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    Gamifying Agile Adoption - An Experiment

    Ashish Parkhi
    Ashish Parkhi
    Naresh Jain
    Naresh Jain
    schedule 2 years ago
    Sold Out!
    45 mins
    Case Study
    Intermediate

    While having a chat with Naresh Jain, he suggested me to go through the Ted Talk – “Gaming can make a better world” by Jane McGonigal. I found the title very weird and was wondering how is that possible? After going through the talk though, I was amazed. I started wondering if I can use the gamification technique in Agile Adoption, in our Products, in Performance Management Systems, in Employee Engagement Programs?

    Dhaval Dalal introduced me to Prof. Kevin Werbach’s definition of Gamification – “The use of game elements and game design techniques in non-game contexts.

    For our 4th ShipIt Day, organized on 25th/26th Sept 2014 at IDeaS, I decided to explore the idea of using game elements and game design techniques in the context of Agile Adoption. The idea was to create a gaming system which will automatically collect data, i.e. without explicit user intervention,  from multiple sources like Jenkins, Rally and manually from individuals and offer Star’s for positive behavior and deduct Star’s otherwise.

    The aim was to help the team get continuous visual feedback on how they are doing, adopt agile practices, visualize sense of accountability, visualize sense of achievement, drive positive behavior, create healthy competition, create a culture of appreciation, help performance tracking and create transparency.

     

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     Update - 

    1. Deducting points seems to be bothering the individuals. Now we are experimenting with getting rid of negative points and introducing short lived badeges instead e.g. "Build Breaker". 
    2. We have now added more badges to recognize individual efforts in various categories.
    3. Working on open sourcing the core app at https://github.com/IDeaSCo/rockstar
  • Jeff Patton
    Jeff Patton
    schedule 2 years ago
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    60 mins
    Keynote
    Intermediate

    How organizations are learning to value learning and not just velocity!

    We all hate wasting time and money.  In the pursuit of cutting out waste, we've learned to systemically fool ourselves – to convince ourselves with very little evidence that the activities we're engaged in add value.  And, further, activities that don't result in a product we can deliver are waste.  But, the biggest leap of faith I continue to see most companies make is in believing that people want their new product, feature, or idea.  They likely don't.

    This talk is about the rise of learning as a valuable activity.  I'll give examples of organizations that invest in experiments that take the cooperation of developers, testers, product mangers, infrastructure, sales, and marketing.  At the end of these experiments organizations are left with no deliverable product and only the knowledge that the product they're thinking of should or shouldn't be built at all. 

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