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Kanban Policy Game
Practice evolutionary change in the context of a
knowledge discovery process
Dimitar Bakardzhiev is an expert in managing successful and
cost-effective technology development. With his blend of
technical, managerial and operational expertise, he
effectively combines the theory and practice of Agile and
Kanban Method to deliver business results.
As a Accredited Kanban Trainer (AKT), Kanban Coaching
Professional (KCP), expert Kanban practitioner and Brickell
Key Award 2015 Finalist, Dimitar puts Kanban to work every
day when managing complex software projects. Dimitar has
published David Anderson’s Kanban book as well as books
on Lean, Theory of Constraints by Goldratt and Deming's
Theory of Management in the Bulgarian language.
@dimiterbak
Agenda
• Present the goal and the scientific models behind Kanban
Policy Game – to understand why, how and when if at all you
should us it.
• Present the Kanban Policy Game.
• Present the results from a software simulation of the game.
• Play the game.
Kanban Policy Game borrowed from Featureban.
Thank you Mike!
• Featureban is a game created by
Mike Burrows.
• The goal of Featureban is to show
how by limiting WIP teams can
relieve themselves from
overburdening.
• Featureban is licensed under a
Creative Commons Attribution-
ShareAlike 4.0 International
License.
Kanban Policy Game is licensed under a Creative
Commons Attribution-ShareAlike 4.0 International
License. Customisation is encouraged!
The goal of the Kanban Policy Game is to
let people practice evolutionary change in
the context of a knowledge discovery
process.
EVOLUTIONARY CHANGE
Kanban Policy Game
Here
There
Transition
The Traditional View of how Change Happens
What change really feels like:
The J Curve
Attribution: LKU
What change really feels like:
The J Curve
Safety!
Attribution: LKU
What change really feels like:
The J Curve
Patience!
Attribution: LKU
Evolutionary change - small steps in a direction
Evolve
Process
Roll
forward
Roll
back
Initial
Process
Future process is
emergent
Evaluate
Fitness
Evaluate
Fitness Evaluate
Fitness
Evaluate
Fitness
Evaluate
Fitness
We don’t know the
end-point but we do
know our emergent
process is fitter!
Attribution: LKU
"When you want to make a change, first, make the
change easy. (Warning, this may be hard.) Then make
the easy change.” ~ Kent Beck
Cheap changes are easy to rollback
• Hiring new people is not cheap.
• Building a new office is not cheap.
• Changing policies is usually cheap.
KNOWLEDGE DISCOVERY PROCESS
Kanban Policy Game
Discoveries are a natural part of any knowledge work.
Product development is the process of going from 0%
knowledge about an idea to 100% knowledge of a
finished product ready for delivery to a customer.
Michael Kennedy
Knowledge discovery process diagram
https://connected-knowledge.com/2016/09/21/knowledge-discovery-process-revisited/
Knowledge discovery process is a punctuated
information arrival process molded by the dominant
information discovery activity at any given time.
David J. Anderson
http://www.djaa.com/understanding-process-knowledge-discovery
How does the information arrive into the process?
The knowledge workers serve as a communication
channel that transmits information from the
environment into the physical part of knowledge work
items.
A very large number of knowledge workers do both
knowledge work and manual work. I call them
“technologists.” This group includes people who apply
knowledge of the highest order…. Technologists may
be the single biggest group of knowledge workers.
Drucker, Peter F. "Knowledge-worker productivity: The
biggest challenge." California management review 41.2
(1999): 79-94.
Knowledge work is invisible
Manual work is visible
Margaret Hamilton, whose
handwritten code saved the moon
landing in 1969, was awarded the
Presidential Medal of Freedom
today by Barack Obama.
In the picture on the left she is
standing next to the navigation
software that she and her MIT team
produced for the Apollo project.
Work
• We are separating the physical part from the knowledge part
of any work.
• The physical part is the writing of all those sheets of paper
Margaret stands next to. The physical work involves no
thinking – just writing.
• The knowledge part is invisible – it is all the thoughts, ideas,
information there are in all those sheets of paper Margaret
stands next to.
How can we model the knowledge discovery process?
Information arrival
• A set of 0s and 1s represent all the information that arrives
through particular worker and thus affects the flow of physical
work.
• 1s are favorable i.e. they provide the worker with the
information needed to continue the physical work.
• 0s are unfavorable i.e. they block the worker from continuing
the physical work. Such unfavorable events are called blockers.
Types of Blockers (0s)
• Lack of information needed to proceed with a work item. The
information is expected from the people that requested the
work item to be built.
• Lack of technical knowledge needed by worker in order to do
his job. That is very common in knowledge work e.g.
technologies are constantly changing and maturing.
• Need to block a card in order to start another card. Essentially
multitasking.
Dependencies and skills
• A dependency to another team, card, product will be signaled
as a 0/1 event from the environment.
• If we have a very senior and very knowledgeable worker we
model this by making the environment send more 1s than 0s
to that senior worker.
Laminar Flow of Work
Work
request #1
Work
request #N
Work #1
delivered
Work #N
delivered
1,1,1,1
1,1,1,1
1,1,1,1
1,1,1,1
1,1,1,1
. . . . . . . .
Infomation
Turbulent Flow of Work
Work
request #1
Work
request #N
Work #1
delivered
Work #N
delivered
1,0,1,0
1,1,0,0
0,0,0,1
1,1,0,1
0,0,1,1
. . . . . . . .
Infomation
Example of a Knowledge Discovery Process
Write down Honorificabilitudinitatibus. It can be translated as “the state of being able to achieve
honours”. It is mentioned by the character Costard in Act V, Scene I of William Shakespeare's Love's Labour's
Lost. It is also the longest word (27 chars) in the English language featuring only alternating consonants and
vowels.
1 1 1 111 0 1 1 01 1 0 0 1 0 0 11 1 0 0 0 1 1 1 1
H o n iro i f c nb i l i t u d ia i t a t i b u s
12345678910
1
1112131415161718192021222324252627282930313233343536
1 1 1 1 1 1 1 1
27
Lead time (LT):
Touch time (TT)
Time Units
Time Units
FE = TT/LT = 27/36 = 75%
What is the task?
MODELING THE KNOWLEDGE DISCOVERY
PROCESS IN KANBAN POLICY GAME
Kanban Policy Game
Copyright © 2016 Dimitar Bakardzhiev. Kanban Policy Game by Dimitar Bakardzhiev is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
To view a copy of this license, visit http://
creativecommons.org/licenses/by-sa/4.0/deed.en_US."
Dimitar Bakardzhiev
Twitter: @dimiterbak
Kanban Policy Game!
Ready
 Build ( )
 Test ( )
 Complete ! 
4 4
The dominant information discovery activities
of game’s knowledge discovery process
Model information arrival using
Heads (1s) and Tails (0s)
Setup (for each period)
• Get into teams of 4 people.
• Generate a backlog of 20 features using post-it notes of size 51x38
mm. Write the number of each feature in the center of a sticky
note, leaving room top and bottom.
• Choose just one card each, write your initials in the top left corner,
and put it in the second column
• Leave the remainder cards in the “Ready” column.
#1
Roles
• Team member. Starts, moves, blocks/unblocks and completes
work items.
• Scribe. Writes down the coin tosses (H for Heads, T for Tails)
for each team member for each day in the following table:
Day	#
Team	Name	<																																								>
Team	member	
name <												
>
#20
Team	member	
name <												
>
#21
Team	member	
name <												>
#22
Team	member	
name <												>
#23
1 H H T H
2 T T T T
………………
10 H T H T
Rules
You as a team have 10 days to finish 20 cards. Each day begins
with a “daily meeting”. In your “daily meeting” each of the team
members should:
• toss a coin,
• share with the other team members the result,
• then move the cards on the kanban board according to the
rules and the policies.
If	you	throw	Heads If	you	throw	Tails
Do	one	of:
• Advance	one	of	your	unblocked	
work	items	rightward	by	
following	what	WIP	Policy says
• OR Unblock	one	of	your	items	
that	is	blocked	and	advance	it	
rightward	by	following	what	
WIP	Policy says
• OR Start	new	work	by	
following	what	the	Pull	Policy
says
• OR help	others	by	following	
what	the	Collaboration	Policy
says
Do	both:
• Block	one	of	your	currently	
unblocked	items	if	you	have	
one
• AND follow	what	the	Pull	
Policy says
Blocking
• When the rules require you to block a card, mark its sticky note
with a “B”. If the rules require to block a blocked one don’t put
another “B”.
• When the rules require you to unblock a card, do that by
crossing out the existing “B” on the sticky note. Example of one
that has been blocked, unblocked and re-blocked: BB
#1
DB
B
#1
DB
BB
Copyright © 2016 Dimitar Bakardzhiev. Kanban Policy Game by Dimitar Bakardzhiev is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
To view a copy of this license, visit http://
creativecommons.org/licenses/by-sa/4.0/deed.en_US."
Dimitar Bakardzhiev
Twitter: @dimiterbak
Kanban Policy Game!
Ready
 Build ( )
 Test ( )
 Complete ! 
If you have Heads (H) do	only	one	of:
#4
#5
#6
#7
#3
DB
#2
B
DB
#1
XY
Unblock & Advance
Advance
Start a new card Help somebody else
|
DB
4 4
XY shoould not block a card and start a new card!
2
5
Copyright © 2016 Dimitar Bakardzhiev. Kanban Policy Game by Dimitar Bakardzhiev is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
To view a copy of this license, visit http://
creativecommons.org/licenses/by-sa/4.0/deed.en_US."
Dimitar Bakardzhiev
Twitter: @dimiterbak
Kanban Policy Game!
Ready
 Build ( )
 Test ( )
 Complete ! 
If you have Tails (T) do both…
#4
#5
#6
#7
#3
DB
#2
DB
Start a new card
DB
4 4
Block one card
B
2
Metrics
• When start a card put the day in the upper right corner
• When finish the card put the day in the lower right corner
#1
DB
BB
2
5
Log data and visualize in Excel
MODELING EVOLUTIONARY CHANGE IN
KANBAN POLICY GAME
Kanban Policy Game
Evolutionary change in three periods
In the first period our goal is to understand what is the
current state of the system. Hence we don’t ask the
organization to make any change! Just to make explicit
the “Collaboration Policy”, “Pull Policy” and “WIP
Policy”. We run the game for a period of 10 days. Then
we measure the results in terms of average lead time
and throughput and set it as baseline.
In the second period we ask the organization to change
only the “WIP Policy” and limit the work in process for
10 days. Then we measure the results in terms of
average lead time and throughput. We evaluate the
fitness by comparing with Period 1 results.
In the third period we ask the organization to change
only the “Collaboration Policy”. From now on the
organization will not measure individual productivity
but the performance of a team as a whole. Then we
measure the results in terms of average lead time and
throughput and compare with Period 2 results.
In order to be able to compare the results from the
three periods we reuse the coin tosses (H for Heads, T
for Tails) for each team member for each day from
Period 1!
Period 1: application of Kanban Method’s three core
practices
• CP1: Visualize
– Work items
– Work flow
– Work item state – where in the work flow, whether blocked
• CP4: Make policies explicit
• CP5: Implement feedback loops
– Daily standup meeting
Here are the policies in use in the organization
Collaboration	Policy Pull	Policy WIP	Policy
We	measure	the	individual	
productivity	of	the	team	
members.	Your	goal	is	the	
Done	column	to	have	your	
name	on	as	many	work	
items	as	possible.	Hence	
only	if	you	have	no	other	
options,	pair	up	with	
someone	who	threw	tails	
and	move	on	their	behalf.	
Note:	Follow	the	“WIP	
Policy”	in	regards	the	
amount	of	work	in	process.
We	want	our	resources	to	
be	fully	utilized.	Hence	
when	their	current	work	
item	is	blocked	team	
members	should	start	
working	on	a	new	work	
item	by	initial	it	and	move	
to	the	Build	column.
Note:	Follow	the	“WIP	
Policy”	in	regards	the	
amount	of	work	in	
process.
We	can	have	
unlimited	number	of	
work	items	in	each	of	
the	columns.
Foster no-collaboration by offering a chocolate as a
bonus to the best performer on the team!
Debrief results – Lead Time
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
0
1
2
3
4
5
6
1 2 3 4 5 6 7 8 9 10
Count
Cumulative
Debrief results - Throughput
0
5
10
15
20
25
1 2 3 4 5 6 7 8 9 10
Build
Test
Done
Keep the coin tosses (H for Heads, T for Tails) for each
team member for each day!
Period 2: application of Kanban Method’s next two
core practices
• CP2: Limit work-in-process (WIP)
– Column limits, one way to balance workload vs capacity
– We made a true kanban system (pull and limiting WIP)
• CP3: Manage flow
– Flow (smoothness, timeliness, economic outcomes)
Reuse the coin tosses (H for Heads, T for Tails) for each
team member for each day from Period 1!
We make one policy change
Collaboration	Policy Pull	Policy WIP	Policy
We	measure	the	individual	
productivity	of	the	team	
members.	Your	goal	is	the	Done	
column	to	have	your	name	on	
as	many	work	items	as	
possible.	Hence	only	if	you	
have	no	other	options,	pair	up	
with	someone	who	threw	tails	
and	move	on	their	behalf.	
Note:	Follow	the	“WIP	Policy”	
in	regards	the	amount	of	work	
in	process.
We	want	our	resources	to	be	
fully	utilized.	Hence	when	
their	current	work	item	is	
blocked	team	members	
should	start	working	on	a	
new	work	item	by	initial	it	
and	move	to	the	Build	column.
Note:	Follow	the	“WIP	Policy”	
in	regards	the	amount	of	work	
in	process.
For	each	of	the	
columns	we	are	
limiting	our	work	in	
process	to	equal	the	
number	of	team	
members.	
As	a	result	only	if	a	
column	has	free	
capacity you	can	
advance	one	of	your	
cards	rightwards.
Only one change since the previous period
• Coin tosses (the nature of work) – the same, not changed.
• The team – the same, not changed.
• Collaboration policy – the same, not changed.
• Pull policy – the same, not changed.
• WIP policy – CHANGED!
Foster no-collaboration by offering a chocolate as a
bonus to the best performer on the team!
Debrief results – Lead Time
0%
20%
40%
60%
80%
100%
0
1
2
3
4
5
1 2 3 4 5 6 7 8 9 10
Count
Cumulative
Debrief results - Throughput
0
2
4
6
8
10
12
14
16
1 2 3 4 5 6 7 8 9 10
Build
Test
Done
Period 3: Collaboration allowed – application of
Kanban Method’s last core practice
• CP6: Improve collaboratively, evolve experimentally (using
models and the scientific method)
– We created conditions for collaboration in delivery
Reuse the coin tosses (H for Heads, T for Tails) for each
team member for each day from Period 1!
We make another policy change
Collaboration	Policy Pull	Policy WIP	Policy
We	don’t	measure	individual	
productivity	but	the	
productivity	of	the	team	as	a	
whole.	Your	goal	is	the	Done	
column	to	have	as	many	work	
items	as	possible	no	matter	the	
name	on	them.	Hence,
If	you	want	to	help	the	team,	
pair	up	with	someone	who	
threw	tails	and	move	on	their	
behalf	.
Note:	Follow	the	“WIP	Policy”	in	
regards	the	amount	of	work	in	
process.
We	want	our	resources	to	be	
fully	utilized.	Hence	when	their	
current	work	item	is	blocked	
team	members	should	start	
working	on	a	new	work	item	
by	initial	it	and	move	to	the	
Build	column.
Note:	Follow	the	“WIP	Policy”	
in	regards	the	amount	of	work	
in	process.
We	are	limiting	our	work	
in	process	to	1	item	per	
team	member	for	each	of	
the	columns.	
As	a	result	only	if	a	
column	has	free	
capacity you	can	
advance	one	of	your	
cards	rightwards.
Only one change since the previous period
• Coin tosses (the nature of work) – the same, not changed.
• The team – the same, not changed.
• Collaboration policy – CHANGED!
• Pull policy – the same, not changed.
• WIP policy – the same, not changed.
Debrief results – Lead Time
0%
20%
40%
60%
80%
100%
0
1
2
3
4
5
6
7
8
9
10
1 2 3 4 5 6 7 8 9 10
Count
Cumulative
Debrief results - Throughput
0
2
4
6
8
10
12
14
16
1 2 3 4 5 6 7 8 9 10
Build
Test
Done
Final results
0
2
4
6
8
10
12
14
1 2 3
Cards	delivered
Periods
Finished	 work	items
0
1
2
3
4
5
6
1 2 3
Average	Lead	Time
Periods
Average	Lead	Time
And Flow Efficiency…
4.090909091
5.666666667
3.416666667
11
9
12
0
2
4
6
8
10
12
14
79.09% 58.19% 91.67%
Avg.	Flow	Efficiency
Performance	vs.	Flow	Efficiency
Average	 Lead	Time
Finished	work	items
Share the results if many teams are playing the game
Present all the boards
0
1
2
3
4
5
6
7
1 2 3
Average	lead		time
Periods
Average	Lead	Time
A1
Null
5/8
Mashimu
Idiots_of_Things
Cherry
SPNT
Team	I
Team_11
Team_12
Team_13
Team_14
Average	 of	all	teams
0
2
4
6
8
10
12
14
1 2 3
Cards	delivered
Periods
Finished	 work	items
A1
Null
5/8
Mashimu
Idiots_of_Things
Cherry
SPNT
Team	I
Team_11
Team_12
Team_13
Team_14
Average	 of	all	teams
The J-Curve Effect
Virginia Satir’s J- Curve Model of Change
Safety!
Patience!
SOFTWARE SIMULATION
Kanban Policy Game
The goal is to evaluate how different levels
of collaboration and WIP affect Throughput
and Lead Time.
Created in NetLogo
Modelling the Collaboration policy
• The collaboration in the team is modeled by the collaborative
relationships
• A worker has a collaborative relationship with another worker
if both ends of the link:
– Are able to find out (see, hear) if the other end needs help
– Are willing to help the other end
– Are able to help the other end
Collaborative relationships
• Max 6 relationships because
n( n-1)/2
• Each worker has an ID number
What the collaboration level depends on?
Requirements for collaboration Means to fulfil
Able to find out (see, hear) if the other
end needs help
Feedback loops
Willing to help the other end Performance evaluation policy
Able to help the other end Positive event (1) from environment
Simulation parameters
• number-workers = 4
• performance-evaluation-policy = "individual-performance" "team-performance"
• build-col-wip-limit = 20 4
• test-col-wip-limit = 20 4
• pull-policy = "always-busy"
• pick-next-work-item-policy = "pick-closest-to-done"
• touch-card-once-in-cycle = true
• workers-0-and-1-connected = true false
• workers-0-and-2-connected = true false
• workers-0-and-3-connected = true false
• workers-1-and-3-connected = true false
• workers-1-and-2-connected = true false
• workers-2-and-3-connected = true false
We run each combination of input parameters 50
times.
Total is 25, 600 number of runs.
PERFORMANCE RESULTS NOT SPLIT BY
PERFORMANCE EVALUATION POLICY
The size of the points reflects the level of WIP for the particular period. The biggest point means No WIP.
TEAM PERFORMANCE EVALUATION POLICY
Conclusions about Team Performance evaluation
policy
• With strong collaboration irrespective of WIP limits
Throughput is close to the highest possible values.
• If no collaboration then limiting WIP hurts Throughput.
• The team needs only strong collaboration to achieve good
Throughput and Lead Time – highly unlikely to get poor
performance by chance.
• To achieve shortest possible Lead Time strong collaboration is
not enough – WIP must be limited as well.
INDIVIDUAL PERFORMANCE EVALUATION
POLICY
Conclusions about Individual Performance
• To achieve close to highest Throughput only strong
collaboration is needed
• To achieve highest possible Throughput we need unlimited
WIP only.
• The achieve shortest possible Lead Time strong collaboration is
not enough – WIP must be limited as well
Takeaways
• When we limit WIP in a no-collaboration context, then
throughput goes down.
• At the same time if we want collaboration in a context we have
to limit WIP.
• We use Kanban to balance the first two points and find the
sweet spot.
Let’s play the game!

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LKCE18 Dimitar Bakardziev - Kanban Policy Game

  • 1. Kanban Policy Game Practice evolutionary change in the context of a knowledge discovery process
  • 2. Dimitar Bakardzhiev is an expert in managing successful and cost-effective technology development. With his blend of technical, managerial and operational expertise, he effectively combines the theory and practice of Agile and Kanban Method to deliver business results. As a Accredited Kanban Trainer (AKT), Kanban Coaching Professional (KCP), expert Kanban practitioner and Brickell Key Award 2015 Finalist, Dimitar puts Kanban to work every day when managing complex software projects. Dimitar has published David Anderson’s Kanban book as well as books on Lean, Theory of Constraints by Goldratt and Deming's Theory of Management in the Bulgarian language. @dimiterbak
  • 3. Agenda • Present the goal and the scientific models behind Kanban Policy Game – to understand why, how and when if at all you should us it. • Present the Kanban Policy Game. • Present the results from a software simulation of the game. • Play the game.
  • 4. Kanban Policy Game borrowed from Featureban. Thank you Mike! • Featureban is a game created by Mike Burrows. • The goal of Featureban is to show how by limiting WIP teams can relieve themselves from overburdening. • Featureban is licensed under a Creative Commons Attribution- ShareAlike 4.0 International License.
  • 5. Kanban Policy Game is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Customisation is encouraged!
  • 6. The goal of the Kanban Policy Game is to let people practice evolutionary change in the context of a knowledge discovery process.
  • 9. What change really feels like: The J Curve Attribution: LKU
  • 10. What change really feels like: The J Curve Safety! Attribution: LKU
  • 11. What change really feels like: The J Curve Patience! Attribution: LKU
  • 12. Evolutionary change - small steps in a direction Evolve Process Roll forward Roll back Initial Process Future process is emergent Evaluate Fitness Evaluate Fitness Evaluate Fitness Evaluate Fitness Evaluate Fitness We don’t know the end-point but we do know our emergent process is fitter! Attribution: LKU
  • 13. "When you want to make a change, first, make the change easy. (Warning, this may be hard.) Then make the easy change.” ~ Kent Beck
  • 14. Cheap changes are easy to rollback • Hiring new people is not cheap. • Building a new office is not cheap. • Changing policies is usually cheap.
  • 16. Discoveries are a natural part of any knowledge work.
  • 17. Product development is the process of going from 0% knowledge about an idea to 100% knowledge of a finished product ready for delivery to a customer. Michael Kennedy
  • 18. Knowledge discovery process diagram https://connected-knowledge.com/2016/09/21/knowledge-discovery-process-revisited/
  • 19. Knowledge discovery process is a punctuated information arrival process molded by the dominant information discovery activity at any given time. David J. Anderson http://www.djaa.com/understanding-process-knowledge-discovery
  • 20. How does the information arrive into the process?
  • 21.
  • 22. The knowledge workers serve as a communication channel that transmits information from the environment into the physical part of knowledge work items.
  • 23. A very large number of knowledge workers do both knowledge work and manual work. I call them “technologists.” This group includes people who apply knowledge of the highest order…. Technologists may be the single biggest group of knowledge workers. Drucker, Peter F. "Knowledge-worker productivity: The biggest challenge." California management review 41.2 (1999): 79-94.
  • 24. Knowledge work is invisible
  • 25. Manual work is visible Margaret Hamilton, whose handwritten code saved the moon landing in 1969, was awarded the Presidential Medal of Freedom today by Barack Obama. In the picture on the left she is standing next to the navigation software that she and her MIT team produced for the Apollo project.
  • 26. Work • We are separating the physical part from the knowledge part of any work. • The physical part is the writing of all those sheets of paper Margaret stands next to. The physical work involves no thinking – just writing. • The knowledge part is invisible – it is all the thoughts, ideas, information there are in all those sheets of paper Margaret stands next to.
  • 27. How can we model the knowledge discovery process?
  • 28. Information arrival • A set of 0s and 1s represent all the information that arrives through particular worker and thus affects the flow of physical work. • 1s are favorable i.e. they provide the worker with the information needed to continue the physical work. • 0s are unfavorable i.e. they block the worker from continuing the physical work. Such unfavorable events are called blockers.
  • 29. Types of Blockers (0s) • Lack of information needed to proceed with a work item. The information is expected from the people that requested the work item to be built. • Lack of technical knowledge needed by worker in order to do his job. That is very common in knowledge work e.g. technologies are constantly changing and maturing. • Need to block a card in order to start another card. Essentially multitasking.
  • 30. Dependencies and skills • A dependency to another team, card, product will be signaled as a 0/1 event from the environment. • If we have a very senior and very knowledgeable worker we model this by making the environment send more 1s than 0s to that senior worker.
  • 31. Laminar Flow of Work Work request #1 Work request #N Work #1 delivered Work #N delivered 1,1,1,1 1,1,1,1 1,1,1,1 1,1,1,1 1,1,1,1 . . . . . . . . Infomation
  • 32. Turbulent Flow of Work Work request #1 Work request #N Work #1 delivered Work #N delivered 1,0,1,0 1,1,0,0 0,0,0,1 1,1,0,1 0,0,1,1 . . . . . . . . Infomation
  • 33. Example of a Knowledge Discovery Process Write down Honorificabilitudinitatibus. It can be translated as “the state of being able to achieve honours”. It is mentioned by the character Costard in Act V, Scene I of William Shakespeare's Love's Labour's Lost. It is also the longest word (27 chars) in the English language featuring only alternating consonants and vowels. 1 1 1 111 0 1 1 01 1 0 0 1 0 0 11 1 0 0 0 1 1 1 1 H o n iro i f c nb i l i t u d ia i t a t i b u s 12345678910 1 1112131415161718192021222324252627282930313233343536 1 1 1 1 1 1 1 1 27 Lead time (LT): Touch time (TT) Time Units Time Units FE = TT/LT = 27/36 = 75% What is the task?
  • 34.
  • 35. MODELING THE KNOWLEDGE DISCOVERY PROCESS IN KANBAN POLICY GAME Kanban Policy Game
  • 36. Copyright © 2016 Dimitar Bakardzhiev. Kanban Policy Game by Dimitar Bakardzhiev is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
To view a copy of this license, visit http:// creativecommons.org/licenses/by-sa/4.0/deed.en_US." Dimitar Bakardzhiev Twitter: @dimiterbak Kanban Policy Game! Ready Build ( ) Test ( ) Complete ! 4 4 The dominant information discovery activities of game’s knowledge discovery process
  • 37. Model information arrival using Heads (1s) and Tails (0s)
  • 38. Setup (for each period) • Get into teams of 4 people. • Generate a backlog of 20 features using post-it notes of size 51x38 mm. Write the number of each feature in the center of a sticky note, leaving room top and bottom. • Choose just one card each, write your initials in the top left corner, and put it in the second column • Leave the remainder cards in the “Ready” column. #1
  • 39. Roles • Team member. Starts, moves, blocks/unblocks and completes work items. • Scribe. Writes down the coin tosses (H for Heads, T for Tails) for each team member for each day in the following table: Day # Team Name < > Team member name < > #20 Team member name < > #21 Team member name < > #22 Team member name < > #23 1 H H T H 2 T T T T ……………… 10 H T H T
  • 40. Rules You as a team have 10 days to finish 20 cards. Each day begins with a “daily meeting”. In your “daily meeting” each of the team members should: • toss a coin, • share with the other team members the result, • then move the cards on the kanban board according to the rules and the policies.
  • 41. If you throw Heads If you throw Tails Do one of: • Advance one of your unblocked work items rightward by following what WIP Policy says • OR Unblock one of your items that is blocked and advance it rightward by following what WIP Policy says • OR Start new work by following what the Pull Policy says • OR help others by following what the Collaboration Policy says Do both: • Block one of your currently unblocked items if you have one • AND follow what the Pull Policy says
  • 42. Blocking • When the rules require you to block a card, mark its sticky note with a “B”. If the rules require to block a blocked one don’t put another “B”. • When the rules require you to unblock a card, do that by crossing out the existing “B” on the sticky note. Example of one that has been blocked, unblocked and re-blocked: BB #1 DB B #1 DB BB
  • 43. Copyright © 2016 Dimitar Bakardzhiev. Kanban Policy Game by Dimitar Bakardzhiev is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
To view a copy of this license, visit http:// creativecommons.org/licenses/by-sa/4.0/deed.en_US." Dimitar Bakardzhiev Twitter: @dimiterbak Kanban Policy Game! Ready Build ( ) Test ( ) Complete ! If you have Heads (H) do only one of: #4 #5 #6 #7 #3 DB #2 B DB #1 XY Unblock & Advance Advance Start a new card Help somebody else | DB 4 4 XY shoould not block a card and start a new card! 2 5
  • 44. Copyright © 2016 Dimitar Bakardzhiev. Kanban Policy Game by Dimitar Bakardzhiev is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
To view a copy of this license, visit http:// creativecommons.org/licenses/by-sa/4.0/deed.en_US." Dimitar Bakardzhiev Twitter: @dimiterbak Kanban Policy Game! Ready Build ( ) Test ( ) Complete ! If you have Tails (T) do both… #4 #5 #6 #7 #3 DB #2 DB Start a new card DB 4 4 Block one card B 2
  • 45. Metrics • When start a card put the day in the upper right corner • When finish the card put the day in the lower right corner #1 DB BB 2 5
  • 46. Log data and visualize in Excel
  • 47. MODELING EVOLUTIONARY CHANGE IN KANBAN POLICY GAME Kanban Policy Game
  • 48. Evolutionary change in three periods
  • 49. In the first period our goal is to understand what is the current state of the system. Hence we don’t ask the organization to make any change! Just to make explicit the “Collaboration Policy”, “Pull Policy” and “WIP Policy”. We run the game for a period of 10 days. Then we measure the results in terms of average lead time and throughput and set it as baseline.
  • 50. In the second period we ask the organization to change only the “WIP Policy” and limit the work in process for 10 days. Then we measure the results in terms of average lead time and throughput. We evaluate the fitness by comparing with Period 1 results.
  • 51. In the third period we ask the organization to change only the “Collaboration Policy”. From now on the organization will not measure individual productivity but the performance of a team as a whole. Then we measure the results in terms of average lead time and throughput and compare with Period 2 results.
  • 52. In order to be able to compare the results from the three periods we reuse the coin tosses (H for Heads, T for Tails) for each team member for each day from Period 1!
  • 53. Period 1: application of Kanban Method’s three core practices • CP1: Visualize – Work items – Work flow – Work item state – where in the work flow, whether blocked • CP4: Make policies explicit • CP5: Implement feedback loops – Daily standup meeting
  • 54. Here are the policies in use in the organization Collaboration Policy Pull Policy WIP Policy We measure the individual productivity of the team members. Your goal is the Done column to have your name on as many work items as possible. Hence only if you have no other options, pair up with someone who threw tails and move on their behalf. Note: Follow the “WIP Policy” in regards the amount of work in process. We want our resources to be fully utilized. Hence when their current work item is blocked team members should start working on a new work item by initial it and move to the Build column. Note: Follow the “WIP Policy” in regards the amount of work in process. We can have unlimited number of work items in each of the columns.
  • 55. Foster no-collaboration by offering a chocolate as a bonus to the best performer on the team!
  • 56. Debrief results – Lead Time 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 0 1 2 3 4 5 6 1 2 3 4 5 6 7 8 9 10 Count Cumulative
  • 57. Debrief results - Throughput 0 5 10 15 20 25 1 2 3 4 5 6 7 8 9 10 Build Test Done
  • 58. Keep the coin tosses (H for Heads, T for Tails) for each team member for each day!
  • 59. Period 2: application of Kanban Method’s next two core practices • CP2: Limit work-in-process (WIP) – Column limits, one way to balance workload vs capacity – We made a true kanban system (pull and limiting WIP) • CP3: Manage flow – Flow (smoothness, timeliness, economic outcomes)
  • 60. Reuse the coin tosses (H for Heads, T for Tails) for each team member for each day from Period 1!
  • 61. We make one policy change Collaboration Policy Pull Policy WIP Policy We measure the individual productivity of the team members. Your goal is the Done column to have your name on as many work items as possible. Hence only if you have no other options, pair up with someone who threw tails and move on their behalf. Note: Follow the “WIP Policy” in regards the amount of work in process. We want our resources to be fully utilized. Hence when their current work item is blocked team members should start working on a new work item by initial it and move to the Build column. Note: Follow the “WIP Policy” in regards the amount of work in process. For each of the columns we are limiting our work in process to equal the number of team members. As a result only if a column has free capacity you can advance one of your cards rightwards.
  • 62. Only one change since the previous period • Coin tosses (the nature of work) – the same, not changed. • The team – the same, not changed. • Collaboration policy – the same, not changed. • Pull policy – the same, not changed. • WIP policy – CHANGED!
  • 63. Foster no-collaboration by offering a chocolate as a bonus to the best performer on the team!
  • 64. Debrief results – Lead Time 0% 20% 40% 60% 80% 100% 0 1 2 3 4 5 1 2 3 4 5 6 7 8 9 10 Count Cumulative
  • 65. Debrief results - Throughput 0 2 4 6 8 10 12 14 16 1 2 3 4 5 6 7 8 9 10 Build Test Done
  • 66. Period 3: Collaboration allowed – application of Kanban Method’s last core practice • CP6: Improve collaboratively, evolve experimentally (using models and the scientific method) – We created conditions for collaboration in delivery
  • 67. Reuse the coin tosses (H for Heads, T for Tails) for each team member for each day from Period 1!
  • 68. We make another policy change Collaboration Policy Pull Policy WIP Policy We don’t measure individual productivity but the productivity of the team as a whole. Your goal is the Done column to have as many work items as possible no matter the name on them. Hence, If you want to help the team, pair up with someone who threw tails and move on their behalf . Note: Follow the “WIP Policy” in regards the amount of work in process. We want our resources to be fully utilized. Hence when their current work item is blocked team members should start working on a new work item by initial it and move to the Build column. Note: Follow the “WIP Policy” in regards the amount of work in process. We are limiting our work in process to 1 item per team member for each of the columns. As a result only if a column has free capacity you can advance one of your cards rightwards.
  • 69. Only one change since the previous period • Coin tosses (the nature of work) – the same, not changed. • The team – the same, not changed. • Collaboration policy – CHANGED! • Pull policy – the same, not changed. • WIP policy – the same, not changed.
  • 70. Debrief results – Lead Time 0% 20% 40% 60% 80% 100% 0 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 Count Cumulative
  • 71. Debrief results - Throughput 0 2 4 6 8 10 12 14 16 1 2 3 4 5 6 7 8 9 10 Build Test Done
  • 72. Final results 0 2 4 6 8 10 12 14 1 2 3 Cards delivered Periods Finished work items 0 1 2 3 4 5 6 1 2 3 Average Lead Time Periods Average Lead Time
  • 73. And Flow Efficiency… 4.090909091 5.666666667 3.416666667 11 9 12 0 2 4 6 8 10 12 14 79.09% 58.19% 91.67% Avg. Flow Efficiency Performance vs. Flow Efficiency Average Lead Time Finished work items
  • 74. Share the results if many teams are playing the game
  • 75. Present all the boards
  • 77. 0 2 4 6 8 10 12 14 1 2 3 Cards delivered Periods Finished work items A1 Null 5/8 Mashimu Idiots_of_Things Cherry SPNT Team I Team_11 Team_12 Team_13 Team_14 Average of all teams
  • 78. The J-Curve Effect Virginia Satir’s J- Curve Model of Change Safety! Patience!
  • 80. The goal is to evaluate how different levels of collaboration and WIP affect Throughput and Lead Time.
  • 82. Modelling the Collaboration policy • The collaboration in the team is modeled by the collaborative relationships • A worker has a collaborative relationship with another worker if both ends of the link: – Are able to find out (see, hear) if the other end needs help – Are willing to help the other end – Are able to help the other end
  • 83. Collaborative relationships • Max 6 relationships because n( n-1)/2 • Each worker has an ID number
  • 84. What the collaboration level depends on? Requirements for collaboration Means to fulfil Able to find out (see, hear) if the other end needs help Feedback loops Willing to help the other end Performance evaluation policy Able to help the other end Positive event (1) from environment
  • 85. Simulation parameters • number-workers = 4 • performance-evaluation-policy = "individual-performance" "team-performance" • build-col-wip-limit = 20 4 • test-col-wip-limit = 20 4 • pull-policy = "always-busy" • pick-next-work-item-policy = "pick-closest-to-done" • touch-card-once-in-cycle = true • workers-0-and-1-connected = true false • workers-0-and-2-connected = true false • workers-0-and-3-connected = true false • workers-1-and-3-connected = true false • workers-1-and-2-connected = true false • workers-2-and-3-connected = true false
  • 86. We run each combination of input parameters 50 times. Total is 25, 600 number of runs.
  • 87. PERFORMANCE RESULTS NOT SPLIT BY PERFORMANCE EVALUATION POLICY
  • 88. The size of the points reflects the level of WIP for the particular period. The biggest point means No WIP.
  • 89.
  • 90.
  • 91.
  • 93.
  • 94.
  • 95. Conclusions about Team Performance evaluation policy • With strong collaboration irrespective of WIP limits Throughput is close to the highest possible values. • If no collaboration then limiting WIP hurts Throughput. • The team needs only strong collaboration to achieve good Throughput and Lead Time – highly unlikely to get poor performance by chance. • To achieve shortest possible Lead Time strong collaboration is not enough – WIP must be limited as well.
  • 97.
  • 98.
  • 99. Conclusions about Individual Performance • To achieve close to highest Throughput only strong collaboration is needed • To achieve highest possible Throughput we need unlimited WIP only. • The achieve shortest possible Lead Time strong collaboration is not enough – WIP must be limited as well
  • 100. Takeaways • When we limit WIP in a no-collaboration context, then throughput goes down. • At the same time if we want collaboration in a context we have to limit WIP. • We use Kanban to balance the first two points and find the sweet spot.