This simple yet powerful collaboration tool for teams aids in estimating through dialog and discussion. It is the most well-used technique for agile teams around the world.
This document discusses the importance of corporate culture and how to influence positive cultural change. It argues that culture needs to be consciously developed, not left to implicit forces. If not deliberately crafted, culture will be co-created by employees for better or worse. The document provides examples of companies like Zappos and Intuit that have created cultures to differentiate themselves. It suggests focusing on learning, challenging assumptions, experimenting, motivating employees, and using coaching to help develop a positive culture.
- Story points are an arbitrary measure used by Scrum teams to estimate the effort required to implement a user story. Teams typically use a Fibonacci sequence like 1, 2, 3, 5, 8, 13, 20, 40, 100.
- Estimating user stories allows teams to plan how many highest priority stories can be completed in a sprint and helps forecast release schedules. The whole team estimates during backlog refinement.
- Stories are estimated once they are small enough to fit in a sprint and acceptance criteria are agreed upon. Teams commonly use planning poker where each member privately assigns a story point value and the team discusses until consensus is reached.
The document discusses agile estimation techniques compared to traditional estimation. It covers that agile encourages continuous refinement of estimates based on learning. Specific techniques discussed include story points using a modified Fibonacci scale, planning poker, affinity estimation, and comparing estimates to actual velocity and capacity. The document demonstrates affinity estimation through an exercise of ranking dog breeds and emphasizes reaching team consensus.
The document outlines an agenda for a planning meeting. It discusses the importance of planning and key components of effective planning such as understanding requirements, sizing stories, defining acceptance criteria, and refining plans. It then walks through the mechanics of sprint planning, including reviewing ready stories, estimating tasks, committing to complete the work, and signs of poor planning like not meeting commitments. The closing emphasizes the importance of preparation, using metrics to learn and improve, and ensuring everyone participates.
The document describes the silent grouping method for estimating story points in an agile team. It involves 9 steps: 1) redirecting behaviors, 2) facilitator placing a story on a wall, 3) comparing the next story's size, 4) repeating until the team understands relative sizing, 5) team placing all stories in size order with minimal talking, 6) verifying order, 7) drawing lines to create columns, 8) assigning points to columns, and 9) allowing discussion. This provides a baseline for estimating velocity and for sizing future stories by comparing them to existing groups. The process is adapted for remote teams using screen sharing instead of physical placement.
This document outlines an agenda for a meeting to discuss user stories and their structure. It will cover the "As a - I want - So that" framework used for user stories, provide examples of its components, and distinguish user stories from product backlog items. Attendees will participate in an exercise using real-life examples to practice writing user stories and identifying areas for potential improvements. They will also discuss how to apply the lessons to daily scrums.
This document discusses agile estimation and planning techniques. It recommends estimating tasks relatively using story points rather than absolute time estimates. Planning poker, where teams privately estimate tasks and then discuss estimates, is presented as an effective technique. Prioritizing a backlog by value, risk, and estimate allows teams to focus on the most important work. Iterative planning within sprints and tracking progress via burn down charts increases transparency.
This document discusses servant leadership and provides resources on the topic. It defines servant leadership as having a natural feeling of wanting to serve others first. Several principles of servant leadership are described, such as listening, empathy, and commitment to the growth of people. The document encourages experiments with leadership behaviors and interactions with others to build trust within organizations. It provides a list of books and articles on servant leadership and agile leadership that were resources for the presentation.
This document discusses the importance of corporate culture and how to influence positive cultural change. It argues that culture needs to be consciously developed, not left to implicit forces. If not deliberately crafted, culture will be co-created by employees for better or worse. The document provides examples of companies like Zappos and Intuit that have created cultures to differentiate themselves. It suggests focusing on learning, challenging assumptions, experimenting, motivating employees, and using coaching to help develop a positive culture.
- Story points are an arbitrary measure used by Scrum teams to estimate the effort required to implement a user story. Teams typically use a Fibonacci sequence like 1, 2, 3, 5, 8, 13, 20, 40, 100.
- Estimating user stories allows teams to plan how many highest priority stories can be completed in a sprint and helps forecast release schedules. The whole team estimates during backlog refinement.
- Stories are estimated once they are small enough to fit in a sprint and acceptance criteria are agreed upon. Teams commonly use planning poker where each member privately assigns a story point value and the team discusses until consensus is reached.
The document discusses agile estimation techniques compared to traditional estimation. It covers that agile encourages continuous refinement of estimates based on learning. Specific techniques discussed include story points using a modified Fibonacci scale, planning poker, affinity estimation, and comparing estimates to actual velocity and capacity. The document demonstrates affinity estimation through an exercise of ranking dog breeds and emphasizes reaching team consensus.
The document outlines an agenda for a planning meeting. It discusses the importance of planning and key components of effective planning such as understanding requirements, sizing stories, defining acceptance criteria, and refining plans. It then walks through the mechanics of sprint planning, including reviewing ready stories, estimating tasks, committing to complete the work, and signs of poor planning like not meeting commitments. The closing emphasizes the importance of preparation, using metrics to learn and improve, and ensuring everyone participates.
The document describes the silent grouping method for estimating story points in an agile team. It involves 9 steps: 1) redirecting behaviors, 2) facilitator placing a story on a wall, 3) comparing the next story's size, 4) repeating until the team understands relative sizing, 5) team placing all stories in size order with minimal talking, 6) verifying order, 7) drawing lines to create columns, 8) assigning points to columns, and 9) allowing discussion. This provides a baseline for estimating velocity and for sizing future stories by comparing them to existing groups. The process is adapted for remote teams using screen sharing instead of physical placement.
This document outlines an agenda for a meeting to discuss user stories and their structure. It will cover the "As a - I want - So that" framework used for user stories, provide examples of its components, and distinguish user stories from product backlog items. Attendees will participate in an exercise using real-life examples to practice writing user stories and identifying areas for potential improvements. They will also discuss how to apply the lessons to daily scrums.
This document discusses agile estimation and planning techniques. It recommends estimating tasks relatively using story points rather than absolute time estimates. Planning poker, where teams privately estimate tasks and then discuss estimates, is presented as an effective technique. Prioritizing a backlog by value, risk, and estimate allows teams to focus on the most important work. Iterative planning within sprints and tracking progress via burn down charts increases transparency.
This document discusses servant leadership and provides resources on the topic. It defines servant leadership as having a natural feeling of wanting to serve others first. Several principles of servant leadership are described, such as listening, empathy, and commitment to the growth of people. The document encourages experiments with leadership behaviors and interactions with others to build trust within organizations. It provides a list of books and articles on servant leadership and agile leadership that were resources for the presentation.
Planning Poker is a technique used to estimate effort for tasks in Agile software development. It involves each team member privately selecting a planning poker card representing their estimate for a task. The cards have Fibonacci numbers written on them. The cards are then revealed and discussed if estimates differ, until consensus is reached. Once estimates are established, the team's velocity (amount of work completed per sprint) can be used to predict future release dates. Planning Poker works well because it leverages the wisdom of crowds and averages individual estimates for more accurate results.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Ever wonder why Agile teams swear by relative estimation? My teams improved sprint planning efforts by a factor or 3, once we started using relative estimation.
Without understanding Agile relative estimation, teams tend to fall back to using time-based methods. This often leads them to spend way too much time on obsolete estimates that will be made even more complex with all the unknowns and constant emergent requirements of an Agile world!
“It's better to be roughly right, than precisely wrong!”
~ John Maynard Keyenes
The Solution is simple: understand that relative estimation is only a rough order of magnitude estimate to quickly organize the product backlog. This empowers your product owners (PO) to quickly make value based trade-offs on backlog items and decide on what stories the team should work next. This gives the business the highest bang for their buck!
PROBLEMS WITH TIME-BASED ESTIMATES
-Teams spend too much time trying to get it right
-Lack of confidence/experience can lead to people being either optimistic or pessimistic
-Timeline you are estimating may be too far in the future
-Due to long timeline, there are too many risks, unknowns, changes or dependencies!
WHY USE RELATIVE ESTIMATION?
-Allows a quick comparison of stories in the backlog
-Allows you to select a predictable volume of work to do in a sprint
-Uses a simple arbitrary scale
-Allows PO to make trade-offs and take on the most valuable stories next
ESTIMATION TIPS
-Relative points or equivalent Tshirt sizes are used to estimate stories, leveraging the Fibonacci sequence modified for Agile.
-The team estimates the story, not management nor the customer.
-Story estimates account for three things: effort, complexity, and unknowns. Don’t short sell yourself by estimating effort alone, that’s where waterfall projects face issues.
-Remember to estimate all Stories, user stories or technical stories. Even estimate research or discovery spikes.
-Refine your backlog as a team on a continuous basis, to get your stories to meet the Definition of Ready.
-Only pull into your sprint, stories that are refined and estimated.
-Break down stories that are large, into smaller slivers of value to optimize your flow.
-Don’t sweat it if you get it wrong, teams often do early on but improve over time.
This document discusses techniques for estimating story points in Agile projects. It describes current estimation practices like fixed story pointing based on person hours or days, expert influence, and guestimating. These can lead to inaccurate estimates and not reflect improved productivity over time. The document proposes an approach called MAGIC which uses a story point matrix based on functional and technical analysis to measure and analyze stories, and an empirical data model using historical project data to improve and control estimates. Templates are provided for the story point matrix and empirical data model.
At the start of a project or start of a major release, we always face the problem of "How do we break down this big release into stories?" " How do I move from this vision to lower level details in user stories?". My workshop & presentation at the #India Agile Week 2013 Pune was focussed on providing answers to this. This presentation provides a way to move from high level vision to user stories using Story Map.
User Story Maps: Secrets for Better Backlogs and PlanningAaron Sanders
User story mapping is an intuitive way to build and organize a product backlog. During this session you’ll get hands-on experience building a user story map. You’ll learn:
How story mapping drives productive conversations with users and stakeholders.
How to plan incremental releases of your product using minimal holistic slices that deliver value at each product release.
Secrets to effective prioritization for both planning releases, and figuring out what to build next.
Tactical management of your backlog as you grow your working software to releasability.
The backlog building and managing strategies in this session will take you well beyond the agile basics.
This document discusses user story mapping and provides an example of mapping out a morning routine. It explains that user story mapping helps create a shared understanding by focusing conversations on user experiences. The mapping process involves writing individual tasks or stories, organizing them into a narrative flow, exploring alternatives, distilling the map into a backbone, and slicing tasks to achieve specific outcomes. It then demonstrates this process by mapping out tasks for different goals of getting ready in the morning, either in a rush or with more leisurely time.
This document provides an overview of agile stories, estimating, and planning. It discusses what user stories are, how to write them, and techniques for estimating story sizes such as story points. It also covers different levels of planning including release planning, iteration planning, and daily planning. The document is intended to provide background information on using agile methods for requirements management and project planning.
Arlen Bankston
Arlen is an established leader in the application and evolution of process management methodologies such as Lean, Six Sigma and BPM, as well as Agile software development processes such as Extreme Programming (XP) and Scrum. He is a Lean Six Sigma Master Black Belt and Certified ScrumMaster Trainer. He also has twelve years of experience in product design, leveraging principles of information architecture, interaction design and usability to develop innovative products that meet customers’ expressed and unspoken needs. Arlen has led Agile and Lean deployment and managed process improvement projects at clients such as Capital One, T. Rowe Price, Freddie Mac, and the Armed Forces Benefits Association. Arlen’s recent work has centered on combining Lean Six Sigma process improvement methods with Agile execution to dramatically improve both the speed and quality of business results. He has also led the integration of interaction design and usability practices into Agile methodologies, presenting and training frequently at both industry conferences and to Fortune 100 clients.
User Story Mapping Workshop (Design Skills 2016)Bartosz Mozyrko
User Story Mapping (USM) is a top-down approach of gathering "requirements" in agile environments.
"A user story map arranges user stories into a useful model to help understand the functionality of the system, identify holes and omissions in your backlog, and effectively plan holistic releases that deliver value to users and business with each release (from Jeff Patton's The New User Story Backlog Is a Map)."
User Story Mapping, Discover the whole storyJeff Patton
Variations of these slides have been used in a variety of talks.
These slides support discussions on why stories work, and when they don't. And, on story mapping, how and why it works.
Creating a backlog of user stories is pretty straight forward but it doesn't help you when it comes to decisions like what to build first, how to prioritize and groom the backlog, how to scope and plan the project, and how to visualize progress. The traditional backlog is simply too flat and often too long to help you see the bigger picture and make good decisions. User Story Mapping helps simplify all of these common project issues. By adding a third dimension to your backlog, your team will make better decisions about priorities, scope, and planning while improving your ability to visualize progress.
In this practical session I’ll cover the basics of user story mapping before walking you through case studies of how our teams are using this approach and the results we are achieving. I'll show you the before, during, and after pictures from several projects so that you can understand how our maps progress during the projects and how we use them to influence iterative development, promote good decision making, and visualize priorities, plans, scope and progress.
This presentation includes an overview of the various estimation techniques used in Agile projects. I've also put in a slide for explaining the importance of business value for Agile requirements. A simple mechanism on capacity planning before weaving it all together to come up with a reasonably foolproof plan.
The document describes an Agile creativity workshop led by Mariya Breyter. The workshop includes warm-up games like having participants express creativity through images and challenging assumptions about restaurants. The main activity is an Agile storytelling game where participants write and unfold stories collaboratively. They then provide solutions. Additional proposed games include alphabet improv and creating Agile role descriptions in a catalog style. Takeaways highlighted are that creative play helps new perspectives, manages risk, unleashes potential, and is fun.
Mental Models Game Prototype Presentation May 2013 updateVille Keranen
Concept presentation about Mental Models Card Game. The game was invented by Tiimiakatemia Creativity Program LÄN back in 2006. Monkey Business took over the development in 2010 and intends to publish it as a card game as well as an open source project.
Why is Tinder such an addictive dating platform? One of the reasons is that it is actually a casual game, back-boned with one of the most efficient feedback loop: the hunter's loop.
This deck will help you to better understand the loop and how to apply it to your products.
Why Tinder is so addictive? - Hunter PsychologyCan Bakir
The document discusses the "hunter's loop" concept and how it can be applied to digital products to boost engagement. The hunter's loop consists of 6 phases: 1) Spotting patterns, 2) Envisioning the prize, 3) The small act, 4) Anticipation phase, 5) The big act, and 6) The reward. It describes how Tinder and casual games like Angry Birds use a modified version of this loop to keep users engaged. Applying the hunter's loop principles like having a clear, variable reward and small, understandable actions can increase user engagement for digital products. It also notes that people hunt for many things beyond dates and how the model could be applied differently for "gatherers
This toolkit contains games and activities to facilitate communication between family members. It includes the card games "Show Me Your Face" and "The Table Talk" to encourage conversation. The document provides tips for families such as cooking together, leaving positive post-its for each other, and having device-free dinners to strengthen bonds and understanding through interaction.
This toolkit contains games and activities to facilitate communication between family members. It includes the card games "Show Me Your Face" and "The Table Talk" to encourage conversation. The document provides tips for families such as cooking together, leaving positive post-its for each other, and having device-free dinners to strengthen bonds and understanding through interaction.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
This document provides a summary of a presentation on using games and gamification to support learning. It begins with introductions and then outlines the following key points:
1. It defines what constitutes a game and how games can be useful for learning.
2. It discusses using case studies and prototypes to prove the value of games for learning and provides tips for creating effective learning games, such as playing games to learn design, prototyping, choosing elements to support learning goals, and playtesting.
3. It shares examples of learning games created by Bottom-Line Performance and the business and learning goals they aimed to achieve.
Planning Poker is a technique used to estimate effort for tasks in Agile software development. It involves each team member privately selecting a planning poker card representing their estimate for a task. The cards have Fibonacci numbers written on them. The cards are then revealed and discussed if estimates differ, until consensus is reached. Once estimates are established, the team's velocity (amount of work completed per sprint) can be used to predict future release dates. Planning Poker works well because it leverages the wisdom of crowds and averages individual estimates for more accurate results.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Ever wonder why Agile teams swear by relative estimation? My teams improved sprint planning efforts by a factor or 3, once we started using relative estimation.
Without understanding Agile relative estimation, teams tend to fall back to using time-based methods. This often leads them to spend way too much time on obsolete estimates that will be made even more complex with all the unknowns and constant emergent requirements of an Agile world!
“It's better to be roughly right, than precisely wrong!”
~ John Maynard Keyenes
The Solution is simple: understand that relative estimation is only a rough order of magnitude estimate to quickly organize the product backlog. This empowers your product owners (PO) to quickly make value based trade-offs on backlog items and decide on what stories the team should work next. This gives the business the highest bang for their buck!
PROBLEMS WITH TIME-BASED ESTIMATES
-Teams spend too much time trying to get it right
-Lack of confidence/experience can lead to people being either optimistic or pessimistic
-Timeline you are estimating may be too far in the future
-Due to long timeline, there are too many risks, unknowns, changes or dependencies!
WHY USE RELATIVE ESTIMATION?
-Allows a quick comparison of stories in the backlog
-Allows you to select a predictable volume of work to do in a sprint
-Uses a simple arbitrary scale
-Allows PO to make trade-offs and take on the most valuable stories next
ESTIMATION TIPS
-Relative points or equivalent Tshirt sizes are used to estimate stories, leveraging the Fibonacci sequence modified for Agile.
-The team estimates the story, not management nor the customer.
-Story estimates account for three things: effort, complexity, and unknowns. Don’t short sell yourself by estimating effort alone, that’s where waterfall projects face issues.
-Remember to estimate all Stories, user stories or technical stories. Even estimate research or discovery spikes.
-Refine your backlog as a team on a continuous basis, to get your stories to meet the Definition of Ready.
-Only pull into your sprint, stories that are refined and estimated.
-Break down stories that are large, into smaller slivers of value to optimize your flow.
-Don’t sweat it if you get it wrong, teams often do early on but improve over time.
This document discusses techniques for estimating story points in Agile projects. It describes current estimation practices like fixed story pointing based on person hours or days, expert influence, and guestimating. These can lead to inaccurate estimates and not reflect improved productivity over time. The document proposes an approach called MAGIC which uses a story point matrix based on functional and technical analysis to measure and analyze stories, and an empirical data model using historical project data to improve and control estimates. Templates are provided for the story point matrix and empirical data model.
At the start of a project or start of a major release, we always face the problem of "How do we break down this big release into stories?" " How do I move from this vision to lower level details in user stories?". My workshop & presentation at the #India Agile Week 2013 Pune was focussed on providing answers to this. This presentation provides a way to move from high level vision to user stories using Story Map.
User Story Maps: Secrets for Better Backlogs and PlanningAaron Sanders
User story mapping is an intuitive way to build and organize a product backlog. During this session you’ll get hands-on experience building a user story map. You’ll learn:
How story mapping drives productive conversations with users and stakeholders.
How to plan incremental releases of your product using minimal holistic slices that deliver value at each product release.
Secrets to effective prioritization for both planning releases, and figuring out what to build next.
Tactical management of your backlog as you grow your working software to releasability.
The backlog building and managing strategies in this session will take you well beyond the agile basics.
This document discusses user story mapping and provides an example of mapping out a morning routine. It explains that user story mapping helps create a shared understanding by focusing conversations on user experiences. The mapping process involves writing individual tasks or stories, organizing them into a narrative flow, exploring alternatives, distilling the map into a backbone, and slicing tasks to achieve specific outcomes. It then demonstrates this process by mapping out tasks for different goals of getting ready in the morning, either in a rush or with more leisurely time.
This document provides an overview of agile stories, estimating, and planning. It discusses what user stories are, how to write them, and techniques for estimating story sizes such as story points. It also covers different levels of planning including release planning, iteration planning, and daily planning. The document is intended to provide background information on using agile methods for requirements management and project planning.
Arlen Bankston
Arlen is an established leader in the application and evolution of process management methodologies such as Lean, Six Sigma and BPM, as well as Agile software development processes such as Extreme Programming (XP) and Scrum. He is a Lean Six Sigma Master Black Belt and Certified ScrumMaster Trainer. He also has twelve years of experience in product design, leveraging principles of information architecture, interaction design and usability to develop innovative products that meet customers’ expressed and unspoken needs. Arlen has led Agile and Lean deployment and managed process improvement projects at clients such as Capital One, T. Rowe Price, Freddie Mac, and the Armed Forces Benefits Association. Arlen’s recent work has centered on combining Lean Six Sigma process improvement methods with Agile execution to dramatically improve both the speed and quality of business results. He has also led the integration of interaction design and usability practices into Agile methodologies, presenting and training frequently at both industry conferences and to Fortune 100 clients.
User Story Mapping Workshop (Design Skills 2016)Bartosz Mozyrko
User Story Mapping (USM) is a top-down approach of gathering "requirements" in agile environments.
"A user story map arranges user stories into a useful model to help understand the functionality of the system, identify holes and omissions in your backlog, and effectively plan holistic releases that deliver value to users and business with each release (from Jeff Patton's The New User Story Backlog Is a Map)."
User Story Mapping, Discover the whole storyJeff Patton
Variations of these slides have been used in a variety of talks.
These slides support discussions on why stories work, and when they don't. And, on story mapping, how and why it works.
Creating a backlog of user stories is pretty straight forward but it doesn't help you when it comes to decisions like what to build first, how to prioritize and groom the backlog, how to scope and plan the project, and how to visualize progress. The traditional backlog is simply too flat and often too long to help you see the bigger picture and make good decisions. User Story Mapping helps simplify all of these common project issues. By adding a third dimension to your backlog, your team will make better decisions about priorities, scope, and planning while improving your ability to visualize progress.
In this practical session I’ll cover the basics of user story mapping before walking you through case studies of how our teams are using this approach and the results we are achieving. I'll show you the before, during, and after pictures from several projects so that you can understand how our maps progress during the projects and how we use them to influence iterative development, promote good decision making, and visualize priorities, plans, scope and progress.
This presentation includes an overview of the various estimation techniques used in Agile projects. I've also put in a slide for explaining the importance of business value for Agile requirements. A simple mechanism on capacity planning before weaving it all together to come up with a reasonably foolproof plan.
The document describes an Agile creativity workshop led by Mariya Breyter. The workshop includes warm-up games like having participants express creativity through images and challenging assumptions about restaurants. The main activity is an Agile storytelling game where participants write and unfold stories collaboratively. They then provide solutions. Additional proposed games include alphabet improv and creating Agile role descriptions in a catalog style. Takeaways highlighted are that creative play helps new perspectives, manages risk, unleashes potential, and is fun.
Mental Models Game Prototype Presentation May 2013 updateVille Keranen
Concept presentation about Mental Models Card Game. The game was invented by Tiimiakatemia Creativity Program LÄN back in 2006. Monkey Business took over the development in 2010 and intends to publish it as a card game as well as an open source project.
Why is Tinder such an addictive dating platform? One of the reasons is that it is actually a casual game, back-boned with one of the most efficient feedback loop: the hunter's loop.
This deck will help you to better understand the loop and how to apply it to your products.
Why Tinder is so addictive? - Hunter PsychologyCan Bakir
The document discusses the "hunter's loop" concept and how it can be applied to digital products to boost engagement. The hunter's loop consists of 6 phases: 1) Spotting patterns, 2) Envisioning the prize, 3) The small act, 4) Anticipation phase, 5) The big act, and 6) The reward. It describes how Tinder and casual games like Angry Birds use a modified version of this loop to keep users engaged. Applying the hunter's loop principles like having a clear, variable reward and small, understandable actions can increase user engagement for digital products. It also notes that people hunt for many things beyond dates and how the model could be applied differently for "gatherers
This toolkit contains games and activities to facilitate communication between family members. It includes the card games "Show Me Your Face" and "The Table Talk" to encourage conversation. The document provides tips for families such as cooking together, leaving positive post-its for each other, and having device-free dinners to strengthen bonds and understanding through interaction.
This toolkit contains games and activities to facilitate communication between family members. It includes the card games "Show Me Your Face" and "The Table Talk" to encourage conversation. The document provides tips for families such as cooking together, leaving positive post-its for each other, and having device-free dinners to strengthen bonds and understanding through interaction.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
This document provides a summary of a presentation on using games and gamification to support learning. It begins with introductions and then outlines the following key points:
1. It defines what constitutes a game and how games can be useful for learning.
2. It discusses using case studies and prototypes to prove the value of games for learning and provides tips for creating effective learning games, such as playing games to learn design, prototyping, choosing elements to support learning goals, and playtesting.
3. It shares examples of learning games created by Bottom-Line Performance and the business and learning goals they aimed to achieve.
The document outlines a marketing plan for the game "Mr. Monocle." It discusses targeting "whale" gamers over age 35 who enjoy endless runner games. The plan includes developing social media presence, giving away merchandise to followers, and hosting an in-person competition. While originally considering teenagers, the focus shifted to whale gamers who would be more attracted to the game's mechanics.
This proposal is for a pixelated arcade game called Pixelated Arcade Game. The purpose is to entertain players by having them complete tasks and quests to collect stars on each level, with increasing challenge as levels progress. The game will involve collecting three stars on each level. It is aimed at all ages and genders to get all gamers involved. The game will not include any offensive language or violent content to ensure it is suitable for all ages and does not offend anyone.
This proposal is for a pixelated arcade game called Pixelated Arcade Game. The purpose is to entertain players by having them complete tasks and quests to collect stars on each level, with increasing challenge as levels progress. The game will involve collecting three stars on each level. It is aimed at all ages and genders to get all gamers involved. The game will not include any offensive language or violent content to ensure it is suitable for all ages and does not offend anyone.
Situation Playtime is a New Zealand-based wooden toy shop that sells over 4,000 wooden toy products at discounted prices to encourage children's imagination and play. Their philosophy is to provide high-quality, eco-friendly wooden toys in various shapes and sizes to customers around the country while supporting their local community. They sell toys suitable for preschoolers and kindergarteners, with over 12,000 parents following their Facebook page for the latest deals and new toy releases.
The document provides an initial plan and reaction for a 2D pixel art game project targeting 16-19 year olds. It discusses exploring handheld or mobile platforms as the author has experience with PC games. Due to the pixel art style, the game must be simple but allow for detail. The author wants to move away from their previous endless runner style game and try a puzzle or match-3 game instead. They will aim to create a unisex game different from their previous male-focused work. The schedules outlines 5 weeks of production including research, proposal, development, and evaluation. The bibliography lists 7 example games from various publishers in related genres to use for inspiration and research.
This document discusses different techniques for estimating project timelines and costs. It provides examples of estimating the size and weight of different animals to illustrate techniques like affinity estimation, team agreement, silent sorting, and planning poker. The key lessons are that estimating is easier using relative comparisons than numbers, estimates have multiple dimensions, and talking to stakeholders helps define the reference point for estimates. Different techniques can provide more accurate estimates depending on the context and type of project being estimated.
Not WHEN Games but WHICH Learning GamesSharon Boller
L&D people think games are useful in a subset of situations. This session showcases numerous games to show how vast the landscape of learning games can be - from games involving only people to tabletop games to asynchronous digital games
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
The document summarizes several games that were played and discussed in class to learn about the transition from physical to digital media. It discusses the games Pawn Stars, Avengers Alliance, Angry Birds, Critical Cases, 8 Ball Pool, and Farmville. For each game, it describes the gameplay, objectives, skills learned, and how they represent a remediation of physical activities to the digital world. It then outlines readings assigned on the topics of print publications transitioning to digital formats, and activities for student groups to analyze and present on key points from the readings.
Zoom In Game for ice breaking in a trainingRafik ABDI
This document provides instructions for playing a PowerPoint guessing game called "The Zoom In Game" with medium to large groups. Players are split into teams and shown progressively more zoomed out images of objects. Teams write down their guesses and receive points based on how quickly they correctly identify each object, with more points awarded for earlier guesses. The team with the most points after all objects are revealed wins. The game encourages discussion, engagement, and friendly competition among groups.
Indie Games - From Prototype to Polish, Tips & Tricks making your own indie g...Anna Grueter
The document provides tips for indie game developers. It discusses connecting with users through playtesting prototypes, focusing on the first-time user experience with intuitive tutorials, and establishing a brand identity across multiple games. Key recommendations include failing often with quick prototypes to identify fun, teaching game mechanics seamlessly through level design, and understanding the target audience to tailor the game experience and marketing appropriately. The overall message is that indie developers should solicit frequent user feedback, emphasize accessibility and usability, and develop a consistent brand to help discoverability and growth across multiple game titles.
Similar to Agile Estimation Game by Paul J Heidema (20)
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
2. 1. Understand the Agile Estimation Game
2. Understand how to estimate value of work
3. Experience estimating effort of work
4.Ability to use this tool tomorrow!
LEARNING OUTCOMES
3. PAUL HEIDEMA
10+Years in Web Development
6+Years of Agile experience
Certified Scrum Professional
Certified Master of OpenAgile
Coach,Trainer, Consultant
Vegan Enthusiast
High-Energy Guy
6. THE HANDOUT
This is your backlog of work to be done
The Agile Estimation Game
by Paul Heidema
Product Backlog for 3 Little Pigs Comic Book
Effort Estimate?
1 As a CHILD I can see the cover page so that we sell more comics
2 As a PARENT I can read the H1N1 PSA so that my child is healthy
3 As a CHILD I can see the wolf dying so that I am happy
4 As a PARENT I can read the moral of the story to my child so that my child is wise
5 As a CHILD I can see the 3rd pig building his house of bricks so that I enjoy the story
6 As a CHILD I can see the 3 pigs leaving mama's house so that I enjoy the story
7 As a PARENT I can read about the 3rd pig learning to build at Home Depot so that I want to buy
building supplies there
8 As a CHILD I can see the wolf failing to blow down the 3rd house so that I enjoy the story
9 Mayor of Piggytown gives award to 3rd pig
7. THE TEAM
The people at your table
are the team.
Agile estimation is done by the team
that does the work.
18. 3. The individuals with the highest and
lowest number make
short statements.
19. 4. If required, the Product Owner
quickly clarifies assumptions.
20. 5. Repeat steps 2-4 until you
achieve unity.
(All vote with the same number.)
21. Steps of the Agile Estimation Game
Choose the smallest effort item and give it 2 points (baseline).
Start at Product Backlog item #1.
1. Product Owner reads the item. Lightly discuss.
2. Vote secretly, then share numbers together.
3.The individuals (only 2) with highest and lowest
number make short statements.
4. If needed, Product Owner clarifies.
5. Repeat steps 2-4 until you achieve unity. 25 MIN