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ROAD AHEAD
• GAMES
• GAMIFICATION
• SCRUM
• SCRUMIFICATION
GAMIFICATION

?
GAMIFICATION

PLAYERS + PLAYGROUND + PLAY RULES = THE

GAME – IN AN NON GAME CONTEXT
PLAYERS …
• WANT TO SOLVE PROBLEMS: STAY CALM AND SAVE THE PRINCESS
• CONTROL -> IMPACT (ENVIRONMENT / WORLD AND OTHER PLAYERS)
• REWARD (FEEDBACK, PROGRESS, RECOGNITION, PAYOFF)
• SHOW OFF AND BE APPRECIATED
PLAYGROUND…
• CONTROLLED ENVIRONMENT
• INTERACTIVE, ADAPTIVE
• CONTAINS SURPRISES AND UNCHARTED AREAS
• SAFE FOR RISK TAKING
RULES …
• WHO CAN DO WHAT
• EVENT TIMELINES AND CONSTRAINTS
• RANDOMNESS (CHANCE) -> ANTICIPATION AND SURPRISE
• ENABLE STRATEGY DESIGN
THE GAME…
• CAN BE RE-PLAYED
• POSE A CHALLENGE
• EASY TO PLAY, HARD TO EXPLAIN -> DYNAMIC DECISION MAKING
• INDUCES THE MOOD (BOREDOM, FLOW, FRUSTRATION)
MASTERING THE GAME
THE ORIGIN OF FUN
• EASY FUN
• HARD FUN
• PEOPLE
• SERIOUS

– DO SIMPLE THINGS

– DO DIFFICULT THINGS
– INTERACTION WITH OTHERS
– HELP OTHERS (SOCIAL RESPONSIBILITY)
MEET THE PLAYERS
20%

40%

80%

50%

sociagility
GAMIFICATION DESIGN…
• MECHANICS – FUNCTIONING COMPONENTS OF THE GAME

• DYNAMICS – PLAYERS INTERACTION WITH MECHANICS
• AESTHETICS – HOW THE GAME MAKES THE PLAYER FEEL DURING INTERACTION
MECHANICS GAME COMPONENTS
• POINTS: DAYS, USER STORIES, DEFECTS, IMPEDIMENTS, DEVIATION
• LEVELS: STARTUP, READINESS, EXECUTION, DELIVERY, ACCEPTANCE
• MILESTONES: READY, DONE
• ACTIONS: GROOMING, ESTIMATION, PLANNING, DOCUMENT, CODE, TEST, INTEGRATE, CONFIGURE, DEPLOY
• PAYBACK: STATUS, ACCESS, POWER, STUFF (GOING OUT WITH THE TEAM, CLIENT VISIT, COOKIES)
DON’T ASSUME WHAT MOTIVATES PEOPLE, INVESTIGATE!!!
ENABLE TEAM TO HAVE A SOCIAL CONTRIBUTION -> TEAM CHOOSES A CAUSE TO DONATE, GROW A VIRTUAL TREE
DYNAMICS INTERACTION
• ONBOARDING – PLAYER’S FIRST MINUTE: MAKE THEM WIN SMALL AND HAVE A SMALL REWARD
• ENGAGEMENT LOOPS – NOVICE, EXPERT
• FEEDBACK AND REINFORCEMENT
• FELLOW SHIP
• EXPRESSION – DESIGN THE SOLUTION, GIVE NAMES TO WORK ITEMS, FEELING OF THE DAY
• DRAMATIC TENSION – UNSOLVED DEPENDENCIES, UNCLEAR FUTURE
• SAFE ENVIRONMENT TO TAKE RISKS
AESTHETICS FEELINGS ABOUT INTERACTION
• LEADERBOARDS
• PROGRESS BAR
• BADGES
• SOCIAL CALL TO ACTION
• ADDRESS: SENSATIONS, FEELING, DRAMA (STORYTELLING), OBSTACLES
WHY GAMIFICATION?
CULTIVATE BEHAVIOR
• IDENTIFY A BEHAVIOR TO BE CULTIVATED
• LIST ALL THE ACTIONS THAT LEAD TO THAT BEHAVIOR
• CREATE AN OPPORTUNITY FOR THE ACTION
• CELEBRATE THE OUTCOME
MEET THE SCRUM TEAM
Team

Player

Client

Product owner

Supplier

Scrum master
Development team
THE “PRINCESS”
Player

Goal

Product owner

Maximize the value of the product

Scrum master

Ensure the Scrum in understood and enacted

Development team

Delivering releasable increment of “done” product
THE “POWERS”
Player

Power

The product owner

Product backlog management
- Prioritization to achieve goals
- Visible, transparent, clear to all, what’s next
- Understandable for Dev team at the needed level

Scrum master

Effective product backlog management
Communicate Back log to Dev team
Facilitate events
Remove impediments
Coach the team in organization of work

Development team

Organize and manage the work
Create the “Increment”
THE LEVELS
• SPRINT 0: ORIENTATION, KNOWLEDGE, TOOLS
• THE SPRINTS (TIME BOX DURING WHICH RELEASABLE PRODUCT INCREMENT IS CREATED)
•
•
•
•

SPRINT PLANNING MEETING (WHAT WILL BE DELIVERED, HOW THE WORK WILL BE DONE) -> SPRINT GOAL
DAILY SCRUM (SYNCHRONIZE ACTIVITIES, PLAN NEXT 24 HRS, WHAT IMPEDIMENTS EXIST)
SPRINT REVIEW (INSPECT THE INCREMENT AND REVIEW BACKLOG)
SPRINT RETROSPECTIVE (CREATE A PLAN OF IMPROVEMENTS -> PEOPLE, RELATIONSHIPS, PROCESS, TOOLS)

• GO LIVE
• MAINTENANCE
THE RULES
• PRODUCT MANAGEMENT CAN BE DONE BY PRODUCT OWNER OR DEVELOPMENT TEAM, BUT THE PO IS
ACCOUNTABLE

• NO ONE TELLS THE DEV TEAM HOW TO TURN PRODUCT BACKLOGS INTO INCREMENTS
• THE SCRUM MASTER IS THE SERVANT-LEADER OF THE SCRUM TEAM
• EACH SPRINT MAY BE CONSIDERED A PROJECT -> ACCOMPLISH SOMETHING
• IF GOAL, ENVIRONMENT, TECHNOLOGY CONDITIONS CHANGE, THE PRODUCT OWNER CAN CANCEL A SPRINT
• THE DEVELOPMENT TEAM DESIGNS THE SYSTEM AND THE WORK TO BE DONE TO CONVERT PRODUCT BACKLOG
INTO PRODUCT INCREMENT -> ESTIMATED EFFORT, RESOURCE ALLOCATION
BEHAVIORAL CHANGE
•
•
•
•
•

ESTIMATIONS: INCREASE PRECISION AND REDUCE TIME TO MAKE ESTIMATES

•

TECHNICAL DESIGN AND IMPACT ANALYSIS

EARLY DETECTION OF ROADBLOCKS: IDENTIFY ROADBLOCKS BEFORE THEY ARE SHOWSTOPPERS

•

ASSESS THE PROGRESS ON DEPENDENCIES WHICH ARE WORK IN PROGRESS

FIT FOR PURPOSE: COMPLETELY UNDERSTAND THE WORK TO BE DONE IN CONTEXT OF THE PROJECT

•
•

SOLUTION WALKTHROUGH
PAIR REVIEW

READINESS

•

CONTINUOUS LEARNING, MOVE OUT OF THE COMFORT ZONE, SHARE WITH OTHER HOW THEY SOLVE PROBLEMS

LEARN FROM EXPERIENCE

•

GENUINE IDENTIFICATION OF ACTIONS WITH POSITIVE IMPACT AND MAKE THEM INTO “BEST PRACTICES”
CANDIDATE GAME 1
RETRO BALL

• BEHAVIOR: GENUINE IDENTIFICATION OF ACTIONS WITH POSITIVE IMPACT
• WHEN: DURING THE SPRINT RETROSPECTIVE; TAKE A BALL AND WRITE ON IT “START  STOP  KEEP”
• STARTING: THE SCRUM MASTER THROWS THE BALL TO A TEAM MEMBER; THE TEAM MEMBER CATCH THE
BALL AND READS WHAT IS THE WORD -> MAKES A STATEMENT WHICH STARTS WITH THE WORD

• CONTINUATION: THE TEAM MEMBER THROWS THE BALL TO ANOTHER TEAM MEMBER
• FINISH: AFTER 30 MINUTES
• REWARD: COOKIES FOR EVERYBODY
CANDIDATE GAME 2
CELEBRATING THE HARVEST
• BEHAVIOR: READINESS, SHARE WITH OTHERS SOLVED PROBLEMS
• WHEN: AT THE END OF A SPRINT, OR PLANNING
• HOW: OPEN SESSION WHEN A TEAM MEMBER PRESENTS CHALLENGES AND SOLUTION FOUND
• REWARD: A COACHING SESSION FROM A DOMAIN EXPERT, BECOME A COACH
CANDIDATE GAME 3
HACKATON
• BEHAVIOR: CO-CREATION
• WHEN: EVERY QUARTER
• HOW: ONE OFFICE DAY IN WHICH PEOPLE SOLVE A GIVEN PROBLEM
• REWARD: BADGES
CANDIDATE GAME 4
PROPOSALS
• BEHAVIOR: MAKE CREATIVE PROPOSALS
• WHEN: REQUEST FOR PROPOSALS
• HOW:
• REWARD:

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Gamified agility

  • 1.
  • 2. ROAD AHEAD • GAMES • GAMIFICATION • SCRUM • SCRUMIFICATION
  • 4. GAMIFICATION PLAYERS + PLAYGROUND + PLAY RULES = THE GAME – IN AN NON GAME CONTEXT
  • 5. PLAYERS … • WANT TO SOLVE PROBLEMS: STAY CALM AND SAVE THE PRINCESS • CONTROL -> IMPACT (ENVIRONMENT / WORLD AND OTHER PLAYERS) • REWARD (FEEDBACK, PROGRESS, RECOGNITION, PAYOFF) • SHOW OFF AND BE APPRECIATED
  • 6. PLAYGROUND… • CONTROLLED ENVIRONMENT • INTERACTIVE, ADAPTIVE • CONTAINS SURPRISES AND UNCHARTED AREAS • SAFE FOR RISK TAKING
  • 7. RULES … • WHO CAN DO WHAT • EVENT TIMELINES AND CONSTRAINTS • RANDOMNESS (CHANCE) -> ANTICIPATION AND SURPRISE • ENABLE STRATEGY DESIGN
  • 8. THE GAME… • CAN BE RE-PLAYED • POSE A CHALLENGE • EASY TO PLAY, HARD TO EXPLAIN -> DYNAMIC DECISION MAKING • INDUCES THE MOOD (BOREDOM, FLOW, FRUSTRATION)
  • 10. THE ORIGIN OF FUN • EASY FUN • HARD FUN • PEOPLE • SERIOUS – DO SIMPLE THINGS – DO DIFFICULT THINGS – INTERACTION WITH OTHERS – HELP OTHERS (SOCIAL RESPONSIBILITY)
  • 12. GAMIFICATION DESIGN… • MECHANICS – FUNCTIONING COMPONENTS OF THE GAME • DYNAMICS – PLAYERS INTERACTION WITH MECHANICS • AESTHETICS – HOW THE GAME MAKES THE PLAYER FEEL DURING INTERACTION
  • 13. MECHANICS GAME COMPONENTS • POINTS: DAYS, USER STORIES, DEFECTS, IMPEDIMENTS, DEVIATION • LEVELS: STARTUP, READINESS, EXECUTION, DELIVERY, ACCEPTANCE • MILESTONES: READY, DONE • ACTIONS: GROOMING, ESTIMATION, PLANNING, DOCUMENT, CODE, TEST, INTEGRATE, CONFIGURE, DEPLOY • PAYBACK: STATUS, ACCESS, POWER, STUFF (GOING OUT WITH THE TEAM, CLIENT VISIT, COOKIES) DON’T ASSUME WHAT MOTIVATES PEOPLE, INVESTIGATE!!! ENABLE TEAM TO HAVE A SOCIAL CONTRIBUTION -> TEAM CHOOSES A CAUSE TO DONATE, GROW A VIRTUAL TREE
  • 14. DYNAMICS INTERACTION • ONBOARDING – PLAYER’S FIRST MINUTE: MAKE THEM WIN SMALL AND HAVE A SMALL REWARD • ENGAGEMENT LOOPS – NOVICE, EXPERT • FEEDBACK AND REINFORCEMENT • FELLOW SHIP • EXPRESSION – DESIGN THE SOLUTION, GIVE NAMES TO WORK ITEMS, FEELING OF THE DAY • DRAMATIC TENSION – UNSOLVED DEPENDENCIES, UNCLEAR FUTURE • SAFE ENVIRONMENT TO TAKE RISKS
  • 15. AESTHETICS FEELINGS ABOUT INTERACTION • LEADERBOARDS • PROGRESS BAR • BADGES • SOCIAL CALL TO ACTION • ADDRESS: SENSATIONS, FEELING, DRAMA (STORYTELLING), OBSTACLES
  • 16. WHY GAMIFICATION? CULTIVATE BEHAVIOR • IDENTIFY A BEHAVIOR TO BE CULTIVATED • LIST ALL THE ACTIONS THAT LEAD TO THAT BEHAVIOR • CREATE AN OPPORTUNITY FOR THE ACTION • CELEBRATE THE OUTCOME
  • 17. MEET THE SCRUM TEAM Team Player Client Product owner Supplier Scrum master Development team
  • 18. THE “PRINCESS” Player Goal Product owner Maximize the value of the product Scrum master Ensure the Scrum in understood and enacted Development team Delivering releasable increment of “done” product
  • 19. THE “POWERS” Player Power The product owner Product backlog management - Prioritization to achieve goals - Visible, transparent, clear to all, what’s next - Understandable for Dev team at the needed level Scrum master Effective product backlog management Communicate Back log to Dev team Facilitate events Remove impediments Coach the team in organization of work Development team Organize and manage the work Create the “Increment”
  • 20. THE LEVELS • SPRINT 0: ORIENTATION, KNOWLEDGE, TOOLS • THE SPRINTS (TIME BOX DURING WHICH RELEASABLE PRODUCT INCREMENT IS CREATED) • • • • SPRINT PLANNING MEETING (WHAT WILL BE DELIVERED, HOW THE WORK WILL BE DONE) -> SPRINT GOAL DAILY SCRUM (SYNCHRONIZE ACTIVITIES, PLAN NEXT 24 HRS, WHAT IMPEDIMENTS EXIST) SPRINT REVIEW (INSPECT THE INCREMENT AND REVIEW BACKLOG) SPRINT RETROSPECTIVE (CREATE A PLAN OF IMPROVEMENTS -> PEOPLE, RELATIONSHIPS, PROCESS, TOOLS) • GO LIVE • MAINTENANCE
  • 21. THE RULES • PRODUCT MANAGEMENT CAN BE DONE BY PRODUCT OWNER OR DEVELOPMENT TEAM, BUT THE PO IS ACCOUNTABLE • NO ONE TELLS THE DEV TEAM HOW TO TURN PRODUCT BACKLOGS INTO INCREMENTS • THE SCRUM MASTER IS THE SERVANT-LEADER OF THE SCRUM TEAM • EACH SPRINT MAY BE CONSIDERED A PROJECT -> ACCOMPLISH SOMETHING • IF GOAL, ENVIRONMENT, TECHNOLOGY CONDITIONS CHANGE, THE PRODUCT OWNER CAN CANCEL A SPRINT • THE DEVELOPMENT TEAM DESIGNS THE SYSTEM AND THE WORK TO BE DONE TO CONVERT PRODUCT BACKLOG INTO PRODUCT INCREMENT -> ESTIMATED EFFORT, RESOURCE ALLOCATION
  • 22. BEHAVIORAL CHANGE • • • • • ESTIMATIONS: INCREASE PRECISION AND REDUCE TIME TO MAKE ESTIMATES • TECHNICAL DESIGN AND IMPACT ANALYSIS EARLY DETECTION OF ROADBLOCKS: IDENTIFY ROADBLOCKS BEFORE THEY ARE SHOWSTOPPERS • ASSESS THE PROGRESS ON DEPENDENCIES WHICH ARE WORK IN PROGRESS FIT FOR PURPOSE: COMPLETELY UNDERSTAND THE WORK TO BE DONE IN CONTEXT OF THE PROJECT • • SOLUTION WALKTHROUGH PAIR REVIEW READINESS • CONTINUOUS LEARNING, MOVE OUT OF THE COMFORT ZONE, SHARE WITH OTHER HOW THEY SOLVE PROBLEMS LEARN FROM EXPERIENCE • GENUINE IDENTIFICATION OF ACTIONS WITH POSITIVE IMPACT AND MAKE THEM INTO “BEST PRACTICES”
  • 23. CANDIDATE GAME 1 RETRO BALL • BEHAVIOR: GENUINE IDENTIFICATION OF ACTIONS WITH POSITIVE IMPACT • WHEN: DURING THE SPRINT RETROSPECTIVE; TAKE A BALL AND WRITE ON IT “START STOP KEEP” • STARTING: THE SCRUM MASTER THROWS THE BALL TO A TEAM MEMBER; THE TEAM MEMBER CATCH THE BALL AND READS WHAT IS THE WORD -> MAKES A STATEMENT WHICH STARTS WITH THE WORD • CONTINUATION: THE TEAM MEMBER THROWS THE BALL TO ANOTHER TEAM MEMBER • FINISH: AFTER 30 MINUTES • REWARD: COOKIES FOR EVERYBODY
  • 24. CANDIDATE GAME 2 CELEBRATING THE HARVEST • BEHAVIOR: READINESS, SHARE WITH OTHERS SOLVED PROBLEMS • WHEN: AT THE END OF A SPRINT, OR PLANNING • HOW: OPEN SESSION WHEN A TEAM MEMBER PRESENTS CHALLENGES AND SOLUTION FOUND • REWARD: A COACHING SESSION FROM A DOMAIN EXPERT, BECOME A COACH
  • 25. CANDIDATE GAME 3 HACKATON • BEHAVIOR: CO-CREATION • WHEN: EVERY QUARTER • HOW: ONE OFFICE DAY IN WHICH PEOPLE SOLVE A GIVEN PROBLEM • REWARD: BADGES
  • 26. CANDIDATE GAME 4 PROPOSALS • BEHAVIOR: MAKE CREATIVE PROPOSALS • WHEN: REQUEST FOR PROPOSALS • HOW: • REWARD: