GetScrumban Game Facilitator Guide

Download GetScrumban Game  Facilitator Guide

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Helps a trainer or coach in dynamic debriefing to communicate Scrumban concepts.


<ul><li> 1. Facilitator's GuideThe GetScrumban GamegetScrumban.comVersion 0.1 (beta Sept. 2014)</li></ul> <p> 2. Table of Contents Introduction Getting Started Modes of Play Teaching Core Concepts Leveraging Game Events Coaching Tips Game Debrief Other ResourcesVersion 0.1 (beta Sept. 2014) 3. IntroductionThe GetScrumban game simulates howa Software Development team usingScrum as their chosen framework canuse Scrumban's core principles andpractices to amplify their currentcapabilities, overcome commonchallenges, or forge new paths toimproved agility.This beta version of our FacilitatorsGuide is intended to provide basic inforelevant to employing the game as atraining tool. We will modify and addcontent as feedback is gained from thecommunity.Version 0.1 (beta Sept. 2014) 4. Core Concepts the Game ReinforcesThe game allows players to experiment with and experiencethe impact of these principles &amp; practices: Expanded Visualizations Value Streams Types of Work Risk Profiles Pulling Work vs. Assigning Work Evolutionary Adjustments vs. Radical Change Cost of Delay vs. Subjective Prioritization Distinct Classes of Service vs. Single Workflow Continuous Flow vs. Time-boxed Iterations Value of Options And moreVersion 0.1 (beta Sept. 2014) 5. Using this GuideThis guide is intended to provide facilitators withsupplemental information and materials that can be used toimprove the benefits of game play.Purple-shaded boxes call outsegments of game play thatrepresent appropriate opportunitiesfor discussing core concepts.As you become more familiar with the game, youllundoubtedly discover other areas and aspects of play thatrepresent other opportunities. We invite all facilitators toshare their learnings &amp; suggestions with our trainercommunity.Version 0.1 (beta Sept. 2014) 6. Getting StartedSingle Game vs. Trainers AccountOur platform allows anyone to create a single game session(to be played by one person or one team).If youll be facilitating game play among multiple teamsduring a training session, however, we strongly encourageyou to create concurrent sessions under a Trainers Account.This will allow your students to compete against one anotherunder a common leaderboard you control (and enable youto coordinate game invitations among multiple participants).Version 0.1 (beta Sept. 2014) 7. Training Account Sign-upVersion 0.1 (beta Sept. 2014)Individuals whove alreadycreated an account can startnew single-session gameshere.Create a trainer ororganizational account byclicking here. 8. Training Account Sign-upVersion 0.1 (beta Sept. 2014)There a 3 levels of trainersaccounts. Select a version thatbest fits your anticipatedvolume of usage. 9. Game Sign-inIf youve set up a multiplegame session, instruct yourparticipants to begin play byclicking on this icon andentering their game code.Version 0.1 (beta Sept. 2014) 10. Game Sign-inVersion 0.1 (beta Sept. 2014)Be sure to instruct your teamsto give themselves a uniquename. This is relevant todistinguishing themselves onboth your in-class and ourglobal leaderboards. 11. Video IntroductionOur introductory video providesbackground that is relevant tounderstanding game play andhighlights common challenges in acontext with which mostparticipants will be familiar.Version 0.1 (beta Sept. 2014) 12. Game TimelineThe Game Timeline is themechanism through whichsignificant events during gameplay are communicated.Participants should click on theClose button to view theirvisual work board.Version 0.1 (beta Sept. 2014) 13. Initial Task BoardProduct / Projectbacklog. Hover overicons to get detailson urgency &amp;business value.Work items left over from theteams previous Sprint.Version 0.1 (beta Sept. 2014)Team point estimates aredisplayed within gold box inlower right corner of eachuser story / bug card. 14. Initial Task BoardVersion 0.1 (beta Sept. 2014)INSTRUCTION TIPThe game begins on a SprintPlanning Day.This is a perfect opportunity todiscuss Cost of Delay conceptsin the context of the projectedbusiness values for features.Facilitators can also call outhow the visualization of thisinfo represents a mode ofsharing info that is differentfrom typical Scrum contexts. 15. Initial Task BoardVersion 0.1 (beta Sept. 2014)Scrum team members. Workerssurrounded by a green haloare analysts, blue aredevelopers, and orange are QAengineers.INSTRUCTIONAL TIPFacilitators can point out that daily Scrums aresupposed to bring clarity to what individualworkers are engaged with, what theyrecommitting to complete, and any impedimentsto their progress.This is a good point to ask participants toconsider how visualizing work status in moredetail could be beneficial. 16. Modes of PlayIndividual Play, Team Play or Both?Consider whether you want individuals to play this game ontheir own, as part of a team, or in both modes (at differenttimes, naturally).Team play improves an individuals ability to communicatewith their team and work together to secure an objective.Team interaction also better exposes how Scrumban improvesshared understandings and systemic perspectives.Individual play assures complete engagement and absorptionin the learning experience.Version 0.1 (beta Sept. 2014) 17. Team Play - ConsiderationsThe ideal size for a team is between2-3 people. Players may disengage if more individuals areinvolved on a single team.Because the game involves constant decision-making, someteams may engage in lengthy analysis. When you havemultiple teams engaged, simultaneous play will helpcounter-act this. Offering an additional bonus to the firstteam to finish or applying penalties to teams that finish playpast a set time are ways to help assure speedy play.Version 0.1 (beta Sept. 2014) 18. Individual Play - ConsiderationsIndividual play allows persons to engage intrial and error experimentation without having to negotiateteam dynamics. It may be especially beneficial to haveindividuals replay the game on an individual basis after a teamplay session so they can use that experience as a baseline forfurther exploration.In most circumstances, its not pragmatic for a coach or trainerto engage individual players. Consequently, individuals playingon their own wont benefit from pointed questions or guidanceduring game play, but game sessions can be assigned as a formof homework or self-study to reinforce concepts discussed inother settings.Version 0.1 (beta Sept. 2014) 19. Teaching Core ConceptsThe Game as an Instructional SupplementGetScrumban is designed to reinforce basic leankanban principles and practices to new practitioners. Inour experience, game play is most meaningful when itparticipants play as a small team immediately following1-2 hours of introductory instruction on Scrumbanconcepts.Making the game available for individual playthereafter is a great way for individuals to furtherexplore key practices.Version 0.1 (beta Sept. 2014) 20. Game Play CadenceThe game purposely introduces a significantnumber of events and changing conditions earlyon, then smooths out such events over time. The swift series of changing conditions helps simulate theimpact of improved understandings and tools within fastpaced environments. It may result, however, in a lighterabsorption of some concepts. The slower pace as game the game progresses is intendedto simulate the different experience of evaluating andresponding to current ways of working inb the context of aregular cadence.Version 0.1 (beta Sept. 2014) 21. Initial Task BoardVersion 0.1 (beta Sept. 2014)INSTRUCTION TIPStory Point Estimation - On gameday 5, participants are asked toconsider the correlation betweenstory points and the actual deliveryof completed work.In our experience, a minority ofScrum teams realize a closecorrelation between these twometrics.Though teams wont have anopportunity to immediatelyaddress this phenomenon as partof their game play, its a greatplace to have participants beginthinking critically about variousScrum practices and small stepsthat can be taken to improve them. 22. Initial Task BoardVersion 0.1 (beta Sept. 2014)INSTRUCTIONAL TIPDeployment Options Whenparticipants complete all of thestories under one feature theyllbe invited to change their policyaround deployment.This is a good opportunity forfostering discussion around realoptions theory, as well as theadvantages and disadvantages todeploying completed featuresmore frequently. 23. Initial Task BoardVersion 0.1 (beta Sept. 2014)INSTRUCTIONAL TIPVisualizing the Value Stream Atthe beginning of game day 6,participants will be given theoption to modify their boarddesign to better visualizeworkflow.This is a good time to reinforcethe distinction between valuecreating steps and functionalhand-offs.Also, note teams are almostalways presented with a choiceto evolve or not. These eventsrepresent great opportunities toreinforce this fundamentalprinciple. 24. Evolved Kanban BoardVersion 0.1 (beta Sept. 2014)INSTRUCTIONAL TIPEmergency Work At thebeginning of game day 7,participants will be given theoption to complete new work onan urgent basis.This is a great opportunity tocontrast differing options underScrum and Scrumban (how eachresponds to and manages thereality of urgent work requests). 25. Version 0.1 (beta Sept. 2014)Evolved Kanban BoardINSTRUCTIONAL TIPExpedited Class of Service Teams that elect to respond tothe business organizationsemergency request will be giventhe option to modify their visualboard.This is a good opportunity todiscuss the benefit of visuallydistinguishing different types ofwork and establishing policiesaround them. 26. Version 0.1 (beta Sept. 2014)Evolved Kanban BoardINSTRUCTIONAL TIPDeployment Deploying featuresresults in both benefits and costs.Deployment dates represent agood opportunity for discussingthese factors, as well as urgingparticipants to think about waysthey can start managing effortsto reduce the cost of deploymentwhile addressing on goingdevelopment needs. 27. Version 0.1 (beta Sept. 2014)Evolved Kanban BoardINSTRUCTIONAL TIPEarly Benefit Teams that choseto expand the visualization oftheir work will gain an additionalteam member.Though an indirect benefit, this isan opportunity to reinforce howeven a small change likevisualizing value streams acrossthe workflow can help improvecapabilities more intelligently. 28. Version 0.1 (beta Sept. 2014)Evolved Kanban BoardINSTRUCTION TIPFixed Date Risk Profile Theproduct backlog contains fixeddate work items. Stories /features whose value evaporatesafter a given date are highlighted inyellow.Facilitators can elect to discuss thevalue of visually differentiatingvarious work item profiles, as wellas discussing concepts of marketrisk and cost of delay in thiscontext. 29. Version 0.1 (beta Sept. 2014)Evolved Kanban BoardINSTRUCTIONAL TIPWIP Limits If not triggeredearlier by backed up work,players will be given a choice toadd WIP Limits to their workflow.These are introduced at this stageof the game to underscore theimpact of subsequent events andchoices. 30. Version 0.1 (beta Sept. 2014)Evolved Kanban Board 31. Version 0.1 (beta Sept. 2014)Evolved Kanban Board 32. Version 0.1 (beta Sept. 2014)Evolved Kanban Board 33. Version 0.1 (beta Sept. 2014)Evolved Kanban Board 34. Version 0.1 (beta Sept. 2014)Evolved Kanban Board 35. Version 0.1 (beta Sept. 2014)Evolved Kanban Board 36. Version 0.1 (beta Sept. 2014)Evolved Kanban Board 37. Version 0.1 (beta Sept. 2014)Evolved Kanban Board 38. Version 0.1 (beta Sept. 2014)Evolved Kanban Board 39. Version 0.1 (beta Sept. 2014)Evolved Kanban Board 40. Version 0.1 (beta Sept. 2014)Game Summary 41. Group DebriefingsCommon Topics for Post-game DiscussionWell be adding to this guide over time. Have suggestions?Be sure to send them our way:training@codegenesys.comVersion 0.1 (beta Sept. 2014) </p>


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