Making a game "Just Right" through testing and play balancingJulio Gorg辿
油
The document discusses different types of testing that should be done when developing a game, including focus testing, usability testing, play balancing, bug testing, and compatibility testing. It provides details on when each type of testing should be done, the goals of each, and methods for conducting the testing. Play balancing is described as adjusting the difficulty levels of a game after collecting play data from testers and analyzing it to determine which levels are too hard or easy.
The document describes Joe Farrell's experiments with creating a video. He had to repeatedly refine the frame, sharpen details, and redo frames that copied themselves. His experiments included a "Jump Scare" mechanic that he plans to include in his final product for the Ghost Game brief.
This chapter discusses game development processes and management. It covers the typical phases of development including concept, pre-production, prototype, production, alpha, beta, and post-production. Effective management requires iterative development, avoiding common mistakes like lack of motivation or skill, and following guidelines such as involving the team in planning and not panicking over problems. Documentation includes concept documents, proposals, game design documents, art bibles, and test plans to guide the development process.
A lecture I gave at Casual Connect TLV 2015. Discussing the process of starting level design, how to plan out your levels, and how to create your level editors
NOTE: This is an updated and improved version of my previous upload. It may repeat itself slightly if you saw the last one.
This document discusses using agile methodologies like Scrum for game development. It provides an overview of key agile terms like stories, sprints, and retrospectives. It explains that agile aims to smooth out the development process and accommodate change. Scrum is presented as a common agile framework that uses short iterations to deliver working software frequently for feedback. The document also covers how lean principles can be applied to formalize content production phases in game development.
Welcome to the Wooga Game Jam. The document provides tips for prototyping games quickly at a game jam. It recommends having a clear plan focused on the core gameplay, building the initial prototype quickly using familiar tools and plugins, iterating the design in parallel through frequent testing both internally and externally, and making sure to sleep and eat during the jam. The overall goals are to prototype ambitious ideas rapidly, iterate the designs quickly, and test early and often to spot problems.
Beyond agile - Pitfalls & misconceptions when working with SCRUM & Co | Ralf ...Ralf C. Adam
油
A talk about agile project management workflows & methods and their potential advantages and pitfalls. First held at Quo Vadis Game Developer Conference in Berlin, May 2015
This is a second proposal for Agile2014 intended for audiences interested in learning how to apply Agile in terms of "process"; it does so by translating them to typical boardgame mechanics.
This presentation is INCOMPLETE, but will be fleshed out. It should be enough for reviewers to know what the general feel of the session would be (including a couple of exercises). This is still several iterations away from being complete.
Morph your mindset for Continuous Delivery, Agile Roots 2014lisacrispin
油
This document outlines an agenda and content for a workshop on continuous integration, continuous delivery, and overcoming obstacles. The workshop includes presentations on key concepts, exercises for participants to collaborate in different roles and provide feedback, and discussions on challenges and experiments to try back at work. The goal is to help participants shift their mindset and learn techniques through interactive exercises to enable continuous delivery of software.
Tom Mejias is a Client Engineer at Space Ape Games and a whiz at prototyping new titles. During the hour Tom gave an overview of the games industry and the engineering roles that exist within it as well as some in depth guidance, tips and tricks for specializing in the role of Creative Engineer.
Don't be a zombie reading your stories - Learn the exciting parts of analysis...Ryan McKergow
油
For some teams, having a Business Analyst would be a luxury. For others, they are no longer necessary. Whatever your situation, analysis and critical thinking is still essential in software development. Even if you dont have a Business Analyst!
During this talk, you will learn how to become a Business Analyst while still being a developer, tester, or product manager. I will introduce some of the secrets that great Business Analysts use to get people collaborating, discussing the problem, and agreeing on a solution. Learn how to run a design studio, 3 amigos session, or a story kickoff. Dont just be a zombie reading your next ticket. Lets think about the problem and how well solve it together!
This document describes a LEGO simulation game designed to teach Scrum and agile product development principles. The simulation involves multiple Scrum teams collaborating to build a LEGO city over several sprints. Key aspects of the simulation include open-ended product backlogs, mindful product development rather than task-focused work, collaboration between teams, and continuous process improvement over multiple iterations. The document provides guidance on roles, materials, stages of the pre-game, game and post-game, and variations that can be used to adapt the simulation for different class sizes and contexts.
Level Design Workshop - GDC China 2012Joel Burgess
油
Originally presented at GDC China 2012, this workshop covered level design fundamentals such as layout, pacing and storytelling. It was presented by Joel Burgess (Bethesda Game Studios), Matthew Scott (Valve Software), and Steven Gaynor (The Fullbright Company)
This document outlines an agenda for a Scrum session on preparing for and conducting sprint planning meetings. It discusses best practices for ensuring the product backlog is well-defined before planning begins. During planning, the product owner and team collaborate to determine the sprint goal, select stories for the sprint based on estimates, and make adjustments as needed based on discussions. Estimates can be done using gut feel for simple stories or calculating velocity based on past performance. Maintaining quality is not negotiable, and exceptions require clear justification.
The document proposes using LEGO bricks to simulate scrum processes like backlog creation, estimation, sprint planning, and retrospectives. It outlines how to structure a LEGO scrum simulation with a sample backlog, estimating stories in points, committing to sprints, and demonstrating increments. The simulation aims to better illustrate scrum concepts like iterative development, cooperation over competition, and challenges like dependencies. Debriefing after each "sprint" provides opportunities for valuable lessons around concepts like velocity, refactoring, and inter-team coordination.
The document discusses reversing the traditional tests pyramid when dealing with legacy code. It notes that with legacy code, there may be no true units to unit test. Instead, it advocates starting with end-to-end tests to build confidence to refactor the code into units and add integration and unit tests. However, it warns that end-to-end tests are long to maintain. The goal is to slowly reverse the tests pyramid by refactoring code into units and adding tests at each level to manage technical debt over time. Paying down technical debt is important to maintain the ability to change software.
TDD - Seriously, try it! - Tr坦jmiasto Java User Group (17th May '23)ssusercaf6c1
油
Have you heard of TDD? Are you interested or familiar with this practice but have never been able to understand it?
Join this session to see the benefits of Test-Driven Development (TDD), understand how it works and its benefits. In a more detailed approach, we will see this way of developing software, where our code is always built guided by tests.
We will go over some history about TDD, which is the main process we must follow when we work with this mechanic and the rules that surround it. We will also list the main advantages and disadvantages that most developers who practice TDD find and whether the arguments in favour add up to more than those that subtract. Finally, we will review some good habits and practices when applying TDD and see how to do it step by step with an example of a "live" coding session with Java.
At the end of the session, I hope that you will have a wider understanding of what TDD is, what advantages it brings, why it is interesting to master it and also that you will take with you some tricks and good practices to be able to apply them in your day-to-day life when writing code
---
Presentation shared at Tr坦jmiasto Java User Group
Public group 17th of May '23
TDD - Seriously, try it! - Trjjmiasto JUG (17th May '23)Nacho Cougil
油
Have you heard of TDD? Are you interested or familiar with this practice but have never been able to understand it?
Join this session to see the benefits of Test-Driven Development (TDD), understand how it works and its benefits. In a more detailed approach, we will see this way of developing software, where our code is always built guided by tests.
We will go over some history about TDD, which is the main process we must follow when we work with this mechanic and the rules that surround it. We will also list the main advantages and disadvantages that most developers who practice TDD find and whether the arguments in favour add up to more than those that subtract. Finally, we will review some good habits and practices when applying TDD and see how to do it step by step with an example of a "live" coding session with Java.
At the end of the session, I hope that you will have a wider understanding of what TDD is, what advantages it brings, why it is interesting to master it and also that you will take with you some tricks and good practices to be able to apply them in your day-to-day life when writing code
---
Presentation shared at Tr坦jmiasto Java User Group (17th May '23)
TDD - Seriously, try it - Codemotion (May '24)Nacho Cougil
油
Ever wondered about the wonders of Test-Driven Development (TDD)? Curious devs, this session is for you!
Get ready to dive into TDD and explore its benefits. We'll see the "secrets" behind TDD, its roots, and the rules surrounding it. But that's not all! We'll also uncover the ups and downs of TDD, plus we'll share some tips and tricks... including a live coding session in Java. Get ready to level up your development skills with TDD more insights, more advantages, and more confidence in your coding adventures!
PS: Building tests before production code can sound more fun than it sounds .
---
Presentation shared at Codemotion Madrid '24
Feedback form:
https://bit.ly/tdd-seriously-try-it-feedback
Have you heard of TDD? Are you interested or familiar with this practice but have never been able to understand it?
Join this session to see the benefits of Test-Driven Development (TDD), understand how it works and its benefits. In a more detailed approach, we will see this way of developing software, where our code is always built guided by tests.
We will go over some history about TDD, which is the main process we must follow when we work with this mechanic and the rules that surround it. We will also list the main advantages and disadvantages that most developers who practice TDD find and whether the arguments in favour add up to more than those that subtract. Finally, we will review some good habits and practices when applying TDD and see how to do it step by step with an example of a "live" coding session with Java.
At the end of the session, I hope that you will have a wider understanding of what TDD is, what advantages it brings, why it is interesting to master it and also that you will take with you some tricks and good practices to be able to apply them in your day-to-day life when writing code
===
Presentation (revisited & updated) shared at JDD 2022:
https://jdd.org.pl/lecture_2022/#id=78434
Lessons from the Trenches of Learning Game DesignSharon Boller
油
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
Join this session to see the benefits of Test-Driven Development (TDD), and understand how it works and its benefits. In a more detailed approach, we will see this way of developing software, where our code is always built guided by tests. We will go over some history about TDD and list the main advantages and disadvantages that most developers who practice it find and whether the arguments in favour add up to more than those that subtract. Finally, we will review some good habits and practices when applying TDD by seeing how to do it step by step with an example of a "live" coding session with Java. At the end of the session, you will have a wider understanding of TDD and why it's interesting to master it. Also, you will take with you some tricks and good practices to be able to apply them in your day-to-day life when writing code.
---
Presentation shared at Bucharest Tech Week '23
How to Develop with the UAT Studios - IGDA UAT Greenlight GuideBen Reichert
油
The document provides guidance on assembling an effective team for a game jam project. It recommends having an experienced core team that is committed to completing the project, including at least one programmer and one artist. The core team members should want to make the game, enjoy working together, and be reliable. Additionally, it emphasizes the need for a product owner, clear vision and goals, prioritized product backlog, well-written user stories, and a ScrumMaster to facilitate the process and handle any obstacles. The team should aim to have a presentable first release by the end of the semester to demonstrate their progress.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
Re-uploading my User Story Splitting workshop; it seems to have gone missing.
This is a slide deck I have used for helping people learn various user story splitting techniques.
This document provides a template for conducting a retrospective meeting to review a project. The template outlines 9 steps: 1) Overview of the retro, 2) Observations, 3) Identified patterns, 4) Causes of patterns, 5) Applicable Agile principles, 6) Potential actions, 7) Selected actions to take, 8) Appreciating others' insights, 9) Review of the retro meeting. For each step, it provides prompting questions to guide the discussion.
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Beyond agile - Pitfalls & misconceptions when working with SCRUM & Co | Ralf ...Ralf C. Adam
油
A talk about agile project management workflows & methods and their potential advantages and pitfalls. First held at Quo Vadis Game Developer Conference in Berlin, May 2015
This is a second proposal for Agile2014 intended for audiences interested in learning how to apply Agile in terms of "process"; it does so by translating them to typical boardgame mechanics.
This presentation is INCOMPLETE, but will be fleshed out. It should be enough for reviewers to know what the general feel of the session would be (including a couple of exercises). This is still several iterations away from being complete.
Morph your mindset for Continuous Delivery, Agile Roots 2014lisacrispin
油
This document outlines an agenda and content for a workshop on continuous integration, continuous delivery, and overcoming obstacles. The workshop includes presentations on key concepts, exercises for participants to collaborate in different roles and provide feedback, and discussions on challenges and experiments to try back at work. The goal is to help participants shift their mindset and learn techniques through interactive exercises to enable continuous delivery of software.
Tom Mejias is a Client Engineer at Space Ape Games and a whiz at prototyping new titles. During the hour Tom gave an overview of the games industry and the engineering roles that exist within it as well as some in depth guidance, tips and tricks for specializing in the role of Creative Engineer.
Don't be a zombie reading your stories - Learn the exciting parts of analysis...Ryan McKergow
油
For some teams, having a Business Analyst would be a luxury. For others, they are no longer necessary. Whatever your situation, analysis and critical thinking is still essential in software development. Even if you dont have a Business Analyst!
During this talk, you will learn how to become a Business Analyst while still being a developer, tester, or product manager. I will introduce some of the secrets that great Business Analysts use to get people collaborating, discussing the problem, and agreeing on a solution. Learn how to run a design studio, 3 amigos session, or a story kickoff. Dont just be a zombie reading your next ticket. Lets think about the problem and how well solve it together!
This document describes a LEGO simulation game designed to teach Scrum and agile product development principles. The simulation involves multiple Scrum teams collaborating to build a LEGO city over several sprints. Key aspects of the simulation include open-ended product backlogs, mindful product development rather than task-focused work, collaboration between teams, and continuous process improvement over multiple iterations. The document provides guidance on roles, materials, stages of the pre-game, game and post-game, and variations that can be used to adapt the simulation for different class sizes and contexts.
Level Design Workshop - GDC China 2012Joel Burgess
油
Originally presented at GDC China 2012, this workshop covered level design fundamentals such as layout, pacing and storytelling. It was presented by Joel Burgess (Bethesda Game Studios), Matthew Scott (Valve Software), and Steven Gaynor (The Fullbright Company)
This document outlines an agenda for a Scrum session on preparing for and conducting sprint planning meetings. It discusses best practices for ensuring the product backlog is well-defined before planning begins. During planning, the product owner and team collaborate to determine the sprint goal, select stories for the sprint based on estimates, and make adjustments as needed based on discussions. Estimates can be done using gut feel for simple stories or calculating velocity based on past performance. Maintaining quality is not negotiable, and exceptions require clear justification.
The document proposes using LEGO bricks to simulate scrum processes like backlog creation, estimation, sprint planning, and retrospectives. It outlines how to structure a LEGO scrum simulation with a sample backlog, estimating stories in points, committing to sprints, and demonstrating increments. The simulation aims to better illustrate scrum concepts like iterative development, cooperation over competition, and challenges like dependencies. Debriefing after each "sprint" provides opportunities for valuable lessons around concepts like velocity, refactoring, and inter-team coordination.
The document discusses reversing the traditional tests pyramid when dealing with legacy code. It notes that with legacy code, there may be no true units to unit test. Instead, it advocates starting with end-to-end tests to build confidence to refactor the code into units and add integration and unit tests. However, it warns that end-to-end tests are long to maintain. The goal is to slowly reverse the tests pyramid by refactoring code into units and adding tests at each level to manage technical debt over time. Paying down technical debt is important to maintain the ability to change software.
TDD - Seriously, try it! - Tr坦jmiasto Java User Group (17th May '23)ssusercaf6c1
油
Have you heard of TDD? Are you interested or familiar with this practice but have never been able to understand it?
Join this session to see the benefits of Test-Driven Development (TDD), understand how it works and its benefits. In a more detailed approach, we will see this way of developing software, where our code is always built guided by tests.
We will go over some history about TDD, which is the main process we must follow when we work with this mechanic and the rules that surround it. We will also list the main advantages and disadvantages that most developers who practice TDD find and whether the arguments in favour add up to more than those that subtract. Finally, we will review some good habits and practices when applying TDD and see how to do it step by step with an example of a "live" coding session with Java.
At the end of the session, I hope that you will have a wider understanding of what TDD is, what advantages it brings, why it is interesting to master it and also that you will take with you some tricks and good practices to be able to apply them in your day-to-day life when writing code
---
Presentation shared at Tr坦jmiasto Java User Group
Public group 17th of May '23
TDD - Seriously, try it! - Trjjmiasto JUG (17th May '23)Nacho Cougil
油
Have you heard of TDD? Are you interested or familiar with this practice but have never been able to understand it?
Join this session to see the benefits of Test-Driven Development (TDD), understand how it works and its benefits. In a more detailed approach, we will see this way of developing software, where our code is always built guided by tests.
We will go over some history about TDD, which is the main process we must follow when we work with this mechanic and the rules that surround it. We will also list the main advantages and disadvantages that most developers who practice TDD find and whether the arguments in favour add up to more than those that subtract. Finally, we will review some good habits and practices when applying TDD and see how to do it step by step with an example of a "live" coding session with Java.
At the end of the session, I hope that you will have a wider understanding of what TDD is, what advantages it brings, why it is interesting to master it and also that you will take with you some tricks and good practices to be able to apply them in your day-to-day life when writing code
---
Presentation shared at Tr坦jmiasto Java User Group (17th May '23)
TDD - Seriously, try it - Codemotion (May '24)Nacho Cougil
油
Ever wondered about the wonders of Test-Driven Development (TDD)? Curious devs, this session is for you!
Get ready to dive into TDD and explore its benefits. We'll see the "secrets" behind TDD, its roots, and the rules surrounding it. But that's not all! We'll also uncover the ups and downs of TDD, plus we'll share some tips and tricks... including a live coding session in Java. Get ready to level up your development skills with TDD more insights, more advantages, and more confidence in your coding adventures!
PS: Building tests before production code can sound more fun than it sounds .
---
Presentation shared at Codemotion Madrid '24
Feedback form:
https://bit.ly/tdd-seriously-try-it-feedback
Have you heard of TDD? Are you interested or familiar with this practice but have never been able to understand it?
Join this session to see the benefits of Test-Driven Development (TDD), understand how it works and its benefits. In a more detailed approach, we will see this way of developing software, where our code is always built guided by tests.
We will go over some history about TDD, which is the main process we must follow when we work with this mechanic and the rules that surround it. We will also list the main advantages and disadvantages that most developers who practice TDD find and whether the arguments in favour add up to more than those that subtract. Finally, we will review some good habits and practices when applying TDD and see how to do it step by step with an example of a "live" coding session with Java.
At the end of the session, I hope that you will have a wider understanding of what TDD is, what advantages it brings, why it is interesting to master it and also that you will take with you some tricks and good practices to be able to apply them in your day-to-day life when writing code
===
Presentation (revisited & updated) shared at JDD 2022:
https://jdd.org.pl/lecture_2022/#id=78434
Lessons from the Trenches of Learning Game DesignSharon Boller
油
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
Join this session to see the benefits of Test-Driven Development (TDD), and understand how it works and its benefits. In a more detailed approach, we will see this way of developing software, where our code is always built guided by tests. We will go over some history about TDD and list the main advantages and disadvantages that most developers who practice it find and whether the arguments in favour add up to more than those that subtract. Finally, we will review some good habits and practices when applying TDD by seeing how to do it step by step with an example of a "live" coding session with Java. At the end of the session, you will have a wider understanding of TDD and why it's interesting to master it. Also, you will take with you some tricks and good practices to be able to apply them in your day-to-day life when writing code.
---
Presentation shared at Bucharest Tech Week '23
How to Develop with the UAT Studios - IGDA UAT Greenlight GuideBen Reichert
油
The document provides guidance on assembling an effective team for a game jam project. It recommends having an experienced core team that is committed to completing the project, including at least one programmer and one artist. The core team members should want to make the game, enjoy working together, and be reliable. Additionally, it emphasizes the need for a product owner, clear vision and goals, prioritized product backlog, well-written user stories, and a ScrumMaster to facilitate the process and handle any obstacles. The team should aim to have a presentable first release by the end of the semester to demonstrate their progress.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
Re-uploading my User Story Splitting workshop; it seems to have gone missing.
This is a slide deck I have used for helping people learn various user story splitting techniques.
This document provides a template for conducting a retrospective meeting to review a project. The template outlines 9 steps: 1) Overview of the retro, 2) Observations, 3) Identified patterns, 4) Causes of patterns, 5) Applicable Agile principles, 6) Potential actions, 7) Selected actions to take, 8) Appreciating others' insights, 9) Review of the retro meeting. For each step, it provides prompting questions to guide the discussion.
Agile Leadership 201: Enriching Management for AgileNoVAPaul Boos
油
This document outlines an agenda for a presentation on agile leadership and servant leadership. The presentation defines servant leadership as serving others first before leading, discusses common frustrations managers face when adopting this model, and provides exercises for attendees to brainstorm ways to address these frustrations. The presentation also covers topics like observing work processes, demonstrating curiosity, problem-solving proactively, and effectively delegating responsibilities. The goal is to help managers shift from a traditional leadership role to one that enriches their teams through servant leadership approaches.
Enriching management is a key way to build Agile Leadership. This presentation helps make this concept of enrichment a bit clearer and how in turn management can learn to enrich its workforce as well. This provides some concrete mechanisms to make servant leadership real, without necessarily calling it servant leadership (shich sometimes doesn't resonate with people).
Your Agile Leadership Journey: Leading People-Managing Paradoxes - Agile Char...Paul Boos
油
This is the workshop Nicole and I gave at Agile Charm 2020 on Leading people through paradoxes, some of which are described directly in the Manifesto for Agile Software Development. It helps you understand how to use Polarity Maps as leaders for a thinking tool to understand your system.
This is the latest in my series of leadership workshop sessions; this presentation includes the exercises and learning points. To see some of the text properly, you will need to get the free font Dark Roast.
This deck explains how the Pass on Perfection game created by April Jefferson and myself at the 2016 US Agile Coach Camp in Saint Louis. This game combines improv "Yes and..." thinking, the perfection game from the Core Protocols, and a round robin play or pass game mechanic. It is useful for creating ideas and then deciding what should be a part of any minimally viable X (product for example). This particular presentation is the same one given at Agile2019.
Your Agile Leadership Journey: Leading People, Managing ParadoxesPaul Boos
油
The document outlines an agenda for a workshop on managing paradoxes as an agile leader. It introduces the concept of paradoxes and polarity maps to understand seemingly contradictory situations. The workshop discusses four paradoxes leaders face and has participants analyze them using polarity maps to identify positives and negatives of each side, and signals to manage transitions. It emphasizes that managing paradoxes requires understanding context and proactively taking actions like anticipating signals to move to the upside. The goal is for participants to recognize paradoxes they face and apply strategies for managing them better.
Business Models in the Non-Profit and Public SectorsPaul Boos
油
The document discusses using a business model canvas to analyze the operations of the Office of Pesticide Programs at the EPA. It provides an example business model canvas of the EPA office, including its key activities, resources, partners, costs, and revenue. It then discusses assessing how the business model would be impacted by adding a new customer segment of farmers and a potential financial crisis causing reduced pesticide use and sales. Attendees are then instructed to create their own business model canvas to analyze their own organization.
This is a 90 min talk with some exercises and discussion that I gave at the DHS Agile Expo. It places DevOps as a series of feedback loops and emphasizes agile engineering practices being at the core.
Catalytic leadership increases the rate of adoption, transition or transformation with less effort. It builds projects around motivated individuals by providing an environment of support and trust. This allows people to become empowered and take risks. Examples of building environment, support and trust include creating safe communication, following through on decisions, and granting small assignments to build trust. Techniques like liberating structures and fearless change patterns can be leveraged as they improve culture, trust and change at a natural pace through engagement and networks.
Understanding Lean & Agile Coaching Agile and Beyond 2018Paul Boos
油
This was my presentation for Agile & Beyond 2018 about Agile Coaching. This covers some basics of Agile Coaching in terms of the many dimensions to consider and how skills play out. It does not go into any of these skills deeply.
This is the presentation used for my workshop on Catalytic Leadership - helping people understand how they can unleash Fearless Change patterns and Liberating Structures so that anyone can become a leader of change.
This document summarizes a presentation about coaching roles and responsibilities. It begins with an exercise where attendees break into coach-coachee pairs. It then defines coaching according to the ICF and discusses dimensions of coaching like responsibility levels and expertise areas. Examples are provided of coaches taking on roles like teacher, facilitator, and partner. Coaching voices like investigator and guide are also examined. The document provides advice for those wanting to become coaches or hire a coach.
This is the final presentation for the Catalytic Leadership workshop given at Agile2017. In this one will learn about about how to lead change through small influences no matter where you are in the organization. It also helps you understand that change needs to be focused on Environment, Support, and Trust and provides a trust model that can be used for this.
Understanding coaching presentation agile dc2017 - for publishingPaul Boos
油
This presentation covers ways to think about what an Agile coach does. It provides some useful models to help you do this. It's intended to be given as an interactive session with an upfront workshop activity.
This is the presentation slide deck for my 45 minute talk at TriAgile; it discusses how anyone can lead change and gives some techniques that can be used.
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7. Development is like exploration
The games decisions are
made on imperfect information
9. Product Release
Developing
a
is like an RPG
Adventure
則 Goal to accomplish
(Biz Value to realize)
則 Party self-organizes
則 Gain tools & experience
10. Product
Development
is like an RPG
Campaign
則 Priorities from distant
netherworlds
則 Based on the needs
of the Imperium
(Business)
則 Experience carries
from one release to
the next
則 And each release is
continued learning
12. Exercise Time
In breakout rooms, we will see what game mechanics you think
apply or can apply to some typical Agile development events and
practices; heres a list of mechanics, but feel free to describe your
own (a bit longer than your handout)
https://www.boardgamegeek.com/browse/boardgamemechanic
Trello board breakout rooms
https://trello.com/b/yEofXhSO/agc-agile-dev
Try and describe the items in terms of game mechanics/ game play.
The handout is a helper, Video Game Mechanics, Role-Playing
Mechanics, or even making up a mechanic if it is clear to you is OK.
(Ill show a stand-up as an example momentarily.) [8 min or return to
room early if you finish early.]
Elect a spokesperson.
14. SHU HA RI
Thinking in terms of game mechanics:
Add mechanics for new circumstances
Remove mechanics that reduce effectiveness
Customize mechanics
Gamify around mechanics
15. Exercise Time
You will go back into your breakouts (this will take a little longer
since Ill be placing you in the same groups)
Use the Trello board breakout rooms of 5
https://trello.com/b/yEofXhSO/agc-agile-dev
Try and take 1-2 key mechanics and see how you might give a
reward via scoring to the item. Be sure to think of possible
detrimental side effects. Record this into the description of the card.
[5 min or return to room early if you finish early.]
Elect a spokesperson.
17. What Take Aways Do You Have?
Take 1 min and write down something you are taking
away that you may try from this workshop?
This could be
Specific mechanic to emphasize
Scoring attached to a mechanic
Changing out mechanics