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Agility Scales (日本語版)

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Presentation of Agility Scales by Jurgen Appelo in Tokyo at March 28, 2018.
http://agilityscales.com/

Published in: Leadership & Management

Agility Scales (日本語版)

  1. 1. Jurgen Appelo アジリティスケール
  2. 2. “How do we motivate our people and improve engagement?” どうすれば動機付けができ、エンゲージメントを強化できるか?
  3. 3. “How do we scale agile principles and practices to large organizations?” アジャイルの原則とプラクティスを、 どうすれば大規模組織の中でスケールできるか?
  4. 4. “How can we grow faster and change faster and be more agile?” どうすれば成長を早め、よりアジャイルになれるのか?
  5. 5. The Ultimate List of 13 Global Workplace Trends http://bit.ly/13globaltrends Organizational Agility The “redesign of organizational design” is a top trend for the C-suite. The Employee Experience Employees demand an experience that covers happiness and well-being. The Blended Workforce The workforce is more than just the employees. Scalable Learning The half-life of learned skills continues to fall. Skillful Talent Acquisition The demands on recruiters and candidates keep growing. Digital HR and Workplaces HR must become a leader in the digital organization. People Analytics With computers all around us, data is driving everything. Rejuvenated Leadership A different time calls for a different leadership. Robotics and AI Intelligent machines and cognitive computing have gone mainstream. Continuous Performance Management A new paradigm for performance measurement and rewards is needed. Networks and Platforms Value streams are replaced with value networks. Purpose and Values Companies start caring about sustainability, transparency, and more. Diversity and Inclusion Fairness and equality are now CEO-level issues worldwide. グローバルな職場のトレンドにおける究極の13項目 組織のアジリティ 従業員のエクスペリエンス 労働力の混合 学びがスケールしていく 優れたタレントの獲得 人事のデジタルトランスフォーメーション 人を対象とする分析 見直されるリーダーシップ ロボティクスとAI 継続的な能力の評価と管理 ネットワークとプラットフォーム 目的と価値 多様性とインクルージョン
  6. 6. We teach people with workshops, courses, books, frameworks, conferences, but… ワークショップ、コース、書籍、フレームワーク、カンファレンス 私たちは様々な形で人々に教えていますが…
  7. 7. アジャイルの導入やスケーリングで遭遇した課題
  8. 8. 中核となるアジャイルな価値観とは異なる企業理念や文化 変更に対する一般的な組織の抵抗 アジャイルの導入やスケーリングで遭遇した課題
  9. 9. “People resist change.” 「人々は変化に抵抗する。」
  10. 10. “No, people resist being changed.” 「そうではない。 人びとは変化させられることに抵抗するのだ。」
  11. 11. https://www.flickr.com/photos/wolfsavard/3327096513/ People resist change? Really? 人びとが変化に抵抗するって?本当に?
  12. 12. Seriously? “本気で言ってるの?
  13. 13. https://www.flickr.com/photos/jopoe/5334922022/ Are you kidding me? “冗談でしょう?
  14. 14. Anyone who claims that “People resist change” is just incompetent. 「人びとは変化に抵抗するものだ」と言っているのは、 頭の悪い人だけだ
  15. 15. Anyone who claims that “People resist change” is just incompetent. incognizant 「人びとは変化に抵抗するものだ」と言っているのは、 頭の悪い人だけだ ただ気づいてないだけだ
  16. 16. Everyone wants agility at scale, but nobody knows how to change. 誰もがスケールするアジリティを求めている でも、 誰もどうすれば変われるのかは知らない
  17. 17. CHANGING THE BUSINESS ビジネスを変える
  18. 18. Shapeshifters are the ultimate form of agility. They adapt to context, every day. シェイプシフター(変身能力)は究極のアジリティだ。 コンテキストに応じて、毎日姿を変える。
  19. 19. In the 21st century, successful organizations are hard and soft. Fast and slow. Solid and liquid. Organized and self- organized. In the 21st century, successful organizations are hard and soft. Fast and slow. Solid and liquid. Organized and self-organized. 21世紀においては、企業は様々な形をとる。硬いことがあ れば柔らかいこともある。速いことも遅いこともある。固定 的なこともあれば、流動的なことも。さらに、組織化されて いることもあれば、自己組織化していることもある。
  20. 20. Holacracy http://www.holacracy.org/ これは、ターミネー ターT-1000が流体金 属の柔らかなかたま りになり、しかし片 足だけは硬い金属の ままであるのと同じ。 マラソンを走るのに 適した姿とは言えな い。 ホラクラシー
  21. 21. “Spotify model” http://www.spotify.com/ これは、バーバパ パがお尻をセク シーな形に変えて、 でも頭を箱の中に 隠しているのと同 じである。 Spotifyモデル
  22. 22. SAFe http://www.scaledagileframework.com/ これはオドが犬からトイレに 変身する途中でとめてしまっ たのと同じだ。 半分が犬で半分がトイレ。こ れでは、遊ぶこともできない し、トイレとして使うわけに もいかない。 SAFe (Scaled Agile Framework)
  23. 23. To deal with changing goals, organizations must become shapeshifters. 変化する目標に対処するため、 組織はシェイプシフターになる必要がある
  24. 24. SCALING THE CHANGE 変化をスケールする
  25. 25. Brexit: “take back autonomy” https://www.flickr.com/photos/--sam--/27821815072 イギリスが欧州連合から脱退したのは、自治を取り戻すためである。
  26. 26. Decisions are more efficient when they are centralized. 意思決定は、集中化した方が、効率的 だ Decisions are more efficient when they are centralized.
  27. 27. 1 2 3 4 5 6 7 Traditional 伝統的
  28. 28. 1 2 3 4 5 6 7 Agile? アジャイル?
  29. 29. 1 2 3 4 5 6 7 agility アジリティ
  30. 30. You don’t want to lose the benefits of control while achieving the benefits of self- organization. “Stop Your ‘Agile’ Transformation! Right. Now.” https://medium.com/agility-scales/stop-your-agile-transformation-right-now- 6cf2ef2fa1a You don’t want to lose the benefits of control while achieving the benefits of self- organization. “Stop Your ‘Agile’ Transformation! Right. Now.” https://medium.com/agility-scales/stop-your-agile-transformation-right-now- 6cf2ef2fa1a コントロールの利点を失いたくはないが、 自己組織化の利点も得たい
  31. 31. Agility means self-balanced, not self-organized. アジリティは自己バランス化。自己組織化ではない。
  32. 32. FRAMING THE CHANGE 変化のフレーミング
  33. 33. 18 months passed between version 4.0 and version 4.5 of the Scaled Agile Framework. 3 years passed between version 2013 and version 2016 of the Scrum Guide. 変化のフレーミング 2 years passed between version 4.0 and version 4.1 of Holacracy. “Agile Methodologies Are Not Agile” https://medium.com/agility-scales/agile-methodologies-are-not-agile-d6411126d80 スケールしたアジャイルフレームワークのVer.4.0とVer.4.5の間で18ヶ月が経過した スクラムガイドの2013年版と2016年版の間に3年が経過した HolacracyのVer.4.0とVer.4.1の間で2年が経過した
  34. 34. “Scrum’s roles, artifacts, events, and rules are immutable and, although implementing only parts of Scrum is possible, the result is not Scrum.” https://www.scrum.org/ Scrum スクラムの役割、成果物、出来事、ルール は不変であり、スクラムの一部だけを実装 することは可能ですが、その結果はスクラ ムではありません。
  35. 35. Pull or push? https://www.scrum.org/ “Scrum’s roles, artifacts, events, and rules are immutable and, although implementing only parts of Scrum is possible, the result is not Scrum.” スクラムの役割、成果物、出来事、ルール は不変であり、スクラムの一部だけを実装 することは可能ですが、その結果はスクラ ムではありません。
  36. 36. Methods and frameworks offer great ideas in terrible packaging. 方法論やフレームワークは素晴らしいアイデアを 最低のパッケージングで提供する
  37. 37. Turn big-picture frameworks into small-picture roadworks. 大局観的なフレームワークを、目の前の道路工事に変える
  38. 38. WHY PEOPLE CHANGE 人はなぜ変化するのか?
  39. 39. Traditional change programs usually fail. 従来の変更プログラムは、だいたい失敗する。
  40. 40. Changing them versus changing ourselves Wrong approach to strategy/planning Not thinking systemically Lack of awareness of context No options and scenario planning No continuous improvement process Not creating a guiding coalition/champions Lack of leadership capabilities Not enough resources available Technological incapabilities No coaching/training available No compelling reasons were offered Intrinsic motivation was not addressed Lack of repetition/bad communication Lack of action, only talking Expecting a quick fix/instant success Not removing obstacles/impediments Not celebrating short-term wins Lack of incentives/monitoring/steering Declaring victory too soon
  41. 41. All of the neurological and physiological systems that underlie happiness are fully activated by gameplay. Jane McGonigal Reality Is Broken All of the neurological and physiological systems that underlie happiness are fully activated by gameplay. Jane McGonigal Reality Is Broken 幸福感に関わるすべての神経系、生理学系は、 ゲームで遊ぶと完全に活性化する
  42. 42. What is it that people do in games? 人々はゲームで何をしていますか?
  43. 43. Game developers know better than anyone else how to inspire extreme effort and reward hard work. Jane McGonigal Reality Is Broken Game developers know better than anyone else how to inspire extreme effort and reward hard work. Jane McGonigal Reality Is Broken ゲーム開発者は、他の誰よりも、極端な努力を 鼓舞し、苦労に報いる方法をよく知っています。
  44. 44. Gamification is the application of game- design elements and game principles in non-game contexts [...] to improve user engagement, organizational productivity, flow, learning [...] A majority of studies on gamification find it has positive effects on individuals. - Wikipedia Gamification is the application of game-design elements and game principles in non-game contexts [...] to improve user engagement, organizational productivity, flow, learning [...] A majority of studies on gamification find it has positive effects on individuals. - Wikipedia ゲーミフィケーション(英: gamification)は、課題の解決や顧 客ロイヤリティの向上に、ゲームデザインの技術やメカニズム を利用する活動全般[1][2][3]。この言葉は「日常生活の様々な要 素をゲームの形にする」という「ゲーム化」[4]から派生し、 2010年から使われはじめた。
  45. 45. Gamification https://www.flickr.com/photos/benchun/6763254319/ ゲーミフィケーション
  46. 46. Some people try gamification. ゲーミフィケーションを試してみた
  47. 47. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out
  48. 48. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out ステータスポイント 達成シンボル 固定アクション リワード リーダーボード プログレスバー
  49. 49. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out マグネットキャップ
  50. 50. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out ブラグ ボタン
  51. 51. https://www.flickr.com/photos/39551170@N02/5714949105/
  52. 52. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out
  53. 53. https://www.flickr.com/photos/frontierofficial/7131303081/ Where is the adventure and fun in organizational change? 組織の変化の冒険と 楽しみはどこですか?
  54. 54. https://www.flickr.com/photos/68865613@N02/14938154438/ Where are the celebrations for achieving new skill levels? 新しいスキルレベルを達成 するためのお祝いはどこで すか?
  55. 55. We don’t need frameworks; We need fun and fireworks! 私たちはフレームワークを必要としない。 私たちには楽しみと花火が必要なのだ!
  56. 56. HOW PEOPLE CHANGE 人はどのように変化するのか?
  57. 57. The habit cycle Trigger Action Reward きっかけ アクション 報酬(リワード) 習慣サイクル
  58. 58. B=f(P,E) https://www.flickr.com/photos/joebehr/6702729277/ It starts with a… trigger きっかけで始まる
  59. 59. Then comes the… action Tiny habits https://www.flickr.com/photos/fitapproach/6814589739/ 小さな習慣 アクションが起きる
  60. 60. Always followed by the… reward Enjoyment Convenience https://www.flickr.com/photos/cjsorg/3320083252/ 利便性 楽しみ 必ず報酬が得られる
  61. 61. Convenience Enjoyment Tiny habits B=f(P,E) Trigger Action Reward きっかけ アクション 報酬(リワード) 小さな習慣 利便性 楽しみ
  62. 62. https://www.flickr.com/photos/29233640@N07/3745368402/ Where are the many small rewards for making small- step progress? 小規模な進歩をするための、たくさんの 小さな報酬はどこにありますか?
  63. 63. Don’t make it a rule; make it a habit. ルールにしない、 習慣にする。
  64. 64. EXAMPLES 例
  65. 65. スプリントのふりかえりでは、ボトルを くるくる回して次に話すメンバーを決め ていました。
  66. 66. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out 予測できない
  67. 67. 3チームで行なっていたとあるプロジェクトでは、 スプリントボードを共有していました。ただし、 使うカードの絵柄はチームごとにわけていました。 スポーツカーとヒーロー、そして休日マークです。
  68. 68. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out 意味
  69. 69. marcusoft.net 私は、今までコーチし てきた多くのチームに ケーキの限界を導入し ました。 それは本当に 簡単です。 ボードの Done項目にWork in Process(WIP)制限を 設定するだけです。 私が最初にこれを見たとき、 それはある種のいたずらだと 思って、私はチームに尋ねま した。 しかし、「いたずらで はありません」と…。説明され ているように「Doneの完了し たタスクが40項目に達したら、 バックアップが始まります。 そして、そのボトルネックを 解決する唯一の方法は、POが ケーキを買ってお祝いをして くれることです 。」
  70. 70. Meaning Avoidance Ownership Social Influence Accomplishment Empowerment Scarcity Unpredictability Octalysis © Yu-kai Chou yukaichou.com Humanity Hero Revealed Hart Narrative Elitism Beginner’s Luck Destiny Child Free Lunch Creationist Status Points Achievement Symbols Fixed Action Rewards Leaderboard Progress Bar Quest Lists Desert Oasis High Five Crowning Anticipation Parade Aura Effect Step-by-Step Tutorial Boss Fights Boosters Blank Fills Plant Pickers Poison Pickers Milestone Unlocks Real-Time Control Evergreen Combos Instant Feedback Exchangeable Points Virtual Goods Build from Scratch Alfred Effect Collection Sets Avatar Protection Recruiter Burden Monitor Attachment Brag Button Watercooler Conformity Anchors Mentorship Social Prod Friending Social Treasure Seesaw Bump Group Quests Tout Flags Appointment Dynamic Magnetic Caps Dangling Prize Pacing Options Pacing Last Mile Drive Count Down Timer Torture Breaks Moats The Big Turn Obvious Wonder Rolling Rewards Evolved UI Sudden Rewards Oracle Effect Glowing Choice MiniQuests Visual Storytelling Easter Eggs Random Rewards Progress Loss Sunk Cost Prison Rightful Heritage Evanescence Opportunity Scarlet Letter Visual Grave Status Quo Sloth Fear of Missing Out ソーシャルな影響 成果
  71. 71. RECAP まとめ
  72. 72. Everyone wants agility at scale, but nobody knows how to change. 誰もがスケールするアジリティを求めている でも、 誰もどうすれば変われるのかは知らない
  73. 73. To deal with changing goals, organizations must become shapeshifters. 変化する目標に対処するため、 組織はシェイプシフターになる必要がある
  74. 74. Agility means self-balanced, not self-organized. アジリティは自己バランス化。自己組織化ではない。
  75. 75. Turn big-picture frameworks into small-picture roadworks. 大局観的なフレームワークを、目の前の道路工事に変える
  76. 76. We don’t need frameworks; We need fun and fireworks! 私たちはフレームワークを必要としない。 私たちには楽しみと花火が必要なのだ!
  77. 77. Don’t make it a rule; make it a habit. ルールにしない、 習慣にする。
  78. 78. CROWDSOURCED BUSINES S AGILITY v. 1.02 1-Oct-17
  79. 79. Signup! jurgenappelo.com/free Startup, Scaleup, Screwup The Agile Business Life Cycle with 50 Tools and Practices Jurgen Appelo Expected release date: April 1, 2019

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