5. Gift – PM Memo game
Learning Project
Management through
memory game.
Download Android app &
try!
Tell what you think?
http://ej.uz/PMMemo
6. Game schedule
00:05 Getting common language
00:15 Game objective and rules
00:20 Part 1 – “produce” pasta in each team
00:40 Part 2 – scale into 2 team co-operation
01:00 Part 3 – scale into Enterprise Agile Pasta
01:20 Workshop retrospective
01:45 Close
7. ScrumScrum
From Rugby to the BusinessFrom Rugby to the Business
The New Product Development Game (1986)The New Product Development Game (1986)
* Scrum - a method of restarting play in rugby
Scrum is one among many methods of doing agileScrum is one among many methods of doing agile
8. Agile – quick and well coordinated
Agile is an iterative approach to do projects:
•Requirements developed iteratively
•Results delivered incrementally
•Teams self-organise
•Focus is on value and collaboration
Agility can be achieved
in businesses and
organisations!
9. The Agile Manifesto –
a statement of values
Process and toolsProcess and toolsIndividuals and
interactions
Individuals and
interactions
over
Following a planFollowing a planResponding to
change
Responding to
change
over
Source: www.agilemanifesto.org
Comprehensive
documentation
Comprehensive
documentationWorking productWorking product over
Contract negotiationContract negotiationCustomer
collaboration
Customer
collaboration
over
11. Pi ct ur e cr edi t : Woodl eywonder wor ks ht t ps: / / f l i c. kr / p/ 5r 3x7T
( CC BY 2. 0)
Lean - not having much fat on the
body: thin, strong, healthy
The core idea of Lean is to maximise
customer value while minimising waste,
e.g. overproduction, waiting, defects etc.
12. • Process/flow
become visual
• Changes -
evolutionary/
incremental
• Does not change
roles
Kanban is used in Lean to visualise workflow
“Less is more!”
by limiting work in progress
switching context is minimised
16. Game schedule
00:05 Getting common language
00:15 Game objective and rules
00:20 Part 1 – “produce” pasta in each team
00:40 Part 2 – scale into 2 team co-operation
01:00 Part 3 – scale into Enterprise Agile Pasta
01:20 Workshop retrospective
01:45 Close
17. Objective
to “produce” as much
pasta as you can.
Pasta is “produced” when
everybody have touched each
piece of it.
18. Rules
• Can not pass to the person next to you
• Start and finish with the same person
• Must have “air time”
• 3 iterations (2’) + 3 retro&planning (1’)
• Do the counting during iteration
• No “batches”
19. Game schedule
00:05 Getting common language
00:15 Game objective and rules
00:20 Part 1 – “produce” pasta in each team
00:40 Part 2 – scale into 2 team co-operation
01:00 Part 3 – scale into Enterprise Agile Pasta
01:20 Workshop retrospective
01:45 Close
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1st
iteration
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Retro & Planning
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2nd
iteration
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2nd
iteration
34. Game schedule
00:05 Getting common language
00:15 Game objective and rules
00:20 Part 1 – “produce” pasta in each team
00:40 Part 2 – scale into 2 team co-operation
01:00 Part 3 – scale into Enterprise Agile Pasta
01:20 Workshop retrospective
01:45 Close
50. Game schedule
00:05 Getting common language
00:15 Game objective and rules
00:20 Part 1 – “produce” pasta in each team
00:40 Part 2 – scale into 2 team co-operation
01:00 Part 3 – scale into Enterprise Agile Pasta
01:20 Workshop retrospective
01:45 Close
69. Game schedule
00:05 Getting common language
00:15 Game objective and rules
00:20 Part 1 – “produce” pasta in each team
00:40 Part 2 – scale into 2 team co-operation
01:00 Part 3 – scale into Enterprise Agile Pasta
01:20 Workshop retrospective
01:40 Feedback
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Workshop retrospective
73. Credits
1. Vladimirs Ivanov’s son Arthur and daughter Nika:
They helped a lot with testing pasta
2. Sutherland & Schwaber, https://hbr.org/1986/01/the-new-new-product-
development-game/ar/1
3. Alistar Cockburn, Kokoro, http://alistair.cockburn.us/Shu+Ha+Ri+Kokoro
4. Alistar Cockburn, the Heart of Agile,
http://alistair.cockburn.us/Using+the+Heart+of+Agile+on+the+problem+of+scaling
5. Jurgen Appelo, http://www.forbes.com/sites/jurgenappelo/2016/03/04/agile-
scaling-anarchists-dictators-and-networkers/
6. Henrik Kniberg & Eik Thyrsted Brandsgard, Agile@Lego,
http://blog.crisp.se/2016/03/15/henrikkniberg/agile-at-lego
As a beginner, we start with some technique. Shu. 守. We follow our instructions, as exactly as we can.
As we grow, we run into situations the shu-level technique doesn’t handle well. We look for other techniques. Ha. 破. Things get more complicated.
If we are lucky, we master at the reflex level, and every time is different, and natural. Ri. 離. However, it is all so complicated and interwoven at this point that we can’t explain anything.
True masters are annoying. “Learn the basics,” is all they say. Of course, in their hands, the basics seem to take on an infinite number of shades, but they keep just saying, “It’s just the basics. Wax on. Wax off.” This is the stage where they make things simpler again. I call this stage “kokoro”, 心, which means “heart” or “spirit”. The master learns how to live in the heart, the center, the spirit of the thing, and draw variations from there.
Sutherland & Schwaber http://www.coretrek.no/getfile.php/CoreTrek.no/Scrum/scrum%20MTE2MjgxNTczMzE5MjIzMTY1NT.jpg
https://hbr.org/1986/01/the-new-new-product-development-game/ar/1
Lean means creating more value for customers with fewer resources (and faster).
The anarchistic answer to scaling is more or less to “figure it out for yourself”.
The logistics of 3,000 people going on a holiday should not be any different from that of hundreds of small teams of three to five people going on a vacation. By cutting up a group of 3,000 people into many small units, any scaling problems go away, they say. People who wonder about scaling things up simply don’t understand that the entire problem can be delegated to hundreds of self-organizing units, they say.
I call these advocates of extreme self-organization the scaling anarchists.
It turns out that many large organizations choose to commit to a single scaling framework. This is the easiest way out because a framework tells people exactly what to do.
I call advocates of frameworks the scaling dictators.
As so often, extreme opinions are most attractive, but a nuanced approach would be most effective.
I believe we must find a balance somewhere between the anarchists and the dictators. System laws suggest that shared rules, processes and tools are crucial for the emergence of creative patterns on a larger scale. The majority of those rules, processes and tools should be introduced bottom-up, not top-down, like in most other complex systems. And useful practices for innovative collaboration can emerge anywhere and should scale out, not trickle down, like in most other social networks.
We can call advocates of such networked approaches the scaling networkers. They are not anarchists because they believe different patterns may emerge at a larger scale. They are also not dictators because they think frameworks don’t introduce such patterns in a natural way.