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Play soccer, not football:
How to foster a whole-
team approach by
thinking in activities
rather than roles
Matt Philip
Asynchrony Solutions, Inc.
Game plan
1st half Roles vs. activities,
soccer vs. football
2nd half Smells and remedies
Extra time Whole-team and
lean-kanban
Penalty kicks? A game of our own
What is “whole-team approach”?
The entire team works as a unit to share
responsibility for producing high-quality
software in a timeframe that maximizes its
value to the business.
#1 on Crispin and
Gregory's list of “key
success factors” for
agile testing
XP practice that advises you to
have sufficient skills within the
team itself to get the job done
Team of generalizing specialists
Some benefits
1. Lowers risk to delivery
2. Improves velocity/cycle time
3. Produces better ideas
4. Reduces defects and other waste
5. Allows team to work within budget
6. Increases work satisfaction
Some agile roles and activities
Role
Programmer
Tester
Customer/Product owner
Coach/scrum master
Architect
Deployment engineer/build master
Database analyst
UI/UX designer
Process facilitator/tracker
Technical lead
Activity
Program
Model
Test
Specify requirements
Exploratory test
Plan/estimate
Design interactions and screens
Manage backlog
Deploy/release
Design architecture
Design/update database
Every team member has equal value
Why soccer?
(and why not football?)
Football vs. soccer: differences
Football Soccer
Positions are highly specialized Positions are grouped in broader roles,
with one exception (goalie)
Team is divided into units: offense,
defense, kicking, punting, kick return
Team is divided only into broad
interacting lines
Units enter the field in stages Entire team is always on the field
Play is usually linear, one-way, “single-
threaded”
Play is more simultaneous, “multi-
threaded”
Play is stop-and-start, with delays Play is more continuous flow
Decisions are made via command-control Team self-organizes for decisions
End-of-game plays sometimes rest on a
particular role (e.g., kicker)
Anyone can be a hero
Over-specialization limits
ability to cross roles
Football (NFL) Avg. Height Avg. Weight
Wide Receiver 6’0” 200
Quarterback 6’3” 224
Cornerback 5’11” 192
Offensive Lineman 6’4” 310
Kicker 6’0” 203
Standard deviation 2.2 48.5
Soccer (World Cup) Avg. Height Avg. Weight
Defender 6’0” 169
Midfielder 5’11” 159
Forward 5’11” 166
Goalie 6’2” 182
Standard deviation 1.4 9.6
Soccer
What are the roles and activities of soccer?
Whole-team approach in
scoring a goal
One player’s interactions
Interactions of the most specialized
What whole-team doesn’t mean
Activities -> overlapping roles
Activities -> overlapping roles
Defender
Defender
Midfielder
Activities -> overlapping roles
Programmer
Business analyst
Tester
Programmer
Business
analyst
Tester
Activities -> overlapping roles
Programmer
Business analyst
Tester
Programmer
Business
analyst
Tester
specify requirementsspecify requirements
Code acceptance tests
Code acceptance tests
Exploratory test
Exploratory test
Overlapping roles = shared skills
Overlapping roles = shared skills
One player’s skills and activities
Smells (and remedies)
Smell: Emphasis on titles
Chart showing allowed numbers for football positions
Remedy: Decouple roles from activities
Smell: Heroes and goats
Remedy: Let go of the controls
Smell: Individualization at standups
Remedy: Make decisions together
Smell: People sit in the same places
every day (a.k.a. my box, my chair)
Remedy: (really) pair together
Smell: Tools influence your actions
(instead of the other way around)
Remedy: Use flexible tools that
facilitate whole-team approach
Smell: Odd-man out
Remedy: Power of three
Smell: “Not my job”
Remedy: Make time for and share skills
(a.k.a. Have courage -- and humility)
Remedy: (really) co-locate
Smell: Quiet workspace
Remedy: Face-to-face communication
Remedy: As soon as you see a silo,
make a card for it
Extra time
How kanban facilitates whole-team
approach
How kanban facilitates whole-team
approach
How kanban can inhibit whole-team
approach
How whole-team approach reduces
some of the 7 wastes
1. Partially Done Work
2. Extra Features
3. Relearning
4. Handoffs
5. Delays
6. Task Switching
7. Defects
Trading your helmet for shinguards
Now: a game of our own!
• Simulates specialization and whole-team
approach
• Object: Complete stories using skill cards and
build a cohesive “product”
How you play
• One player pulls one of the four story cards for the team to
work on and replenishes the backlog with a card from the
story draw pile.
• Decide where in the product board the card will be placed.
• Solve the card by playing skill cards, ensuring:
– Each color must match a number on the card (at least one of
each skill card is played).
– Each number on the card must be represented.
• If you cannot solve a started card, set it aside and continue.
• When you complete a story, place the card into the product
board and draw a skill card of the color you played to
replenish your hand.
• Story cards must all face the same way
Scoring
Add points for Subtract points for
Each completed story in your product Each story that is in progress
Each unit in the longest contiguous
boundary in your product
Each time you change the position of a
story in your product board
Setup
• Divide into teams of 4-6.
• Choose one person to be scorekeeper. If you
have five or more people on your team, you
can optionally have someone be an observer.
• Each team gets a deck of playing cards and a
deck of story cards.
• Draw four story cards and place them face up
on the table.
Round 1: Play as specialists
• Each player gets seven cards of one suit
• Players cannot trade or pair to solve stories
• One player decides which story to start on
• First player who works on the card must
specify on the product board where it will go
Round 2: Play as a whole team
• Each player gets four cards of one suit
• Team may discuss together which card to start on
• Team may discuss together where story goes on
product board
• Two or more players can combine cards (same or
different suit) whose sum equals one of the
numbers on the story card
• When two players work together to solve a card,
they each get a bonus skill card (in addition to the
one they replenish with) of the suit of their pair’s
card
Game retrospective
Additional questions and thanks
@mattphilip
Asynchrony Solutions, Inc.

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Play soccer, not football: How to foster a whole-team approach by thinking in activities rather than roles

  • 1. Play soccer, not football: How to foster a whole- team approach by thinking in activities rather than roles Matt Philip Asynchrony Solutions, Inc.
  • 2. Game plan 1st half Roles vs. activities, soccer vs. football 2nd half Smells and remedies Extra time Whole-team and lean-kanban Penalty kicks? A game of our own
  • 3. What is “whole-team approach”? The entire team works as a unit to share responsibility for producing high-quality software in a timeframe that maximizes its value to the business. #1 on Crispin and Gregory's list of “key success factors” for agile testing XP practice that advises you to have sufficient skills within the team itself to get the job done Team of generalizing specialists
  • 4. Some benefits 1. Lowers risk to delivery 2. Improves velocity/cycle time 3. Produces better ideas 4. Reduces defects and other waste 5. Allows team to work within budget 6. Increases work satisfaction
  • 5. Some agile roles and activities Role Programmer Tester Customer/Product owner Coach/scrum master Architect Deployment engineer/build master Database analyst UI/UX designer Process facilitator/tracker Technical lead Activity Program Model Test Specify requirements Exploratory test Plan/estimate Design interactions and screens Manage backlog Deploy/release Design architecture Design/update database
  • 6. Every team member has equal value
  • 7. Why soccer? (and why not football?)
  • 8. Football vs. soccer: differences Football Soccer Positions are highly specialized Positions are grouped in broader roles, with one exception (goalie) Team is divided into units: offense, defense, kicking, punting, kick return Team is divided only into broad interacting lines Units enter the field in stages Entire team is always on the field Play is usually linear, one-way, “single- threaded” Play is more simultaneous, “multi- threaded” Play is stop-and-start, with delays Play is more continuous flow Decisions are made via command-control Team self-organizes for decisions End-of-game plays sometimes rest on a particular role (e.g., kicker) Anyone can be a hero
  • 9. Over-specialization limits ability to cross roles Football (NFL) Avg. Height Avg. Weight Wide Receiver 6’0” 200 Quarterback 6’3” 224 Cornerback 5’11” 192 Offensive Lineman 6’4” 310 Kicker 6’0” 203 Standard deviation 2.2 48.5 Soccer (World Cup) Avg. Height Avg. Weight Defender 6’0” 169 Midfielder 5’11” 159 Forward 5’11” 166 Goalie 6’2” 182 Standard deviation 1.4 9.6
  • 10. Soccer What are the roles and activities of soccer?
  • 13. Interactions of the most specialized
  • 16. Activities -> overlapping roles Defender Defender Midfielder
  • 17. Activities -> overlapping roles Programmer Business analyst Tester Programmer Business analyst Tester
  • 18. Activities -> overlapping roles Programmer Business analyst Tester Programmer Business analyst Tester specify requirementsspecify requirements Code acceptance tests Code acceptance tests Exploratory test Exploratory test
  • 19. Overlapping roles = shared skills
  • 20. Overlapping roles = shared skills
  • 21. One player’s skills and activities
  • 23. Smell: Emphasis on titles Chart showing allowed numbers for football positions
  • 24. Remedy: Decouple roles from activities
  • 26. Remedy: Let go of the controls
  • 29. Smell: People sit in the same places every day (a.k.a. my box, my chair)
  • 31. Smell: Tools influence your actions (instead of the other way around)
  • 32. Remedy: Use flexible tools that facilitate whole-team approach
  • 36. Remedy: Make time for and share skills (a.k.a. Have courage -- and humility)
  • 40. Remedy: As soon as you see a silo, make a card for it
  • 42. How kanban facilitates whole-team approach
  • 43. How kanban facilitates whole-team approach
  • 44. How kanban can inhibit whole-team approach
  • 45. How whole-team approach reduces some of the 7 wastes 1. Partially Done Work 2. Extra Features 3. Relearning 4. Handoffs 5. Delays 6. Task Switching 7. Defects
  • 46. Trading your helmet for shinguards
  • 47. Now: a game of our own! • Simulates specialization and whole-team approach • Object: Complete stories using skill cards and build a cohesive “product”
  • 48. How you play • One player pulls one of the four story cards for the team to work on and replenishes the backlog with a card from the story draw pile. • Decide where in the product board the card will be placed. • Solve the card by playing skill cards, ensuring: – Each color must match a number on the card (at least one of each skill card is played). – Each number on the card must be represented. • If you cannot solve a started card, set it aside and continue. • When you complete a story, place the card into the product board and draw a skill card of the color you played to replenish your hand. • Story cards must all face the same way
  • 49. Scoring Add points for Subtract points for Each completed story in your product Each story that is in progress Each unit in the longest contiguous boundary in your product Each time you change the position of a story in your product board
  • 50. Setup • Divide into teams of 4-6. • Choose one person to be scorekeeper. If you have five or more people on your team, you can optionally have someone be an observer. • Each team gets a deck of playing cards and a deck of story cards. • Draw four story cards and place them face up on the table.
  • 51. Round 1: Play as specialists • Each player gets seven cards of one suit • Players cannot trade or pair to solve stories • One player decides which story to start on • First player who works on the card must specify on the product board where it will go
  • 52. Round 2: Play as a whole team • Each player gets four cards of one suit • Team may discuss together which card to start on • Team may discuss together where story goes on product board • Two or more players can combine cards (same or different suit) whose sum equals one of the numbers on the story card • When two players work together to solve a card, they each get a bonus skill card (in addition to the one they replenish with) of the suit of their pair’s card
  • 54. Additional questions and thanks @mattphilip Asynchrony Solutions, Inc.