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Collaboration:
Power of 13
Simulation
This game was created at Agile Games 2014 by –
Jamie Gaull
Robert Smith
Peter Barzdi...
Power of 13
Goal:
Work off the the number of cards equal to the number of developers
within your iteration’s length
Mechan...
Power of 13 :: Round 1
This round will simulate developers working alone in their
silos/cubes
• Each developer is responsi...
Power of 13 :: Round 2
This round will simulate pulling additional work after you
complete your work
• The team is still r...
Power of 13 :: Round 3
• This round simulates pairing to complete work; break
people into pairs to work together – if ther...
Power of 13 :: Round 4
• This round simulates collaborative swarming to
complete work
• The team is still responsible for ...
Collaboration:
Power of 13
Simulation
Debrief
What did you notice happening?
What did the dice/rolls represent?
How did th...
FURTHER FACILITATION NOTES
Power of 13 Collaboration Game
Supplies Needed
• Deck(s) of Cards: each team will need one suit
of (13) cards for the Scrum Master, a flip chart
to recor...
Scenario Notes
• Round 1: This is a project manager assigning tasks
and that is the only expectation for a team
member to ...
Optional Techniques
• It is often advantageous to dual hat the product owner and scrum
master roles in the game only becau...
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Power of 13 a game to illustrate the power of collaboration

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This is the set of instructions for a game that illustrates how increasing collaboration increases effectiveness.

Published in: Leadership & Management
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Transcript of "Power of 13 a game to illustrate the power of collaboration"

  1. 1. Collaboration: Power of 13 Simulation This game was created at Agile Games 2014 by – Jamie Gaull Robert Smith Peter Barzdines Bobby Zhakov Paul Boos
  2. 2. Power of 13 Goal: Work off the the number of cards equal to the number of developers within your iteration’s length Mechanics: • We need a ‘Scrum Master’ and ‘Product Owner’ – everyone else is a development team member • Each card is worked off whenever a 13 is rolled on 3 dice (~10% chance per roll) • The product owner will count off the number of cards completed using a pen and a piece of paper • The scrum master will use another suit of cards to count down your iteration of 13 work days (3 week Sprints, the other two days are sprint review, retro, and planning = 15 days) • We will mark down what day you meet your goal and the total # of cards worked off
  3. 3. Power of 13 :: Round 1 This round will simulate developers working alone in their silos/cubes • Each developer is responsible for completing a card from the backlog • Each developer rolls the dice once per day; the scrum master keeps track of the 13 work days using the suit of cards he or she has • If a dice roll has a sum total of exactly ‘13’, they state “my card is DONE.” The product owner makes a tick mark for the each completed card. The developer stops work and pats himself on the back. • Record cards completed once all the work days are completed or when everyone says they are ‘DONE’; also record what day the required # of stories was completed.
  4. 4. Power of 13 :: Round 2 This round will simulate pulling additional work after you complete your work • The team is still responsible for completing at least the a number of cards from the backlog equal to the number of developers • Each developer rolls the dice once per day; the scrum master keeps track of the 13 work days using the suit of cards he or she has • If a dice roll has a sum total of exactly ‘13’, they state “my card is DONE.” The product owner makes a tick mark to track it being done. The developer pats himself on the back; however they may now continue to roll on subsequent days and declare another card done for each ‘13’ they roll – identify who they helped if someone else isn’t completed. • Record cards that were completed and what day the required # of stories were completed.
  5. 5. Power of 13 :: Round 3 • This round simulates pairing to complete work; break people into pairs to work together – if there are an odd number of delivery people, one set can be a triad • The team is still responsible for completing at least the a number of cards from the backlog equal to the number of developers • Each developer rolls the dice once per day; the scrum master keeps track of the 13 work days using the suit of cards he or she has • Once each developer has rolled, they work in their pairs/triad together to pull as many sums of exactly ‘13’ on 3 dice as possible out of the small pool of dice their paired (tiad) sets make; each ’13’ identified equals a card worked. The product owner ticks these off. • Record cards that were completed and what day the required # of stories was completed.
  6. 6. Power of 13 :: Round 4 • This round simulates collaborative swarming to complete work • The team is still responsible for completing at least the a number of cards from the backlog equal to the number of developers • Each developer rolls the dice once per day; the scrum master keeps track of the 13 work days using the suit of cards he or she has • Once each developer has rolled, they work together to pull as many sums of exactly ‘13’ on 3 dice as possible; each ’13’ identified equals a card worked. The product owner ticks these off. • Record cards that were completed and what day the required # of stories was completed.
  7. 7. Collaboration: Power of 13 Simulation Debrief What did you notice happening? What did the dice/rolls represent? How did the effectiveness change in each round? How does or does not this correlate with how real work happens? How did the coordination in the last round feel? What did allowing a person to continue work simulate?
  8. 8. FURTHER FACILITATION NOTES Power of 13 Collaboration Game
  9. 9. Supplies Needed • Deck(s) of Cards: each team will need one suit of (13) cards for the Scrum Master, a flip chart to record/graph results, a colored marker for each team for recording results, a pen and paper for the product owner to track the number of cards per iteration. • 3 dice per developer = 3 x number of people – 3 x number of teams
  10. 10. Scenario Notes • Round 1: This is a project manager assigning tasks and that is the only expectation for a team member to complete – essentially there is no collaboration. • Round 2: This moves to a pull-based work system as most Agile development teams do, but still little collaboration. • Round 3: This simulates pair programming. • Round 4: This simulates and entire group effort on cards, much like mob programming.
  11. 11. Optional Techniques • It is often advantageous to dual hat the product owner and scrum master roles in the game only because the game doesn’t the burden players much in workload • In rounds 1 & 2, you may want to allow another developer other than the person rolling to point out whether a ’13’ was rolled – you could call this a peer review • An optional round between rounds 1 & 2 could be one where you may retain 1-2 dice to the next day staying at the same numbers they rolled prior, the remaining die/dice get rerolled the next day; this simulates allowing someone to get in their ‘flow’ and continue from where they left off – this generally increases the delivered number of cards a small amount; once 13 is rolled remember they must reroll all dice • Allow the Scrum Master to help in picking out the 13 patterns in any round from 2 on… This is simulating them being facilitative in nature.
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