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Archive for the ‘Product’ Category
  • Retrospective Sailing – being agile

    Posted by on January 28th, 2019 at 11:24 am
    Retrospective Sailboat Guide & Video Formats available 45-90 minute conference workshop Half Day Retrospective workshop for teams Retrospective Day Being Agile : Retrospective Sailing is one of the most popular games teams adopt to reflect and map their way forward easily, in a fun, tactile and visual way.  It can be used for many purposes where you want to review what’s going well, what could go better, and ensure you are responding regularly to the changing seas and horizons...
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  • Valuable Paper Airplanes

    Posted by on December 29th, 2018 at 3:24 pm
    Timing: 25-30 min. (For 2 teams with 1 facilitator) Materials: 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.   Instructions: This is a game to understand Scrum aspects like transparency (Definition of Done) and basic Scrum process of inspection and a...
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  • Pass on Perfection

    Posted by on April 2nd, 2018 at 6:54 pm
    Pass on Perfection is a game suitable for creating a Minimally Viable Product or anything else you need that is minimally viable. Several people have reported on using it for teaming agreements, definitions of done or ready, or actions to possibly obtain some form of improvement. It's simple and fun and plays out a bit differently with groups and subjects. It's a mash-up of Yes And... thinking with the concept of the Perfection Game as described in the Core Protocols using a series of rounds ...
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  • Kitchen PrioritizationKitchen Prioritization

    Posted by on February 1st, 2018 at 8:32 am
    The goal of this game is to understand how important it is to have choice criterias during prioritization and make them explicit. This game will talk about relative prioritization, implicit criterias, personal criterias, implicit expectations Le but de ce jeu est de démontrer à quel point il est important d'avoir des critères de choix durant une phase de priorisation et de les rendre explicites. Ce jeu parle de priorisation relative, de critères implicites, de critères personnels, d'atte...
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  • Sinking Islands Ilhas que naufragam las islas que se hundenzatonuvshiye ostrovales îles qui coulent

    Posted by on October 27th, 2017 at 5:56 pm
    Timing: 1 hour Precursor: Have a list of ideas/features/projects/tasks (referred to as backlog item) that need prioritizing Agree on how many backlog items can be started (WIP limit) Optional: allow for first group of next priority (for example get alignment on the top 2 backlog items and next 2 backlog items the organization/team will work on Optional: map out all the backlog items on an Impact Effort Matrix to choose which islands should sink first if all have even inhabitants ...
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  • Time-Tree-Fertilizer retro

    Posted by on July 24th, 2017 at 11:24 am
    Timing: up to 60 min. Materials: Room with flipchart or whiteboard, red, green, yellow and one more color sticky notes, markers/sharpies. Instructions: 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 i...
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  • Iterative Incremental Big Bang

    Posted by on February 8th, 2016 at 6:46 am
    Timing: 30-60 minutes expected running time (including prep and debrief) Overview: Iterative, Incremental, Big Bang is a workshop game to encourage people to think about alternative approaches for tackling projects. However, rather than discuss boring work-like scenarios, it asks players to decide on an approach for everyday scenarios like converting a loft, cooking Sunday lunch or building a nuclear submarine! Materials: Iterative Incremental Big Bang cards (available on Amazo...
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  • “Hitting the Target” — Business Value in Mission-Focused Organizations

    Posted by on January 29th, 2016 at 11:01 am
    In the simplest terms, software development decisions for commercial organizations can be reduced to a calculation of whether the cost of developing the software will be outweighed by the revenue generated or costs saved by the software. However, what does this mean for government and other non-commercial organizations for whom the impact of software isn’t primarily measured in terms of revenue? How should organizations prioritize work in the face of conflicting goals and metrics? Help mor...
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  • Silent Collaboration

    Posted by on November 10th, 2015 at 1:26 pm
    This is a great facilitation exercise for quickly seeding a Product Backlog or anything else that requires collaboration. It is a technique that I've used for years and was originally inspired by Lyssa Adkins' Silent Work Techniques Steps: Divide participants into groups of 4-8 people. Provide each participant with 3X5 cards and a sharpie. Seed the product backlog by using the first 15% of your story writing timebox for silent writing. Then, have each participant take turns reading one ...
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  • Agile Scrum framework at glanceIntroducción al framework Agile Scrum Intro au framework Agile Scrum

    Posted by on July 14th, 2015 at 10:59 am
    Purpose The goal of the game is to start the conversation within the team about their development process, in this case, by using the Agile-Scrum framework. By asking open ended questions, the facilitator would help the team discover areas of improvement identified by the team, help with clarifying some concepts and show the team how easy it's to inspect and adapt their own development process. When to use it This game could be used with new teams (everybody is new), when a new member i...
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