O que eles estavam pensando?

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Tempo

30 mins

Materiais

  • Suprimentos para cada time: massa de modelar, limpadores de cano (hastes de cordão)

Receita

Cada time seleciona um AN – Analista de Negócios (ou PO – Product Owner) para ir à frente da sala para olhar a figura de um item que o cliente quer construir. Os AN’s são instruídos a usar apenas imperativos comparações (nada do tipo “rima com”) e a não usar certas palavras quando descrevendo o item para o resto do time.

  • No round 1, o item é algo simples (como uma cadeira), mas o AN deve se comunicar apenas de forma escrita. Isso deve levar apenas alguns minutos para o time criar o item usando os suprimentos dados.
  • No round 2, o item é algo simples (uma chaleira), mas o AN pode falar com o time. Isso deve mostrar como deve ser mais fácil se comunicar através da fala.
  • No round 3, é mostrado ao AN um item que não é fácil de comunicar (uma moto ou um kit de maquiagem até um mouse de computador, por exemplo). Desde que itens como esses não são comuns os mesmos devem ser bem mais difíceis de construir.

Nota: Uma rápida alternativa para esse jogo é fazer os times desenharem os objetos ao invés de utilizarem os suprimentos.

Pontos de aprendizado

  • Em software, raramente nós estamos criando algo que já existe. Somos então forçados a comunicar usando imperativos e metáforas e frequentemente muito é perdido na tradução.
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4 Responses to "O que eles estavam pensando?"
  • Lodewijk Bergmans %d 14UTC %B 14UTC %Y às %H:%M 03Mon, 14 Dec 2009 15:24:32 +000032.

    I am very much in favor of activating people when learning, and preferably in a fun way.
    I do think this is a nice exercise, but I am wondering to what extent we need to let people experience “In software, we are rarely creating something that already exists. So we are forced to communicate in imperatives and metaphors and, quite often, much is lost in translation.”

    Certainly almost every developer is aware of this, right?
    Now I am wondering if this could be improved (and e.g. “Mr. Happy Face” does a better job at that) to let people experience an alternative way of working: indeed the difference in round 1 and 2 is doing that, but the overall feeling after the game will remain: we have a problem (as we already knew).
    So why not have (equally difficult?) assignments where in the last round, additional iteration/feedback cycles are allowed, to show that the result is actually better? (or even continuous feedback while the team is working…)

    You could even introduce economics in it, perhaps? -> e.g. cost per time unit, every time you iterate, costs additional, delivering the wrong thing will yield nothing.

    If I am on the wrong track with my suggestions; please enlighten me!

    cheers,
    Lodewijk Bergmans

    PS: especially when drawing, this is much like the party game ‘pictionary’–great fun indeed

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  • Michael McCullough %d 14UTC %B 14UTC %Y às %H:%M 04Mon, 14 Dec 2009 16:12:46 +000046.

    Hi Lodewijk!

    Thanks so much for your comment. I agree, many developers understand the imperfection of language to completely describe what is fundamentally an uncertain goal. The intent of this game is to illustrate that point to those less familiar with the nature of building software.

    The idea of changing the game to illustrate the need for feedback in empirical processes sounds really interesting. I wouldn’t say you’re on the wrong track in any way. It is just not the path we went down when we created the game. I would be interested in hearing how this works for you. Perhaps you could even post it as a new game!

    Mike

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  • Mike Pearce %d 18UTC %B 18UTC %Y às %H:%M 08Tue, 18 Oct 2011 08:27:00 +000000.

    Hello,

    For the hard of learning, what is an ‘imperative’ in this game? Could you give an example?

    Thanks,

    Mike

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  • Michael McCullough %d 27UTC %B 27UTC %Y às %H:%M 02Sun, 27 Nov 2011 14:44:59 +000059.

    Great question Mike.

    So by imperative I mean a statement like ” It shall ….” or “It must …”

    Hope that helps,

    Mike McCullough

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