I originally presented this game at AG2012.  Since then, I have updated and expanded it to include deeper concepts around Kanban and WIP, and have applied it to product creation and product ownership.  The game is pretty simple: teams build a product system out of origami features/objects.  However, the complexity between features adds uncertainty to the product development and teams have to contend with other imposed obstacles such as process for obtaining materials. 

Also, teams learn how assumptions made deliberately or accidentally can inhibit the building of quality product in a timely manner.  In the product owner variatiion, people form product owner committees that have to discern the desires and preferences of target customers through interviews and observations so that an MVP can be developed to at least recover costs and possibly realize a profit.  "Customers" have the discretion of buying or passing on origami product that is also built by the product committee.  So, the committee not only decides what product to build, but also builds the product.

I have used the game in its variations over 100 times with successful learning obtained through "ah ha" moments and debriefing.  Planning, Daily Standup, Review and Retrospection are all covered in the simulation.  A simulation talkes a minimum of 90 minutes and can be expanded to a half day.  It is appropriate for people with beginning or intermediate knowledge.  Variations of the game can be imagined and the game modified as desired.  Materials needed are minimal with origami specfications available online or via Origami-A-Day calendars for about $14.  Origami paper is necessary at a cost of about $8 for 300 sheets.  Other materials needed include scissors, transparent tape, and Post-it type notes to create backlogs and kanban boards.

 
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Outline/structure of the Session

People organize into teams of 5 to 8 people.  Round or square tables are needed to do origami work.  A wall or board is needed for backlog and flow tracking.  The origami system(s) are typically set up on a separate smaller table.

Learning Outcome

Participants will learn:

  • Essentials of end to end agile-based product development
  • Understand how to determine and acquire information about customer preferences
  • How role dysfunction can inhibit development and delivery of quality product in a timely manner
  • To apply WIP limits / constraints in the face of pressure to ignore them
  • To appreciate the need to immediately address bad or dysfunctional process that inhibits timely delivery of product
  • To apply basic practices and fundamentals in an agile-based process and how to critically think aobut the benefits and challenges of the process.
  • Other things that I haven't thought of!!

Target Audience

team members, product owners, coaches, trainers.

schedule Submitted 2 years ago

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