innovation games + agile in retail banking

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  • 1. January 24-25, 2013 Innova>on Games & Agile in Retail Banking Xavier Warzee, CTO Paris, France & Catherine Boudlal, Agile Coach Cdric Mainguy, Marke>ng Specialist Sidi MoHammed Ramdani, Coach

2. January 24-25, 2013 Xavier Warzee 2012: IG Trained Facilitator 2006: Agile Alliance 2011 - 2013: Scrum Day chair 2001: Internet/Web 2013: Scrum Gathering chair applica>ons 2010: French Scrum User 1995: Simula>on/Design Group President of complex systems 2006: Cer>ed Scrum 1989: Object Oriented Master Technologies 3. January 24-25, 2013 Agenda Objec>ves of the Retail Bank Our approach The Workshops J Closing remarks 4. January 24-25, 2013 OBJECTIVES OF THE RETAIL BANK 5. January 24-25, 2013 6. January 24-25, 2013 How to reduce Time 7. January 24-25, 2013 to Market 8. January 24-25, 2013 In Retail Banking IT departments? 9. January 24-25, 2013 10. January 24-25, 2013 11. January 24-25, 2013 12. January 24-25, 2013 Agile Methods Lean 1987 Dynamic Systems Development Method (DSDM) - 1995 eXtreme Programming (XP) 1996 Scrum 1996 Feature Driven Development (FDD)- 1997 Agile Manifesto 2001 Agile Unied Process - 2002 Lean Sohware Development 2003 Crystal Clear 2004 13. January 24-25, 2013 14. January 24-25, 2013 The context Several types of Itera>ve, Agile, Unied Process, Waterfall, project management Several types of Oshore, distributed teams, organiza>ons IT teams leading Business choices!, Several types of BI, Mainframes, Web, Java, technologies And several countries Belgium, France, Italy, Luxembourg 15. January 24-25, 2013 16. January 24-25, 2013 Maarten Volders Cdric Catherine Xavier Hammed 17. January 24-25, 2013 Why Play Games? To collect a large number of informa9on in a short period of >me To engage teams to ease the next step: start a transforma9on! To facilitate the emergence of new agile organiza>ons for various contexts, countries, cultures, maturi>es, 18. January 24-25, 2013 OUR APPROACH 19. January 24-25, 2013 Interviews? Image credit: auremar / 123RF Banque dimages 20. January 24-25, 2013 21. January 24-25, 2013 22. January 24-25, 2013 23. January 24-25, 2013 24. January 24-25, 2013 25. January 24-25, 2013 26. January 24-25, 2013 27. January 24-25, 2013 Selected Games Graphic Gameplan SWOT to collect $100 Test to to Implement in an Current Contexts 20/20 Vision to Implement in an IT IT department: and Prac9ces Validate and select department: recommenda9ons To dene a And focus on issues To put priori9es on roadmap to adopt and expecta9ons recommenda9ons prac9ces 28. January 24-25, 2013 The corporate presenta>on Interviews Workshop 1 Agile Best Current level of Agile Prac9ces Guide Current Contexts and Prac9ces Recommenda9ons Workshop 2 Workshop 3 Valida9on and selec9on of Implementa9on Implementa9on in an IT Implementa9on Guide recommenda9ons Guide V0 department V1 29. January 24-25, 2013 Agile Methods Guide Interviews results Current Prac>ces & Recommenda>ons To adopt Agile Prac>ces Tables of Law J Implementa>on Guides 30. January 24-25, 2013 Current Contexts and Prac9ces WORKSHOP 1 31. January 24-25, 2013 Lets Play a SWOT 32. January 24-25, 2013 Collec>ng current development prac>ces People quickly engaged 7 Teams from 4 countries 33. January 24-25, 2013 Each team lists its current prac>ces (here, slides of remote teams) 34. January 24-25, 2013 SWOT Mechanics Teams from dierent departments from 4 countries listed their current development prac>ces on Post-its. Then, each team shared their Post-its on the SWOT board explaining the why? Goal: Quickly nd current issues and map current dev process really used! 35. January 24-25, 2013 SWOT Our observa>ons Teams felt engaged Quickly they used walls and Post-its Lot of discussions during the prac>ces collec>on Real contexts emerged through explana>ons when Post-its were added on the SWOT board Discussions between teams from dierent organiza>ons give us context to collected prac>ces 36. January 24-25, 2013 SWOT 37. January 24-25, 2013 Strength Weaknesses Oce space organiza9on Project Planning Oce space organiza9on Specialized teams Dedicated mee>ng rooms Es>ma>on Communica>on tools (visual, chats, mails, Project follow up Open space Transversal teams RSE, etc.) Project commiuees Classical oce Domain teams Open Space Architecture commiuees Remote open space Requirements Management Project Infrastructure Release congura>on management Development Env. War room (Dev., Testers, Business) Remote classical oce Func>onal Analysis Internal tes>ng plasorm Tasks priori>es deni>on Dedicated mee>ng rooms GUI mock ups Valida>on tes>ng plasorm Specica9ons Management Communica>on (camera, chats, Requirements traceability Con>nuous integra>on plasorm UML specica>ons Pre-produc>on plasorm UML - Uses Cases / Actors mails, RSE, etc.) Development Pilot plasorm Func>onal Analysis Project Infrastructure Build Documenta>on server Technical Analysis Project Organiza9on GUI mock ups Development Env. Unit tes>ng Features development splitng Requirements traceability(QC) Pre-produc>on plasorm Coding norms and standards Itera>ve development Development Pilot plasorm Project Management Incremental development Unit Tests Project management Anomalies management Produc>on plasorm Daily tasks management MCIP method V&V tes9ng Project organiza9on Scrum usage Valida>on tes>ng Ver>cal teams Opportuni9es Threat Oce space organiza9on Coding norms and standards Oce space organiza9on Features development splitng Open Space Tests V&V Remote classical oce Project Management Dedicated mee>ng rooms Integra>on tes>ng Project Infrastructure External access to documents Project Infrastructure Verica>on tes>ng Con>nuous integra>on plasorm repositories Con>nuous integra>on plasorm Performance tes>ng Pre-produc>on plasorm Wiki Server Project Management Pilot plasorm Project Organiza9on Quality Insurance Plan Produc>on plasorm Specialized team Es>ma>on Project Organiza9on Features development splitng Architecture Commiuees Ver>cal teams Requirements Management Project Debrieng Specialized teams Requirements traceability War room (Dev., Testers, Business) Requirements documenta>on Tasks priori>es management Quality Center U>liza>on Indicators Development Project status Unit tes>ng Quality Technical documenta>on / Wiki Workload Lot of feedback provided Costs 38. January 24-25, 2013 SWOT ANALYSIS & RECOMMENDATIONS 39. January 24-25, 2013 SWOT analysis 40. January 24-25, 2013 SWOT analysis 41. January 24-25, 2013 Recommenda>ons 42. January 24-25, 2013 Recommenda>ons 43. January 24-25, 2013 Valida9on and selec9on of recommenda9ons WORKSHOP 2 44. January 24-25, 2013 45. January 24-25, 2013 20/20 Vision Mechanics Write your feedbacks about prac>ces on Post-its for 5mn One feedback per Post-it Consider important prac>ces according to your context Goal : Collect your feedbacks to improve your agile adop>on roadmap Types of feedbacks : Instant feedbacks Easy versus dicult to implement in your context Great versus poor business value Relevance level in your context : low, medium, high 46. January 24-25, 2013 20/20 Vision Our observa>ons We avoid self-censorship all members share their cards People keep a global view by arguing on priori>es with all teams We put a large amount of informa9on in context These informa>on in context helped to dene a common path to be agile taking into account organiza>ons, skills, maturity in terms of Agile prac>ces, 47. January 24-25, 2013 20/20 Vision 48. January 24-25, 2013 A common path to be Agile!? Tables of laws J 49. January 24-25, 2013 Result of the workshops 50. January 24-25, 2013 Maps of the Agile World hup:// 51. January 24-25, 2013 Implementa9on in an IT department WORKSHOP 3 : FIND A PATH TO AGILITY FOR A GIVEN DEPARTMENT 52. January 24-25, 2013 $100 Test Game Mechanics A team assigns rela>ve value to a list of dev prac>ces selected in the previous workshop by spending an imaginary $100 together. The selec>on must be done as a team and choices must be explained 53. January 24-25, 2013 $100 Test Game Our observa>ons By using the concept of cash, people are more focused and more engaged than