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Trust, Creativity and Decisions

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1 Trust, Creativity and Decisions
Agile Games Night Trust, Creativity and Decisions

2 Introductions

3 Why Agile Games Night? Learn a game based on focus/topic
Learn techniques and how to create your own active, visual and engaging sessions through games and known active training techniques Test out your games with the group before using them Have fun and meet new and old agile friends

4 Agenda 6:00-6:30 Social/Networking
6:30-6:45 Introduction and announcements 6:45-7:45 Play Games Trust “ Anyone who? Creativity “ Tear it Down, Build it Up” Decisions “ Pain-Gain Map 7:45-8:00 Retrospective

5 Trust –Anyone Who? Goal of Game:
Help establish trust between team members by learning to play with failure, rescuing each other and building a safer environment. Timebox: 10 minutes Before We Start: Create groups of 10 people Chairs arranged in a circle One volunteer from the group stands in the middle of the circle

6 Start with something about yourself…
“Anyone who…” Examples: Anyone who has red hair Anyone who had eggs for breakfast Anyone who has children Anyone who is wearing flip-flops

7 Discussion How did it feel being in the middle? Why?
How did it feel watching people in the middle? What made the game enjoyable? Did any questions make you feel awkward? What did we learn about each other during this game? This game encourages players to expose some facts about themselves, which may uncover similarities in players. Exposing truths about themselves increases player’s vulnerability. This game encourages players to rescue each other, which helps build trust.

8 Trust- Anyone Who? Use this game in an agile retrospective to encourage players to admit their struggles in the previous iteration/sprint. For instance, “ Anyone who was late for a meeting last iteration/sprint? “ If the team can accept these vulnerabilities to discuss how to address them together.

9 Creativity- “ Tear It Down, Build It Up”
Goal of Game: Demonstrates that the difference between successful and unsuccessful ventures is often determined by the way we see the world. Timebox: 20 minutes total time Before We Start: Create Groups of 10 people Supplies Needed: Markers, Easel Paper, Dry Erase Markers and White Board

10 Luggage

11 8 Minutes to Brainstorm and list out on one sheet of easel paper
Luggage Why this will NEVER Succeed…. 8 Minutes to Brainstorm and list out on one sheet of easel paper

12 8 Minutes to Brainstorm and list out on one sheet of easel paper
Luggage Why this WILL Succeed…. 8 Minutes to Brainstorm and list out on one sheet of easel paper

13 Discussion How many “why not” reasons you are capable of listing for this product that has obviously been successful? How many times did you team members say “Yes, but”? How do you see things now after this exercise This games opens up our creativity and demonstrates between successful ventures and unsuccessful ventures by the way we see the world.

14 Creativity “ Tear it Down and Build it Up”
You get sidetracked and discouraged or derailed by “Yes buts” and negative opinions of people who fixate on “what’s wrong”- learn to stay focusing on what’s good and helpful about your work. Try “Yes AND” next time.

15 Decisions- “Pain-Gain Map”
Goal of Game: Develop an understanding of motivations and decisions Timebox: 15 minutes Before We Start: Create Groups of 10 people Supplies Needed: Markers, Easel Paper, Dry Erase Markers and White Board

16 Steve Jobs It’s 2007, we are tasked to convince Steve Jobs that iPhone needs the ability to attach a file in an .

17 Step Inside the Mind of Steve
What does a bad day look like for him? What is he afraid of? What keeps him awake at night? What is he responsible for? What obstacles stand in his way? What does this person want to aspire to? How does he measure success? Given the subject at hand, how could this person benefit? What can offer this person?

18 Pains Gains The Decision Maker

19 Let’s Pitch to Steve..

20 Discussion How did you prioritize you’re the top pains and gains?
How did collaborating in a group help form a decision? How did this exercise change your approach on adding this new feature in with Steve?

21 Decisions-” Pain-Gain Map
Use the prioritized pains and gains to use for presentations, value propositions, or any other instance where you are trying to influence a decision.

22 Agile Games Night 2 Game Storming
Learn how to create a game using the entire technique of three games to create specific outcomes. We will use an example to show how it is all put together!

23 Let’s Get Interactive! Have a topic or area of focus and want to see it turned into a game? Do you have a game that you want to try it out? If interested: Message Ed, Adam, Fred or myself to be added to the board via the Meetup Messaging


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