This presentation from the 2012 Museums and the Web conference presents a set of highly interactive games and activities that encourage collaboration, communication, and efficiency for museum software development teams. Read the full paper at:
http://www.museumsandtheweb.com/mw2012/papers/agile_games_for_productive_teams_0
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Agile Games for Productive Teams
1. Agile Games for
Productive Teams
Applying Agile Methods
to Museum Software Development
Museums and the Web
April 13, 2012
"Walker Art Gallery, Liverpool" by Commonorgarden, 2005, available on Flickr at http://flic.kr/p/65x8c, under Creative Commons Attribution 2.0.
2. Dana Mitroff Silvers
Head of Online Services
SFMOMA
dmitroff@sfmoma.org
David Hendee
Partner & Director of Design
Carbon Five
david@carbonfive.com
7. Standing Daily
What I did yesterday
What I plan to do today
What help I need, or what is blocking my progress
8. Planning Games:
"User Stories in Oxford" by Jacopo Romei, 2008, available on Flickr at http://flic.kr/p/5a5d3b under Creative Commons Attribution 2.0.
9. Build a Calendar
"Rhombic Dodecahedron Calendar" by Philip Chapman-Bell, 2012, available on Flickr at http://flic.kr/p/99qTWu under Creative Commons Attribution 2.0.
10. Mad Lib Story Writing
As a <role>,
I can <what>
so that <why>.
11. Sample Story
As a Local
I can see a list of today's events
so I can decide if I want to go to the museum.
18. Just a Taste
Great for bringing your team together
Focus on efficiency, mitigating risks, and value
Not for everyone / every organization
Give some of it a try on your next big team project
TIMECHECK: 9:30 DAVID: - dive into this more in the paper. - this game is about estimating level of effort - can think of this as estimating time, but there's nothing that engineers hate more - so we use an abstract point system to rate each story's difficulty - different teams use different point scales, we'll use one two and three - the goal is for those who are doing the work to give an honest, accurate estimate to the product owner so they can better plan the project -part of a social contract: you tell us what to build, we tell you how difficult it's going to be -for developers, this discussion is the most interesting part, reveals the challenges. -now that we know what to build and how hard it is to build it, the next step is to decide when each feature should get built.