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Name: Michael

Web Site: http://www.agilitrix.com

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    Screencast – Four Ways to Search for Games on TastyCupcakes

    May 25th, 2011

    In an effort to help people find the games they are looking for, I recorded the following screencast showing four different ways to search for games on tasty cupcakes. N.B. This is recorded in 720p so you’ll see more if you hop over to YouTube.

    There is more that we want to do to improve search but wanted to make sure that everyone can benefit from what is already there.

    Please feel free to share any feedback or suggestions via comments.In an effort to help people find the games they are looking for, I recorded the following screencast showing four different ways to search for games on tasty cupcakes. N.B. This is recorded in 720p so you’ll see more if you hop over to YouTube.

    There is more that we want to do to improve search but wanted to make sure that everyone can benefit from what is already there.

    Please feel free to share any feedback or suggestions via comments.In an effort to help people find the games they are looking for, I recorded the following screencast showing four different ways to search for games on tasty cupcakes. N.B. This is recorded in 720p so you’ll see more if you hop over to YouTube.

    There is more that we want to do to improve search but wanted to make sure that everyone can benefit from what is already there.

    Please feel free to share any feedback or suggestions via comments.

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    We Played InnovationGames to Plan TastyCupcakes.org

    May 3rd, 2011

    At Agile Games 2011 in Boston (not to be confused with the other Agile Games conference – Play4Agile in Germany), yours truly got to act as the Product Owner for TastyCupcakes.org and get community input on what features we need to develop. On the one hand, this is a case study for running InnovationGames® and on the other hand we’d like to hear from you about some of the proposed features.

    Prune the Product Tree

    Since this was a last-minute deep-dive session to cover off a medical emergency, we had very little time for prep. As a result, we played Prune the Product tree in open-ended exploration mode where there were initially the tree was empty of items – it was up to the players to decide what was important for game designers and game seekers at various time horizons.

    After a quick demo of this website, Luke Hohmann (who did a wonderful job facilitating) had everyone form groups where they would act as customers and decide what they wanted to see. Here are the trees and features that the teams came up with:

     

    As the session was going on, we noticed the teams were really cooking. Luke said “I thought we were just doing a demo, but there is some really valuable product information.” I (the smart alec) said: “Innovation Games works! Who knew?” IMHO, it is just so cool that it is like magic. It was at that moment that we realized and lamented that we did not ask for volunteers to be observers.

    Important lesson: use and train observers! Happilly, I was able to benefit from this lesson the very next day when I ran a surprise session on Innovation Games with Brian Bozzutto and Johnny Scarborough, but that’s another story and will be told at another time.

    Creating a Feature List

    During the morning session, I identified features and sized them (S, M, L). Over lunch, Luke and I (actually mostly Luke) created and printed features lists and descriptions. Of course, this was done in excel so we could upload directly into buy-a-feature online game. Check out this PDF of the Tasty Cupcakes Feature Buying Guide.

    Caveat: in a real Innovation Game, it would take time to unpack all the observations and create a list of features. We did it over lunch as a demonstration. If you are doing real work, take the time to get the feature list right.

    Buy A Feature

    We played three in-person buy a feature games and one online game. The results of all the games are show below.

    What does this show us? It shows us that there is a strong consensus for the top features – these were selected by all groups: photo/video, powerful search, and improve usability. One would need to unpack obeservers’ notes to understand other features. For example, one group assumed that user tagging would have to be included in powerful search and did not buy it.

    Does these features make sense to you in terms of TastyCupcakes priorities? Please let us know.

     

     

     

     

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    Coaching Skills Dojo

    April 19th, 2011

    Learning Objective: Participants practices three fundamental coaching skills: observing, listening and questioning.

    When to use this game: Play this game to become improve interpersonal coaching and communication skills.

    Time: 90 minutes

    Description:

    1. First partcipants are formed into small groups.
    2. Each group brainstorms what they think is important about the three skills and share with the large group.
    3. Everyone picks a real world problem to work on.
    4. The each triad (group of three) takes turns with each role: client, coach and observer to practice the key coaching skills.
    5. After small groups feedback and large group discussion, the whole activity is repeated.

    Target Audience: Coaches, Managers, Scrum Masters, Team Members

    Game Credits: Michael Sahota and Portia Tung.

    Game Details/Instructions: Please see full game post.

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    Sustaining Agility

    April 15th, 2011

    Learning Objective: Participants experience the attraction of short-term thinking and feel the long-term consequences.

    When to use this game: Play this game to understand the importance of investment in sustainable development practices.

    Time: 90-110 minutes

    Description:

    Have you been on a software project where each release gets harder and harder? Many projects fall into the tarpit of the Design Dead Core.

    Why do nearly all software projects fail to balance short term choices with long term consequences?

    Through game-play you will experience how hard it is to make effective choices. Game learnings will be tied into well-known models in and beyond software such as Technical Debt, Stephen Covey’s Production Capability and Cockburns theory of competing games.

    Target Audience: Executives, Managers, Product Managers and team members

    Game Credits: Michael Sahota and Alistair McKinnell

    Game Details/Instructions: Please see full game post.


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    Your Turn to Play! Get Involved with Tasty Cupcakes

    January 11th, 2011

    I (Michael Sahota) joined the Tasty Cupcakes team to make it easier for all of us to help each other find and share games to accelerate learning and do useful work. This is an open call for you to help fulfill the new Tasty Cupcakes Vision.

    Are you a Game Designer?

    Share your games on TastyCupakes.com (http://blog.tastycupcakes.com/game/) and get recognition and feedback from other users.

    Are you a Game User?

    Check if your favourite games are on TastyCupcakes and if they are not, add a reference to the game that has already been published elsewhere (http://blog.tastycupcakes.com/submit-game-reference/) so that you can help others can benefit.

    Want to Help our Community?

    If you are knowledgeable about WordPress, help make the site more functional for you and others.

    If you are interested in editing and improving the content, consider volunteering your time as curator so that the content is clearer and more accessible to you and others.

    Send us an email at mmccullough@me.com

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    Marshmallow Challenge

    November 8th, 2010

    Learning Objective:

    • Understand the benefits of evolutionary design

    When to use this game:

    • Play this game to shift away from Big Design Up Front.

    Time: 45 minutes

    Description:
    Teams that balance planning with experiments and learning about the problem domain do a lot better than teams that do a lot of upfront planning and no learning.

    Target Audience:

    • This game is designed for all team members and especially important for Product Managers/Owners and Architects/Designers.

    Details: Marshmallow Challenge Website.

    Marshmallow Challenge (45 min) helps players understand the benefits of evolutionary design. Teams that balance planning with experiments and learning about the problem domain do a lot better than teams that do a lot of upfront planning and no learning. Play this game to shift away from Big Design Up Front. This is suitable for all team members and especially important for Product Managers/Owners and Architects/Designers.

    Full details of the game can be found on the Marshmallow Challenge Website.

    Marshmallow Challenge (45 min) helps players understand the benefits of evolutionary design. Teams that balance planning with experiments and learning about the problem domain do a lot better than teams that do a lot of upfront planning and no learning. Play this game to shift away from Big Design Up Front. This is suitable for all team members and especially important for Product Managers/Owners and Architects/Designers.

    Full details of the game can be found on the Marshmallow Challenge Website.

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    Rating: 4.6/5 (9 votes cast)

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