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Name: Ivo

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Bio: Success of groups & teams - this is what's driving me - helping groups & teams succeed in what those are doing. When it happens, everyone's happier - both inside and outside. And more happier people is more happier environment is more happier world. I am growing on as a facilitator/coach of people, teams and organizations in the context of Lean/Agile. Have strong alignment with ideas from Lean & Systems thinking. Have strong belief in visualizations as the key people uniting and success catalyzing elements in the business world of these days. And of course all of the above in the strong light of trust, motivation and positive outlook!

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    Valuable Paper Airplanes

    December 29th, 2018

    Timing: 25-30 min. (For 2 teams with 1 facilitator)


    Prepared in advance 4 User Stories (in 2 copies each) describing different planes to be built.

    Room with 1 table for each team, many A4 format paper sheets, flipchart or whiteboard, anything needed for teams to be able to build airplanes according to Acceptance Criterias.



    This is a game to understand Scrum aspects like transparency (Definition of Done) and basic Scrum process of inspection and adaptation. It is based on well known Paper Airplanes game (one variant here) and is modified to go away from the factory of producing as many airplanes as possible towards producing airplanes that are valuable.

    Definition of Done

    Paper Airplane is built, tested, shown to PO (facilitator) that it flies!


    The game is organized in 4 Sprints. Each Sprint starts with Planning, then proceeds into Sprint work, then into Sprint Retrospective.


    The only rule

    Is that each team member can do one bend at a time and then has to pass the airplane to someone else in the team.


    Sprint Planning

    PO (facilitator) starts the timer (1 min) and gives each team the same 1 NEW User Story describing the plain to be built with Acceptance Criteria (AC). Team thinks HOW to build it.

    Sprint Work

    When 1 minute is over PO (facilitator) asks to start the work and reminds that teams have 4 minutes! Teams start building the planes according to AC and DoD. PO (facilitator) marks the count of acceptable to him airplanes on whiteboard or flipchart per each team.

    Sprint Retrospective

    When 4 minutes are over PO (facilitator) asks to stop working and reminds that teams now have 1 minute to retrospect their process. After 1 minute is over, Sprint Planning starts again by PO (facilitator) giving each team the same 1 next User Story.


    After 4 Sprints, teams debrief the game with facilitator. Use collected results on whiteboard or flipchart to talk about velocity of valuable paper airplanes.



    Some teams forget the last part of the DoD :).

    Some teams split – some team members run the factory, some are testing and showing to PO.

    Some teams fail to learn from situations where PO rejects some of the planes.

    Running this game w/o a Scrum Master is hard as at some point the busy PO misses to notice the timeboxes. Good learning point about why Scrum Master is actually is a value.

    And yes, in debrief it is worth to mention that PO is just a PO and that this game skips very crucial part – Sprint Review with stakeholders!

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    Positive Change Canvas

    September 1st, 2017

    Timing: Up to 60 min (depends on number of people)


    Download & print Positive Change Canvas from; have sharpies or pens for participants. Can be used individually or in larger group of people.


    Positive Change Canvas is a technique based on Appreciative Inquiry and Positive Psychology to discover a positive change. It can be used as part of Futurespective.

    Make the group sit in a circle, hand out printed canvas and a sharpie/pen to everyone. Remind everyone to write legibly. Set timer to 5 min and start with STEP 1. After 5 min, rotate canvases clockwise and set timer to 4 min and proceed with STEP 2. Remind that STEP 2 is based on content in STEP 1. After 4 min, rotate canvases clockwise and set timer to 3 min and proceed with STEP 3. As before, remind that STEP 3 is based on content in STEP 2. After 3 min make sure author receives back his canvas which now should contain content in every step. Now give people few minutes to review their content and ask someone to share. Do so with few people.

    Learning Points:

    The main point is that other people look at your positive stuff and propose improvements on top of that. The shifted perspective does miracles! Try! 🙂

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    Time-Tree-Fertilizer retro

    July 24th, 2017

    Timing: up to 60 min.


    Room with flipchart or whiteboard, red, green, yellow and one more color sticky notes, markers/sharpies.


    This approach to Retrospective is most effective when you look back at a longer period of time like project or release.

    How to run?

    Facilitator after setting the stage, approaches flipchart/whiteboard and draws a vertical line (in the middle). Line’s starting point is approx. 1/3 from the bottom of the object. Participants are informed that this is project’s/release’s time line by drawing dates on both ends of the line. After this, participants start data gathering part and use green stickies for positive events/facts and use red ones for the opposites. After 7-10 min they one by one approach the line and attach sticky notes relative to timeline and explain them. This is very similar to any other retrospective. At the end you have a line with green and red sticky notes all over it.

    Now, there is a short discussion, grouping/removal of some of the sticky notes. After this facilitator uses a marker to draw branches that go through the sticky notes and while drawing them speaks that the tree you were growing for X amount of time has got good fruit (green) and not so good or bad (red). At the end of this there is something like a tree with branches and many fruit.

    Next, facilitator draws a horizontal line perpendicular to the vertical just below it. This is a ground level. Below line is underground. Now, facilitator invites to use yellow color sticky notes to generate reasons for the red fruit above the ground. Participants spend some time, creating reasons and one by one approach the tree and attach yellow sticky notes by explaining why these. At the end we have a set of reasons for the red-fruit above. Facilitator visually draws small roots that go through yellow items in different directions. Now drawing looks like a fuller picture tree with also the part below the ground level.

    Now, there is a discussion/grouping and selection of the worst yellow ones. The ones that have produced the most bad fruit. Can be done by voting.

    After this, facilitator reveals 2nd drawing (recommended A1 drawing of a funnel and the bucket with inserted spade at the bottom. Text on bucket = FERTILIZER) and attaches it next to the tree. Now, facilitator invites to use last color sticky notes to generate concrete actions items for the most yellow ones by saying – “Let’s try to find what is that our fertilizer that we need to use when we grow our next tree so that it has more green fruit!”. Participants as previously create sticky notes and one by one add them right into the funnel. When all are done, discussion happens and voting at the end since not all can and needs to be done. The top voted sticky notes are moved into the bucket and that’s it!

    Learning Points:

    See above, but in short – see your past project/release in the time-tree-fertilizer metaphor which is another use of visual metaphors.

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