Learning Agile through the candy game

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Learn benefits of iterative process through a game, so it can be played by the team.

The point of this game is to pass as many balls as possible through every team member in 2 minutes. The team gets a point for each ball passed through every member of the team provided that the first person to touch that ball is also the last. There are 5 iterations. Before each iteration the team estimates how many they think they will pass. At the end of each iteration the actual number passed is recorded.

The presentation includes a brief introduction to iterative methodologies, the game itself and some questions to check what the team learnt.

Published in: Education, Technology, Business
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Learning Agile through the candy game

  1. 1. Learning Agile methodologythrough the candy gameby Carlos Morales
  2. 2. AgendaIntroduction of AgileGameDebrief and conclusions
  3. 3. Introduction to Agile
  4. 4. Benefits?
  5. 5. Why is this important?
  6. 6. Agile manifesto• Individuals and interactions over processes and tools ←• Working software over comprehensive documentation• Customer collaboration over contract negotiation• Responding to change over following a plan ←
  7. 7. Responding to change• Agile development is focused on quickresponses to change and continuousdevelopment• Mini-game: Guide me to pick up something
  8. 8. Responding to change
  9. 9. IteratePlanDoLearn
  10. 10. Being iterative has some benefits– Nested Feedback– Higher Predictability– Higher Probability of Success– VISIBLE status at all times– Reduced riskMini-game: Guide me to pick up something
  11. 11. Game Rules• You are one big team• Candies must have air-time• No candy to your direct neighbor• Start Point = End Point
  12. 12. How are we playing?• Iteration = 2 min• In between = 1 min• We play 5 iterations
  13. 13. FlipSprint Estimate Actual Notes12345
  14. 14. Parallelisms Game -ScrumWhat Game ScrumPlan EstimateSprint planning –estimate velocityDo 2 minute iteration SprintLearn1 minuteimprovementSprint retrospective
  15. 15. Conclusions• What Happened?– Share experiences!!• What Iteration Felt the Best?– Ask what made that one feel best? Why?
  16. 16. Conclusions• The Power of the Retrospective– If we had 6 minutes (total planning time) to plan for a single 2 minute run:same results?• The Power of Communications– How did did communications affect us?– How it was done?• Whole Team and Leadership– Who had all the ideas?– What roles did you all take?– When something went wrong what did you do?• Pull Systems– Were the candles passed until the downstream person is ready?– Pull system maximizes flow and increases performance
  17. 17. Comments?

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