3. Problem
People have often resistance against
You can’t even talk about it.
• new theories.
• new ideas.
• new concepts
4. Why - Teacher
If the student has the experience,
I can teach “faster”
Why - “Customers”
Kind of expect “something new” or entertaining
5. Why Games
Games are taken “not seriously”
The player steps faster into the Magic Circle
FUN
6. Games 4 Today
Ich bin einer
The rich customer
A simple Game Design Challenge
Sink the User Feedback
Agile Battle Ships
Pairmaru
7.
8. • 1x Development Team - 1x Person
• The rest “The Product Owner Team”
• Battle Ship Map A1 till E5
1. DevTeam pulls Backlog Items according what they think
2. DevTeam goes to the playmaster and collects the user feedback
3. Discussion about what todo next
4. Mark on the Backlog:
1. What will be deleted (Red Color)
2. What will be sorted to the top (Green Color)
5. Write Down the new Backlog
Preparation
Team Setup
How to Play
• PO’s are writing down the complete Product Backlog
9. No value change
Positive Value. Income +N (depending on the size)
User likes the feature, but it is not complete. The open & flat
side of the shape shows where the next feature is
Negative value … Income -1
No value change, but the User knows what Feature they want
How does the user work?
10. A B C D E
1 1 2 2 2 1
2 2 3 3 3 2
3 2 3 3 3 2
4 2 3 3 3 2
5 1 2 2 2 1
Developer’s Effort
Team Velocity: 5
Um ein negatives Feature wieder auszubauen benötigt das Team Aufwand 1
For Developer Team Eyes’ ONLY!