gamifying agile project
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Gamification implementation for Agile project- a case studyTRANSCRIPT
- 1. Gamifying Agile Project- A case studyChandan Lal Patary, Agile coach, Global Program manager
2. Agenda Why to improve employee engagement? Why Agile project require more engagement? Organizational Challenges Aspects of Agility Motivation for Gamification Increase engagement through gamification Gamification framework used Gamification flow Psychology behind the game design Team leaderboard based on the project need 3. Agenda: Statistics to Influences team members thoughts Complexity level of the leaderboard Competition among 3 scrum team, dashboard Levels to consider for game design Game rule for our team Team dashboard displaying leaderboard Rewards Results 4. Why to Improve Employee Engagement? 5. Why agile project require more engagement? 6. Organizational Challenges How to motivate employees for voluntary participation in programs such as ideamanagement, internal training, feedbacks and surveys? How to encourage team members to perform their duties in due course and be proactive?And minimal follow-up? How to reward employees for their voluntary contribution towards several organizationalcommunity initiatives? How to inspire team members to be effective and complete tasks efficiently? How to motivate team members to track each and every project activity and update / closethem on time? 7. Aspects of Agility 8. Motivation for GamificationTeam cannot bring agility when they are facing below issues How to motivate team members to log each and every activity in team foundation server? How to encourage developers to update code, defects, and issues on a timely manner oncertain interval with minimal follow-up? How to inspire team to follow a process of timely build deployment? How to achieve more productivity? How to reduce defects per user story/Requirement/Feature? How to do code, test reviews done on time? 9. Increase engagement through Gamification 10. How we have Gamified?.....In the 2011 book "Game Frame"- Aaron Dignan proposes a useful 9-step process covering: Activity Player Profiles Objectives (ultimate) Skills Resistance (aka meaningful complexity) Resources Skill Cycles (and feedback loops) Outcomes (short-term goal Play-Test-Polish 11. How we have Gamified? Kevin Werbach at Wharton Business School offers a robust 6-step process: Define business objectives Delineate target behaviors Describe your players Devise activity loops Don't forget the fun! Deploy the appropriate tools 12. How we have Gamified? Both frameworks offer different spins/sequencing on a more generic 4-step gamification process, Scope out the area and set the business objectives for improvement.(In our leaderboard team has captured all the factors which team would like to improve) Define the changes you want to see in players skills, behaviors and attitudes(In our leaderboard team has captured all the factors which team would like to improve) Profile the players to understand their motivations, preferences, interests and barriers(Every role team has analyzed and fit into the leaderboard with points) Iteratively design, build and test the behavioral game in collaboration with the players.(Couple of cycle has been run and taken feedback from team) 13. Design the flow to play Game. 14. Design the flow to play Game 15. Psychology behind the game design 16. Team Leaderboard based on project need 17. Statistics to Influences team members thoughts 18. Complexity level of the leaderboard 19. Competition among 3 scrum team, dashboard:Performance visibility 20. Levels to consider for game design 21. Game rule for our team 22. Team dashboard displaying leaderboard: FeedbackSystem 23. Microsoft Team Foundation Server Queries forTransparency 24. Celebration 25. Key BenefitWe have achieved multidimensional benefit through gamifying the operating model Individual Planning and resultant into team planning are now more efficient Team members are building competency where they observe gaps Problem solving is faster due to competition We know each player who is performing and improving Sharing and receiving feel good factor Collaboration has increased Developed Exploration mindset Product quality has improved Improvement of Customer recognition observed