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	<title>TastyCupcakes.org</title>
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	<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>Is it Ragu or Bolognese?</title>
		<link>http://tastycupcakes.org/2012/02/is-it-ragu-or-bolognese/</link>
		<comments>http://tastycupcakes.org/2012/02/is-it-ragu-or-bolognese/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 12:36:40 +0000</pubDate>
		<dc:creator>James Scrimshire</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Product]]></category>
		<category><![CDATA[Requirements]]></category>
		<category><![CDATA[Team Dynamics]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1903</guid>
		<description><![CDATA[Timing: 30 minutes including prep and debrief Overview: A simple little game to help Scrum teams learn the importance of having a common understanding of a story. So a while back I was having seeing a team have different interpretations of a story causing some confusion. Differing interpretations of the feature caused a little backtracking [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter" src="http://hurricanefour.com/wp-content/uploads/2012/01/ragu-500x208.png" alt="" width="500" height="208" /></p>
<p><strong>Timing:</strong></p>
<p>30 minutes including prep and debrief</p>
<p><strong>Overview:</strong><br />
A simple little game to help Scrum teams learn the importance of having a common understanding of a story.</p>
<p>So a while back I was having seeing a team have different interpretations of a story causing some confusion. Differing interpretations of the feature caused a little backtracking and introduced waste into the sprints.. nothing awful, just not ideal.</p>
<p>I came up with a very simple exercise to help the team understand that we can too easily make assumptions that everyone understand exactly what we mean, and the in fact our mental models are often quite different.</p>
<p>So I asked them to write down how they make Spaghetti Bolognese (or if you prefer, like me, Ragu*), a dish most us were likely to know. So they spent a few minutes thinking about it, and after everyone was done we went round the team reading out the ingredients.</p>
<p>Can you guess what happened?</p>
<p>Everyone had similar ingredients, but not the same. Most people had Mince, Onion, Carrot, Tomatoes.. some extended it into Celery (correct), a few added mushrooms (wrong), I had both Beef &amp; Pork mince as well as Pancetta, Red Wine, Nutmeg, Oregano, Milk and Beef stock and not Spaghetti but Tagliatelle (I was taught this way by an 84yr old Italian Nonna, any deviation was food crime in her eyes ).</p>
<p><strong>Learning Points:</strong></p>
<p>So what did it tell us? We all know what Spaghetti Bolognese (*cough*  Tagliatelle al Ragu) is, but all had different interpretations. The team could draw the parallel from this to the assumptions we were making about other peoples understanding of a feature. It led to some very interesting discussions and a team habit of reiterating to each other the feature under development during sprint planning.</p>
<p>It eliminated much of the confusion and helped the team pull in a single direction.</p>
<p><strong>Link to Game:</strong></p>
<p><a title="HurricaneFour.com" href="http://hurricanefour.com/ragu-or-bolognese">Ragu or Bolognese?</a></p>
<p>*Not Ragu the brand, Ragu is the correct name for the dish we know as Spaghetti Bolognese.</p>
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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>
]]></content:encoded>
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		</item>
		<item>
		<title>Agile Games 2012 &#8211; Call For Games</title>
		<link>http://tastycupcakes.org/2012/01/agile-games-2012-call-for-games/</link>
		<comments>http://tastycupcakes.org/2012/01/agile-games-2012-call-for-games/#comments</comments>
		<pubDate>Fri, 27 Jan 2012 15:57:53 +0000</pubDate>
		<dc:creator>Michael McCullough</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1890</guid>
		<description><![CDATA[The Agile Games 2012 conference is game submission system is open until the of January. Get your games in now, we can't wait to see you there!

Read more here at the conference website.]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://www.agilegames2012.com">Agile Games 2012 conference</a> is game submission system is open until the of January. Get your games in now, we can&#8217;t wait to see you there!</p>
<p><a title="Call For Games" href="http://www.agilegames2012.com/index.php/8-news/36-callforgames">Read more here</a> at the conference website.</p>
<p><a href="http://www.agilegames2012.com/index.php/8-news/36-callforgames">http://www.agilegames2012.com/index.php/8-news/36-callforgames</a></p>
]]></content:encoded>
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		</item>
		<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>
<table cellspacing="0" cellpadding="0">
<tbody>
<tr>
<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>Circles of Influence</title>
		<link>http://tastycupcakes.org/2011/12/circles-of-influence/</link>
		<comments>http://tastycupcakes.org/2011/12/circles-of-influence/#comments</comments>
		<pubDate>Wed, 14 Dec 2011 21:13:44 +0000</pubDate>
		<dc:creator>Luke Hohmann</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Team Dynamics]]></category>
		<category><![CDATA[circles of influence]]></category>
		<category><![CDATA[connections]]></category>
		<category><![CDATA[deb colden]]></category>
		<category><![CDATA[goal]]></category>
		<category><![CDATA[luke hohmann]]></category>
		<category><![CDATA[network]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1835</guid>
		<description><![CDATA[Timing: 1 hour Players (5..8 recommended): Project manager or facilitator Internal team Ingredients: internet access a goal Directions: Circles of Influence, created by Deb Colden, can help you achieve your action potential by identifying connections that will lead you to success. Take advantage of this game to expand your network and turn your thoughts into [...]]]></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</li>
</ul>
<p><strong>Ingredients:</strong></p>
<ul>
<li>internet access</li>
<li>a goal</li>
</ul>
<p><strong>Directions:</strong><br />
<em><a href="http://innovationgames.com/circles-of-influence-2/" target="_blank">Circles of Influence</a></em>, created by <a href="http://www.debcolden.com/" target="_blank">Deb Colden</a>, can help you achieve your action potential by identifying connections that will lead you to success. Take advantage of this game to expand your network and turn your thoughts into plans.</p>
<p><a href="http://innovationgames.com/game_view/instant_play/NRZ25HGSXGZSSQQRXHKJLX3IMADQVUFP" target="_blank"><img class="alignright size-medium wp-image-781" src="http://www.gogamestorm.com/wp-content/uploads/2011/09/CirclesofInfluence1.png" alt="" width="300" height="297" /></a>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, these two circles will be used as the “game board,&#8221; which will help you organize your connections and support. As a group, define your goals by dragging the blue stars from the upper left corner to the top of the board and describing what each represents. Then, move on to the circles.</p>
<ul>
<li>Left circle: “Circle of the Task”</li>
<li>Right Circle: “Board of Directors”</li>
</ul>
<p>The &#8220;Circle of the Task&#8221; represents people who can help you accomplish your goal. &#8220;Board of Directors,&#8221; is for people who will help you no matter what, and on whom you can rely on to provide encouragement and advice.</p>
<p>There will be two different icons that players can drag onto the circles and describe to represent your network:</p>
<ul>
<li>Green people – those in your &#8220;Circle of the Task&#8221;</li>
<li>Blue people – those on your &#8220;Board of Directors&#8221;</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 uncover your connections.</p>
<p><strong>Key Points:</strong><br />
This game involves visual organization and extensive collaboration to identify people who will help you reach your destination. By writing specific names, you can turn potential connections into beneficial relationships, and form a more focused approach on how to achieve your objective. Get the job done by expanding your network while utilizing the support of those who know you best.</p>
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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>Pairing for Non-Programmers</title>
		<link>http://tastycupcakes.org/2011/10/pairing-for-non-programmers/</link>
		<comments>http://tastycupcakes.org/2011/10/pairing-for-non-programmers/#comments</comments>
		<pubDate>Fri, 07 Oct 2011 16:14:48 +0000</pubDate>
		<dc:creator>Doc List</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Team Dynamics]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1747</guid>
		<description><![CDATA[While we&#8217;ve all heard about &#8220;pair programming&#8221;, pairing is not just for programmers. In this activity, participants will use fiction/creative writing to understand the importance and value (and fun) of pairing. Timing: Prep: Printing out the handouts Activity: 45 &#8211; 60 minutes, depending on the size of the group Materials: Handouts, pads of paper (# [...]]]></description>
			<content:encoded><![CDATA[<p>While we&#8217;ve all heard about &#8220;pair programming&#8221;, pairing is not just for programmers. In this activity, participants will use fiction/creative writing to understand the importance and value (and fun) of pairing.</p>
<p><strong>Timing</strong>:</p>
<p>Prep: Printing out the handouts</p>
<p>Activity: 45 &#8211; 60 minutes, depending on the size of the group</p>
<p><strong>Materials:</strong></p>
<p>Handouts, pads of paper (# attendees / 2), pens (same as pads of paper)</p>
<p><strong>Instructions:</strong></p>
<div>
<h3>Setup</h3>
</div>
<p>This activity will occur in two rounds. The first round involves each person in the audience working along. You will ask them to write a story about something interesting that happened to them at work recently. Give them five minutes to write. At the end of the five minutes, ask for volunteers to share their stories. Two or three should be sufficient. Expect that generally they will be somewhat mundane/pedestrian, and also be prepared that someone might be very funny or fascinating.</p>
<p>The second round involves pairing. Each pair will write a short story (fiction), based on &#8220;requirements&#8221; (see The Requirements below). The pair will take turns working on the story, alternating as indicated below.</p>
<p>Activity will be broken into two minute turns.</p>
<p>During each turn, one member of the pair will write, while the other will watch and ensure that the constraints are met (see The Rules below).</p>
<p>At the end of each turn, you will have them switch roles.</p>
<p>There will be seven turns.</p>
<p>At the end of the time (all seven turns), you will give them two more minutes to &#8220;refactor&#8221; their stories.  Then you will give as many pairs as possible an opportunity to read their stories aloud to the rest of the class. Expect a mix of boring/mundane (john said and then mary said) and incredibly creative/funny.</p>
<div>
<h3>The Requirements</h3>
</div>
<ol style="font-weight: bold">
<li><span class="Apple-style-span" style="font-weight: normal"><strong>Introduce the setting</strong>: work, geography, industry, weather, time of day,&#8230;</span></li>
<li><span class="Apple-style-span" style="font-weight: normal"><strong>Introduce character one</strong>: gender, name, age, education, single/married/paired/whatever</span></li>
<li><span class="Apple-style-span" style="font-weight: normal"><strong>Introduce character two</strong>: gender, name, age, education, pet(s), hobbies</span></li>
<li><span class="Apple-style-span" style="font-weight: normal"><strong>Introduce character one&#8217;s job</strong></span></li>
<li><span class="Apple-style-span" style="font-weight: normal"><strong>Conversation</strong> between One and Two about a problem at work</span></li>
<li><span class="Apple-style-span" style="font-weight: normal"><strong>Manager appears</strong> and participates in conversation</span></li>
<li><span class="Apple-style-span" style="font-weight: normal"><strong>All three go out for lunch</strong>: where, what kind of food, how do they get there</span></li>
</ol>
<h3>The Rules</h3>
<ul>
<li>No sentences longer than twenty words &#8211; shoot for ten or less.</li>
<li>Character names no more than two syllables.</li>
<li>No paragraphs longer than five sentences.</li>
<li>No &#8220;he said&#8221; and &#8220;she said&#8221; &#8211; must use names.</li>
<li>No sentence may begin with &#8220;So&#8221; or &#8220;And&#8221; or &#8220;But&#8221;.</li>
<li>Use adjectives judiciously.</li>
<li>Locale must be a real place.</li>
</ul>
<div>
<h2>Example</h2>
</div>
<p>Gomez Goobers was a happy place to work. GG, as it is known in the industry, is in the heart of Chicago&#8217;s South Loop. In September, the weather was cooling off and people were walking the streets for pleasure.</p>
<p>GG&#8217;s lead programmer, Tim Thomas, loved living in Chicago. After college, he met Mary, whom he married two years later. Tim and Mary have been married for three years now. Tim and Mary live in a small, two-bedroom house in a nearby suburb of Chicago.</p>
<p>Tim&#8217;s counterpart was Billie Bliss, the lead QA. Billie, who is an avid dog lover, lives in town in an apartment overlooking the lake with her Beagle named Bugle. Everyone wonders where Billie got the money to afford a place like that. At twenty-five, she&#8217;s too young to have accumulated much. Her co-workers speculate, and her family and friends aren&#8217;t telling.</p>
<p>After completing both a bachelor&#8217;s and master&#8217;s degree in computer science, Tim came to work at GG. He loves technology, loves programming, and has progressed rapidly in the year and a half he&#8217;s been at GG. He has already worked in several programming languages and on several operating systems. These days, he&#8217;s focused on Ruby on Rails on a Linux platform.</p>
<p>Tim and Billie have been struggling with getting their teams to work together more effectively. Unfortunately, they are plagued by&#8230;</p>
<div>
<h3>Now you…</h3>
</div>
<p>Decide who is going to write, and who is going to observe for the first turn.</p>
<h2>Learning Points:</h2>
<ul>
<li>Working in pairs produces results that we would never produce on our own</li>
<li>Creativity is increased by pairing</li>
<li>Pairing can be fun</li>
<li>Pairing produces more effective results than working alone</li>
</ul>
<div>Handout and presentation deck are here:</div>
<div>http://www.stevenlist.com/files/pairingactivity/pairing-activity.zip</div>
]]></content:encoded>
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		<title>Continuous Integration with LEGO</title>
		<link>http://tastycupcakes.org/2011/10/continuous-integration-with-lego/</link>
		<comments>http://tastycupcakes.org/2011/10/continuous-integration-with-lego/#comments</comments>
		<pubDate>Thu, 06 Oct 2011 14:46:40 +0000</pubDate>
		<dc:creator>Doc List</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1726</guid>
		<description><![CDATA[This activity teaches continuous integration concepts and value without resorting to code, a continuous integration server, or any hardware or software. ]]></description>
			<content:encoded><![CDATA[<p>This activity was designed to teach continuous integration concepts and value without resorting to code, a continuous integration server, or any hardware or software.  While the participants will experience some frustration in trying to complete the activity, they will also have a great deal of fun and will learn.</p>
<h1><span class="Apple-style-span" style="font-size: 13px;font-weight: normal"><strong>Timing</strong>:</span></h1>
<ul>
<li>Prep time: 30 &#8211; 60 minutes</li>
<li>Execution time: 45 &#8211; 60 minutes</li>
</ul>
<h1><span class="Apple-style-span" style="font-size: 13px;font-weight: normal"><strong>Materials:</strong></span></h1>
<h1><span class="Apple-style-span" style="font-size: 13px;font-weight: normal">One set of LEGO per team. Each set should include the necessary pieces to build a cube (see images in ZIP file) plus some random pieces. You can include base pieces or not. I don&#8217;t, because it adds to the challenge and the fun, having them figure out how to make the pieces stick together. Include at least a few flat pieces in each set, though, because it&#8217;s almost impossible without.</span></h1>
<h1><span class="Apple-style-span" style="font-size: 13px;font-weight: normal"><strong>Instructions:</strong></span></h1>
<p><strong></strong>The participants should be divided into project teams that have between 4 and 8 people (smaller teams are preferable). Each project team should have two halves, call them left half and right half. Each half will have between 2 and 4 people. There should be as many project teams as necessary to include all participants.</p>
<div>
<blockquote><p>Say you have 15 participants in the room (typical size). Since it&#8217;s an odd number, some grouping(s) will be off-by-one (which is acceptable). Here are the sizes of the various groupings:</p></blockquote>
</div>
<blockquote>
<div>
<p>Room = 15 people<br />
Project Team = 5 people (3 project teams in room)<br />
Left Half: 3 people<br />
Right Half = 2 people</p>
</div>
<div>
<p>Here&#8217;s another way to split 15 people:</p>
</div>
<div>
<p>Project Team: 7 or 8 people (2 project teams)<br />
Left Half: 4 people<br />
Right Half: 3 or 4 people</p>
</div>
<div>
<p>With a group of 10 people:</p>
</div>
</blockquote>
<div>
<blockquote><p>Project Team: 5 people (2 project teams)<br />
Left Half: 3 people<br />
Right Half: 2 people</p></blockquote>
</div>
<p>This exercise will be done in two rounds. In round one (The Waterfall Way), the halves of each project team will build a specific object, using LEGO, based on a set of “specs” – three pictures of their finished “subsystem.”</p>
<p>In round two (Continuous Integration), the halves of each project team will build the same object, but in iterations, performing integration at the end of each iteration.</p>
<p>Both rounds lead to the same goal: at the end of the round, the two subsystems fit together cleanly to create the final “system.”</p>
<p>The pictures below reflect the finished “system.”</p>

<a href='http://tastycupcakes.org/2011/10/continuous-integration-with-lego/finished-cube-real-1/' title='finished-cube-real-1'><img width="150" height="150" src="http://tastycupcakes.org/wp-content/uploads/2011/10/finished-cube-real-1-150x150.jpg" class="attachment-thumbnail" alt="finished-cube-real-1" title="finished-cube-real-1" /></a>
<a href='http://tastycupcakes.org/2011/10/continuous-integration-with-lego/finished-cube-real-2/' title='finished-cube-real-2'><img width="150" height="150" src="http://tastycupcakes.org/wp-content/uploads/2011/10/finished-cube-real-2-150x150.jpg" class="attachment-thumbnail" alt="finished-cube-real-2" title="finished-cube-real-2" /></a>
<a href='http://tastycupcakes.org/2011/10/continuous-integration-with-lego/finished-cube-real-3/' title='finished-cube-real-3'><img width="150" height="150" src="http://tastycupcakes.org/wp-content/uploads/2011/10/finished-cube-real-3-150x150.jpg" class="attachment-thumbnail" alt="finished-cube-real-3" title="finished-cube-real-3" /></a>
<a href='http://tastycupcakes.org/2011/10/continuous-integration-with-lego/finished-cube-real-4/' title='finished-cube-real-4'><img width="150" height="150" src="http://tastycupcakes.org/wp-content/uploads/2011/10/finished-cube-real-4-150x150.jpg" class="attachment-thumbnail" alt="finished-cube-real-4" title="finished-cube-real-4" /></a>

<p>&nbsp;</p>
<div>
<h2>The Waterfall Way (Round One)</h2>
</div>
<p>Each half of each project team (left and right) receives their specs, and is given 3 minutes to look over their LEGO and to discuss what they’re going to build.</p>
<p>Left Half builds the object specified in the set of specs named left-finished-xxx.pdf.</p>
<p>Right Half builds the object specified in the set of specs named right-finished-xxx.pdf.</p>
<ul>
<li>Neither pair gets to see the other pair’s specs</li>
<li>Neither pair gets to see the other pair’s work in progress</li>
<li>Both pairs first get to see the other pair’s “subsystem” when both pairs are done</li>
<li>When both pairs are done, they will try to fit their subsystems together</li>
<li>They will make modifications until they are successful</li>
<li>Record the time when both pairs first say they’re done, and then record the time it takes to get the two subsystems to fit together (<em>build time, integration time, total time</em>)</li>
<li>You will probably need to get the pairs or project teams to track their own times, depending on the size of your group</li>
<li>Expect that the teams will not finish simultaneously, so track the time <em>per team</em> for build</li>
<li>Expect that the two subsystems will not fit together properly – let them struggle with deciding which team should make which modifications</li>
<li>Encourage them to talk about the “specs” and figure out how to get the subsystems to fit together properly</li>
<li>Hopefully, this will be somewhat painful and frustrating for them</li>
</ul>
<div>
<h2>The Agile/Continuous Integration Way (Round Two)</h2>
</div>
<p>As with the Waterfall examples, the project teams will be divided into two halves.</p>
<p>This exercise will be conducted in five iterations.</p>
<p>Before starting this second half, give the following instructions:</p>
<div>
<blockquote><p>Please completely disassemble your systems down to individual blocks, and return the blocks to their buckets/boxes/bags.</p>
<p>Members of each left half, please get up and trade places with the right half of your project team.</p>
<p>For the second part of this exercise, you have now switched – left halves have become right halves, and right halves have become left halves.</p></blockquote>
</div>
<blockquote><p>For each iteration, there is a set of specs that incrementally add to the previous iteration’s results.</p></blockquote>
<p>Iteration one is very simple – just a flat rectangle – in order to get them accustomed to building and working together in pairs, plus giving them their first experience of continuous integration with an easy one that can’t fail.</p>
<p><strong><em>Before starting this exercise, have the pairs switch – that is, Pair Left becomes Pair Right and vice versa.</em></strong></p>
<p>Each Iteration follows the same pattern:</p>
<ol>
<li>Receive specs</li>
<li>2 minutes to review and discuss specs</li>
<li>Build (they will record the time to build)</li>
<li>Integrate (they will record the time to integrate)</li>
</ol>
<p>Instructions are the same as for the first exercise:</p>
<ul>
<li>Neither pair gets to see the other pair’s specs for each iteration</li>
<li>Neither pair gets to see the other pair’s work in progress during an iteration</li>
<li>Both pairs first get to see the other pair’s “subsystem” when both pairs are done in each iteration</li>
<li>When both pairs are done, they will try to fit their subsystems together at the end of the iteration</li>
</ul>
<p>At the end, they will total their build and integration times.</p>
<p><strong>Learning Points:</strong><span class="Apple-style-span" style="font-size: 26px;font-weight: bold"> </span></p>
<p><em>There is a bug in the specs. In the waterfall first round, the two halves cannot come together without a couple of tweaks. The same is true in round two, but they should get there more quickly.</em></p>
<ul>
<li>While it is expected that each Integration stage will take a bit longer than the last in round two, each should still be pretty quick</li>
<li>One or more teams will not complete their cubes during round one. This is an opportunity for learning.</li>
<li>Some may not finish in round two, but that&#8217;s less likely.</li>
<li>Learning questions for the final debrief:
<ul>
<li>Did your team feel more confident in the product you were delivering each iteration?</li>
<li>How long was the integration phase in Waterfall compared to the total time spent in integration over the several XP iterations? (When overall time is roughly equal, this could be a key insight: XP teams have an easier time integrating even when the overall project timeline appears roughly identical to a waterfall Gantt chart)</li>
<li>Were there any features that could not be delivered in Waterfall because integration was too difficult/costly, whereas in XP the same features were delivered successfully?</li>
</ul>
</li>
</ul>
<p><em><strong>Handouts and the slide deck I use are <a href="http://www.stevenlist.com/files/ciwithlego/continuous-integration-with-lego.zip">here</a>: </strong></em></p>
<p><a href="http://www.stevenlist.com/files/ciwithlego/continuous-integration-with-lego.zip">http://www.stevenlist.com/files/ciwithlego/continuous-integration-with-lego.zip</a></p>
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		<title>Mitch Lacey Team Prioritization</title>
		<link>http://tastycupcakes.org/2011/10/mitch-lacey-team-prioritization/</link>
		<comments>http://tastycupcakes.org/2011/10/mitch-lacey-team-prioritization/#comments</comments>
		<pubDate>Thu, 06 Oct 2011 04:25:48 +0000</pubDate>
		<dc:creator>Luke Hohmann</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Product]]></category>
		<category><![CDATA[Requirements]]></category>
		<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Estimation]]></category>
		<category><![CDATA[Innovation Games]]></category>
		<category><![CDATA[lacey]]></category>
		<category><![CDATA[Prioritization]]></category>
		<category><![CDATA[Scrum]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://tastycupcakes.org/?p=1721</guid>
		<description><![CDATA[This is an estimation game based on Mitch Lacey's book "The Scrum Field Guide: Practical Advice For Your First Year". ]]></description>
			<content:encoded><![CDATA[<div><strong>Timing:</strong> 1 hour</div>
<div>
<p><strong>Ingredients:</strong></p>
<ul>
<li>A list of backlog items (epics / stories) to prioritize.</li>
</ul>
<p><strong>Players (5..8 recommended):</strong></p>
<div>
<ul>
<li>Product Manager / Product Owner</li>
<li>Development Team</li>
</ul>
</div>
<p><strong>Directions:</strong></p>
<p><a href="http://innovationgames.com/game_view/instant_play/Q1PJFLQB41B1LPVEH115PVUFSDQEYZB5"><img class="alignright" src="http://innovationgames.com/image_logic/J2KFDRPCLIVG0G4YW5ALFUWJKMJNG2O5" alt="Team Estimation Game" width="250" height="250" /></a>This is an estimation game based on Mitch Lacey&#8217;s book <a href="http://www.amazon.com/Scrum-Field-Guide-Practical-Development/dp/0321554159/ref=sr_1_1?ie=UTF8&amp;qid=1317874939&amp;sr=8-1" target="_blank"><em>The Scrum Field Guide: Practical Advice For Your First Year</em></a>. In this game, notecards represent user stories or other work items. The following description is adapted from Mitch&#8217;s book: Scrum A Year One Survival Guide. Clicking on the image to the right will start an instant play Innovation Game®.</p>
<p>Height determines priority. Stories at the top are higher priority; stories at the bottom are lower priority. A story’s priority can be based on ROI, business value, or whatever else the players agree is important.</p>
<p>Width is reserved for size/effort/complexity. Stories on the left are smaller/ easier; stories on the right are bigger/harder.</p>
<p>Team members and stakeholders should collaboratively organize the stories &#8211; and use the chat logs to shape their feedback.</p>
<p>The quadrants help you identify how you should organize your work. Items in the top-left quadrant are high priority and small. They’ll end up in the top of your work/product backlog. The stories in the top- right are high priority and large. You should break most of those down into smaller stories because they’ll be coming up in the first several sprints. As the stories are broken down, you may find that some are higher priority than others and that a few might even move to a different quadrant.</p>
<p>Use the integrated chat facility to negotiate about your notecards. And any player can edit a noecard to keep track of the agreements of the team. This means that cards will move around during the game as the value of an item increases or decreases or the development team considers various ways of implementing an item.</p>
<p>To get the final results of the game, simply download the Excel spreadsheet. All of the items and their placement values will be available to you for post-processing, including all of the chats.</p>
<p><strong>Key Points:</strong></p>
<ul>
<li>This is not a learning game. This is a &#8220;do work&#8221; game. When you&#8217;re done with this game, you&#8217;ll be able to get a much better sense about how to prioritize your backlog items by reviewing them in clockwise order.</li>
</ul>
<p><strong>References</strong></p>
<ul>
<li>Mitch Lacey describes this game in his book <a href="http://www.amazon.com/Scrum-Field-Guide-Practical-Development/dp/0321554159/ref=sr_1_1?ie=UTF8&amp;qid=1317874939&amp;sr=8-1" target="_blank"><em>The Scrum Field Guide: Practical Advice For Your First Year</em></a>.</li>
</ul>
</div>
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