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1 Agile Training and Coaching - © 2018 Petri Heiramo, Agilecraft Ltd, Finland
Behavioral Hypothesis of
Team Formation
Scrum Gathering London, 2018
Petri Heiramo, CST, Agilecraft Ltd
Classic Explanation of Behavior
Images from Wikipedia
Classic Explanation of Behavior
vs
Kurt Lewin
Principles of Topological
Psychology, 1936
B = ƒ(P, E)
Image from Wikipedia
B = Behavior, P = Personality, E = Environment
Let’s
Test
This
Please stand up, if…
1. You regularly eat candy and chocolate
before lunch
2. You believe it’s healthy and a good idea
to eat candy and chocolate before lunch
3. You have taken candies or chocolate
from the tables and chairs
I assume you know
the following already…
Workgroup Team
“Sum of its parts” ”We need synergies”
Individual goals Shared goals
Individual responsibility Shared responsibility
Centralized and assigned
leadership
Emergent leadership (although
formal leader exists)
Individual behaviors Shared behaviors
I can “win” even if you “lose”
Everyone “wins” or “loses”
together
9 Agile Training and Coaching - © 2018 Petri Heiramo, Agilecraft Ltd, Finland
Communication Looks Like This
Workgroup Team
Teams
>Σ"
Workgroups
=Σ"
Valuecreationability
Time
Low risk
Cognitively easy
Low emotional investment
High risk
Cognitively challenging
High emotional investment
Tuckman Model
Forming – come together and accept
the goal, avoidance of conflict
Storming – disagreements voiced
and argued, no agreement
Norming – behavioral alignment and
continuous improvement
Performing – very effective
operation and exceptional value
delivery
Forming
Storm
ing
Norming
Perform
ing
Ok, then…
If( TeamFormation == Behavior,
LewinsLaw == True ) {
if (X, Y, Z,…) {
Team.Form.Begin
}
}
Google: Project Aristotle
Psychological safety Can we take risks on this team without feeling
insecure or embarrassed?
Dependability Can we count on each other to do high quality
work on time?
Structure & clarity Are goals, roles, and execution plans on our
team clear?
Meaning of work Are we working on something that is
personally important for each of us?
Impact of work Do we fundamentally believe that the work
we’re doing matters?
You First
Discuss with your neighbor,
what conditions do you perceive as
critical for team formation to begin?
There are 3 critical qualities
that initiate or prevent team
formation.
I deeply
suspect that…
Shared Voluntary Goal
Everyone knows the Vision
• What, why, who, when, how, …
Can be external or internal goal
Accepted personally
by everyone
• Worth striving for
Goal Not Achievable Alone
If achievable alone, why spend
the effort to team up?
Goal must integrate the work of all team members
Focus on end result,
not on components or activities
Appropriate Challenge
Too easy à no need for teamwork
Too hard à people give up Frustration
Boredom
Challenge Skill
Flow
Teams also enter “flow”,
though it looks a little
different
Flow
What Often Happens: A Better Approach:
Flow
Frustration
Boredom
Challenge
Skill
Frustration
Boredom
Challenge
Skill
Apathy
1) SharedVoluntaryGoal
2)GoalNotAchievableAlone
3) SufficientChallenge
Speed, Ease
Co-location
Development framework Variety
Personalities
Culture
Coaching
Knowledge
Tools
Take a moment, and…
• Think of the project or product team you are part of now (or
working with)
• Write down (2 min)
• What is your team’s goal? Is it voluntarily embraced by everyone?
• Do team members need each other to reach that goal?
• Is the goal appropriately challenging?
• If you feel that some condition is not present, note that down, too
• Discuss your notes with your neighbour (4 min)
• See if you can help each other improve/clarify the conditions
As a coach…
1. Ensure that the three conditions are true
2. Use catalysts to speed up and ease the natural
process
3. Profit
We can take this
hypothesis further.
An example of a possible state map for a character in a strategy game.
http://flylib.com/books/en/4.70.1.87/1/
Forming Storming Norming Performinga, b, c, … h, i, j, … o, p, r, …
l, m, n, … u, v, w, …
å, ä, ö, … x, y, z, …
s, t, u, …
e, f, g, …
Conditions for AdvancementForming
storming
• Safety
• Courage
And the 3
Conditions,
of course
Conditions for Advancementstorming
norming
• Mechanism to decide
together
• Commitment to decisions
• Clear boundaries
• Trust and respect
Conditions for Advancementnorming
performing
• Ambition / Relentless
Improvement
• Discipline
• Personal competence
• Embracing variety
• Stable team
Conditions for MaintenanceperForming
• Continued big challenges
• Often driven by team itself
• Appropriate change
• Scrum, Inc.: 20% change
• Keep wolves at bay
In the behavioral hypothesis, we have:
3 Critical Conditions
Catalysts
Conditions of Advancement
One Last Thing…
Intrinsic motivation is driven by:
Autonomy
Mastery
Purpose
(assuming that respect is taken care of)
Let’s Compare
Motivation
Autonomy
Mastery
Purpose
Team Formation
Shared Voluntary Goal
No-one Can Win Alone
Sufficient Challenge
Summary
If the hypothesis is correct,
trying to make teams jell is useless.
Create right conditions, and
people will start to self-form.
AVOID
… trying to convince people
… using trickery or sleight-of-
mind (e.g. bonuses,
dishonesty, flattery, made-up
deadlines)
… applying pressure
EMBRACE
… a meaningful shared goal
… techniques that
bring people together
… open-ended challenges
… coaching through the stages
I invite you to test the hypothesis,
and send your feedback to
Petri Heiramo
Agile Trainer & Coach, CST
Agilecraft Oy
petri.heiramo@agilecraft.fi
Kiitos!
Practices to help foster an
environment with the
3 Critical Criteria
Additional
Content!
Shared Vision Workshop
The PO and Development Team
collaboratively clarify that both
have the same Vision in their
minds.
Remember to involve all Team
members!
Make Team do it – PO consults.
Focus on next release only
Key things to remember:
• Only allow 3-4 critical features /
elements
• Fun is better than not fun
• Visual trumps text
• Iterate a few times
Internal Goal
Sometimes the external goal is
not sufficient for team formation
Ø E.g. not challenging enough, or not
open-ended enough
The team can self-select a twist
that adds challenge
Ø E.g. faster delivery, using new or
better techniques, higher quality,
as a team, one hand behind
back,…
Key things to remember:
• Safe to fail! Don’t tell others J
• Ok, maybe the PO should know
Increase Challenge over Time
Don’t give the Team the full
challenge at first
Start with a simpler, smaller part,
then expand
Ways to increase challenge
Ø Add new features over time
Ø Make challenges more open-ended
Ø Experiment with new tech, etc.
Ø Learn new techniques
Ø Increase quality
Key things to remember:
• Keep the big picture in mind
• Use proper Agile development
techniques
• Requires PO’s understanding and
engagement
Increase Challenge over Time
Don’t give the Team the full
challenge at first
Start with a simpler, smaller part,
then expand
Ways to increase challenge
Ø Add new features over time
Ø Make challenges more open-ended
Ø Experiment with new tech, etc.
Ø Learn new techniques
Ø Increase quality
Key things to remember:
• Keep the big picture in mind
• Use proper Agile development
techniques
• Requires PO’s understanding and
engagement
Collaborative User Story Writing
User stories are reminders of
conversations had and to be had
PO and Team write the stories
together
Focus on bigger picture over too
much detail
Ø Cover all users and features with at
least one story each
Recommendations:
• Don’t split up the group to
subgroups
• Use physical tools, like index cards
• Print out any materials that contain
references or prior work
• Reserve about 60-90 minutes
• Aim to 30-40 stories
Team Writes Acceptance Criteria
Request that the Team writes the
acceptance criteria for the
stories
Forces Team to study the
features together
Confirms their understanding to
PO
Recommendations:
• Keep PO close by
• Use iteratively in refinement
meetings
• PO needs to approve the criteria
and should clarify any criteria the
Team “did not get right”
Story-Level Design
For each user story going into a
Sprint, create a ”one-page”
shared design
Ø User flow and design
Ø Technical design
Ø Database changes
Ø Testing
Describes what the system will
look like after the story is done
Recommendations:
• Should only take 15 minutes for
most stories
• Use flipcharts or whiteboards
• Whole team participates (or at least
all disciplines)
• Can be done either in refinement or
Sprint Planning
• Extract tasks from this design
No Individual Goals
Avoid anything that would create
individual goals over shared goals
For example:
Ø No names on stories
Ø Don’t assign tasks in Sprint
Planning
Ø Only allow names in Daily Scrum
Use real user stories for Product
Backlog items
Recommendations:
• If you have to put an assignment on
a story, use “Team”
• Face magnets can help (also
enforces WIP limits)
• Tasks should be an average ½ days,
so that people can’t disappear into
a “cave” for long
Different Daily Questions
1) Of the things I did yesterday, what do others
need to know?
2) Of the things I plan to do today, where do I
need help or coordination with others?
3) What is blocking or slowing us down?
Fourth Daily Questions
“Are we still able to deliver to our commitment?”
The Team answers this together at the end of the Daily
Scrum
Use for example thumb voting
Collaborative ATDD
All team members collaborate to
define and implement automated
acceptance tests
Define what to test together
Pair programmers and testers to
automate them
Recommendations:
• Add these tasks to task board
• Teach programmers to create
scripts, teach testers to modify &
copy/paste automations
• Automate the tests before coding
Pair Work
Pair all production code
(programmers)
Pair all acceptance tests
(programmers and testers)
Pair exploratory testing (testers
with anyone else)
Pair design (designers with anyone
else)
Pair learning (everybody)
Recommendations:
• Driver only “types”
• Navigator thinks
• Rotate often
• If one person is much more senior,
they should mostly navigate
• Plan for pairing in Daily Scrum
Mobbing
More than two people doing
something together
Mob programming, mob testing,
etc.
Recommendations:
• Driver only “types”
• Multiple navigator think together
• Rotate very often
• If you mob as a full team, you no
longer need Daily Scrum and many
other things
Check the Mob Programming video from
https://www.youtube.com/watch?v=dVqUcNKVbYg

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Behavioral hypothesis of team behavior

  • 1. 1 Agile Training and Coaching - © 2018 Petri Heiramo, Agilecraft Ltd, Finland Behavioral Hypothesis of Team Formation Scrum Gathering London, 2018 Petri Heiramo, CST, Agilecraft Ltd
  • 2. Classic Explanation of Behavior Images from Wikipedia
  • 4. Kurt Lewin Principles of Topological Psychology, 1936 B = ƒ(P, E) Image from Wikipedia B = Behavior, P = Personality, E = Environment
  • 6. Please stand up, if… 1. You regularly eat candy and chocolate before lunch 2. You believe it’s healthy and a good idea to eat candy and chocolate before lunch 3. You have taken candies or chocolate from the tables and chairs
  • 7. I assume you know the following already…
  • 8. Workgroup Team “Sum of its parts” ”We need synergies” Individual goals Shared goals Individual responsibility Shared responsibility Centralized and assigned leadership Emergent leadership (although formal leader exists) Individual behaviors Shared behaviors I can “win” even if you “lose” Everyone “wins” or “loses” together
  • 9. 9 Agile Training and Coaching - © 2018 Petri Heiramo, Agilecraft Ltd, Finland Communication Looks Like This Workgroup Team
  • 10. Teams >Σ" Workgroups =Σ" Valuecreationability Time Low risk Cognitively easy Low emotional investment High risk Cognitively challenging High emotional investment
  • 11. Tuckman Model Forming – come together and accept the goal, avoidance of conflict Storming – disagreements voiced and argued, no agreement Norming – behavioral alignment and continuous improvement Performing – very effective operation and exceptional value delivery Forming Storm ing Norming Perform ing
  • 13. If( TeamFormation == Behavior, LewinsLaw == True ) { if (X, Y, Z,…) { Team.Form.Begin } }
  • 14. Google: Project Aristotle Psychological safety Can we take risks on this team without feeling insecure or embarrassed? Dependability Can we count on each other to do high quality work on time? Structure & clarity Are goals, roles, and execution plans on our team clear? Meaning of work Are we working on something that is personally important for each of us? Impact of work Do we fundamentally believe that the work we’re doing matters?
  • 15. You First Discuss with your neighbor, what conditions do you perceive as critical for team formation to begin?
  • 16. There are 3 critical qualities that initiate or prevent team formation. I deeply suspect that…
  • 17. Shared Voluntary Goal Everyone knows the Vision • What, why, who, when, how, … Can be external or internal goal Accepted personally by everyone • Worth striving for
  • 18. Goal Not Achievable Alone If achievable alone, why spend the effort to team up? Goal must integrate the work of all team members Focus on end result, not on components or activities
  • 19. Appropriate Challenge Too easy à no need for teamwork Too hard à people give up Frustration Boredom Challenge Skill Flow Teams also enter “flow”, though it looks a little different
  • 20. Flow What Often Happens: A Better Approach: Flow Frustration Boredom Challenge Skill Frustration Boredom Challenge Skill Apathy
  • 22. Speed, Ease Co-location Development framework Variety Personalities Culture Coaching Knowledge Tools
  • 23. Take a moment, and… • Think of the project or product team you are part of now (or working with) • Write down (2 min) • What is your team’s goal? Is it voluntarily embraced by everyone? • Do team members need each other to reach that goal? • Is the goal appropriately challenging? • If you feel that some condition is not present, note that down, too • Discuss your notes with your neighbour (4 min) • See if you can help each other improve/clarify the conditions
  • 24. As a coach… 1. Ensure that the three conditions are true 2. Use catalysts to speed up and ease the natural process 3. Profit
  • 25. We can take this hypothesis further.
  • 26. An example of a possible state map for a character in a strategy game. http://flylib.com/books/en/4.70.1.87/1/
  • 27. Forming Storming Norming Performinga, b, c, … h, i, j, … o, p, r, … l, m, n, … u, v, w, … å, ä, ö, … x, y, z, … s, t, u, … e, f, g, …
  • 28. Conditions for AdvancementForming storming • Safety • Courage And the 3 Conditions, of course
  • 29. Conditions for Advancementstorming norming • Mechanism to decide together • Commitment to decisions • Clear boundaries • Trust and respect
  • 30. Conditions for Advancementnorming performing • Ambition / Relentless Improvement • Discipline • Personal competence • Embracing variety • Stable team
  • 31. Conditions for MaintenanceperForming • Continued big challenges • Often driven by team itself • Appropriate change • Scrum, Inc.: 20% change • Keep wolves at bay
  • 32. In the behavioral hypothesis, we have: 3 Critical Conditions Catalysts Conditions of Advancement
  • 34. Intrinsic motivation is driven by: Autonomy Mastery Purpose (assuming that respect is taken care of)
  • 35. Let’s Compare Motivation Autonomy Mastery Purpose Team Formation Shared Voluntary Goal No-one Can Win Alone Sufficient Challenge
  • 36. Summary If the hypothesis is correct, trying to make teams jell is useless. Create right conditions, and people will start to self-form.
  • 37. AVOID … trying to convince people … using trickery or sleight-of- mind (e.g. bonuses, dishonesty, flattery, made-up deadlines) … applying pressure EMBRACE … a meaningful shared goal … techniques that bring people together … open-ended challenges … coaching through the stages
  • 38. I invite you to test the hypothesis, and send your feedback to Petri Heiramo Agile Trainer & Coach, CST Agilecraft Oy petri.heiramo@agilecraft.fi Kiitos!
  • 39. Practices to help foster an environment with the 3 Critical Criteria Additional Content!
  • 40. Shared Vision Workshop The PO and Development Team collaboratively clarify that both have the same Vision in their minds. Remember to involve all Team members! Make Team do it – PO consults. Focus on next release only Key things to remember: • Only allow 3-4 critical features / elements • Fun is better than not fun • Visual trumps text • Iterate a few times
  • 41. Internal Goal Sometimes the external goal is not sufficient for team formation Ø E.g. not challenging enough, or not open-ended enough The team can self-select a twist that adds challenge Ø E.g. faster delivery, using new or better techniques, higher quality, as a team, one hand behind back,… Key things to remember: • Safe to fail! Don’t tell others J • Ok, maybe the PO should know
  • 42. Increase Challenge over Time Don’t give the Team the full challenge at first Start with a simpler, smaller part, then expand Ways to increase challenge Ø Add new features over time Ø Make challenges more open-ended Ø Experiment with new tech, etc. Ø Learn new techniques Ø Increase quality Key things to remember: • Keep the big picture in mind • Use proper Agile development techniques • Requires PO’s understanding and engagement
  • 43. Increase Challenge over Time Don’t give the Team the full challenge at first Start with a simpler, smaller part, then expand Ways to increase challenge Ø Add new features over time Ø Make challenges more open-ended Ø Experiment with new tech, etc. Ø Learn new techniques Ø Increase quality Key things to remember: • Keep the big picture in mind • Use proper Agile development techniques • Requires PO’s understanding and engagement
  • 44. Collaborative User Story Writing User stories are reminders of conversations had and to be had PO and Team write the stories together Focus on bigger picture over too much detail Ø Cover all users and features with at least one story each Recommendations: • Don’t split up the group to subgroups • Use physical tools, like index cards • Print out any materials that contain references or prior work • Reserve about 60-90 minutes • Aim to 30-40 stories
  • 45. Team Writes Acceptance Criteria Request that the Team writes the acceptance criteria for the stories Forces Team to study the features together Confirms their understanding to PO Recommendations: • Keep PO close by • Use iteratively in refinement meetings • PO needs to approve the criteria and should clarify any criteria the Team “did not get right”
  • 46. Story-Level Design For each user story going into a Sprint, create a ”one-page” shared design Ø User flow and design Ø Technical design Ø Database changes Ø Testing Describes what the system will look like after the story is done Recommendations: • Should only take 15 minutes for most stories • Use flipcharts or whiteboards • Whole team participates (or at least all disciplines) • Can be done either in refinement or Sprint Planning • Extract tasks from this design
  • 47. No Individual Goals Avoid anything that would create individual goals over shared goals For example: Ø No names on stories Ø Don’t assign tasks in Sprint Planning Ø Only allow names in Daily Scrum Use real user stories for Product Backlog items Recommendations: • If you have to put an assignment on a story, use “Team” • Face magnets can help (also enforces WIP limits) • Tasks should be an average ½ days, so that people can’t disappear into a “cave” for long
  • 48. Different Daily Questions 1) Of the things I did yesterday, what do others need to know? 2) Of the things I plan to do today, where do I need help or coordination with others? 3) What is blocking or slowing us down?
  • 49. Fourth Daily Questions “Are we still able to deliver to our commitment?” The Team answers this together at the end of the Daily Scrum Use for example thumb voting
  • 50. Collaborative ATDD All team members collaborate to define and implement automated acceptance tests Define what to test together Pair programmers and testers to automate them Recommendations: • Add these tasks to task board • Teach programmers to create scripts, teach testers to modify & copy/paste automations • Automate the tests before coding
  • 51. Pair Work Pair all production code (programmers) Pair all acceptance tests (programmers and testers) Pair exploratory testing (testers with anyone else) Pair design (designers with anyone else) Pair learning (everybody) Recommendations: • Driver only “types” • Navigator thinks • Rotate often • If one person is much more senior, they should mostly navigate • Plan for pairing in Daily Scrum
  • 52. Mobbing More than two people doing something together Mob programming, mob testing, etc. Recommendations: • Driver only “types” • Multiple navigator think together • Rotate very often • If you mob as a full team, you no longer need Daily Scrum and many other things Check the Mob Programming video from https://www.youtube.com/watch?v=dVqUcNKVbYg