Agile is about people and collaboration. When we try to do distributed Agile, we can forget that and focus on tools.
This presentation (recently delivered at the GE Agile Conference in Detroit) shows some of the reasons we fall into management modes which harm Agile teams -- and some ways to foster the true spirit of Agile even for remote workers.
1. Building High-Gravity
Distributed Teams
Derek W. Wade
dwade@kumido.com www.kumido.com
@derekwwade
2. Experiment: Ask Your Tweeps
Recommendations and reasons for good but simple wiki?
Need answers in 30 minutes!
Please use this tag: #hgadt
Thanks!
Use conference
hashtag if it exists!
2010 Kumido Adaptive Strategies LLC www.kumido.com
3. The Dimensions of Distribution
Fragmented
Weak Team
ion
Gravity
ut
rib
D ist
Strong
Unified
Team Low High
Separation
2010 Kumido Adaptive Strategies LLC www.kumido.com
4. X Dimension: Separation
“distance” between Team members
G
pro eogr
xim aph
Als ity ica
๏ Fully colocated, local tools, same culture o cu , tim l,
l e
exp ture, s zone
๏ On-site, but not co-located erie
nce kill,
๏ 2 colocated teams working remotely from each other
๏ Colocated teamlets of 2-3 people
working remotely from other teamlets
๏ Fully separated team
(e.g. each person physically distant from the other)
Low
Separation High
2010 Kumido Adaptive Strategies LLC www.kumido.com
5. Minimal Separation… Maximum Separation
Ideal Agile “Real” Agile
therefore
Minimal Structure… Maximum Structure?
2010 Kumido Adaptive Strategies LLC www.kumido.com
6. Communication Model
Sender’s Transmitted Received
Sender Receiver
Knowledge Message Message
Received Transmitted Sender’s
Receiver Sender
Message Message Knowledge
on
s ing ocus
Focu n = f
io
arat model
Sep this
on
2010 Kumido Adaptive Strategies LLC www.kumido.com
7. Distributed Team Simulation (I)
“Low-Fidelity...”
gfkpoker.com
“System” = Total Score
“Components” = Poker hands
“Email” = notes passed
2010 Kumido Adaptive Strategies LLC www.kumido.com
8. Sim (I)
POKER HANDS
5 of a kind = 4 pts
= 3 pts
= 2 pts
= 1 pt
freemoneypoker.info
2010 Kumido Adaptive Strategies LLC www.kumido.com
9. Sim (I)
RULES OF PLAY
• Players trade cards at your table to make good poker
hands.
• If Players want to trade cards with another table, you have
to write a message, and ask your Dealer to trade for you.
• Players may not pass notes to , show cards to, or ask to see, cards at
another table. Info via the Dealer only.
• If Players want a card from another table, they must give up one of
theirs.
• You make points according to what hands are at your table at
end of game
• “Whole-team scoring:” the only score that counts is the
total score of the room!
2010 Kumido Adaptive Strategies LLC www.kumido.com
10. Sim (I)
TEAM ROLES
Players
• Trade cards at table to make best hands
• Ask Dealer to trade cards with other tables
• Keep score for their table!
Dealer
• Gets cards for their table at start of game
• Handles all card exchanges between tables
2010 Kumido Adaptive Strategies LLC www.kumido.com
11. Sim (I)
DEBRIEF
Without drastically changing the rules...
• What would help?
• What problems would still remain?
2010 Kumido Adaptive Strategies LLC www.kumido.com
12. The Dimensions of Distribution
Fragmented
Weak Team
ion
Gravity
ut
rib
D ist
Strong
Unified
Team Low High
Separation
2010 Kumido Adaptive Strategies LLC www.kumido.com
13. Gravity Use the Dimensions!
e.g. weak product owner e.g. Sim (I)
e.g. Ideal Agile e.g. “Real” Agile
Separation
2010 Kumido Adaptive Strategies LLC www.kumido.com
14. Y Dimension: Gravity
anything which increases the team’s focus
• Existing work product
• Clear architecture
• Stable technology platform
• Strong Product Owner
• Team Vision
• Mission (are there “secret missions?)
Smells…
• How often does the Team talk?
• Is their effort/output visible?
Do they learn??
2010 Kumido Adaptive Strategies LLC www.kumido.com
15. Big Attractor: Alternative to Comm
Sender’s Transmitted Received
Sender Receiver
Knowledge Message Message
Received Transmitted Sender’s
Receiver Sender
Message Message Knowledge
2010 Kumido Adaptive Strategies LLC www.kumido.com
16. “WorkScapes*”
Tec
“off hnol
loa o
d c gy he
ogn lps
itio
n”
**
A B
* Cross, 2010 ** Dror, 2008
2010 Kumido Adaptive Strategies LLC www.kumido.com
18. Sim (II)
RULES / ROLES
• Players may not talk to other teams about the
cards, can only move them. Players may talk among
their team.
• Anyone may move any card, at any time, except:
• Breaking an existing hand:
• Players must ask the Dealer for the team
• Point to card you want: “may I?”
• Only Dealers may allow breaking an existing hand
2010 Kumido Adaptive Strategies LLC www.kumido.com
19. Sim (II)
DEBRIEF
• What worked?
Without drastically changing the rules...
• What would help?
• What problems might still remain?
• How could you improve them?
2010 Kumido Adaptive Strategies LLC www.kumido.com
22. eWorkScape: Shared Writing
Retrospectives (webcast, gdocs):
• Provide doc structure, but
let the team fill in
• Team is able to “just talk”
• Anyone can capture items as
they are heard
• Visible to all, live!
“Retrospective using communication tools
is like having sex by phone” -- @xpinjection
2010 Kumido Adaptive Strategies LLC www.kumido.com
23. eWorkScape: “Conversation Room”
Just like “babble” in a war room:
• Always-on
• No annoying notifications
• Has a history
• Broadcast, not point-cast
“I store my knowledge in my friends.”
2010 Kumido Adaptive Strategies LLC www.kumido.com
24. Thank You!
(now what next?)
1. Don’t just try to reduce
Separation... increase Gravity!
2. Sniff out and beware
“communication models”
3. Evaluate tools according to how Derek W. Wade
they help create Gravity dwade@kumido.com www.kumido.com
4. Create eWorkScapes @derekwwade
5. Leverage Social Learning
Let’s see what
our Tweeps said!