                                           Feedback and Courage

       Capabilities &                         Process Oriented, Specialization,        People Oriented, Generalization,
         Strategies                           Command-Control, Win-Loose                 Self Management, Win-Win


                                                Mass Production, Large Lots,            Lean Production, Small Lots,
           Behavior                               Few deliveries, Reactive              Frequent deliveries, Proactive


                                                    Regulated, Complex                         Flexible, Simple
       Environment                                    Small to Large                            Small to Large



Copyright © 2009 PARZIANELLO & PRIKLADNICKI                     Slide 12 of 41
Investigating Logical Levels
     If you …                                                            Please, investigate your …

     Need more information about your current situation …                      Environment


     Have enough information about your current
                                                                                 Behavior
     situation but you don’t know what to do with that …

     Know what you have to do but you don’t have a
     capacity or a strategy needed to do that …                           Capabilities & Strategies

     Know that you have the capability or strategy but you
                                                                              Beliefs & Values
     don’t think this is an important thing or it’s wrong …

     Think that it’s an important thing or it’s the right thing to do
                                                                            Identity & Mission
     but you feel that it doesn’t belong to your mission …

     Believe that it belongs to your mission but you
                                                                              Purpose & Ideal
     don’t feel yourself as a part of the whole …



Copyright © 2009 PARZIANELLO & PRIKLADNICKI     Slide 13 of 41
Mathematics as a Language

                          Mathematics is a language
                       understood and respected by
                       every computer professional.

                   Mathematical facts are strong
                    evidences that can be used to
                  challenge unsustainable beliefs.


                         A strategy for aachange using games and simulations:
                         A strategy for change using games and simulations:
                     “Run simulations and associate bad results (from inadequate
                      “Run simulations and associate bad results (from inadequate
                      behavior --traditional with bad identities, and good results
                       behavior traditional) with bad identities, and good results
                                  traditional)
                                  traditional
                        (from adequate behavior --agile with good identities.
                         (from adequate behavior agile) with good identities.
                                                     agile)
                                                     agile
                          Challenge traditional beliefs using the bad results.”
                           Challenge traditional beliefs using the bad results.”


Copyright © 2009 PARZIANELLO & PRIKLADNICKI     Slide 14 of 41
Examples




Copyright © 2009 PARZIANELLO & PRIKLADNICKI     Slide 15 of 41
Game #1: Production Lots




                                       Producing in Large Lots
                                                  x
                                       Producing in Small Lots




Copyright © 2009 PARZIANELLO & PRIKLADNICKI     Slide 16 of 41
Game #1: Production Lots

     Team Setup




                  Analyst                     Designer   Programmer            Tester   Customer




     Game Goal
                 Deliver to the Customer 10 software requirements
                 analyzed, designed, coded and tested in the shortest
                 possible period of time.


Copyright © 2009 PARZIANELLO & PRIKLADNICKI              Slide 17 of 41
Game #1: Production Lots
   Procedure:
   1.         Each software requirement is
              represented by a record card;
   2.         A complete requirement

                                                                 € æ ‡
              implementation is represented by
              four initials written by the team;                                  ξ
   3.         Identify your group.



                                                                   2




Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 18 of 41
Game #1: Production Lots

 1st Experiment:
 LARGE LOTS
 Each member has to
 sign 10 requirements                                                   150
 before deliver them to                       2
                                                                        150
 the next team member.
 Customer records time
 spent.




   Note:
   “When doing Large Lots, the time to deliver the first requirement
                                                       project.”
   is equal to the time necessary to deliver the whole project.”

Copyright © 2009 PARZIANELLO & PRIKLADNICKI       Slide 19 of 41
Game #1: Production Lots

 2nd Experiment:
 SMALL LOTS
 Each member has to
 sign 1 requirement and                                                 150          100
 deliver it to the next                       2
                                                                        150          150
 team member (unitary
 flow).
 Customer records time
 spent.



   Note:
                             don’
   “When doing Small Lots, don’t push any requirement to the next
   team member if he has a requirement waiting to be worked; i.e., you
                                                          worked.”
   have to wait for him to send another requirement to be worked.”
Copyright © 2009 PARZIANELLO & PRIKLADNICKI       Slide 20 of 41
Game #1: Production Lots

 Analysis:


                                                                    200              20
                                              2
                                                                    200             100


           A
           B                                      2 0
           C
           D                                                           10



Copyright © 2009 PARZIANELLO & PRIKLADNICKI        Slide 21 of 41
Game #1: Production Lots

    Results:
    1.          Velocity Gain =                     Time to deliver the whole project in Large Lots
                                                    Time to deliver the whole project in Small Lots

    2.          Risk Factor =                       Time to deliver the first requirement in Small Lots
                                                    Time to deliver the first requirement in Large Lots

                Analysis                            Design                     Programming          Testing
    1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0


   Analysis                    1 2 3 4 5 6 7 8 9 0

   Design                          1 2 3 4 5 6 7 8 9 0
                                                                                Velocity Gain = 40 / 13 = 3,0
                                                                                Risk Factor = 4 / 40 = 10%
   Programming                         1 2 3 4 5 6 7 8 9 0

   Testing                                    1 2 3 4 5 6 7 8 9 0



Copyright © 2009 PARZIANELLO & PRIKLADNICKI                   Slide 22 of 41
Game #1: Production Lots

                                 (“challenges”
       Questions to be discussed (“challenges”):
       1.         Who have decided to keep your team too slow?
       2.         Why has your team agreed with that?
       3.         What is that stops your team to change this situation?
       4.         Do delivery and time really matter to your managers?
       5.         Are your customers really worried about risks?
       6.         Why do you keep a high risk behavior?
       7.         How do you call a person that doesn’t matter with the
                  things of the others?


Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 23 of 41
Game #1: Production Lots




                                                  In fact, you've been a
                                                   In fact, you've been a
                                                   WASTER that almost
                                                   WASTER that almost
                                                 never took into account
                                                  never took into account
                                                 customer schedules and
                                                  customer schedules and
                                                          risks!!!!
                                                           risks!!!!




Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 24 of 41
Game #2: Dependent Events




                                              Dependent Events
                                                     x
                                                Productivity




Copyright © 2009 PARZIANELLO & PRIKLADNICKI         Slide 25 of 41
Game #2: Dependent Events
     Team Setup




                 Analyst                      Designer   Programmer        Tester   Customer



     Game Goal
                Deliver to the Customer 40 software requirements
                in 10 iterations affected by an unbalanced production
                (real life simulation).
                Comment:
                This game is based on Eliyahu M. Goldratt´s book “The Goal
                                                                  The Goal”.


Copyright © 2009 PARZIANELLO & PRIKLADNICKI               Slide 26 of 41
Game #2: Dependent Events
   Procedure:
   1.         Each software requirement is
              represented by a label;
   2.         Each team member can produce
              1 to 6 requirements per iteration;                                2
   3.         A die will be used to determine each                3    2    4    1
              member capacity through the iterations;             4    2    5    4
                                                                  1    5    4    6
   4.         Each member will deliver to the next                5    2    4    1
              team member the amount of                          6    3    2    3
              requirements his or her capacity (die)             3    1    3    1
              and inventory permit during the                    2    2    4    1
              iteration;
                                                                 5    1    6    5
                                                                 5    6    4    1
   5.         Customer records individual capacities             1    2    2    4
              (die values) for each iteration.

Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 27 of 41
Game #2: Dependent Events

     Notes:
                                                                                 Team Goal
                       Probability Distribution                                  To deliver 35 requirements
                       for Individual Capacities                                     in 10 iterations!!!
             1/6          1/6         1/6     1/6   1/6         1/6

                                                                                 Individual Bonus

               1           2           3      4     5           6                    Productivity – 3,5

                                     Mean = 3,5
                                                                                 Profit Distribution
                     Minimum Capacity:                    1
                                                                                   Only for people with
                     Maximum Capacity:                    6                       positive total bonuses!!!
                     Mean Capacity:                       3,5


Copyright © 2009 PARZIANELLO & PRIKLADNICKI                     Slide 28 of 41
Game #2: Dependent Events




Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 29 of 41
Game #2: Dependent Events


    Results:


   “Statistical fluctuations
   from dependent events
   lead to the performance
   of the system becoming
   worse than the average
   capacity of the
   constraint.”




Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 30 of 41
Game #2: Dependent Events

                                 (“challenges”
       Questions to be discussed (“challenges”):
       1.         Do your managers use mean capacity to make their plans?
       2.         Why doesn’t your team deliver at least the mean?
       3.         Where is the bottleneck of your team?
       4.         What is that stops your team to balance the whole process?
       5.         Have you ever thought about being faster going slow?
       6.         How can you deliver 40 requirements in 10 iterations?
       7.         How can you justify keeping specialized jobs?
       8.         How do you call a person that doesn’t matter with the
                  others?
Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 31 of 41
Game #2: Dependent Events




                                                  In fact, you’ve been an
                                                   In fact, you’ve been an
                                                  INDIVIDUALIST that
                                                   INDIVIDUALIST that
                                                  almost never took into
                                                   almost never took into
                                                   account your team or
                                                    account your team or
                                                    company results!!!!
                                                     company results!!!!




Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 32 of 41
Game #3: Team Velocity




                                              Product Backlog
                                                     x
                                               Team Velocity




Copyright © 2009 PARZIANELLO & PRIKLADNICKI        Slide 33 of 41
Game #3: Team Velocity


     Game Goal
                Deliver a list of 10 improvement suggestions for your work
                environment or personal life using an User Story template.




                                         Testing tools      I can guarantee the quality    Write and run automated
          Developer                                         of things I produce            unit and integration tests   1
                                     To give more attention I will make her happy         At least 8 hours a week in
           Husband                   to my wife                                           activities with her




Copyright © 2009 PARZIANELLO & PRIKLADNICKI                   Slide 34 of 41
Game #3: Team Velocity

    Procedure:
    1.          The work will be done in 5 iterations of 2 minutes each;
    2.          The facilitator will conduct the activity controlling the starting time
                and the finishing time;
    3.          When you hear STOP! don’t try to finish any job;
                              STOP!,
    4.          A representative of
                each group will
                register the team             1            1       1     0
                production results;           2            1
    5.          Tell your team results
                                              1            0
                                              2            0
                to the facilitator and        0            1
                analyze the data at the       6            3
                end of the game.


Copyright © 2009 PARZIANELLO & PRIKLADNICKI       Slide 35 of 41
Game #3: Team Velocity




Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 36 of 41
Game #3: Team Velocity

                                 (“challenges”
       Questions to be discussed (“challenges”):
       1.         Has every team member showed the same productivity?
       2.         Why the whole team was unproductive in the beginning?
       3.         Do you think the cadence has contributed with something?
       4.         Do your managers really know their teams capacity?
       5.         Can you better negotiate time and scope with statistical
                  information?
       6.         What is that stops your team to measure its capacity?
       7.         How do you call a group of well known people that work
                  together to achieve a common goal for their lives?

Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 37 of 41
Game #3: Team Velocity


                                                           In fact, we are a TEAM and our
                                                            In fact, we are a TEAM and our
                                                          global results are more predictable
                                                          global results are more predictable
                                                             than our individual results!!!!
                                                              than our individual results!!!!




                                              The Brazilian men's national volleyball team.




Copyright © 2009 PARZIANELLO & PRIKLADNICKI                   Slide 38 of 41
Conclusions




Copyright © 2009 PARZIANELLO & PRIKLADNICKI       Slide 39 of 41
Conclusions

     1.          Metaphorical games are useful to promote cultural changes but
                 cannot be effective if their facilitators don’t understand the
                 meaning of a meta language when running those games;

     2.          NLP Logical Levels can be an effective model to guide coaches
                 during the transformation process and game execution, mainly
                 when associated with mathematical language;

     3.          Statistical analysis is a must to challenge logical and pragmatic
                 minds, typical of IT professionals;

     4.          Challenging beliefs, values, mission and identity is the most
                 difficult part of changing a team or an organizational culture,
                 but it is the most effective way to promote a change in a
                 behavior and an environment.

Copyright © 2009 PARZIANELLO & PRIKLADNICKI   Slide 40 of 41
Thank you very much!
                                        For more information, contact us.

                         Clá
                    Luiz Cláudio Parzianello                                Rafael Prikladnicki
                  parzianello@suryatec.com.br                          rafael.prikladnicki@pucrs.br




Copyright © 2009 PARZIANELLO & PRIKLADNICKI           Slide 41 of 41

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Logical Levels and Statistical Games - A Powerful Strategy for Agile Adoption

  • 1. Logical Levels and Statistical Games A Powerful Strategy for Agile Adoption Luiz Cláudio Parzianello Clá Rafael Prikladnicki parzianello@suryatec.com.br rafael.prikladnicki@pucrs.br Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 1 of 41
  • 2. About the Speakers Luiz Parzianello Rafael Prikladnicki Master’s Degree in Systems PhD in Computer Science (Sept) Engineering Master’s Degree in Computer Science Bachelor’s Degree in Electronics Bachelor’s Degree in CS Engineering + 8 years as a consultant in SwEng + 25 years of experience in + 4 years working with Agile informatics (programming, analysis, management and coaching) Professor and researcher at PUCRS since 2004 + 11 years as consultant and instructor in Software Engineering Adjunct Coordination of Agile Methods Users Group at SUCESU-RS + 6 years working with Agile Coordination of SPIN-POA CEO at Surya Digital Management Specialties: Global Software Adjunct Coordination of Agile Engineering, Agile Methods, Methods Users Group at SUCESU-RS Experimental Software Engineering, Specialties: Requirements Software Project Management Engineering, Lean, Scrum, NLP Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 2 of 41
  • 3. About the Speakers Porto Alegre, RS • Brian Marick Brazil • Diana Larsen Florianó Florian ópolis, SC • Matt Gelbwaks Brazil • Naresh Jain • Dave Nicolette • 60 speakers • Joshua Keriwvsky • 55 sessions • David Hussman • 800 people Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 3 of 41
  • 4. Games and Meta Language Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 4 of 41
  • 5. Games and Meta Language Have you ever participated in a game that simulates software development or good and bad behaviors in a software development environment? Do you remember that you have enjoyed the activity and spent great moments with your folks … ? Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 5 of 41
  • 6. Games and Meta Language Now, could you please remember games that have changed your beliefs or have challenged values related to your professional behavior … ? What about the language and meta language used by the facilitators on these games … ? Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 6 of 41
  • 7. Games and Meta Language Games and simulations are not self explanatory. Games can be weak if the whole idea behind them are lost during their execution. We often face games that don’t sell their message properly because most of the facilitators usually expect that participants should understand the metaphor or analogy related to the real world. Facilitators that change people’s mind with games and simulations have an adequate meta language (conscious or unconscious) for communicating with people. Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 7 of 41
  • 8. What are Logical Levels? Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 8 of 41
  • 9. Introduction to Logical Level The concept of logical levels of learning and change was initially formulated as a mechanism in the behavioral sciences by Gregory Bateson (an anthropologist), based on the work of Bertrand Russel in logic and mathematics. The term logical levels, as it is used in Neuro- Linguistic Programming (NLP), was adapted from Bateson’s work by Robert Dilts in the mid 1980’s, and refers to a hierarchy of levels of processes within an individual or group. Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 9 of 41
  • 10. Introduction to Logical Level “The function of a certain level is to synthesize, organize and direct the interactions on the level below it. Changing something on an upper level would necessarily radiate downward, precipitating change to the lower level. Changing something on a lower level could, but would not necessarily, affect the upper levels.”. Dilts & DeLozier, Encyclopedia of Systemic NLP (2000) “Logical Levels can be aameta language used “Logical Levels can be meta language used by facilitators when promoting aacultural by facilitators when promoting cultural change based on games and simulations” change based on games and simulations” Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 10 of 41
  • 11. Logical Levels Hierarchy Who are you? IDEAL Who are you? Logical Levels of Learning and Change PURPOSE Robert Dilts based on Gregory Bateson Why do Why do … we can solve itit at you do that? … we can solve at you do that? the next upper level! the next upper level! Identity and Mission How do When we find aaproblem at How do When we find problem at you do? you do? aaparticular level … particular level … Are unconscious Beliefs responses based on and Values What do What do you do? you do? are semiconscious actions Capabilities based on personal and Strategies Who? Where? When? Who? Where? When? is a conscious action “Bad behaviour can generate “Bad behaviour can generate Behaviour supported by bad results … Good behaviour bad results … Good behaviour can generate goodresults!” can generate good results!”” results!” results! Environment is perceived by my senses triggering a Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 11 of 41
  • 12. Logical Levels for Software Logical Level Traditional Agile Factory, Manager, Analyst, Team, Team Member, Developer, Identity & Designer, Programmer, Tester, … Scrum Master, Scrum PO, Coach … Mission artifacts” “To deliver software artifacts” customers” “ To deliver value to customers” By Experience, Agile Manifesto, Beliefs & By the Book, Prescriptive Models, Simplicity, Communication, Values Deterministic Approach, Fear Feedback and Courage Capabilities & Process Oriented, Specialization, People Oriented, Generalization, Strategies Command-Control, Win-Loose Self Management, Win-Win Mass Production, Large Lots, Lean Production, Small Lots, Behavior Few deliveries, Reactive Frequent deliveries, Proactive Regulated, Complex Flexible, Simple Environment Small to Large Small to Large Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 12 of 41
  • 13. Investigating Logical Levels If you … Please, investigate your … Need more information about your current situation … Environment Have enough information about your current Behavior situation but you don’t know what to do with that … Know what you have to do but you don’t have a capacity or a strategy needed to do that … Capabilities & Strategies Know that you have the capability or strategy but you Beliefs & Values don’t think this is an important thing or it’s wrong … Think that it’s an important thing or it’s the right thing to do Identity & Mission but you feel that it doesn’t belong to your mission … Believe that it belongs to your mission but you Purpose & Ideal don’t feel yourself as a part of the whole … Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 13 of 41
  • 14. Mathematics as a Language Mathematics is a language understood and respected by every computer professional. Mathematical facts are strong evidences that can be used to challenge unsustainable beliefs. A strategy for aachange using games and simulations: A strategy for change using games and simulations: “Run simulations and associate bad results (from inadequate “Run simulations and associate bad results (from inadequate behavior --traditional with bad identities, and good results behavior traditional) with bad identities, and good results traditional) traditional (from adequate behavior --agile with good identities. (from adequate behavior agile) with good identities. agile) agile Challenge traditional beliefs using the bad results.” Challenge traditional beliefs using the bad results.” Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 14 of 41
  • 15. Examples Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 15 of 41
  • 16. Game #1: Production Lots Producing in Large Lots x Producing in Small Lots Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 16 of 41
  • 17. Game #1: Production Lots Team Setup Analyst Designer Programmer Tester Customer Game Goal Deliver to the Customer 10 software requirements analyzed, designed, coded and tested in the shortest possible period of time. Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 17 of 41
  • 18. Game #1: Production Lots Procedure: 1. Each software requirement is represented by a record card; 2. A complete requirement € æ ‡ implementation is represented by four initials written by the team; ξ 3. Identify your group. 2 Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 18 of 41
  • 19. Game #1: Production Lots 1st Experiment: LARGE LOTS Each member has to sign 10 requirements 150 before deliver them to 2 150 the next team member. Customer records time spent. Note: “When doing Large Lots, the time to deliver the first requirement project.” is equal to the time necessary to deliver the whole project.” Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 19 of 41
  • 20. Game #1: Production Lots 2nd Experiment: SMALL LOTS Each member has to sign 1 requirement and 150 100 deliver it to the next 2 150 150 team member (unitary flow). Customer records time spent. Note: don’ “When doing Small Lots, don’t push any requirement to the next team member if he has a requirement waiting to be worked; i.e., you worked.” have to wait for him to send another requirement to be worked.” Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 20 of 41
  • 21. Game #1: Production Lots Analysis: 200 20 2 200 100 A B 2 0 C D 10 Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 21 of 41
  • 22. Game #1: Production Lots Results: 1. Velocity Gain = Time to deliver the whole project in Large Lots Time to deliver the whole project in Small Lots 2. Risk Factor = Time to deliver the first requirement in Small Lots Time to deliver the first requirement in Large Lots Analysis Design Programming Testing 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 Analysis 1 2 3 4 5 6 7 8 9 0 Design 1 2 3 4 5 6 7 8 9 0 Velocity Gain = 40 / 13 = 3,0 Risk Factor = 4 / 40 = 10% Programming 1 2 3 4 5 6 7 8 9 0 Testing 1 2 3 4 5 6 7 8 9 0 Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 22 of 41
  • 23. Game #1: Production Lots (“challenges” Questions to be discussed (“challenges”): 1. Who have decided to keep your team too slow? 2. Why has your team agreed with that? 3. What is that stops your team to change this situation? 4. Do delivery and time really matter to your managers? 5. Are your customers really worried about risks? 6. Why do you keep a high risk behavior? 7. How do you call a person that doesn’t matter with the things of the others? Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 23 of 41
  • 24. Game #1: Production Lots In fact, you've been a In fact, you've been a WASTER that almost WASTER that almost never took into account never took into account customer schedules and customer schedules and risks!!!! risks!!!! Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 24 of 41
  • 25. Game #2: Dependent Events Dependent Events x Productivity Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 25 of 41
  • 26. Game #2: Dependent Events Team Setup Analyst Designer Programmer Tester Customer Game Goal Deliver to the Customer 40 software requirements in 10 iterations affected by an unbalanced production (real life simulation). Comment: This game is based on Eliyahu M. Goldratt´s book “The Goal The Goal”. Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 26 of 41
  • 27. Game #2: Dependent Events Procedure: 1. Each software requirement is represented by a label; 2. Each team member can produce 1 to 6 requirements per iteration; 2 3. A die will be used to determine each 3 2 4 1 member capacity through the iterations; 4 2 5 4 1 5 4 6 4. Each member will deliver to the next 5 2 4 1 team member the amount of 6 3 2 3 requirements his or her capacity (die) 3 1 3 1 and inventory permit during the 2 2 4 1 iteration; 5 1 6 5 5 6 4 1 5. Customer records individual capacities 1 2 2 4 (die values) for each iteration. Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 27 of 41
  • 28. Game #2: Dependent Events Notes: Team Goal Probability Distribution To deliver 35 requirements for Individual Capacities in 10 iterations!!! 1/6 1/6 1/6 1/6 1/6 1/6 Individual Bonus 1 2 3 4 5 6 Productivity – 3,5 Mean = 3,5 Profit Distribution Minimum Capacity: 1 Only for people with Maximum Capacity: 6 positive total bonuses!!! Mean Capacity: 3,5 Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 28 of 41
  • 29. Game #2: Dependent Events Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 29 of 41
  • 30. Game #2: Dependent Events Results: “Statistical fluctuations from dependent events lead to the performance of the system becoming worse than the average capacity of the constraint.” Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 30 of 41
  • 31. Game #2: Dependent Events (“challenges” Questions to be discussed (“challenges”): 1. Do your managers use mean capacity to make their plans? 2. Why doesn’t your team deliver at least the mean? 3. Where is the bottleneck of your team? 4. What is that stops your team to balance the whole process? 5. Have you ever thought about being faster going slow? 6. How can you deliver 40 requirements in 10 iterations? 7. How can you justify keeping specialized jobs? 8. How do you call a person that doesn’t matter with the others? Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 31 of 41
  • 32. Game #2: Dependent Events In fact, you’ve been an In fact, you’ve been an INDIVIDUALIST that INDIVIDUALIST that almost never took into almost never took into account your team or account your team or company results!!!! company results!!!! Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 32 of 41
  • 33. Game #3: Team Velocity Product Backlog x Team Velocity Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 33 of 41
  • 34. Game #3: Team Velocity Game Goal Deliver a list of 10 improvement suggestions for your work environment or personal life using an User Story template. Testing tools I can guarantee the quality Write and run automated Developer of things I produce unit and integration tests 1 To give more attention I will make her happy At least 8 hours a week in Husband to my wife activities with her Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 34 of 41
  • 35. Game #3: Team Velocity Procedure: 1. The work will be done in 5 iterations of 2 minutes each; 2. The facilitator will conduct the activity controlling the starting time and the finishing time; 3. When you hear STOP! don’t try to finish any job; STOP!, 4. A representative of each group will register the team 1 1 1 0 production results; 2 1 5. Tell your team results 1 0 2 0 to the facilitator and 0 1 analyze the data at the 6 3 end of the game. Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 35 of 41
  • 36. Game #3: Team Velocity Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 36 of 41
  • 37. Game #3: Team Velocity (“challenges” Questions to be discussed (“challenges”): 1. Has every team member showed the same productivity? 2. Why the whole team was unproductive in the beginning? 3. Do you think the cadence has contributed with something? 4. Do your managers really know their teams capacity? 5. Can you better negotiate time and scope with statistical information? 6. What is that stops your team to measure its capacity? 7. How do you call a group of well known people that work together to achieve a common goal for their lives? Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 37 of 41
  • 38. Game #3: Team Velocity In fact, we are a TEAM and our In fact, we are a TEAM and our global results are more predictable global results are more predictable than our individual results!!!! than our individual results!!!! The Brazilian men's national volleyball team. Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 38 of 41
  • 39. Conclusions Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 39 of 41
  • 40. Conclusions 1. Metaphorical games are useful to promote cultural changes but cannot be effective if their facilitators don’t understand the meaning of a meta language when running those games; 2. NLP Logical Levels can be an effective model to guide coaches during the transformation process and game execution, mainly when associated with mathematical language; 3. Statistical analysis is a must to challenge logical and pragmatic minds, typical of IT professionals; 4. Challenging beliefs, values, mission and identity is the most difficult part of changing a team or an organizational culture, but it is the most effective way to promote a change in a behavior and an environment. Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 40 of 41
  • 41. Thank you very much! For more information, contact us. Clá Luiz Cláudio Parzianello Rafael Prikladnicki parzianello@suryatec.com.br rafael.prikladnicki@pucrs.br Copyright © 2009 PARZIANELLO & PRIKLADNICKI Slide 41 of 41

Editor's Notes

  1. Este primeiro encontro com os Analistas de Sistemas tem como objetivo principal provocar nos participantes uma reflexão sobre os seus papéis e suas responsabilidades nas dificuldades que eles encontram no dia-a-dia. Ou seja, é fato que os Analistas de Sistemas encontram dificuldades em suas atividades devido à estrutura e demais recursos que eles tanto necessitam para tornarem mais eficazes suas tarefas. Por outro lado, também é fato, que as maiores dificuldades e limitações se encontram nos processos de comunicação e nos relacionamentos entre colegas, gerências, programadores e demais atores no processo de desenvolvimento de sistemas da informação.