Want to experience games, methods, and practices used to accelerate iterative delivery of working and tested products? Join us in this fully immersive and highly interactive session that simulates what we do at Red Hat Open Innovation Labs' 6-12 week Residencies.

This activity is great for providing more senior level executives what their teams experience when they look to adopt a new way of working that transforms their organization to be more open and more Agile.

This session uses a non-technical scenario and Lego to allow anybody to participate regardless of knowledge of software delivery process, technical coding, or history of playing with Lego.

This session is an immersive, fun and energetic activity to get hands-on experience of building products using lean, agile and continuous delivery practices simulating many of the tools and techniques we use in Red Hat Open Innovation Labs.

There are too many to list, so here are a few games/practices played:

  • Agile Faces
  • Social Contract
  • How Might We
  • Value Slicing
  • Fruit Salad Estimation
  • 3 different Retrospective Types

Think full end-to-end projects from team forming games, goal setting and ideation through implementation all within this session, with a base from Lego4Scrum by Alexey Krivitsky.


Outline/Structure of the Deep Dive

Starts with group discussion around Team Effectiveness and creating teams of 5-7 using Agile Faces as a warmup game. Those teams create their own identity and form a social contract.

Teams then are set on a new journey to fulfill the vision of the Product Owner (a facilitator) through various activities and games to guide them.

  • How Might We
  • Heat Map Voting
  • Ribs Creation
  • Value Slicing
  • Fruit Bowl Estimation
  • Backlog Creation and Prioritization

With a Prioritized Backlog, the teams undergo 1 quick round of Planning, Execution, Review, Reflection to build what they helped determine.

Through key activities there will be a quick group discussion on use and tips on how to facilitate it. At the end there will be a debrief on bringing the entire session back to reality to gamify learning and reach the hearts of upper management.

Learning Outcome

  1. Use of this "mini-project" game to bring knowledge and understanding of rapid SDLC in an Agile manner to upper management
  2. Each activity can be done individually, but understanding how chaining each of them enhances the power of them all to be the catalyst for change within organizations
  3. Understand and Show how the people delivering and implementing need to be involved in the early stages of product identification and design
  4. Creating quick ubiquitous language and common understanding at the beginning of a project is not something that cannot to be shared in a presentation or document, but must be experienced and be inclusive.
  5. Team Agreement breeds more effective communication and efficiency

Target Audience

Change Agents, Agile Coaches, Digital Transformation Folks, Project Managers, Technical Team Members

Prerequisites for Attendees

Open Mind and creativity.

Nice to Have Knowledge on (only quick descriptors used during preso and instructions):

  • Scrum Terminology and ceremonies
  • Social Contracts
  • User Story Mapping (in particular value slicing)
  • Agile Principles and the 4 core values
schedule Submitted 4 years ago

  • Matt Takane

    Matt Takane / Tim Beattie - Pairing and Mobbing Steven Tyler

    20 Mins
    Fast Games

    Want to help your teams learn about mob and pair programming in less than 20 minutes? I do.

    Do you like to Draw? Neither do I, but it is something that levels the playing field and we have all done to varying levels of success.

    This game has you drawing Steven Tyler a handful of different times to show knowledge communication and team forming.