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Agility Scales

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To survive as a company, the organization needs to become a shapeshifter: sometimes hierarchical, sometimes networked; sometimes efficient, sometimes effective; sometimes great at execution, and other times great at innovation. You can only achieve this by motivating people to change continuously. To achieve this, we take a closer look at gamification and habit-forming. Because games and habits are the keys to intrinsic motivation and change. And you need those in your company to become a great shapeshifter!

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Agility Scales

  1. 1. Jurgen Appelo
  2. 2. “How do we motivate our people and improve engagement?”
  3. 3. “How do we scale agile principles and practices to large organizations?”
  4. 4. “How can we grow faster and change faster and be more agile?”
  5. 5. There is not enough change.
  6. 6. Good People Bad Systems The whole is less than the sum of the parts.
  7. 7. We teach people with workshops, courses, books, frameworks, conferences, but…
  8. 8. “People resist change.”
  9. 9. “No, people resist being changed.”
  10. 10. https://www.flickr.com/photos/wolfsavard/3327096513/ People resist change? Really?
  11. 11. Seriously?
  12. 12. https://www.flickr.com/photos/jopoe/5334922022/ Are you kidding me?
  13. 13. Anyone who claims that “People resist change” is just incompetent.
  14. 14. Anyone who claims that “People resist change” is just incompetent. incognizant
  15. 15. Everyone wants agility at scale, but nobody knows how to change.
  16. 16. 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.
  17. 17. CHANGING THE BUSINESS
  18. 18. Shapeshifters are the ultimate form of agility. They adapt to context, every day.
  19. 19. In the 21st century, successful organizations are hard and soft. Fast and slow. Solid and liquid. Organized and self- organized.
  20. 20. Agility Have the right form, in the right place, at the right time.
  21. 21. Holacracy http://www.holacracy.org/
  22. 22. “Spotify model” http://www.spotify.com/
  23. 23. SAFe http://www.scaledagileframework.com/
  24. 24. To deal with changing goals, organizations must become shapeshifters.
  25. 25. SCALING THE CHANGE
  26. 26. Brexit: “take back autonomy” https://www.flickr.com/photos/--sam--/27821815072
  27. 27. Decisions are more efficient when they are centralized.
  28. 28. Is it command-and-control? 1 2 3 4 5 6 7
  29. 29. Is it fully self-organized? 1 2 3 4 5 6 7
  30. 30. Or somewhere in between? 1 2 3 4 5 6 7
  31. 31. 1 2 3 4 5 6 7 Traditional
  32. 32. 1 2 3 4 5 6 7 Agile?
  33. 33. 1 2 3 4 5 6 7 agility
  34. 34. 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
  35. 35. Agility means self-balanced, not self-organized.
  36. 36. FRAMING THE CHANGE
  37. 37. 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. 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
  38. 38. When continuous deployment is painful, do it more often! Create the technology to make it easier. “Agile Methodologies Are Not Agile” https://medium.com/agility-scales/agile-methodologies-are-not-agile-d6411126d80
  39. 39. “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
  40. 40. “Scrum’s roles, artifacts, events, and rules are immutable and, although implementing only parts of Scrum is possible, the result is not Scrum.” Pull or push? https://www.scrum.org/
  41. 41. Methods and frameworks offer great ideas in terrible packaging.
  42. 42. Turn big-picture frameworks into small-picture roadworks.
  43. 43. WHY PEOPLE CHANGE
  44. 44. Traditional change programs usually fail.
  45. 45. 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
  46. 46. People have no problems changing (when they want to).
  47. 47. All of the neurological and physiological systems that underlie happiness are fully activated by gameplay. Jane McGonigal Reality Is Broken
  48. 48. What is it that people do in games?
  49. 49. Game developers know better than anyone else how to inspire extreme effort and reward hard work. Jane McGonigal Reality Is Broken
  50. 50. 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
  51. 51. Gamification https://www.flickr.com/photos/benchun/6763254319/
  52. 52. Some people try gamification.
  53. 53. 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
  54. 54. https://www.flickr.com/photos/frontierofficial/7131303081/ Where is the adventure and fun in organizational change?
  55. 55. https://www.flickr.com/photos/68865613@N02/14938154438/ Where are the celebrations for achieving new skill levels?
  56. 56. We don’t need frameworks; We need fun and fireworks!
  57. 57. HOW PEOPLE CHANGE
  58. 58. The habit cycle Trigger Action Reward
  59. 59. B=f(P,E) https://www.flickr.com/photos/joebehr/6702729277/ It starts with a… trigger
  60. 60. Then comes the… action Tiny habits https://www.flickr.com/photos/fitapproach/6814589739/
  61. 61. Always followed by the… reward Enjoyment Convenience https://www.flickr.com/photos/cjsorg/3320083252/
  62. 62. Convenience Enjoyment Tiny habits B=f(P,E) Trigger Action Reward
  63. 63. https://www.flickr.com/photos/29233640@N07/3745368402/ Where are the many small rewards for making small- step progress?
  64. 64. Don’t make it a rule; make it a habit.
  65. 65. EXAMPLES
  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
  67. 67. 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
  68. 68. marcusoft.net
  69. 69. 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
  70. 70. RECAP
  71. 71. Everyone wants agility at scale, but nobody knows how to change.
  72. 72. To deal with changing goals, organizations must become shapeshifters.
  73. 73. Agility means self-balanced, not self-organized.
  74. 74. Turn big-picture frameworks into small-picture roadworks.
  75. 75. We don’t need frameworks; We need fun and fireworks!
  76. 76. Don’t make it a rule; make it a habit.
  77. 77. That is how agility scales in large (and small) organizations.
  78. 78. To be agile and innovate at scale, organizations must be shapeshifters, by continuously trying practices, shifting between control and freedom, gamifying all small improvements, and turning behaviors into habits.
  79. 79. agilityscales.com

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