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Affordance-Driven
    Process Improvement
Designing a Process that Works for Your Team



  Ariadna Font             Michael Keeling
      @quicola             @michaelkeeling
Workshop Agenda
• The Theory of Affordances
• Affordance-Driven Process Improvement
• Workshop Time!



                     FYI -- We’ll spend about
                     the last hour hands-on


                                            2
Goals for this Workshop
1. Unlock your mind so you can identify
   affordances in your team’s process

2. Practice affordance-driven improvement
   in a retrospective simulation

3. Map typical team behaviors to common
   agile practices
                                            3
Warning




          4
THE THEORY OF
 AFFORDANCES


                5
You’ve seen these concepts before…
•   Software Architects
•   Object Designers
•   User Experience Experts
•   Kanban Experts
•   Agile Coaches
•   “Systems Thinkers”



                                6
Goal: Design an object that
makes it feel natural and easy
    to do the right thing.

                             7
What is an affordance?

  An affordance is any perceivable
 element, such as an object or idea,
   that directs a person’s thinking
   toward a specific set of actions.
J. J. Gibson, The Ecological Approach to Visual Perception.
Psychology Press, 1986.
Donald Norman, The Design of Everyday Things.
Basic Books, 1998                                             8
What is an affordance?

  An affordance is any perceivable
 element, such as an object or idea,
   that directs a person’s thinking
   toward a specific set of actions.
J. J. Gibson, The Ecological Approach to Visual Perception.
Psychology Press, 1986.
Donald Norman, The Design of Everyday Things.
Basic Books, 1998                                             9
The Dutch Airport Problem


                        10
11
12
The Urinal Fly
                        “It improves the aim. If a
                        man sees a fly, he aims at
                        it. Fly-in-urinal research
                        found that etchings reduce
                        spillage by 80%. It gives a
                        guy something to think
                        about.

                        That’s a perfect example of
                        process control.”


                 Robert Krulwhich, “There’s a Fly in my Urinal”
                 http://www.npr.org/templates/story/story.php
                 ?storyId=121310977                         13
Good Affordance..Bad Affordance
Push                      Pull




       Good Affordance            14
Bad
Affordance


        15
Gary Larson
The Far Side
      16
Qualities vs. Functionality



                              17
Example: Blend a Drink
• Functions
  – Prepare the blender
  – Blend
  – Clean the blender
• Qualities
  – Countertop-ability
  – Clean-ability
  – Transportability
          Galvao and Sato, “Affordances in Product Architecture: Linking Technical
          Functions and Users’ Tasks” Proceedings of IDETC/CIE 2005         18
19
Portable…
but noisy.




             Motorcycle
Gas Engine   Throttle
                          20
Application to Software Process
• Example Process Functions
  – Write software, test software, release software


• Example Process Qualities
  – Plan-ability      – Performance
  – Predictability    – Reliability
  – Changeability     – Estimate-ability
  – Quality           – Harmony

                                                 21
AFFORDANCE-DRIVEN
PROCESS IMPROVEMENT


                      22
Goal: Design a process that
 makes it natural and easy
   to do the right thing.

                          23
Affordance-Driven Change
Observe
Behaviors
 Evaluate
 Behaviors
   Identify
   Affordances
     Alter
     Affordances
                            25
Affordance-Driven Change
Observe            What is your
Behaviors
                   team doing?
 Evaluate
 Behaviors
                     How do
   Identify         they act?
   Affordances
     Alter
     Affordances
                                  26
Affordance-Driven Change
Observe            Is this the behavior
Behaviors               you want?
 Evaluate
 Behaviors              Positive
   Identify             Negative
   Affordances          Neutral
     Alter
     Affordances
                                     27
Affordance-Driven Change
Observe
Behaviors            What nudged
                   your team to act
 Evaluate
 Behaviors         the way the did?
   Identify
   Affordances
     Alter
     Affordances
                                 28
Affordance-Driven Change
Observe
Behaviors          Keep the good
 Evaluate           affordances,
 Behaviors         change the bad
   Identify          affordances
   Affordances
     Alter
     Affordances
                                29
Example: Team Square Root


       Observations:
          Arguments about tasking
          Team over-committing
          Resist giving up tasks

Michael Keeling, “Process Affordances: Ignore at your own Peril”
http://neverletdown.net/2009/03/process-affordances-ignore-at-your-own-peril/   30
Values: Baseline for Evaluating Behavior

   As a team we valued
       Predictability
       Adaptability
       Respect
       Open Communication

                                       31
Evaluate Behaviors


 Observations:
+–  Arguments about tasking
 –  Team over-committing
 –  Resist giving up tasks


                              32
Identify Affordances

Reflecting on our practices…

“Milestone Owners”
  Nudge: Attitude of lone responsibility

No backlog
 Nudge: Anxiety over future tasks

                                           33
Alter Affordances

Created a backlog

Abolished “Owners”

New burndown chart – show
   progress against commitments
                                  34
Team Values: Evaluating Behaviors
        “Qualities your team values”

• Examples:
  – courage          – scalability
  – predictability   – responsibility
  – sustainability   – feedback
                     – face-to-face
  – improvability
                       communication
  – measurability

                                        35
Examples of Good Affordances
• Iterative planning, light documentation
  – Nudge: changeability


• Pair programming
  – Nudge: knowledge sharing, performance,
    quality




                                             36
Examples of Bad Affordances
• Large planning buffers
  – Nudge: procrastination


• Developer Branches
  – Nudge: solitary development




                                  37
LET’S PRACTICE!




                  38
What is an affordance?

  An affordance is any perceivable
 element, such as an object or idea,
   that directs a person’s thinking
   toward a specific set of actions.
J. J. Gibson, The Ecological Approach to Visual Perception.
Psychology Press, 1986.
Donald Norman, The Design of Everyday Things.
Basic Books, 1998                                             39
Goals for this Workshop
1. Unlock your mind so you can identify
   affordances in your team’s process

2. Practice affordance-driven improvement
   in a retrospective simulation

3. Map typical team behaviors to common
   agile practices
                                            40
Ground Rules
• When your team is ready to move on,
  have somebody wear the party hat

• Manage your time, watch the clock!

• Raise your hand if you have a question

• Have fun!

                                           41
Workshop Agenda
1. Establish context, agree on team values
2. Evaluate behaviors
3. Identify affordances nudging your team
4. Propose changes to your team’s
   practices
5. Finish posters and share findings
6. Wrap-up
                                             42
Qualities your
   “team” values


Summary of practices
 nudge your team’s
     behavior

Action items – how to
  change behavior?

                    43
Establishing Context – 2 min
• Task: Introduce yourselves to one another
  – Briefly share some interesting facts about
    yourself and your role(s) at work


• Context:
  – You are now a team, working together to build a
    new awesome piece of software.

  – You’ve gathered together for a team
    retrospective….

                                                      44
Agree on Team Qualities – 5 min
• Task: Agree on the 3 – 5 core qualities
  you value most as a team.
  – Annotate worksheet and add to poster


• Goal: You are going to focus on these
  through the workshop and use them to
  evaluate behaviors and determine what
  improvements to pursue first.

                                            46
47
Qualities your
                     “team” values




Start populating your poster!
       Start




                                      48
Agree on Team Qualities – 5 min
• Task: Agree on the 3 – 5 core qualities
  you value most as a team.
  – Annotate worksheet and add to poster


• Goal: You are going to focus on these
  through the workshop and use them to
  evaluate behaviors and determine what
  improvements to pursue first.

                                            49
Affordance-Driven Change
    Observe
    Behaviors
      Evaluate
      Behaviors
       Identify
       Affordances
         Alter
         Affordances
                           50
Evaluate Behaviors – 10 min
• Task: Decide whether your team’s
  behaviors (Blue Cards) are positive,
  neutral, or negative relative to your
  values.

• Goal: Learn to observe and analyze team
  behaviors in your work environment.


                                            51
52
Evaluate Behaviors – 10 min
• Task: Decide whether your team’s
  behaviors (Blue Cards) are positive,
  neutral, or negative relative to your
  values.

• Goal: Learn to observe and analyze team
  behaviors in your work environment.


                                            53
Affordance-Driven Change
    Observe
    Behaviors
      Evaluate
      Behaviors
       Identify
       Affordances
         Alter
         Affordances
                           54
55
Identify Affordances – 15 min
• Task: Map practices to negative behaviors.
        What affordances nudged your team?
  – Try the “5 Whys” technique
  – If there is no practice in your deck that you
    think leads to this bad behavior, use one of the
    wildcards


• Goal: Have a handful of patterns like this on
  your poster
  <Practice> nudges <Behavior> because ____
                                          56
Qualities your
                     “team” values


                   Summary of practices
                    nudge your team’s
                        behavior



Don’t forget your poster!
       Start


                                      57
Identify Affordances – 15 min
• Task: Map practices to negative behaviors.
        What affordances nudged your team?
  – Try the “5 Whys” technique
  – If there is no practice in your deck that you
    think leads to this bad behavior, use one of the
    wildcards


• Goal: Have a handful of patterns like this on
  your poster
  <Practice> nudges <Behavior> because ____
                                          58
Affordance-Driven Change
    Observe
    Behaviors
      Evaluate
      Behaviors
       Identify
       Affordances
         Alter
         Affordances
                           59
Propose Key Changes – 10 min
• Task: Create 2 or 3 action items for your team
  and document why you think they will get rid of
  the negative behavior

• Goal: Add or remove affordances to your team’s
  process. Turn the undesired behaviors into
  desired ones.
  Practice P(Bad Behavior)  Practice P’ (Ø / Good Behavior)

                                                         60
Example…
Free dinner nudges developers to stay
  late…

Change the Free Dinner affordance

Free breakfast – nudge developers to come
  to work early, not waiting for a signal to
  mark the end of the day
                                               61
Propose Key Changes – 10 min
• Task: Create 2 or 3 action items for your team
  and document why you think they will get rid of
  the negative behavior

• Goal: Add or remove affordances to your team’s
  process. Turn the undesired behaviors into
  desired ones.
  Practice P(Bad Behavior)  Practice P’ (Ø / Good Behavior)

                                                         62
Qualities your
   “team” values


Summary of practices
 nudge your team’s
     behavior

Action items – how to
  change behavior?

                    63
Share your findings! – 15 min
• Task: Share your poster!

• Goal: Tell a story so that others can learn
  from your thinking process

• Reflection
  – Any surprises in your practice/behavior map?
  – What can you take back to your team?
                                                   64
WRAP-UP




          65
Goals for this Workshop
1. Unlock your mind so you can identify
   affordances in your team’s process

2. Practice affordance-driven improvement
   in a retrospective simulation

3. Map typical team behaviors to common
   agile practices
                                            66
Practices vs. Affordances?
 We simplified things a little for the
 simulation…

        The world is not this simple.

Affordances can be subtle, tricky to identify.



                                             67
Tools for Retrospectives
• Identify valued team qualities
• “Like to Like” game
  – Create your own behaviors and practices card
    decks
• Affordance Awareness
  – It’s not your fault!




                                               68
“A bad system will beat a
good person every time.”
           - W. Edwards Deming



                                 69
Go forth and design
 GREAT systems!



                      70
Thank you!




Michael Keeling           Ariadna Font
@michaelkeeling           @quicola
http://neverletdown.net   http://ariadna.font.cat/

                                                 71
References
•   Robert Krulwhich, “There’s a Fly in my Urinal”
    http://www.npr.org/templates/story/story.php?storyId=121310977
•   Donald Norman, The Design of Everyday Things. Basic Books,
    1988
•   J. J. Gibson, The Ecological Approach to Visual Perception.
    Psychology Press, 1986.
•   Galvao and Sato, “Affordances in Product Architecture: Linking
    Technical Functions and Users’ Tasks” Proceedings of IDETC/CIE
    2005
•   Michael Keeling, “Identifying Process Affordances: Nudging Toward
    Change” http://neverletdown.net/2010/03/identifying-process-
    affordances-nudging-toward-change/
•   Michael Keeling, “Process Affordances: Ignore at your own Peril”
    http://neverletdown.net/2009/03/process-affordances-ignore-at-your-
    own-peril/



                                                                     72

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Process affordances-workshop

  • 1. Affordance-Driven Process Improvement Designing a Process that Works for Your Team Ariadna Font Michael Keeling @quicola @michaelkeeling
  • 2. Workshop Agenda • The Theory of Affordances • Affordance-Driven Process Improvement • Workshop Time! FYI -- We’ll spend about the last hour hands-on 2
  • 3. Goals for this Workshop 1. Unlock your mind so you can identify affordances in your team’s process 2. Practice affordance-driven improvement in a retrospective simulation 3. Map typical team behaviors to common agile practices 3
  • 5. THE THEORY OF AFFORDANCES 5
  • 6. You’ve seen these concepts before… • Software Architects • Object Designers • User Experience Experts • Kanban Experts • Agile Coaches • “Systems Thinkers” 6
  • 7. Goal: Design an object that makes it feel natural and easy to do the right thing. 7
  • 8. What is an affordance? An affordance is any perceivable element, such as an object or idea, that directs a person’s thinking toward a specific set of actions. J. J. Gibson, The Ecological Approach to Visual Perception. Psychology Press, 1986. Donald Norman, The Design of Everyday Things. Basic Books, 1998 8
  • 9. What is an affordance? An affordance is any perceivable element, such as an object or idea, that directs a person’s thinking toward a specific set of actions. J. J. Gibson, The Ecological Approach to Visual Perception. Psychology Press, 1986. Donald Norman, The Design of Everyday Things. Basic Books, 1998 9
  • 10. The Dutch Airport Problem 10
  • 11. 11
  • 12. 12
  • 13. The Urinal Fly “It improves the aim. If a man sees a fly, he aims at it. Fly-in-urinal research found that etchings reduce spillage by 80%. It gives a guy something to think about. That’s a perfect example of process control.” Robert Krulwhich, “There’s a Fly in my Urinal” http://www.npr.org/templates/story/story.php ?storyId=121310977 13
  • 14. Good Affordance..Bad Affordance Push Pull Good Affordance 14
  • 18. Example: Blend a Drink • Functions – Prepare the blender – Blend – Clean the blender • Qualities – Countertop-ability – Clean-ability – Transportability Galvao and Sato, “Affordances in Product Architecture: Linking Technical Functions and Users’ Tasks” Proceedings of IDETC/CIE 2005 18
  • 19. 19
  • 20. Portable… but noisy. Motorcycle Gas Engine Throttle 20
  • 21. Application to Software Process • Example Process Functions – Write software, test software, release software • Example Process Qualities – Plan-ability – Performance – Predictability – Reliability – Changeability – Estimate-ability – Quality – Harmony 21
  • 23. Goal: Design a process that makes it natural and easy to do the right thing. 23
  • 24. Affordance-Driven Change Observe Behaviors Evaluate Behaviors Identify Affordances Alter Affordances 25
  • 25. Affordance-Driven Change Observe What is your Behaviors team doing? Evaluate Behaviors How do Identify they act? Affordances Alter Affordances 26
  • 26. Affordance-Driven Change Observe Is this the behavior Behaviors you want? Evaluate Behaviors Positive Identify Negative Affordances Neutral Alter Affordances 27
  • 27. Affordance-Driven Change Observe Behaviors What nudged your team to act Evaluate Behaviors the way the did? Identify Affordances Alter Affordances 28
  • 28. Affordance-Driven Change Observe Behaviors Keep the good Evaluate affordances, Behaviors change the bad Identify affordances Affordances Alter Affordances 29
  • 29. Example: Team Square Root Observations: Arguments about tasking Team over-committing Resist giving up tasks Michael Keeling, “Process Affordances: Ignore at your own Peril” http://neverletdown.net/2009/03/process-affordances-ignore-at-your-own-peril/ 30
  • 30. Values: Baseline for Evaluating Behavior As a team we valued Predictability Adaptability Respect Open Communication 31
  • 31. Evaluate Behaviors Observations: +– Arguments about tasking – Team over-committing – Resist giving up tasks 32
  • 32. Identify Affordances Reflecting on our practices… “Milestone Owners” Nudge: Attitude of lone responsibility No backlog Nudge: Anxiety over future tasks 33
  • 33. Alter Affordances Created a backlog Abolished “Owners” New burndown chart – show progress against commitments 34
  • 34. Team Values: Evaluating Behaviors “Qualities your team values” • Examples: – courage – scalability – predictability – responsibility – sustainability – feedback – face-to-face – improvability communication – measurability 35
  • 35. Examples of Good Affordances • Iterative planning, light documentation – Nudge: changeability • Pair programming – Nudge: knowledge sharing, performance, quality 36
  • 36. Examples of Bad Affordances • Large planning buffers – Nudge: procrastination • Developer Branches – Nudge: solitary development 37
  • 38. What is an affordance? An affordance is any perceivable element, such as an object or idea, that directs a person’s thinking toward a specific set of actions. J. J. Gibson, The Ecological Approach to Visual Perception. Psychology Press, 1986. Donald Norman, The Design of Everyday Things. Basic Books, 1998 39
  • 39. Goals for this Workshop 1. Unlock your mind so you can identify affordances in your team’s process 2. Practice affordance-driven improvement in a retrospective simulation 3. Map typical team behaviors to common agile practices 40
  • 40. Ground Rules • When your team is ready to move on, have somebody wear the party hat • Manage your time, watch the clock! • Raise your hand if you have a question • Have fun! 41
  • 41. Workshop Agenda 1. Establish context, agree on team values 2. Evaluate behaviors 3. Identify affordances nudging your team 4. Propose changes to your team’s practices 5. Finish posters and share findings 6. Wrap-up 42
  • 42. Qualities your “team” values Summary of practices nudge your team’s behavior Action items – how to change behavior? 43
  • 43. Establishing Context – 2 min • Task: Introduce yourselves to one another – Briefly share some interesting facts about yourself and your role(s) at work • Context: – You are now a team, working together to build a new awesome piece of software. – You’ve gathered together for a team retrospective…. 44
  • 44. Agree on Team Qualities – 5 min • Task: Agree on the 3 – 5 core qualities you value most as a team. – Annotate worksheet and add to poster • Goal: You are going to focus on these through the workshop and use them to evaluate behaviors and determine what improvements to pursue first. 46
  • 45. 47
  • 46. Qualities your “team” values Start populating your poster! Start 48
  • 47. Agree on Team Qualities – 5 min • Task: Agree on the 3 – 5 core qualities you value most as a team. – Annotate worksheet and add to poster • Goal: You are going to focus on these through the workshop and use them to evaluate behaviors and determine what improvements to pursue first. 49
  • 48. Affordance-Driven Change Observe Behaviors Evaluate Behaviors Identify Affordances Alter Affordances 50
  • 49. Evaluate Behaviors – 10 min • Task: Decide whether your team’s behaviors (Blue Cards) are positive, neutral, or negative relative to your values. • Goal: Learn to observe and analyze team behaviors in your work environment. 51
  • 50. 52
  • 51. Evaluate Behaviors – 10 min • Task: Decide whether your team’s behaviors (Blue Cards) are positive, neutral, or negative relative to your values. • Goal: Learn to observe and analyze team behaviors in your work environment. 53
  • 52. Affordance-Driven Change Observe Behaviors Evaluate Behaviors Identify Affordances Alter Affordances 54
  • 53. 55
  • 54. Identify Affordances – 15 min • Task: Map practices to negative behaviors. What affordances nudged your team? – Try the “5 Whys” technique – If there is no practice in your deck that you think leads to this bad behavior, use one of the wildcards • Goal: Have a handful of patterns like this on your poster <Practice> nudges <Behavior> because ____ 56
  • 55. Qualities your “team” values Summary of practices nudge your team’s behavior Don’t forget your poster! Start 57
  • 56. Identify Affordances – 15 min • Task: Map practices to negative behaviors. What affordances nudged your team? – Try the “5 Whys” technique – If there is no practice in your deck that you think leads to this bad behavior, use one of the wildcards • Goal: Have a handful of patterns like this on your poster <Practice> nudges <Behavior> because ____ 58
  • 57. Affordance-Driven Change Observe Behaviors Evaluate Behaviors Identify Affordances Alter Affordances 59
  • 58. Propose Key Changes – 10 min • Task: Create 2 or 3 action items for your team and document why you think they will get rid of the negative behavior • Goal: Add or remove affordances to your team’s process. Turn the undesired behaviors into desired ones. Practice P(Bad Behavior)  Practice P’ (Ø / Good Behavior) 60
  • 59. Example… Free dinner nudges developers to stay late… Change the Free Dinner affordance Free breakfast – nudge developers to come to work early, not waiting for a signal to mark the end of the day 61
  • 60. Propose Key Changes – 10 min • Task: Create 2 or 3 action items for your team and document why you think they will get rid of the negative behavior • Goal: Add or remove affordances to your team’s process. Turn the undesired behaviors into desired ones. Practice P(Bad Behavior)  Practice P’ (Ø / Good Behavior) 62
  • 61. Qualities your “team” values Summary of practices nudge your team’s behavior Action items – how to change behavior? 63
  • 62. Share your findings! – 15 min • Task: Share your poster! • Goal: Tell a story so that others can learn from your thinking process • Reflection – Any surprises in your practice/behavior map? – What can you take back to your team? 64
  • 63. WRAP-UP 65
  • 64. Goals for this Workshop 1. Unlock your mind so you can identify affordances in your team’s process 2. Practice affordance-driven improvement in a retrospective simulation 3. Map typical team behaviors to common agile practices 66
  • 65. Practices vs. Affordances? We simplified things a little for the simulation… The world is not this simple. Affordances can be subtle, tricky to identify. 67
  • 66. Tools for Retrospectives • Identify valued team qualities • “Like to Like” game – Create your own behaviors and practices card decks • Affordance Awareness – It’s not your fault! 68
  • 67. “A bad system will beat a good person every time.” - W. Edwards Deming 69
  • 68. Go forth and design GREAT systems! 70
  • 69. Thank you! Michael Keeling Ariadna Font @michaelkeeling @quicola http://neverletdown.net http://ariadna.font.cat/ 71
  • 70. References • Robert Krulwhich, “There’s a Fly in my Urinal” http://www.npr.org/templates/story/story.php?storyId=121310977 • Donald Norman, The Design of Everyday Things. Basic Books, 1988 • J. J. Gibson, The Ecological Approach to Visual Perception. Psychology Press, 1986. • Galvao and Sato, “Affordances in Product Architecture: Linking Technical Functions and Users’ Tasks” Proceedings of IDETC/CIE 2005 • Michael Keeling, “Identifying Process Affordances: Nudging Toward Change” http://neverletdown.net/2010/03/identifying-process- affordances-nudging-toward-change/ • Michael Keeling, “Process Affordances: Ignore at your own Peril” http://neverletdown.net/2009/03/process-affordances-ignore-at-your- own-peril/ 72