Talk: How we built the Death Star
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Speaker:
Corrado (dex) De Sanctis
Talk description
Title:
How we built the Death Star
Short synopsis:
Our teams are not isolated and very often must interact with other teams. If you are working in a large enterprise this is happening on a daily basis. So what are the best protocol/practices/way to create an effective and efficient collaboration culture. Every framework has its own proposal, reality and agility proves that you need to find your way and so what’s better than the opportunity to simulate and (safely and quickly) experiment alternatives and verify their effects? But you need a complex scenario to challenge. Building the Death Star is probably the most complex project ever built (in future also!): +100 components, inter/intra dependencies and integration requirements, 6 teams and a strong Emperor leading them with and the incumbent war against the Rebel Alliance, this is the situation you will face for 100 minutes (and if you are a Star Wars fan you will love it).
Max size: 500 chars
Long synopsis (optional):
Our teams are not isolated and very often must interact with other teams. If you are working in a large enterprise this is happening on a daily basis. So what are the best protocol/practices/way to create an effective and efficient collaboration culture. Every framework has its own proposal, but reality and agility proves that you need to find your way and so what’s better than the opportunity to simulate and (safely and quickly) experiment alternatives and verify their effects? But you need a complex scenario to challenge. Building the Death Star is probably the most complex project ever built (in future also!): +100 components, inter/intra dependencies and integration requirements, 6 teams and a strong Emperor leading them with the incumbent war against the Rebel Alliance, and all related events in the saga. DSbuildrs (this is the name of the game) is based on a specific deck of cards I have created to let teams in my tribe understand the need of collaborating together and is focused on planning and not on building (an extended version can be played with Lego bricks). The mechanic is based on a scenario where the success of a single team (any of the 6) is not hard but led to the failure of the whole program and show how "sub-optimisation" can lead to success. Everything is happening in a changing and challenging narrative that re-creates the situation of the original movies of the saga. The goal of the game is to build the project in 6 sprints and start conquering the galaxy. Experiences from the previously played sessions show that the project is challenging and fun: everybody is involved and has a role (other than some specific roles); even if you will loose the game, it brings a powerful awareness for players about the importance of working in a different way when you are scaling agile. This is the real goal of the game (even if, also to conquer the galaxy...). The game is evolving and is tuned better and better in every execution (we already are at the second major release). NOTE for attendees: DSbuilders can create addiction. At Play14-London after the 1st session in day one I was asked to facilitate another session, and many player were still there trying to win the game. Potential Agenda of the event 5 minutes: Introduction of the goals and outcomes of DS builder 5 minutes: (self)organize teams 60 minutes: Game on! 5 minutes: Short recap of outcomes with any feedback / Q&A The session is for 6 teams of 3 to 5 people each (18-30 people). We need one table per team and a large common table for the integration. Eventually with more facilitators we can play more sessions at the same moment, in this case the number of table is twice. Eventually we can use the floor if tables cannot be provided. DSbuilders is originally designed to be played in 1h30', however the main concepts will be able to emerge after 3/4 sprints that could be manage also in 60/75 minutes. Prerequisite Knowledge: Basic knowledge of Scrum and inter teams dependencies Learning Outcomes: This game is an effective way to - experiment and enhance inter-team collaboration (defining a shared protocol), - place the team in front of a complex scenario with dependencies and integration requirements, - prove how sub-optimisation at team level could bring to optimize the whole process - show how, even in challenging situation, agile approach can bring value quicker than traditional approaches DS builders has been successfully presented during #Play14 London in September 2019 (see the link), and also tested in different cases with real users/players that helped to improve mechanic, learnings and fun. Session already presented in SAM Italian meetup and a couple of session in companies (scaled agile scenarios). Keywords: team_collaboration, Scaling_agile, Synchronisation, Vision-vs-Mission, Prioritisation, Agilegames, integration, sub-optimization, TheoryOfConstraints
Max size: 5000 chars
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