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Culture 2.0:
Hacking corporate culture
Paul Duncan
 Values tend to influence others behavior and
attitude.
 Scrum Values are:
1. Commitment
2. Focus
3. Openness
4. Respect
5. Courage
 Values are the foundation of culture
C:>Values
 My Values are:
1. Passion
2. Learning
3. Collaboration
4. Having Fun
 We need to consciously develop our Culture
just as we consciously develop our product
 If not deliberately crafted, Culture will be
implicitly co-created by all employees, for better
or worse.
 Companies such as Zappos and Intuit are
creating their culture to differentiate themselves
C:>CULTURE 2.0
 Lean-Agile was a differentiator
 Is Culture the next differentiator?
 Culture is at the center of
success
C:>CULTURE 2.0
 What is the culture at your
company?
 What can you do now to influence a
positive cultural change?
C:>CULTURE 2.0
 “In the end, the only true competitive edge a company has is it’s
ability to learn faster than the competition” [Senge]
 How do we create a culture of learning?
 Good ideas want to be shared
 Scrum Teams learn every few weeks!!
 To increase learning: Socialize Books, Articles, Ted Talks, Ideas
C:>Learn
C:>Learn
C:>Challenge Assumptions
 Pay explicit attention to “what’s normal” and try new
forms of “normal” as an experiment.
 People co-create culture implicitly and
unconsciously
 ‘Best Practices’
 Ask the five Why’s
C:>CHALLENGE ASSUMPTIONS
C:>Do you want to play a game?
Five Rules Apply to this game:
We will execute the following recurring 4 minute Iteration pattern:
 Plan: 1 minute
 Execute: 2 minutes
 Review: 1 minute
Rule 1: The objective is to gain as many points as possible each Iteration
Rule 2: A point is earned by the designated originator of the ball getting a ball back in their hands
Rule 3: Each person on the team must touch the ball, one person at a time.
Rule 4: Passing the ball requires air time
Rule 5: Passing the ball to your immediate neighbor (on right or left) is not allowed.
C:>Do you want to play a game?
C:>Experiment
C:>Experiment
 Experimenting means MAKING MISTAKES
 Mistakes are the raw material for LEARNING
 Experimenting means being playful and
sometimes WRONG
 You need a safe/tolerant environment in
which to experiment
C:>Experiment
C:>Experiment
 conducts over 70 targeted, metrics
driven experiments per week.
 Creating a culture of entrepreneurship
 allocated 20% of time each week to
experimental projects. Produced Gmail,
Adsense & Google Talk
 What motivates?
C:>motivate
 How can we better incentivize?
C:>motivate
 External Vs. Intrinsic motivation
C:>motivate
C:>Coach
 Thwarts ‘Non Intentional Blindness’
 Encourages the challenging of assumptions
 Multiple coaching perspectives are best
 The best organizations are actively using coaching as
a tool to increase effectiveness.
C:>coach
C:>coach
Example of how coaching helps…
C:>START
C:>Acknowledgements
C:>Thank you

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Culture Hacking

  • 1. Culture 2.0: Hacking corporate culture Paul Duncan
  • 2.  Values tend to influence others behavior and attitude.  Scrum Values are: 1. Commitment 2. Focus 3. Openness 4. Respect 5. Courage  Values are the foundation of culture C:>Values  My Values are: 1. Passion 2. Learning 3. Collaboration 4. Having Fun
  • 3.  We need to consciously develop our Culture just as we consciously develop our product  If not deliberately crafted, Culture will be implicitly co-created by all employees, for better or worse.  Companies such as Zappos and Intuit are creating their culture to differentiate themselves C:>CULTURE 2.0
  • 4.  Lean-Agile was a differentiator  Is Culture the next differentiator?  Culture is at the center of success C:>CULTURE 2.0
  • 5.  What is the culture at your company?  What can you do now to influence a positive cultural change? C:>CULTURE 2.0
  • 6.  “In the end, the only true competitive edge a company has is it’s ability to learn faster than the competition” [Senge]  How do we create a culture of learning?  Good ideas want to be shared  Scrum Teams learn every few weeks!!  To increase learning: Socialize Books, Articles, Ted Talks, Ideas C:>Learn
  • 9.  Pay explicit attention to “what’s normal” and try new forms of “normal” as an experiment.  People co-create culture implicitly and unconsciously  ‘Best Practices’  Ask the five Why’s C:>CHALLENGE ASSUMPTIONS
  • 10. C:>Do you want to play a game?
  • 11. Five Rules Apply to this game: We will execute the following recurring 4 minute Iteration pattern:  Plan: 1 minute  Execute: 2 minutes  Review: 1 minute Rule 1: The objective is to gain as many points as possible each Iteration Rule 2: A point is earned by the designated originator of the ball getting a ball back in their hands Rule 3: Each person on the team must touch the ball, one person at a time. Rule 4: Passing the ball requires air time Rule 5: Passing the ball to your immediate neighbor (on right or left) is not allowed. C:>Do you want to play a game?
  • 14.  Experimenting means MAKING MISTAKES  Mistakes are the raw material for LEARNING  Experimenting means being playful and sometimes WRONG  You need a safe/tolerant environment in which to experiment C:>Experiment
  • 15. C:>Experiment  conducts over 70 targeted, metrics driven experiments per week.  Creating a culture of entrepreneurship  allocated 20% of time each week to experimental projects. Produced Gmail, Adsense & Google Talk
  • 17.  How can we better incentivize? C:>motivate
  • 18.  External Vs. Intrinsic motivation C:>motivate
  • 20.  Thwarts ‘Non Intentional Blindness’  Encourages the challenging of assumptions  Multiple coaching perspectives are best  The best organizations are actively using coaching as a tool to increase effectiveness. C:>coach
  • 21. C:>coach Example of how coaching helps…