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Fearless Journey
                   Søren Weiss

                                    Agile Coach

reflections after playing the game   Twitter: @sorenweiss
About this presentation

• The presentation serves to share my reflections on using the
  Fearless Journey game at a scrum retrospective.

• I played the game with a Danish scrum team (8 team
  members) in March 2012.

• The team had finished their 3rd sprint. Yet 3 sprints
  remained in the project.

• The team members were (apart from 2 team members) all
  used (more than 1 year of experience) to work in a scrum
  team and used to participate in a retrospective.
About the game

• The game is invented at the
  Play4Agile 2011 conference in
  Germany.


• The game teaches teams to
  address obstacles based on
  influence strategies developed
  by Linda Rising and Mary Lynn
  Mann. These strategies are
  published in the book Fearless
  Change.


• Detailed information about the
  game can be found here: http://
  bit.ly/fearlessjourney
Reflections - page 1

• Before playing the game we decided to set a time frame of two hours for playing the game. It
  turned out that everybody was quite exhausted after the two hours. I will use this as a guideline
  for setting the time frame in the future. The team managed to handle 10 obstacles during the
  game.



• Before playing the game I split the team up into two groups. Each group drafted a description
  of the "start state" (current state of the project) and the "goal state" (the goal of the project).
  These descriptions were presented and updated before game start.


• As input to the "write obstacles" activity I facilitated a timeline exercise (from project start up
  until now). This provided a good common view on the project and helped the team to identify
  obstacles.


• Before game start I asked everybody to write a number (1-10) on a index card. The number
  represented the level of difficulty to go from the start to the end of the project. This served as a
  baseline. After the game ended we did another round. Finally we disscussed the numbers and
  the players elaborated on their viewpoints. This was a very good disscussion and worked fine
  as a defrief exercise.
Reflections - page 2

• The team members identified obstacles in two groups.
  This was an attempt to reduce the amount of obstacles
  as well as to increase the quality of the content. It turned
  out that there were quite many obstacle card. Within the
  time frame it was possible to address only about 25% of
  the obstacles. The next time I play the game I will
  consider to rank the obstacles before playing the game.
  The idea of this is to make sure that the team will address
  the most important obstacles within the time frame of the
  game.
Youtube: http://bit.ly/HzPCY5
Reflections - page 3

• The game rules says to put in "joker" cards in the obstacles card deck. I don't
  really understand the purpose of this... I have chosen to keep these joker cards in
  the deck, however I have decided to create a new rule: "whenever a player draws
  a joker card from the obstacles deck, the player can collect a piece of candy (or
  another "prize"). Of course this serves just as a bit of amusement during the game.

• Before playing the game I told the team members that they should consider the
  influence strategies as strategies of inspiration. This turned out to be an important
  modification as it was rather difficult for the team members to use the strategies as
  they were defined in the cards. Several times during the game, team members
  introduced ideas based on one of the influence strategies.

• Because it was rather difficult to play the strategy cards I introduced a new rule: "If
  a team member hadn't played any strategy card for two rounds, the person could
  choose to draw two new cards from the deck and lay back two cards into the
  deck". This rule increased inspiration and motivation.
Reflections - page 4

• I am wondering whether it will
  possible to create a set of
  action which are more "down to
  earth" and easier to understand/
  implement rather than the "high
  level" strategies... I guess this
  could be an interesting project
  to work on... I read an article the
  other day and saw that Mary
  Lynn Manns and Linda Rising is
  working on a set of new
  influence strategies to be
  published soon. I am very
  excited about that and look
  forward to read more about their
  great work.
Reflections - page 5

• When the team members decided to overcome an obstacle I introduced a new rule: "All
  disscussion are timeboxed". This was needed as the disscussions went on and on... The
  team decided to spend 5 minutes (tip: use a visible stop watch. I used an iPad) to
  disscuss how to overcome the obstacle using one or more strategies. After that one
  person from the team volunteered to own the action during the next sprint. The person
  then documented the actions that the team decided on. The SMART goal technique was
  used for this.

• It is a good idea (as mentioned in the rules) to let the team decide whether to take action
  or not on the obstacles. We used democratic voting. The teammembers voted without
  influencing eachother. I introduced the rule that the minority party could choose to
  elaborate on their viewpoint. After this another voting round was conducted. Everybody
  felt that there opinion was heard and this approach is very similar to the rules of planning
  poker, so the team members were used to the concept.

• Whenever a player was finished the person drew one or more strategy card so everyone
  always had 5 cards at hand. I introduced this rule to increase motivation and creativity.
Reflections - page 6

• Used strategy cards were put back into the strategy card deck to be reused.

• With very much focus on obstacles during the game I suggest to let the game be
   followed by an appreciative exercise, e.g. "Medals & Bouquets".

• The game objective is to "address obstacles over which you have no influence".
  Many of the obstacles the team face in a retrospective are often within the limit of
  influence of the team. Despite of this conflict I still think the game is very useable in
  a retrospective. 

• My overall experience from playing the game is that it made for the more introvert
  team members to speak up more freely during disscussions. It also was an exciting
  new frame work for disscussions. it seemed to me that team had more fun than
  they usually have during retrospectives. The team might however have been able to
  produce more actions using another exercise than Fearless Journey... Anyhow I will
  certainly use the game again to get more familiar with the rules and the techniques.
Twitter: @sorenweiss

Youtube: http://bit.ly/HzPCY5

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Fearless journey - reflections

  • 1. Fearless Journey Søren Weiss Agile Coach reflections after playing the game Twitter: @sorenweiss
  • 2. About this presentation • The presentation serves to share my reflections on using the Fearless Journey game at a scrum retrospective. • I played the game with a Danish scrum team (8 team members) in March 2012. • The team had finished their 3rd sprint. Yet 3 sprints remained in the project. • The team members were (apart from 2 team members) all used (more than 1 year of experience) to work in a scrum team and used to participate in a retrospective.
  • 3. About the game • The game is invented at the Play4Agile 2011 conference in Germany. • The game teaches teams to address obstacles based on influence strategies developed by Linda Rising and Mary Lynn Mann. These strategies are published in the book Fearless Change. • Detailed information about the game can be found here: http:// bit.ly/fearlessjourney
  • 4. Reflections - page 1 • Before playing the game we decided to set a time frame of two hours for playing the game. It turned out that everybody was quite exhausted after the two hours. I will use this as a guideline for setting the time frame in the future. The team managed to handle 10 obstacles during the game. • Before playing the game I split the team up into two groups. Each group drafted a description of the "start state" (current state of the project) and the "goal state" (the goal of the project). These descriptions were presented and updated before game start. • As input to the "write obstacles" activity I facilitated a timeline exercise (from project start up until now). This provided a good common view on the project and helped the team to identify obstacles. • Before game start I asked everybody to write a number (1-10) on a index card. The number represented the level of difficulty to go from the start to the end of the project. This served as a baseline. After the game ended we did another round. Finally we disscussed the numbers and the players elaborated on their viewpoints. This was a very good disscussion and worked fine as a defrief exercise.
  • 5. Reflections - page 2 • The team members identified obstacles in two groups. This was an attempt to reduce the amount of obstacles as well as to increase the quality of the content. It turned out that there were quite many obstacle card. Within the time frame it was possible to address only about 25% of the obstacles. The next time I play the game I will consider to rank the obstacles before playing the game. The idea of this is to make sure that the team will address the most important obstacles within the time frame of the game.
  • 7. Reflections - page 3 • The game rules says to put in "joker" cards in the obstacles card deck. I don't really understand the purpose of this... I have chosen to keep these joker cards in the deck, however I have decided to create a new rule: "whenever a player draws a joker card from the obstacles deck, the player can collect a piece of candy (or another "prize"). Of course this serves just as a bit of amusement during the game. • Before playing the game I told the team members that they should consider the influence strategies as strategies of inspiration. This turned out to be an important modification as it was rather difficult for the team members to use the strategies as they were defined in the cards. Several times during the game, team members introduced ideas based on one of the influence strategies. • Because it was rather difficult to play the strategy cards I introduced a new rule: "If a team member hadn't played any strategy card for two rounds, the person could choose to draw two new cards from the deck and lay back two cards into the deck". This rule increased inspiration and motivation.
  • 8. Reflections - page 4 • I am wondering whether it will possible to create a set of action which are more "down to earth" and easier to understand/ implement rather than the "high level" strategies... I guess this could be an interesting project to work on... I read an article the other day and saw that Mary Lynn Manns and Linda Rising is working on a set of new influence strategies to be published soon. I am very excited about that and look forward to read more about their great work.
  • 9. Reflections - page 5 • When the team members decided to overcome an obstacle I introduced a new rule: "All disscussion are timeboxed". This was needed as the disscussions went on and on... The team decided to spend 5 minutes (tip: use a visible stop watch. I used an iPad) to disscuss how to overcome the obstacle using one or more strategies. After that one person from the team volunteered to own the action during the next sprint. The person then documented the actions that the team decided on. The SMART goal technique was used for this. • It is a good idea (as mentioned in the rules) to let the team decide whether to take action or not on the obstacles. We used democratic voting. The teammembers voted without influencing eachother. I introduced the rule that the minority party could choose to elaborate on their viewpoint. After this another voting round was conducted. Everybody felt that there opinion was heard and this approach is very similar to the rules of planning poker, so the team members were used to the concept. • Whenever a player was finished the person drew one or more strategy card so everyone always had 5 cards at hand. I introduced this rule to increase motivation and creativity.
  • 10. Reflections - page 6 • Used strategy cards were put back into the strategy card deck to be reused. • With very much focus on obstacles during the game I suggest to let the game be  followed by an appreciative exercise, e.g. "Medals & Bouquets". • The game objective is to "address obstacles over which you have no influence". Many of the obstacles the team face in a retrospective are often within the limit of influence of the team. Despite of this conflict I still think the game is very useable in a retrospective.  • My overall experience from playing the game is that it made for the more introvert team members to speak up more freely during disscussions. It also was an exciting new frame work for disscussions. it seemed to me that team had more fun than they usually have during retrospectives. The team might however have been able to produce more actions using another exercise than Fearless Journey... Anyhow I will certainly use the game again to get more familiar with the rules and the techniques.