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Rating: 4.8/5 (17 votes cast)
(English) Nexus Zoo (a scaling simulator), 4.8 out of 5 based on 17 ratings
(English) Written by: Don McGreal(English) on juillet 27, 2016.(English) Last revised by: Don McGrealon août 19, 2016.
2 Responses to "(English) Nexus Zoo (a scaling simulator)"
Erik Buitenhuis%A %e %B %Y at %H:%M
Including some info about duration of the game (time schedule?) would be helpfull!
Also, instead of “4. step back and let it happen”, I think it would be more fun and a better learning experience if the facilitator acts more as a Product Owner.
Asking questions (communicating with your client / PO) should be encouraged! When no questions are asked, the Product Owner should reject the results because of additional (implicit) requirements, e.g. “the logo should be more business-like”, “the cheetah should be running in the picture because that’s what cheetahs are known for”.
When asked questions about *what* to build the PO should provide sensible answers. Questions about *how* to build or coordinate should not be answered.
I have done this game with two Sprints. The Sprint defined for 20 minutes: 4 min planning, 9 min work, 3 min review, 4 min retrospectives. As facilitator, I act as the Product Owner (although someone else could as well). For the retro, I ask team representatives to meet to retro integration issues for first half of timebox and then return to their teams to complete team retro.
Including some info about duration of the game (time schedule?) would be helpfull!
Also, instead of “4. step back and let it happen”, I think it would be more fun and a better learning experience if the facilitator acts more as a Product Owner.
Asking questions (communicating with your client / PO) should be encouraged! When no questions are asked, the Product Owner should reject the results because of additional (implicit) requirements, e.g. “the logo should be more business-like”, “the cheetah should be running in the picture because that’s what cheetahs are known for”.
When asked questions about *what* to build the PO should provide sensible answers. Questions about *how* to build or coordinate should not be answered.
I have done this game with two Sprints. The Sprint defined for 20 minutes: 4 min planning, 9 min work, 3 min review, 4 min retrospectives. As facilitator, I act as the Product Owner (although someone else could as well). For the retro, I ask team representatives to meet to retro integration issues for first half of timebox and then return to their teams to complete team retro.