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Lean,	
  Agile	
  &	
  Scrum	
  	
  
                        Conference	
  2011	
  


                                                 Workplay:	
  	
  
Sponsoren
                                                 Agile	
  development	
  as	
  a	
  
                                                 game,	
  and	
  how	
  to	
  make	
  it	
  
                                                 more	
  so	
  
                                                 Ma$	
  Philip	
  
                                                 	
  
                                                 16:15	
  



Organisationsteam
Andreas Buzzi (Credit Suisse) | Erich Oswald (Ergon AG) François Bachmann (SPRiNT-iT Suisse) | Fredi Schmidli (swiss IT bridge
gmbh) | Hans-Peter Korn (KORN AG) | Kai Windhausen (BSgroup Technology Innovation AG) | Mischa Ramseyer (pragmatic
solutions gmbh) | Patrick Baumgartner (Swiftmind GmbH) | Peter Stevens (DasScrumTeam) | Reto Maduz (Zühlke AG) Tudor Girba
What	
  if	
  work	
  life	
  were	
  
 more	
  like	
  a	
  game?	
  
About	
  me	
  

Pip	
  (a.k.a.	
  MaG	
  Philip)	
  
Level-­‐6	
  agile	
  trainer-­‐coach	
  
ThoughtWorks	
  Studios	
  guild	
  
	
  
What	
  this	
  talk	
  is	
  about	
  

                   Using games for
                   actual work

                        Thinking about            Experience report
                        how we can gamify
                        agile teams
Games that teach

                     How agile teams
                     have a head start
                         Challenge!


                            Using games solely for training or planning
Inspira?on	
  and	
  gra?tude	
  
Key	
  intersec?on	
  




                         play	
  
        work	
  
Personal	
  and	
  organiza?onal	
  goals	
  


             Personal




                    Organizational
Why	
  should	
  we	
  gamify	
  work?	
  
•    Adapt	
  work	
  for	
  incoming,	
  younger	
  workforce	
  
•    Intrinsic	
  rewards	
  are	
  renewable	
  resource	
  
•    Develop	
  leadership	
  in	
  teams	
  
•    More-­‐sa?sfying	
  work	
  -­‐>	
  be$er	
  produc?vity	
  
•    Develops	
  people	
  by	
  poin?ng	
  them	
  forward	
  
•    Fosters	
  teamwork	
  and	
  accountability	
  
•    Key	
  to	
  greater	
  innova?on	
  (through	
  
     imagina?on)	
  
Defining	
  traits	
  of	
  a	
  game	
  
Concepts	
  and	
  terms	
  
•    Play	
  
•    Flow	
  
•    Fiero	
  
•    Shared	
  inten?onality	
  
•    Ping	
  quo?ent	
  (PQ)	
  
•    Collabora?on	
  radar	
  
•    “Emergensight”	
  
Csikszentmihalyi’s	
  9	
  features	
  of	
  flow	
  
1.    Clear	
  goals	
  at	
  every	
  step	
  
2.    Immediate	
  feedback	
  
3.    Balance	
  between	
  challenge	
  and	
  skill	
  
4.    Merger	
  of	
  ac?on	
  and	
  awareness	
  
5.    Exclusion	
  of	
  distrac?ons	
  
6.    No	
  worries	
  about	
  failure	
  
7.    Absence	
  of	
  self-­‐consciousness	
  
8.    Time	
  becomes	
  distorted	
  
9.    The	
  experience	
  is	
  an	
  end	
  in	
  itself	
  
Intrinsic	
  rewards	
  
•  Sa?sfying	
  work	
  
•  Experience	
  (or	
  at	
  least	
  the	
  hope)	
  of	
  being	
  
   successful	
  
•  Social	
  connec?on	
  
•  Meaning	
  
How	
  agile	
  is	
  already	
  	
  
   like	
  a	
  game	
  
How	
  agile	
  is	
  already	
  like	
  a	
  game:	
  	
  
       Self-­‐organizing	
  teams	
  
How	
  agile	
  is	
  already	
  like	
  a	
  game:	
  	
  
         “Quest-­‐like”	
  work	
  
How	
  agile	
  is	
  already	
  like	
  a	
  game:	
  
Pairing	
  and	
  voluntary	
  par?cipa?on	
  
How	
  agile	
  is	
  already	
  like	
  a	
  game:	
  
  Visible	
  progress	
  and	
  rules	
  
How	
  agile	
  is	
  already	
  like	
  a	
  game:	
  
 High	
  levels	
  of	
  communica?on	
  
How	
  agile	
  is	
  already	
  like	
  a	
  game:	
  
Collabora?ng	
  via	
  whole-­‐team	
  approach	
  
How	
  agile	
  is	
  already	
  like	
  a	
  game:	
  
     Marketplace	
  dynamics	
  
How	
  to	
  make	
  it	
  	
  
  more	
  so	
  
How	
  to	
  make	
  it	
  more	
  so:	
  	
  
         Leveling	
  up	
  
 as	
  self-­‐improvement	
  
 


          How	
  to	
  make	
  it	
  more	
  so:	
  	
  
       Something	
  bigger	
  than	
  ourselves	
  
How	
  to	
  make	
  it	
  more	
  so:	
  	
  
  Intensify	
  feedback	
  
How	
  to	
  gamify	
  your	
  
   agile	
  team	
  
Reeves	
  and	
  Reed’s	
  	
  
   10	
  ingredients	
  for	
  great	
  games	
  
1.  Self-­‐representa?on	
  with	
  avatars	
  
2.  3D	
  environments	
  
3.  Narra?ve	
  context	
  
4.  Feedback	
  	
  
5.  Reputa?on,	
  Ranks	
  and	
  Levels	
  
6.  Marketplace	
  and	
  economics	
  
7.  Compe??on	
  under	
  explicit,	
  enforced	
  rules	
  
8.  Teams	
  
9.  Parallel,	
  reconfigurable	
  communica?on	
  systems	
  
10. Time	
  pressure	
  
How	
  to	
  gamify	
  your	
  agile	
  team:	
  
             Some	
  specifics	
  
Example:	
  Narra?ves	
  and	
  quests	
  
Example:	
  Avatars	
  
Example:	
  Customer	
  wishes	
  
Example:	
  Project	
  incep?on	
  
–  Team	
  members	
  create	
  their	
  characters,	
  iden?fy	
  
     what	
  they’ll	
  need	
  (special	
  training,	
  hardware)	
  
–  “Dungeon	
  master”	
  (game	
  designer/narrator)	
  tells	
  
     the	
  team	
  the	
  back	
  story	
  
–  Customer	
  helps	
  map	
  out	
  quests,	
  gives	
  virtual	
  
     monetary	
  value	
  to	
  each	
  
–  Designer	
  and	
  customer	
  determine	
  what	
  it	
  means	
  
     to	
  win,	
  rules,	
  virtual	
  currency	
  and	
  rewards	
  
	
  
Example:	
  Team	
  page	
  
Possible	
  roles	
  in	
  a	
  gamified	
  agile	
  team	
  
•  Game	
  designer	
  
•  DKP	
  (“dragon-­‐kill	
  points”)	
  manager	
  
•  Guild	
  leader	
  
Dangers	
  (Ach	
  tung!)	
  
Ac?vity:	
  
What	
  might	
  you	
  do?	
  
Ac?vity:	
  
Work-­‐play	
  mirror	
  
gg	
  	
  
 (good	
  game)	
  
        Ma$	
  Philip	
  
mphilip@thoughtworks.com	
  
       @ma$philip	
  
            	
  

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Workplay: Agile development as a game, and how to make it more so

  • 1. Lean,  Agile  &  Scrum     Conference  2011   Workplay:     Sponsoren Agile  development  as  a   game,  and  how  to  make  it   more  so   Ma$  Philip     16:15   Organisationsteam Andreas Buzzi (Credit Suisse) | Erich Oswald (Ergon AG) François Bachmann (SPRiNT-iT Suisse) | Fredi Schmidli (swiss IT bridge gmbh) | Hans-Peter Korn (KORN AG) | Kai Windhausen (BSgroup Technology Innovation AG) | Mischa Ramseyer (pragmatic solutions gmbh) | Patrick Baumgartner (Swiftmind GmbH) | Peter Stevens (DasScrumTeam) | Reto Maduz (Zühlke AG) Tudor Girba
  • 2. What  if  work  life  were   more  like  a  game?  
  • 3. About  me   Pip  (a.k.a.  MaG  Philip)   Level-­‐6  agile  trainer-­‐coach   ThoughtWorks  Studios  guild    
  • 4. What  this  talk  is  about   Using games for actual work Thinking about Experience report how we can gamify agile teams Games that teach How agile teams have a head start Challenge! Using games solely for training or planning
  • 6. Key  intersec?on   play   work  
  • 7. Personal  and  organiza?onal  goals   Personal Organizational
  • 8. Why  should  we  gamify  work?   •  Adapt  work  for  incoming,  younger  workforce   •  Intrinsic  rewards  are  renewable  resource   •  Develop  leadership  in  teams   •  More-­‐sa?sfying  work  -­‐>  be$er  produc?vity   •  Develops  people  by  poin?ng  them  forward   •  Fosters  teamwork  and  accountability   •  Key  to  greater  innova?on  (through   imagina?on)  
  • 9. Defining  traits  of  a  game  
  • 10. Concepts  and  terms   •  Play   •  Flow   •  Fiero   •  Shared  inten?onality   •  Ping  quo?ent  (PQ)   •  Collabora?on  radar   •  “Emergensight”  
  • 11. Csikszentmihalyi’s  9  features  of  flow   1.  Clear  goals  at  every  step   2.  Immediate  feedback   3.  Balance  between  challenge  and  skill   4.  Merger  of  ac?on  and  awareness   5.  Exclusion  of  distrac?ons   6.  No  worries  about  failure   7.  Absence  of  self-­‐consciousness   8.  Time  becomes  distorted   9.  The  experience  is  an  end  in  itself  
  • 12. Intrinsic  rewards   •  Sa?sfying  work   •  Experience  (or  at  least  the  hope)  of  being   successful   •  Social  connec?on   •  Meaning  
  • 13. How  agile  is  already     like  a  game  
  • 14. How  agile  is  already  like  a  game:     Self-­‐organizing  teams  
  • 15. How  agile  is  already  like  a  game:     “Quest-­‐like”  work  
  • 16. How  agile  is  already  like  a  game:   Pairing  and  voluntary  par?cipa?on  
  • 17. How  agile  is  already  like  a  game:   Visible  progress  and  rules  
  • 18. How  agile  is  already  like  a  game:   High  levels  of  communica?on  
  • 19. How  agile  is  already  like  a  game:   Collabora?ng  via  whole-­‐team  approach  
  • 20. How  agile  is  already  like  a  game:   Marketplace  dynamics  
  • 21. How  to  make  it     more  so  
  • 22. How  to  make  it  more  so:     Leveling  up   as  self-­‐improvement  
  • 23.   How  to  make  it  more  so:     Something  bigger  than  ourselves  
  • 24. How  to  make  it  more  so:     Intensify  feedback  
  • 25. How  to  gamify  your   agile  team  
  • 26. Reeves  and  Reed’s     10  ingredients  for  great  games   1.  Self-­‐representa?on  with  avatars   2.  3D  environments   3.  Narra?ve  context   4.  Feedback     5.  Reputa?on,  Ranks  and  Levels   6.  Marketplace  and  economics   7.  Compe??on  under  explicit,  enforced  rules   8.  Teams   9.  Parallel,  reconfigurable  communica?on  systems   10. Time  pressure  
  • 27. How  to  gamify  your  agile  team:   Some  specifics  
  • 30.
  • 32. Example:  Project  incep?on   –  Team  members  create  their  characters,  iden?fy   what  they’ll  need  (special  training,  hardware)   –  “Dungeon  master”  (game  designer/narrator)  tells   the  team  the  back  story   –  Customer  helps  map  out  quests,  gives  virtual   monetary  value  to  each   –  Designer  and  customer  determine  what  it  means   to  win,  rules,  virtual  currency  and  rewards    
  • 34. Possible  roles  in  a  gamified  agile  team   •  Game  designer   •  DKP  (“dragon-­‐kill  points”)  manager   •  Guild  leader  
  • 36. Ac?vity:   What  might  you  do?  
  • 38. gg     (good  game)   Ma$  Philip   mphilip@thoughtworks.com   @ma$philip