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	<title>TastyCupcakes.org &#187; Management</title>
	<atom:link href="http://tastycupcakes.org/category/project-management/feed/" rel="self" type="application/rss+xml" />
	<link>http://tastycupcakes.org</link>
	<description>Fuel for Invention and Learning</description>
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		<title>Multitasking Game &#8211; Hands/Numbers/Song</title>
		<link>http://tastycupcakes.org/2012/02/multitasking-game-handsnumberssong/</link>
		<comments>http://tastycupcakes.org/2012/02/multitasking-game-handsnumberssong/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 20:49:58 +0000</pubDate>
		<dc:creator>Steve Rogalsky</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[multitasking]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1919</guid>
		<description><![CDATA[Timing:1 Hour Overview: Most of us find ourselves multitasking at some point and are possibly even proud of our multitasking skills. Here is one game that was created by Alan Cyment and introduced to me by Gerry Kirk and Yves Hanoulle at SDEC11 that allows you to simulate the actual costs of task switching. The [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><strong>Timing:</strong>1 Hour</p>
<p><strong>Overview:</strong></p>
<p>Most of us find ourselves multitasking at some point and are possibly even proud of our multitasking skills. Here is one game that was created by <a href="http://www.cyment.com/">Alan Cyment</a> and introduced to me by <a href="http://www.gerrykirk.net/">Gerry Kirk</a> and <a href="http://www.hanoulle.be/">Yves Hanoulle</a> at <a href="http://www.sdec11.com/">SDEC11</a> that allows you to simulate the actual costs of task switching. The game involves pairing up to perform three different simple but coordinated tasks and comparing your times and experiences after using both multitasking and single tasking processes. It generates a lot of laughs and a lot of excellent discussion.</p>
<p><strong>Learning Points:</strong></p>
<p>Exposing the myths of multitasking and demonstrating the costs of task switching. Tips and links for avoiding multitasking.</p>
<p>When your team is ready for it, this is a great game for starting the discussion on multitasking (personal and project) and how to change.</p>
<p><strong>Link to Game: </strong><a href="http://winnipegagilist.blogspot.com/2012/01/multitasking-game-handsnumberssong.html">http://winnipegagilist.blogspot.com/2012/01/multitasking-game-handsnumberssong.html</a></p></blockquote>
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		<item>
		<title>You sunk my methodology</title>
		<link>http://tastycupcakes.org/2012/02/you-sunk-my-methodology/</link>
		<comments>http://tastycupcakes.org/2012/02/you-sunk-my-methodology/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 11:07:37 +0000</pubDate>
		<dc:creator>James Scrimshire</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Instructing]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Product]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1893</guid>
		<description><![CDATA[Timing: 30 minutes &#8211; 1 hour including prep and reflection. Materials: One game of Battleships People: 2 Teams, or 1 vs 1 Overview: This is a game I use to introduce people to iterative development. The aim is to help the players to understand that upfront large plans are pointless the minute they are created. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://hurricanefour.com/you-sunk-my-project"><img src="http://hurricanefour.com/wp-content/themes/silverslide/thumb.php?src=http://hurricanefour.com/wp-content/uploads/2012/01/battleships500x2081.png&amp;h=242&amp;w=700&amp;zc=1&amp;q=90" alt="" width="500" height="208" /></a></p>
<p><strong>Timing: </strong>30 minutes &#8211; 1 hour including prep and reflection.</p>
<p><strong>Materials</strong>: One game of Battleships</p>
<p><strong>People:</strong> 2 Teams, or 1 vs 1</p>
<p><strong>Overview:</strong></p>
<p>This is a game I use to introduce people to iterative development. The aim is to help the players to understand that upfront large plans are pointless the minute they are created. Helmuth (quoted above), for me, was one of the first proponents of an iterative approach. He didn’t necessarily create grand plans, conversely he didn&#8217;t disregard planning altogether, but he was smart enough to plan just enough and adjust his plan to meet the changing reality. Often my experience of working on projects with large up front plans, the opposite is true and the owner of that plan tries to adjust the reality to fit the plan.</p>
<p>So how do you play it?</p>
<p>Simple, one player (Player A) is given 40 pegs and told to place their ships and all their planned attacks up front. The second player (Player B) simultaneously places their ships. Once that has been done, the first player reads out the 40 pre-planned attacks and is given the hits and misses. Player B then get to play each attack (up to 40) separately, getting feedback on hits &amp; misses for each.</p>
<p>It’s pretty obvious what will happen, most of the time Player B’s turn (iterative) based play will allow him to adjust and change his plans as he scores hits. Player A (large plan) will score hits, but is far less likely to sink all the opponents ships. So player B being limited to 40 moves also may sink the whole fleet or not, typically though that player will score more hits than the other.</p>
<p>What does this tell us?</p>
<p>Predictive planning is unreliable and is akin to reading crystal balls, reading tea leaves or any other clairvoyant technique you care to mention. Ultimately you’re predicting the future based on an infinite number of possible outcomes, effects and variables. The iterative approach is empirical, each time Player B hits his opponents ships, he can instantly change plans and target nearby locations to sink it.</p>
<p>Occasionally Player A wins, this is a bit like the fortune teller coincidentally getting something right, it’s often more luck than judgement.</p>
<p><strong>Learning Points:</strong></p>
<p>Iterative development allows you greater flexibility to the changing world, environments and needs of the business.</p>
<p>Often the player with the large upfront plan will score hits but not sink the ships, this could be a metaphor for a testing phase of a traditional waterfall project not being completed before time or money runs out.</p>
<p><strong>Link to Game:<br />
</strong></p>
<p><a title="You Sunk My Methodology" href="http://hurricanefour.com/you-sunk-my-project" target="_blank">You Sunk My Methodology</a></p>
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		<item>
		<title>Values-Driven Retrospective</title>
		<link>http://tastycupcakes.org/2011/12/values-driven-retrospective-game/</link>
		<comments>http://tastycupcakes.org/2011/12/values-driven-retrospective-game/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 02:48:05 +0000</pubDate>
		<dc:creator>John Miller</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Team Dynamics]]></category>
		<category><![CDATA[Continuous Improvement]]></category>
		<category><![CDATA[retrospectives]]></category>
		<category><![CDATA[teamwork]]></category>
		<category><![CDATA[Values]]></category>
		<category><![CDATA[Working Agreements]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1854</guid>
		<description><![CDATA[Objectives To continuously improve your team and your work through value-driven Retrospectives to ensure the team remains value driven.  It also serves as a highly visible reference to reflect on the team&#8217;s actions and commitments throughout the day. Dependencies You need to have defined values that the teams have committed to prior. We use the Agile values of [...]]]></description>
			<content:encoded><![CDATA[<h3></h3>
<div>
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<td>
<p><div class="wp-caption alignleft" style="width: 248px"><a href="http://3.bp.blogspot.com/-o0Ehvh-caD8/Tu5Dz9srhyI/AAAAAAAAACM/cT8zhU8qpVQ/s1600/IMG_0949.jpg"><img style="border-style: initial;border-color: initial;border-width: 0px" src="http://3.bp.blogspot.com/-o0Ehvh-caD8/Tu5Dz9srhyI/AAAAAAAAACM/cT8zhU8qpVQ/s320/IMG_0949.jpg" alt="" width="238" height="320" border="0" /></a><p class="wp-caption-text">Value Gauges</p></div></td>
</tr>
<tr>
<td></td>
</tr>
</tbody>
</table>
<p><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline"><strong>Objectives</strong></span></span></p>
<p>To continuously improve your team and your work through value-driven Retrospectives to ensure the team remains value driven.  It also serves as a highly visible reference to reflect on the team&#8217;s actions and commitments throughout the day.</p>
<p><span style="text-decoration: underline"><strong><span style="color: #0000ff;text-decoration: underline">Dependencies</span></strong></span><br />
You need to have defined values that the teams have committed to prior. We use the Agile values of Commitment, Openness, Focus, Respect, and Courage (<a href="http://www.scrumalliance.org/pages/code_of_ethics" target="_blank">See Scrumallance.org Code of Ethics</a>) .</p>
<p><strong><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline">When</span></span></strong><br />
We do this every monthly staff meeting during a part of the meeting we call the Department Retrospective, where we discuss how we are progressing as a team. You can do this during any regular meeting or during your Scrum Retrospective.</p>
<p><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline"><strong>How</strong></span></span></p>
<ol>
<li>The facilitator provides a quick overview of the team values.</li>
<li>The facilitator takes a value, and asks the team, to get an initial pulse, &#8220;How do you feel we are doing in value <em>x</em>&#8220;. The facilitator asks the team to rate the value from one to five, using the <a href="http://freechild.org/Firestarter/Fist2Five.htm" target="_blank">Fists-to-Five </a>consensus technique.  Make sure to try to get the team to vote all at once, since, some members may be unconsciously influenced by another&#8217;s vote.  <em>You could also use <a href="http://en.wikipedia.org/wiki/Planning_poker" target="_blank">Planning Poker</a> instead of  <a href="http://freechild.org/Firestarter/Fist2Five.htm" target="_blank">Fists-to-Five</a> to gain consensus.</em></li>
<li>The facilitator polls the the group if there is a significant variation in the votes. For example, she might ask, <em>&#8220;For the &#8217;5&#8242;s&#8217;, Why did you vote 5? For the &#8217;2&#8242;s&#8217;, why did you vote 2?&#8221;</em>.  Allow a short time for discussion.</li>
<li>Now that the team has a deeper understanding of others perspectives, ask the team to vote again on the value using the  <a href="http://freechild.org/Firestarter/Fist2Five.htm" target="_blank">Fists-to-Five</a>. Ask the team to commit to a number from the second round. If there is a significant divide, such as half 4&#8242;s and half 5&#8242;s, I take the lower number.</li>
<li>Change the dial on the Value Gauge Card to the number agreed to.</li>
<li>Do this for each value.</li>
<li>Once you are done each value, ask the team: <em>&#8220;Which value do we want to improve on until our next meeting?&#8221;</em>. Gain commitment from the team through discussion and visual vote, such as  <a href="http://freechild.org/Firestarter/Fist2Five.htm" target="_blank">Fists-to-Five</a> or thumbs up/thumbs down.</li>
<li>Ask the team<em> &#8221;What is the <span style="text-decoration: underline"><strong>one</strong></span> thing we can do to improve living this value?&#8221;</em>. Stress that it is just one thing, since this brings focus and increases success of the improvement, rather than tackling too much and failing.</li>
<li>Allow the team to discuss. Gain consensus and commitment to what the team will do to improve by the next Retrospective/meeting. Phrase the commitment into a Believe Statement: The Believe Statement format is: <strong>We Believe in <em>[insert value], </em>therefore we will <em>[insert what we do]</em></strong> .  For example, our team&#8217;s &#8220;Believe Statement&#8221; was &#8220;We Believe in Courage, therefore we will have a team building get together so we can establish a safer environment to be courageous with one another. &#8220;</li>
<li>Write the Believe Statement and post it in a visible place for the team.  I recommend placing the Believe Statement on to the Value Gauge Card so it reminds the of our current status and that we are doing something specifically to improve it. It is also handy so that you do not forget to review your results in your next Retrospective.</li>
<li>Review your Believe Statement/Goal and the results the next meeting and then repeat the process.</li>
</ol>
</div>
<div><span style="text-decoration: underline;color: #0000ff"><strong>Variations</strong></span><br />
<em>360 Degree Leadership Feedback</em><br />
After we completed this as a Team, I quickly went through it and asked the team if I, as the Director, was creating an environment that fostered these values. We went through the same process of rating and creating a one Believe Value Statement Goal.  This allowed some great feedback for how I can improve for the team and also provided a great example to foster, in what the book &#8220;The Five Dysfunctions of a Team&#8221; calls, Vulnerable Based Trust.</div>
<div><em>Apply it in the Classroom with Students</em><br />
You could easily use this in the classroom with students, as, well. Many schools use the <a href="http://charactercounts.org/sixpillars.html" target="_blank">6 pillars of Character </a> for character education which could work very well in a Classroom Retrospective.</div>
<div><span style="text-decoration: underline"><span style="color: #0000ff;text-decoration: underline"><strong>Summary</strong></span></span><br />
Your  team may really enjoy the Values-Driven Retrospective game. It brings some issues to light, but, more importantly, what values your team is living superbly. It can break the monotony of the usual Retrospective and into a deeper level of meaning.  As you go through several iterations of this retrospective, it might be useful to have a chart plotting progress over time. It also provides a good guide for developing Team Working Agreements and other team decisions.</div>
<div>Contributed by John Miller<br />
<em>originally posted by John Miller on the The Agile School Blog <a title="The Agile School" href="http://theagileschool.blogspot.com/2011/12/values-driven-retrospective.html" target="_blank">theagileschool.blogspot.com</a></em></div>
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		<title>Human Knot</title>
		<link>http://tastycupcakes.org/2011/11/human-knot/</link>
		<comments>http://tastycupcakes.org/2011/11/human-knot/#comments</comments>
		<pubDate>Tue, 22 Nov 2011 17:18:58 +0000</pubDate>
		<dc:creator>Matt Philip</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Team Dynamics]]></category>
		<category><![CDATA[icebreaker]]></category>
		<category><![CDATA[self organization]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1815</guid>
		<description><![CDATA[A physical-participation disentanglement puzzle that helps a group learn how to work together (self-organize) and can be used to illustrate the difference between self-organization and command-control management or simply as a get-to-know-you icebreaker.]]></description>
			<content:encoded><![CDATA[<p><strong>What it is:</strong></p>
<blockquote><p>A physical-participation disentanglement puzzle that helps a group learn how to work together (self-organize) and can be used to illustrate the difference between self-organization and command-control management or simply as a get-to-know-you icebreaker. Standing in a circle, group members reach across to connect hands with different people. The group then tries to unravel the &#8220;human knot&#8221; by unthreading their bodies without letting go of each other people&#8217;s hands.</p></blockquote>
<p><strong>Why you&#8217;d use it:</strong></p>
<blockquote><p><strong></strong>As a management-awareness game to illustrate required change in behavior and leadership on a management level (e.g., illustrate the change from &#8216;task-oriented&#8217; management towards &#8216;goal/value-oriented&#8217; management).</p></blockquote>
<p><strong>Timing</strong>: 15-30 minutes</p>
<p><strong>Materials</strong> <strong>and environment</strong>: space (indoor or outdoor) big enough for a groups of 7-16 people (can scale for up to 200 people)<br />
<strong></strong></p>
<p><strong>Instructions (from <a href="http://leadership.uoregon.edu/resources/exercises_tips/team_builders/human_knot">Holden Leadership Center</a>)</strong>:</p>
<ol>
<li>If necessary split the entire group into smaller groups of 7 to 16 people (too many people in a human knot becomes extremely difficult). Groups of 10-12 are ideal.</li>
<li>Arrange group members in a circle, standing shoulder to shoulder.</li>
<li>Tell everyone to put his or her right hand up in the air and then grab the hand of someone across the circle.</li>
<li>Everyone then puts his or her left hand up in the air and grabs the hand of a different person.</li>
<li>Check to make sure that everyone is holding the hands of two different people and that not holding hands with someone directly next to him or her.</li>
<li>Tell group members to untangle themselves to make a circle without breaking the chain of hands.</li>
<li>If group members break the chain they need to start over.</li>
</ol>
<p><strong>Notes: </strong></p>
<ul>
<li>To illustrate the concept of centralized, top-down decision-making vs. self-organizing, run the activity twice: The first time, have a &#8220;manager&#8221; tell the participants how to solve the knot (they must obey); the second time, remove the manager (or let the manager observe and answer questions for the team) and let the participants solve for themselves.</li>
<li>You can give teams a time limit on this activity to make it more challenging.</li>
<li>You can also mute/ blindfold participants throughout the activity.</li>
<li>Instead of making groups start over when the chain is broken you can create penalties like blinding or muting a group member.</li>
</ul>
<p><strong>Debrief/ discussion questions:</strong></p>
<ol>
<li>How did it feel to be successful/ unsuccessful?</li>
<li>How did it feel to be mute? Blind?</li>
<li>What strategy did your team end up using to complete the task?</li>
<li>Who were the leaders in this activity?</li>
<li>Did the team reach consensus on a plan of action? What process did the team go through to reach consensus?</li>
<li>How do you feel your team communicated during this activity?</li>
</ol>
<p><strong>Links:</strong></p>
<ul>
<li>http://leadership.uoregon.edu/resources/exercises_tips/team_builders/human_knot</li>
<li>http://wilderdom.com/games/descriptions/HumanKnot.html</li>
</ul>
<div><strong>See also:</strong></div>
<div>
<ul>
<li><a href="http://tastycupcakes.org/2009/06/you-are-not-in-control/">You Are Not In Control</a></li>
<li><a href="http://tastycupcakes.org/2009/06/60-paces/">60 Paces</a></li>
<li><a href="http://tastycupcakes.org/2009/06/tangled-mess/">Tangled Mess</a> (similar activity)</li>
</ul>
</div>
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		<title>Merrill Covey Matrix</title>
		<link>http://tastycupcakes.org/2011/08/merrill-covey-matrix/</link>
		<comments>http://tastycupcakes.org/2011/08/merrill-covey-matrix/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 18:22:03 +0000</pubDate>
		<dc:creator>Luke Hohmann</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Product]]></category>
		<category><![CDATA[Requirements]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1646</guid>
		<description><![CDATA[The goal of this activity -- based on A. Roger Merrill, Rebecca R. Merrill, and Steven Covey's description in their book First Things First -- is to prioritize your to-do list in a way that helps you plan ahead and work efficiently.]]></description>
			<content:encoded><![CDATA[<p><strong>Timing:</strong></p>
<ul>
<li>1 hour</li>
</ul>
<p><strong>Players (5..8 recommended):</strong></p>
<ul>
<li>Project manager or facilitator</li>
<li>Internal team, partners, or customers</li>
</ul>
<p><strong>Ingredients:</strong></p>
<ul>
<li>internet access</li>
<li>a to-do list</li>
</ul>
<p><strong>Directions:</strong><br />
<a href="http://innovationgames.com/game_view/instant_play/PWVGQ2Z2GMM5IZEYFKOMAL5DR02KORZV" target="_blank"><img class="size-medium wp-image-777 alignright" src="http://www.gogamestorm.com/wp-content/uploads/2011/08/MerrillMatrixGame-300x266.png" alt="" width="283" height="252" /></a>The goal of this activity &#8212; based on A. Roger Merrill, Rebecca R. Merrill, and Steven Covey&#8217;s description in their book <em><a href="http://en.wikipedia.org/wiki/First_Things_First_(book)" target="_blank">First Things First</a></em> &#8212; is to prioritize your to-do list in a way that helps you plan ahead and work efficiently.</p>
<p>Clicking on the image to the right will start an <a title="Innovation Games Instant Play Game" href="http://innovationgames.com/resources/instant-play-games/" target="_blank">“instant play” game</a> at <a title="Innovation Games" href="http://innovationgames.com/" target="_blank">innovationgames.com</a>. Here, this 2&#215;2 matrix will be used as the “game board,&#8221; and will help you organize the urgency and importance of your tasks. Each cell has a different significance:</p>
<ul>
<li><strong>Cell 1</strong>: Urgent, important – these tasks should be at the top of your to-do list</li>
<li><strong>Cell 2</strong>: Not urgent, important – these items are likely to be neglected, but are necessary for long-term success. Set aside time each week to focus on these in order to be more productive. This cell is highlighted to remind you of its significance.</li>
<li><strong>Cell 3</strong>: Urgent, not important – these tasks suck your time and are often the result of poor-planning. They should be minimized or eliminated.</li>
<li><strong>Cell 4</strong>: Not urgent, not important – these items are trivial time-wasters that should be eliminated</li>
</ul>
<p>&nbsp;</p>
<p>There will be two different icons that players can drag onto the chart and describe to represent the tasks:</p>
<ul>
<li>Green squares – priority tasks that require attention</li>
<li>Red square – tasks to minimize/eliminate</li>
</ul>
<p>All moves can be seen in real time by each participant, so everyone can edit the positions and descriptions of the icons. Also, the integrated chat facility allows you and your players to collaborate to form the most efficient to-do list.</p>
<p><strong>Key Points:</strong><br />
When it comes to our to-do lists, we tend to focus on urgent items while disregarding the importance of planning for tasks that are necessary to reach our overall goal. This negligence leads to even more stress in the long run, as everything will eventually become urgent if not prepared for. Play <em>Merrill Covey Matrix</em> to identify the purpose and value of your tasks and to minimize or eliminate time-wasters. Plan ahead to avoid busy work and to accomplish your goal in a productive manner.</p>
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		<item>
		<title>Circles and Soup</title>
		<link>http://tastycupcakes.org/2011/08/circles-and-soup/</link>
		<comments>http://tastycupcakes.org/2011/08/circles-and-soup/#comments</comments>
		<pubDate>Tue, 16 Aug 2011 18:33:46 +0000</pubDate>
		<dc:creator>Luke Hohmann</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Team Dynamics]]></category>
		<category><![CDATA[circles and soup]]></category>
		<category><![CDATA[Innovation Games]]></category>
		<category><![CDATA[luke hohmann]]></category>
		<category><![CDATA[retrospective analysis]]></category>
		<category><![CDATA[serious games]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1541</guid>
		<description><![CDATA[The goal of this game, introduced by Diana Larsen, is to efficiently form high-quality plans through retrospective analysis by recognizing factors that are within the team’s control.]]></description>
			<content:encoded><![CDATA[<p><strong>Timing</strong></p>
<ul>
<li>1 hour</li>
</ul>
<p><strong>Players (5..8 recommended)</strong></p>
<ul>
<li>Project team (manager, director, developers, designers, programmers, etc.)</li>
<li>Neutral facilitator recommended</li>
</ul>
<p><strong>Ingredients</strong></p>
<ul>
<li>Internet access</li>
<li>A past project to reflect on</li>
</ul>
<p><strong>Directions</strong><br />
<a href="https://innovationgames.com/game_view/instant_play/0F24HO0ZAT4MC205ZHKSY0AKAZWR4QT1" target="_blank"><img class="alignright size-full wp-image-1544" src="http://tastycupcakes.org/wp-content/uploads/2011/08/CirclesSoup.png" alt="" width="255" height="237" /></a>The goal of this game, introduced by <a href="http://www.futureworksconsulting.com/blog/2010/07/26/circles-and-soup/" target="_blank">Diana Larsen</a>, is to efficiently form high-quality plans through retrospective analysis by recognizing factors that are within the team’s control. Before identifying what you want to improve, you must first be clear on the dimensions you can regulate and what you need to adapt to. Clicking on the link to the right will take you to an <a href="http://innovationgames.com/resources/instant-play-games/" target="_blank">“instant play” game</a> at <a href="http://innovationgames.com/" target="_blank">innovationgames.com</a>. Here, the image will be used as the “game board,” which consists of three concentric circles. Each circle represents a different element of your project:</p>
<ul>
<li>Inner circle: &#8220;Team Controls&#8221; – what your team can directly manage</li>
<li>Middle circle: &#8220;Team Influences&#8221; –persuasive actions that your team can take to move ahead</li>
<li>Outer circle: &#8220;The Soup&#8221; – elements that cannot be changed. This term &#8212; explained further by <a href="http://jamesshore.com/Change-Diary/Week-Eleven-Monday.html" target="_blank">James Shore</a> – refers to the environments we work in and have adapted to. Ideas from the other 2 circles can identify ways to respond to the barriers floating in our “soup.”</li>
</ul>
<p>You will find an icon of blue squares at the upper left corner of the board. Each square symbolizes an idea, which players describe and drag onto the respective circle.</p>
<p>All edits of square placements and descriptions made by the players can be seen in real time. Communicate throughout the game using the integrated chat facility to get a better understanding of each move.</p>
<p><strong>Key Points</strong><br />
Negative self-evaluating activities often end up emotional and unproductive. Take advantage of this game’s visual organization and extensive collaboration to avoid the blame and hopelessness that cover up ideas for future improvement. By identifying factors your team can control, influence, or cannot change, you can collectively discover how to respond to and overcome various situations. Play <a href="http://innovationgames.com/circles-and-soup/" target="_blank"><em>Circles and Soup</em></a> to recognize what you can do to avoid barriers and gain insight on what actions will most effectively enhance your project.</p>
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		<title>Zhong Zhi, a one-handed agile game for illustrating problems and finding solutions</title>
		<link>http://tastycupcakes.org/2011/08/zhong-zhi-a-one-handed-agile-game-for-illustrating-problems-and-finding-solutions/</link>
		<comments>http://tastycupcakes.org/2011/08/zhong-zhi-a-one-handed-agile-game-for-illustrating-problems-and-finding-solutions/#comments</comments>
		<pubDate>Sun, 14 Aug 2011 17:07:55 +0000</pubDate>
		<dc:creator>Jonathan Clarke</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Team Dynamics]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1539</guid>
		<description><![CDATA[This very quick, easy, and fun game highlights the concept of non-verbal communication and/or our propensity to commit to difficult targets.]]></description>
			<content:encoded><![CDATA[<p>Timing: playing takes only a few seconds. The debrief is initially just as short – the point has been made. We’re hoping that’s followed by a fuller discussion.</p>
<p>Materials: None – just your hands.</p>
<p><strong>Instructions</strong></p>
<p>Four person team, around a table in a bar. One member chooses to use Zhong Zhi to surface an issue about poor performance.</p>
<p>Everyone takes their hands off the table. On the count of three, everyone is to put their right hand down on the table with between one and four fingers extended. The team wins if there’s one person with one finger extended, one person with two, one with three, one with four. Ready, steady, play.</p>
<p>It is unlikely this will happen by chance (less than one chance in ten). Repeat until either (a) it does happen by chance, or (b, preferably) someone notices that there’s nothing in the rules about not talking to one another before putting the hands down.</p>
<p><strong>Variations</strong></p>
<p>For the problem of over committal : same game except that the number of fingers put down should be 3, 4, 5 and 6. Either (a) someone says lets use both hands [increase team size] or (b, preferably) the team refuses to play until the goal is achievable.</p>
<p>For teams who want to investigate the sense of winners and losers, or of creative solutions within fixed constraints. The team divides into pairs, preferably facing across the table like a foursome playing bridge. When the hands appear, a pair wins if they have the same number of fingers while other pairs do not. Non-verbal communication is allowed. Once a team has won using a form of communication, that form may not be used again.</p>
<p><strong>Learning Points</strong></p>
<p>“So, we don’t talk to each other unless someone makes us”</p>
<p>“We accepted the crazy target, why didn’t we just say no?”</p>
<p><strong>Background</strong></p>
<p>The first suggestion for a name, Middle Finger, was considered offensive. Zhong Zhi (get a Mandarin Chinese speaker to help you with pronunciation) means middle finger, and we hope is less offensive and cooler.</p>
<p>Written up by Jonathan Clarke with credit to my friends at Agile 2011, in the Agile Game Incubator session run by Michael McCullough and Don McGreal.</p>
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		<title>How-Now-Wow Matrix</title>
		<link>http://tastycupcakes.org/2011/07/how-now-wow-matrix/</link>
		<comments>http://tastycupcakes.org/2011/07/how-now-wow-matrix/#comments</comments>
		<pubDate>Mon, 11 Jul 2011 18:52:49 +0000</pubDate>
		<dc:creator>Luke Hohmann</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Team Dynamics]]></category>
		<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[luke hohmann]]></category>
		<category><![CDATA[original ideas]]></category>
		<category><![CDATA[teamwork]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1364</guid>
		<description><![CDATA[Timing: 1 hour Ingredients: • Internet access Players (5..8 recommended): • Business Manager / Business Owner • Employees / Team members Directions: While creative ideas often form during the brainstorming process of a project, originality can be lost as time goes on. Complicated plans, difficult decisions, and limited resources often force you to resort to [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Timing:</strong> 1 hour</p>
<p><strong>Ingredients:</strong><br />
• Internet access</p>
<p><strong>Players (5..8 recommended):</strong><br />
• Business Manager / Business Owner<br />
• Employees / Team members</p>
<p><strong>Directions:</strong><br />
While creative ideas often form during the brainstorming process of a project, originality can be lost as time goes on. Complicated plans, difficult decisions, and limited resources often force you to resort to used, familiar ideas. To surpass the stagnant stream of stale strategies, you must think outside of the box to generate new, feasible ideas. Ironically, with <a href="http://www.gogamestorm.com/" target="_blank">Gamestorming’s</a> productive game, you will think inside of a box to do so. Use the visual organization in <em><a href="http://innovationgames.com/how-now-wow-matrix/" target="_blank">How-Now-Wow Matrix</a></em> to create original ideas that can be implemented efficiently.</p>
<p><a href="https://innovationgames.com/game_view/instant_play/JPTSERDD2RZAINVPV2PENQZ2QGU253RB" target="_blank"><img class="alignright size-full wp-image-1366" src="http://tastycupcakes.org/wp-content/uploads/2011/07/NHW.png" alt="" width="245" height="239" /></a>Clicking on the image to the right will take you to an “instant play” game at <a href="http://innovationgames.com" target="_blank">innovationgames.com</a>. Here, there will be a 2&#215;2 matrix with &#8220;originality&#8221; on the x-axis and &#8220;feasibility&#8221; on the y-axis.</p>
<ul>
<li>How (yellow) – original, difficult to implement<br />
- This represents ideas that are innovative, but not feasible. This area is good for setting future goals.</li>
</ul>
<ul>
<li>Now (blue) – unoriginal, easy to implement<br />
- This is for used ideas that are familiar and known to work well</li>
</ul>
<ul>
<li>Wow (green) – original, easy to implement<br />
- This category is for creative ideas that can be executed. Aim to form as many ideas in this category as you can.</li>
</ul>
<p></br></p>
<p>There will be a light bulb icon at the upper left corner of the chart, which symbolizes ideas that your players come up with. Participants drag light bulbs to different areas of the chart corresponding to the originality and feasibility of their ideas, and describe what each one represents.</p>
<p>All moves can be seen in real time by each participant, so everyone can collaborate to edit the descriptions and positions of the ideas. Communicate using the integrated chat facility to work together and form original ideas.</p>
<p><strong>Key Points:</strong><br />
By collaborating and graphically arranging ideas, participants can expand their boundaries to let their innovative thoughts flow. Also, the extensive input from the players provides multiple perspectives to alter ideas and to ensure the feasibility of the suggestions. Resist the temptation to resort to overused ideas; play <em>How-Now-Wow Matrix</em> to identify what you can do to make your project a success.</p>
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		<title>Impact &amp; Effort Matrix</title>
		<link>http://tastycupcakes.org/2011/07/impact-effort-matrix/</link>
		<comments>http://tastycupcakes.org/2011/07/impact-effort-matrix/#comments</comments>
		<pubDate>Tue, 05 Jul 2011 21:55:55 +0000</pubDate>
		<dc:creator>Luke Hohmann</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Product]]></category>
		<category><![CDATA[Team Dynamics]]></category>
		<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Innovation Games]]></category>
		<category><![CDATA[Planning]]></category>
		<category><![CDATA[product management]]></category>
		<category><![CDATA[shared goals]]></category>
		<category><![CDATA[teamwork]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1304</guid>
		<description><![CDATA[This version of the famous impact-effort technique has been popularized by XPLANE. Aiming to find the most efficient strategy to reach your goal, Impact &#038; Effort Matrix maps possible actions against two factors: the potential impact and the effort required to implement. By organizing your ideas, you can see which ones will lead to the greatest payoffs and lowest costs before you get stuck on a twisted road of wasted time.]]></description>
			<content:encoded><![CDATA[<p><strong>Timing:</strong> 1 hour</p>
<p><strong>Ingredients:</strong><br />
• Internet access<br />
• A goal</p>
<p><strong>Players (5..8 recommended):</strong><br />
• Business Manager / Business Owner<br />
• Employees / Team members</p>
<p><strong>Directions:</strong><br />
This version of the famous impact-effort technique has been popularized by <a href="http://www.xplane.com/" target="_blank">XPLANE</a>. Aiming to find the most efficient strategy to reach your goal, <em><a href="http://innovationgames.com/impact-effort-matrix/" target="_blank">Impact &amp; Effort Matrix</a></em> maps possible actions against two factors: the potential impact and the effort required to implement. By organizing your ideas, you can see which ones will lead to the greatest payoffs and lowest costs before you get stuck on a twisted road of wasted time.</p>
<p>Clicking on this image will bring you to an “instant game” at<a href="http://innovationgames.com/" target="_blank"> innovationgames.com</a>, where you can play<em> Impact &amp; Effort Matrix</em> online. The same image will be used as the matrix, which has a different impact-effort combination in each quadrant.<a href="https://innovationgames.com/game_view/instant_play/5HXIA1ZJOGKTDEYHTBTRR30VQFBT4HQN" target="_blank"><img class="alignright size-full wp-image-1305" src="http://tastycupcakes.org/wp-content/uploads/2011/07/ImpactEffortMatrix.png" alt="" width="223" height="212" /></a></p>
<p>• High Impact, Low Effort: The best ideas go here!<br />
• High Impact, High Effort: Further study is likely required.<br />
• Low Impact, High Effort: Probably best to avoid these.<br />
• Low Impact, Low Effort: Further study is likely required.</p>
<p>The light bulbs you will see at the upper left corner of the chart represent ideas. Simply add an idea to the chart by dragging a light bulb to its corresponding quadrant and describing what it is.</p>
<p>All moves can be seen in real time by each participant, so everyone can collaborate to edit the descriptions and positions of the strategies. Communicate using the integrated chat facility to work together and form useful ideas.</p>
<p><strong>Key Points:</strong><br />
This technique is a necessary first step in reaching your goal; while it is great to know where you are going, it is also critical to understand how to get there. The spatial organization and group collaboration involved in the game helps identify how to optimize the benefits and minimize the costs of reaching your goal. Play<em> Impact &amp; Effort Matrix </em>to map the most effective way to arrive at your objective.</p>
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		<title>The Big Payoff</title>
		<link>http://tastycupcakes.org/2011/07/the-big-payoff/</link>
		<comments>http://tastycupcakes.org/2011/07/the-big-payoff/#comments</comments>
		<pubDate>Sun, 03 Jul 2011 22:46:30 +0000</pubDate>
		<dc:creator>Erwin van der Koogh</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Product]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1291</guid>
		<description><![CDATA[This game is designed to give people a taste of what it is like to manage a portfolio in an agile organisation. It demonstrates how much better Agile projects are for portfolio management and the advantage of planning with stable teams.]]></description>
			<content:encoded><![CDATA[<p>The Big Payoff is a portfolio game invented by Alexandre Boutin (@agilex) and Erwin van der Koogh (@evanderkoogh) at the Agile Games Conference 2011 in Boston during the &#8216;Design your own game&#8217; track by Don McGreal (@donmcgreal) and Michael McCullough (@mccm68) of Tastycupcake.org fame. It has won &#8216;Most Creative Game&#8217; at that conference.</p>
<p>The game is designed to give people a taste of what it is like to manage a portfolio in an agile organisation. The learning objectives are:</p>
<p>1) Show how much better Agile projects are for portfolio management<br />
2) Show the advantage of planning with stable teams</p>
<p>Please note that this is a fairly complicated game and that it needs a bunch of iterations to properly tweak it. At the end of the post is a list of things we still think need some improving. Please help us improve by sharing your experiences with the game.</p>
<p><em>Time</em>:</p>
<p>* Explain: 10m<br />
* Play: 45-60m<br />
* Debrief: 10m</p>
<p><em>Ingredients</em></p>
<p>* Big piece of paper (like flipover, ideally with grid)<br />
* Bunch of paper (2 different colors)<br />
* Pen<br />
* Sissor</p>
<p>We need 1 board with materials for every 3-5 participants.</p>
<p><em>Preparations</em></p>
<p>On the big paper make a big table with horizontally 4 teams and verticially 12 quarters. Make sure the cells are big enough, about 5x5cm<br />
This is going to be the planning board. Now we need to make some projects. We do this by making strips of paper. The length of the paper is the length of the project and on it we put a number. The number represents the value of the project when it is completed.<br />
The ratio that we will be using during this game is value/quarter. So pick an average value/quarter and create a bunch of projects with value above and below that average. Use one color for agile projects and another for waterfall projects.<br />
Be sure to include some very juicy waterfall projects with a high value/quarter, we are going to mess with them later <img src='http://tastycupcakes.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Make an overview of the projects and their value/quarter.</p>
<p>Next are some constraints. Dependencies between projects, projects that need to be finished before a certain time or can&#8217;t be started before a certain quarter. Or can only be done by a certain team.<br />
The whole point is to give them a big puzzle where they have to optimize the projects to score as many points as possible in the next 3 years.<br />
Next up are the event cards. Of course nothing is going to go according to plan. So be creative and make up some events. High value projects with very tight deadlines, halving the value of big waterfall projects, CEO pet projects with no or little value that have to be completed, projects taking longer etc etc.</p>
<p><strong>Directions</strong></p>
<p><em>Explaining the game</em></p>
<p>When explaining the game do not tell participants about the events. Keep those events to yourself. Just present the board, the projects and the constraints. In fact, do not even tell them about Agile and waterfall projects. Or about value/quarter.<br />
Explain that, except for constraints, all projects can be done by all teams.</p>
<p><em>Playing the game</em></p>
<p>Leave the players with the puzzle. It will usually take them about 20-25 minutes to figure out the best configuration. During this someone will have figured out value/quarter. Once they do give them the value/quarter sheet. That is going to save them quite some time.</p>
<p>Once they are happy with the configuration and look at you to tally the results walk to a board, write down Q1, and write down their total for Q1, which is most likely 0. Then grab the event cards and pick one.<br />
Give them a couple of minutes to change the plan with this new information and then tell them the difference between agile and waterfall projects. Agile projects can be divided for the value/quarter rounded down. So an 18 value Agile project taking 4 quarters can be divided into 4/9/13/18 points. This is to represent that they are delivering value throughout.</p>
<p>Keep going for 4-8 quarters or until time runs out, but leave about 10 minutes for the de-briefing.</p>
<p><strong>Learning points</strong></p>
<p><em>Debriefing</em></p>
<p>Go over the game and see what people have learned. People will most likely have realized the risk of waterfall projects, how easy it is to be able to cut up Agile projects and realize partial business value. Explain that the game is a bit oversimplefied (all teams can do all projects for example), but this can work without much alteration in real life.<br />
And that there&#8217;s a lot more &#8216;shit&#8217; happening in RL than the game.</p>
<p><strong>Things to tweak</strong></p>
<p>As mentioned before this game is still in a beta phase. There are quite a few variables that still need tweaking. This is a list of stuff that doesn&#8217;t quite work as we want it to. If you have any suggestions to improve these or other areas, please drop us a line or comment below.</p>
<ul>
<li>Work out the projects/constraints/events to optimize the chances for difficult decisions</li>
<li>People are confused about the 2 colors projects</li>
<li>I am going to try names of animals next, with fishes for waterfall projects and cats for agile projects</li>
<li>How to get people emotionally involved/attached to the current plan.</li>
<li>It is now too easy to completely change a project that has not started yet.</li>
<li>Fixed events vs random ones</li>
<li>Fixed events make it possible to prepare carefully prepared traps.</li>
<li>Random events make it clear for the players that unpredictable &#8216;shit happens&#8217;</li>
<li>Figure out what to do with projects that go over the 12th quarter</li>
</ul>
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