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	<title>TastyCupcakes.org &#187; Agile</title>
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	<link>http://tastycupcakes.org</link>
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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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		<item>
		<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>
]]></content:encoded>
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		</item>
		<item>
		<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>
]]></content:encoded>
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		</item>
		<item>
		<title>Bang For The Buck Prioritization</title>
		<link>http://tastycupcakes.org/2011/03/bang-for-the-buck-prioritization/</link>
		<comments>http://tastycupcakes.org/2011/03/bang-for-the-buck-prioritization/#comments</comments>
		<pubDate>Mon, 21 Mar 2011 04:41:57 +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[Planning]]></category>
		<category><![CDATA[Prioritization]]></category>

		<guid isPermaLink="false">http://blog.tastycupcakes.com/?p=799</guid>
		<description><![CDATA[Estimate the relative value of the capabilities or stories you’re planning for your scrum sprints with this Instant Play game that does the work of assessing the real Bang for the Buck in your backlog.]]></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/KR25FMG33K0IKNKZV15JXCIXL4S4W1X2"><img class="alignright" src="http://innovationgames.com/image_logic/1EXL4APXKYSTCJ4DROP1OVM4AKTITVY2" alt="Bang For the Buck" width="250" height="250" /></a>The goal of this game is to collaboratively rank a backlog based on estimated value and estimated cost. The y-axis is the value of an epic or story and the x-axis is the cost. Each axis is organized as a Fibonacci number. We typically use this game for release planning.</p>
<p>Clicking on this image, will start an “instant play” game at www.innovationgames.com. You&#8217;ll see this image as the &#8220;game board&#8221; and an icon of a light bulb in the top left corner of this window. The light bulb represents the backlog items you want to prioritize. To add a backlog item onto the game board, simply drag it from the top left and describe it.</p>
<p>Now the fun begins! While any player can move a light bulb at any time, the game works best when the product manager focuses on getting the light bulbs in the right place vertically, while the development team puts the items in the right place horizontally.</p>
<p>Use the integrated chat facility to negotiate about the items. And any player can edit the items to keep track of the agreements of the team. This means that items 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 Fibonacci 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>Scott Selhorst explains this game with more detail <a href="http://tynerblain.com/blog/2008/10/20/planning-sprints-part-2/" target="_blank">here</a>.</li>
</ul>
</div>
]]></content:encoded>
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		</item>
		<item>
		<title>Agile Games Conference 2011</title>
		<link>http://tastycupcakes.org/2010/10/agile-games-conference-2011/</link>
		<comments>http://tastycupcakes.org/2010/10/agile-games-conference-2011/#comments</comments>
		<pubDate>Fri, 08 Oct 2010 19:00:57 +0000</pubDate>
		<dc:creator>Michael McCullough</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Agile]]></category>

		<guid isPermaLink="false">http://blog.tastycupcakes.com/?p=530</guid>
		<description><![CDATA[The second annual Agile Games Conference is on, April 16-18th in Boston. This year we will be accepting submission for games and topics. To keep updated on where things are at, how to attend  and how to submit your own ideas go to www.AgileGames2011.com]]></description>
			<content:encoded><![CDATA[<p>The second annual Agile Games Conference is on, April 14-16th in Boston. This year we will be accepting submission for games and topics. To keep updated on where things are at, how to attend  and how to submit your own ideas go to <a href="http://www.AgileGames2011.com">www.AgileGames2011.com</a></p>
<p>Look forward to seeing you there!</p>
<p>Mike</p>
]]></content:encoded>
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		<item>
		<title>The Backlog is in the Eye of the Beholder</title>
		<link>http://tastycupcakes.org/2010/07/the-backlog-is-in-the-eye-of-the-beholder/</link>
		<comments>http://tastycupcakes.org/2010/07/the-backlog-is-in-the-eye-of-the-beholder/#comments</comments>
		<pubDate>Sun, 04 Jul 2010 03:37:00 +0000</pubDate>
		<dc:creator>Mike McCullough</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Product]]></category>
		<category><![CDATA[Requirements]]></category>
		<category><![CDATA[product backlog]]></category>
		<category><![CDATA[product management]]></category>
		<category><![CDATA[stories]]></category>

		<guid isPermaLink="false">http://blog.tastycupcakes.com/?p=472</guid>
		<description><![CDATA[The purpose of this Agile game is to expand the view of multiple stakeholders as well as illuminate the value of organizing work without prioritizing. 
]]></description>
			<content:encoded><![CDATA[<p><strong>Description</strong></p>
<p>Organization and prioritization are two distinct activities that can be used to improve the quality of a product backlog. A simple linear list is difficult to prioritize. As well, many stakeholders are forgotten in the rush to deliver customer value. See example list of stakeholders. The purpose of this game is to expand the view of multiple stakeholders as well as illuminate the value of organizing the work without prioritizing.</p>
<h2>Learning Points</h2>
<p>●	The value of organizing before prioritizing</p>
<h2>Timing</h2>
<p>45 minutes. (Variant: drop a round to shorten)</p>
<h2>Ingredients</h2>
<p>The game consists of the following items for each participating team:</p>
<ol>
<li>Persona Cards: (5”x8” cards) There are four persona cards or sheets. Each persona should be copied to a separate card.</li>
<li>Story Cards: (3”x5” cards) In this game, the stories consist of a verb and a noun (e.g Fertilize Crops). There are 18 cards, but more cards can be added. One verb noun grouping should be copied to each card.</li>
<li>Category Cards: (3”x5” blank cards &#8211; use different colour than story cards) &#8211; The category cards are initially blank. A set of blank cards are needed for each round and team. Typically there are around 5 Categories per round.</li>
<li>Black Marker: Any pen or felt tip mark should work. This is used for writing on the category cards. One timer is needed in order to time each round and the debrief sessions.</li>
</ol>
<h2>Recipe</h2>
<ol>
<li>Introduction (5 min)
<ul>
<li>Draw simple Product Backlog in Scrum</li>
<li>Ask participants what it is</li>
<li>Comment that there is a lot of complexity that may not be best represented by asingle sorted list.</li>
</ul>
</li>
<li>Form the group into teams &#8211; each at a table. (2 min) 4 seems a good number for a team. More than this and it is hard to jointly sort the cards. 5 may be OK.</li>
<li>Introduce the domain. Once upon a time, there was a farm and different people had different ideas how the farm should be run. (MORE)</li>
<li>Iterate! There are 4 rounds &#8211; each with a different persona (see table below)
<ul>
<li>Shuffle story cards between rounds</li>
<li>Introduce Persona (1 min + 1 min for questions)</li>
<li>Ask participant organize the backlog based on the persona.</li>
<li>Debrief the round. Do this in a circle. See debrief questions below.</li>
</ul>
</li>
<li>Debrief the whole game.</li>
</ol>
<h3>Round 1</h3>
<ul>
<li><em>Persona: </em>Producer/Farmer</li>
<li>R<em>ound Duration:</em> 5&#8242;</li>
<li><em> Debrief*: 4&#8242;</em></li>
</ul>
<h3>Round 2</h3>
<ul>
<li><em>Persona: </em>Customer/Buyer</li>
<li>R<em>ound Duration:</em> 4&#8242;</li>
<li><em> Debrief*: 3&#8242;</em></li>
</ul>
<h3>Round 3</h3>
<ul>
<li><em>Persona: </em>Farm Bureau/Inspectors</li>
<li>R<em>ound Duration:</em> 4&#8242;</li>
<li><em> Debrief*: 3&#8242;</em></li>
</ul>
<h3>Round 4</h3>
<ul>
<li><em>Persona: </em>Land Owner</li>
<li>R<em>ound Duration:</em> 3&#8242;</li>
<li><em> Debrief*: 10&#8242; &#8211; whole game</em></li>
</ul>
<p>* Larger groups may require more debrief time.</p>
<h2>Debrief Questions</h2>
<h3>First Round</h3>
<ul>
<li>Each team: talk a little about how you organized the backlog.</li>
<li>What is the same/different?</li>
<li>What else did you notice?</li>
<li>If no one mentions, may notice that we are used so used to prioritizing we often go there automatically. Did any of the teams create a structure that helps them understand their world?</li>
</ul>
<h3>Second/Third</h3>
<ul>
<li>Same questions as first plus</li>
<li>What was different from earlier round(s)?</li>
</ul>
<h3>Final</h3>
<ul>
<li>Over all 4 rounds, what have you noticed about backlog organization?</li>
<li>How does this relate to product backlogs that you work with?</li>
<li>How well do real world product backlogs represent different stakeholders?</li>
</ul>
<h2>Story Cards</h2>
<p>There are 18 story cards. Each story card consists of a verb and noun pair.</p>
<p>(Note: Michael S removed story numbers since it may confuse people)</p>
<h2>Stories:</h2>
<ul>
<li>Fertilize Crops</li>
<li>Spray Insecticide</li>
<li>Harvest Crop</li>
<li>Buy Seed</li>
<li>Rotate Crops</li>
<li>Weed Fields</li>
<li>Survey Market</li>
<li>Kill Groundhogs</li>
<li>Lay Fallow</li>
<li>Define Market Needs</li>
<li>Till The Ground</li>
<li>Assure Organic (inspect for selected crops)</li>
<li>Plant Seed</li>
<li>Sell Early Summer Crops</li>
<li>Sell Late Summer Crops</li>
<li>Water Plants</li>
<li>Recover from Natural Disaster</li>
<li>Forecast Profit</li>
</ul>
<h2>Personas</h2>
<h3>Producer / Farmer</h3>
<p>As a farmer, I’m focused on legally maximizing my profits by controlling costs, buying the right seeds, planning crop rotations, reducing pests, and timing the release of my products to markets. I follow closely the agreements set forth in the lease with the Land Owner.</p>
<h3>Consumer / Buyer</h3>
<p>As a customer of the local farm, I want healthy and reasonably priced food that has been grown with sustainable and environmentally friendly practices.</p>
<h3>Land Owner</h3>
<p>The farm land has been in my family for over 200 years. My family’s income depends on the revenue generated from the farm lease. Hence, we are interested in ensuring the long-term sustainability of the land. As a family, we have been engaged in wildlife preservation and conservation of natural resources. It is imperative our property used in accordance with all relevant laws and regulations.</p>
<h3>Farm Bureau / Inspectors / Regulatory Agencies</h3>
<p>As a regulatory body, we are tasked with ensuring that produce is safe and fit for human consumption. We test and verify that the land is used in accordance with local, state, and federal regulation to protect from erosion, run off, soil depletion and other activities that may harm the land. We enforce all animal protection laws and regulations.</p>
<h2>FAQ</h2>
<p>There are no story points (cost). How does this make any sense?</p>
<p>The whole point of the game is to ignore prioritization. Story cost is only relevant for making prioritization decisions. In this game we want people to think about stakeholders and how to organize the work in terms of who cares about what.</p>
<h2>Credits</h2>
<p>This game was developed at Agile Games 2010 in Boston by:</p>
<ul>
<li><a title="Michael Sahota" href="http://www.agilitrix.com/">Michael Sahota</a></li>
<li><a title="Mary Gorman" href="http://www.ebgconsulting.com">Mary Gorman</a></li>
<li><a title="Mary Gorman" href="http://www.ebgconsulting.com"></a>Warren Elliott</li>
<li>Greg Ott</li>
<li>Dan Zaino</li>
<li>Judy Rivais</li>
</ul>
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		<title>Pocket-sized Principles</title>
		<link>http://tastycupcakes.org/2010/01/pocket-sized-principles/</link>
		<comments>http://tastycupcakes.org/2010/01/pocket-sized-principles/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 01:45:33 +0000</pubDate>
		<dc:creator>Don McGreal</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Instructing]]></category>
		<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Instructing Techniques]]></category>
		<category><![CDATA[learning]]></category>

		<guid isPermaLink="false">http://blog.tastycupcakes.com/?p=411</guid>
		<description><![CDATA[This is a great exercise to better communicate the twelve principles behind the Agile Manifesto. In their existing form, it is challenging for people to read and understand each principle and, just as importantly, to easily refer to them later.]]></description>
			<content:encoded><![CDATA[<p><strong>Timing:</strong></p>
<p>15 minutes</p>
<p><strong>Ingredients:</strong></p>
<ul>
<li> Copies of the twelve principles of agile software (http://agilemanifesto.org/principles.html)</li>
<li> White-boards and/or flip-charts</li>
<li> Markers</li>
</ul>
<p><strong>Recipe:</strong><br />
This is an exercise that we came up with to better communicate the twelve principles behind the Agile Manifesto. In their existing form, it is challenging for people to read and understand each principle and, just as importantly, to easily refer to them later.</p>
<ul>
<li> Divide participants in to groups, each with a white-board or flip-chart and markers.</li>
<li> Have the teams write down the numbers 1 through 12.</li>
<li> Challenge each team to, within a 15 minute time-box, come up with <strong>three words maximum</strong> that effectively capture each of the twelve principles.</li>
<li> To avoid &#8216;analysis paralysis&#8217;, make sure to give the teams time updates throughout (e.g. 10, 5, 2, 1 minute warnings). You will find that teams will speed up towards the end.</li>
<li> When time is up, go through each principle and discuss which are the most important words. Sometimes I like to ask people what their most and least favorite principles are.</li>
<li> Post the condensed principles somewhere visible, so as to make it a regular talking point.</li>
</ul>
<p>Here is an example:</p>
<blockquote>
<ol>
<li>Produce Value Early</li>
<li>Welcome Change</li>
<li>Iterative Delivery</li>
<li>Daily Business Collaboration</li>
<li>Trust Motivated Team</li>
<li>Face to Face</li>
<li>Working Software</li>
<li>Sustainable Pace</li>
<li>Technical Excellence</li>
<li>K.I.S.S.</li>
<li>Self-Organize</li>
<li>Reflect and Adjust</li>
</ol>
</blockquote>
<p><strong>Learning Points:</strong></p>
<ul>
<li> This is an effective way of capturing each principle in a much more concise and memorable way.</li>
<li> Probably the most valuable part of this exercise, is in the discussion that the teams have when trying to come up with the words. They need to first understand the principle before breaking it down.</li>
<li> Teams can establish a collective understanding and ownership of each principle.</li>
<li> This also makes for a good review exercise in a classroom environment.</li>
</ul>
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		<title>White Elephant Sizing</title>
		<link>http://tastycupcakes.org/2009/09/sizing-game/</link>
		<comments>http://tastycupcakes.org/2009/09/sizing-game/#comments</comments>
		<pubDate>Sun, 27 Sep 2009 03:52:00 +0000</pubDate>
		<dc:creator>Don McGreal</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Team Dynamics]]></category>
		<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Estimation]]></category>
		<category><![CDATA[Planning]]></category>

		<guid isPermaLink="false">http://blog.tastycupcakes.com/?p=316</guid>
		<description><![CDATA[The White Elephant Sizing game is a quick, easy, and playful way to categorize user stories in an agile project based on relative size.]]></description>
			<content:encoded><![CDATA[<p><em>Note: If you haven&#8217;t heard of White Elephant Gift Exchanges before, <a href="http://en.wikipedia.org/wiki/White_elephant_gift_exchange">read this</a>.</em></p>
<p><b>Ingredients:</b></p>
<ul>
<li> Sizing board (a whiteboard or flip-chart or the like; divided into 5 columns: XS, S, M, L, XL)
<li> Timer
<li> A set of prepared stories
<li> A set of 5 X 3 cards
<li> Tape for attaching the cards to the board
</ul>
<p><b>Recipe:</b></p>
<p>Have the team stand-up in a half circle facing their sizing board.</p>
<p>Shuffle a deck of story cards and place them face down on a table in front of the sizing board. Place a timer next to the cards.</p>
<p>The game begins when the facilitator starts the timer, which is the signal for the first member to perform the following steps:</p>
<ul>
<li> pick the top card off the deck
<li> attach a piece of tape to the card
<li> read the story on the card out loud
<li> assigns the card to one of the five columns on the board (XS, S, M, L. XL)
<li> provide a reason to the group
<li> start the timer for the next player
</ul>
<p>It is important assigning the card to one of the five columns has to be the player’s own decision, without any external interference. This is why the player should provide the reason for his or her decision after the card has been assigned. If the player does not assign the card within one minute, the card will be assigned to the column in the middle. The player then restarts the timer for the next player.</p>
<p>After sizing the card, the player presents his or her reason. The reason may be based on expert knowledge, from past experiences, or observations from other projects. It is essential that the rest of the team observes and listens carefully to understand the overall context and development of the board. All other team members are therefore silent without discussions or judgment.</p>
<p>After a few rounds, there should be enough cards on the board to give the team members the option to, on their turn, move an existing card on the board into a different column instead of picking a new card from the deck. As before, the player reads the story out loud followed by a reason which supports the decision to re-size.<br />
Once all user story cards are on the board and sized, each team member, on their turn, can either continue moving cards between columns or simply “pass” if they are satisfied with the current results. If a player does not make a decision within the one-minute time-limit, it will be interpreted as a “pass”. </p>
<p>The game ends when the pile of story cards is gone and every member of the team signals “pass”.</p>
<p><b>Challenges:</b><br />
The biggest challenge in the beginning is the lack of a reference story &#8211; the Chihuahua (see <a href="doggy-planning">Doggy Planning</a>). Because no card has been assigned yet, the first player will not have something to compare his or her story to. And since the cards will be shuffled, we won’t know if the first stories are really small, medium, or large until we uncover more stories. This is OK and and important lesson of the game. Every player will have the opportunity to change their mind in future rounds, so the important thing is to just get started. Remember, the game does not stop until all players signal “pass”.</p>
<p>It is quite typical that two or more players disagree about a few assignments, and the card may end up endlessly moving up and down the board. If this happens, just take the card and place it on the bottom of the deck. That way, the sizing can continue and the card should have more context after all the other cards have  been sized.</p>
<p><b>Learning Points:</b></p>
<ul>
<li> Group user stories according to their relative size/effort
<li> Reach a democratic consensus quickly
<li> Ensure that each team member has a say
<li> Learn how user stories are captured
<li> Actively collaborate in a fun way
</ul>
<p><b>Variations</b></p>
<ul>
<li> Play with 3 (S,M.L) columns instead of 5 (XS, S, M, L. XL)
<li> Begin with 3 columns until the team requests more granularity, then the moderator adds additional columns
<li> Assign the Fibonacci sequence to the columns (1,2,3,5,8)
</ul>
<p><b>CREDIT:</b> <a href="http://www.jochenkrebs.com">Jochen Krebs</a></p>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Example Please!</title>
		<link>http://tastycupcakes.org/2009/08/example-please/</link>
		<comments>http://tastycupcakes.org/2009/08/example-please/#comments</comments>
		<pubDate>Tue, 18 Aug 2009 17:43:59 +0000</pubDate>
		<dc:creator>Michael McCullough</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Team Dynamics]]></category>

		<guid isPermaLink="false">http://blog.tastycupcakes.com/?p=284</guid>
		<description><![CDATA[This Agile Game helps to prompt and establish an understanding how the values of Agile will and should  impact a particular group or organization. The exercise is a complement to describing the general meaning and intent of these values which is still an important conversation. The intent intent here is to create understanding and self discovery for the participants in their environment. 
]]></description>
			<content:encoded><![CDATA[<h3 style="font-size: 1.17em;">Timing:</h3>
<p style="font-size: 1.17em;">20-40 mins</p>
<h3 style="font-size: 1.17em;">Ingredients:</h3>
<ul>
<li>Paper, pens, whiteboard and markers</li>
</ul>
<h3 style="font-size: 1.17em;">Recipe:</h3>
<p>Briefly review the four value statements from the <a title="Agile Manifesto" href="http://agilemanifesto.org/" target="_blank">Agile Manifesto</a>.</p>
<p>One at a time for each statment ask the group to write down an example (60 -90 seconds). In turn have everyone read their example aloud. Ask the group to choose the example they like best, write it on the board (two is fine if there is a split or close call).</p>
<h3 style="font-size: 1.17em;">Learning Points:</h3>
<ul>
<li>This Agile Game helps to prompt and establish an understanding how the values of Agile will and should  impact a particular group or organization. The exercise is a complement to describing the general meaning and intent of these values which is still an important conversation. The intent intent here is to create understanding and self discovery for the participants in their environment.</li>
<li>Begins the establishment of a new set of norms since these are examples of behaviour that the team has defined.</li>
<li>For a coach new to an organization this can also help you better understand the challenges a team and organization will face culturally and systemically.</li>
</ul>
<p>Posted by <a title="Michael McCullough" href="http://blog.tastycupcakes.com/about/michael-mccullough/" target="_self">Mike McCullough</a></p>
]]></content:encoded>
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		<item>
		<title>People Polling</title>
		<link>http://tastycupcakes.org/2009/07/people-polling/</link>
		<comments>http://tastycupcakes.org/2009/07/people-polling/#comments</comments>
		<pubDate>Tue, 14 Jul 2009 19:33:07 +0000</pubDate>
		<dc:creator>Don McGreal</dc:creator>
				<category><![CDATA[*All Games*]]></category>
		<category><![CDATA[Agile]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Estimation]]></category>

		<guid isPermaLink="false">http://blog.tastycupcakes.com/?p=264</guid>
		<description><![CDATA[Demonstrate the <a href="http://en.wikipedia.org/wiki/Wisdom_of_crowds">wisdom of crowds</a> and other agile estimating practices with this powerful experiment.]]></description>
			<content:encoded><![CDATA[<p><strong>Timing:</strong> 10 mins</p>
<p><strong>Ingredients:</strong></p>
<ul>
<li>A good-sized audience &#8211; 10 or more (the bigger the better)</li>
<li>Pens &amp; paper for all</li>
</ul>
<p><strong>Recipe:</strong></p>
<p>It is best to sneak this exercise in when it is least expected.<br />
Start by selecting something in the room that is not easily counted or estimated. Take the time to write the exact number down and hide it from the audience.<br />
Then, have each individual quickly and privately write down their own estimate.<br />
Gather all of the estimates and calculate the average.<br />
Cross your fingers and unveil the number that you wrote down earlier. It should be relatively close to the group average.</p>
<p>I have done similar exercises about a dozen or so times and the results are usually spot on. However, there is always a chance that the results could be off, so always make sure to start by announcing that you want to perform an experiment together. Participants will understand if the results are not perfect.</p>
<p>Some things you can use to estimate:</p>
<ul>
<li>Your weight &#8211; although people tend to be generous and the estimates are usually low. <img src='http://tastycupcakes.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
<li>Number of books available on Amazon.com</li>
<li>Number of words on a page &#8211; I&#8217;ve had the most success with this one. In a class environment, I&#8217;ll use the lab write-up and have the students write their estimate on the back.</li>
<li>Number of steps it takes to walk from one side of the room to the other &#8211; this one is fun, but you could get accused of rigging the outcome.</li>
<li>Balloons in the room &#8211; only works if you played the <a href="http://blog.tastycupcakes.com/2009/06/99-test-balloons/">99 Test Balloons</a> game earlier. <img src='http://tastycupcakes.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </li>
<li>Please leave a comment to share some of your ideas and experiences.</li>
</ul>
<p>Other helpful hints:</p>
<ul>
<li>To keep things quick, open a spread sheet to type in everybody&#8217;s estimate as they show them to you. This also makes it easy to calculate the average in front of everybody.</li>
<li>Analyze the data with the class. You will likely get a very wide variance. I often find that no one individual estimate is as close as the average. This speaks to the true <a href="http://en.wikipedia.org/wiki/Wisdom_of_crowds">wisdom of the crowd</a> and of the importance of diversity.</li>
<li>To make it even more interesting, give a prize to whomever had the most accurate estimate.</li>
</ul>
<p><strong>Learning Points:</strong></p>
<ul>
<li>The accuracy of the group estimate is usually stronger than any one individual&#8217;s.</li>
<li>The larger and more diverse the crowd is, the better the estimate.</li>
<li>Agile embraces this principle by involving the whole team in estimating and planning and by encouraging the creation of cross-functional teams.</li>
</ul>
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