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	
  acAons.	
  
J.	
  J.	
  Gibson,	
  The	
  Ecological	
  Approach	
  to	
  Visual	
  Percep:on.	
  
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	
  acAons.	
  
J.	
  J.	
  Gibson,	
  The	
  Ecological	
  Approach	
  to	
  Visual	
  Percep:on.	
  
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”	
  
                 hJp://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
17
18
19
QualiAes	
  vs.	
  FuncAonality	
  



                                      20
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         21
22
Portable…	
  
 but	
  noisy.	
  




                     Motorcycle	
  
Gas	
  Engine	
      ThroJle	
  
                                      23
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

                                                   24
AFFORDANCE-­‐DRIVEN	
  
PROCESS	
  IMPROVEMENT	
  


                         25
Goal:	
  	
  Design	
  a	
  process	
  that	
  
 makes	
  it	
  natural	
  and	
  easy	
  	
  
   to	
  do	
  the	
  right	
  thing.	
  

                                              26
Affordance-Driven Change
•  Observe and Evaluate Behaviors
  –  What is your team doing?
  –  Positive, Negative, Neutral

•  Identify Affordances
  –  What nudged your team’s behavior?

•  Alter Affordances
  –  Change the negative affordances, keep the
     positive ones

                                                 27
Affordance-Driven Change

Observe	
  
Behaviors	
  
  Evaluate	
  
  Behaviors	
  
    IdenAfy	
  
    Affordances	
  
       Alter	
  
       Affordances	
  
                            28
Affordance-Driven Change

Observe	
               What	
  is	
  your	
  
Behaviors	
  
                        team	
  doing?	
  
  Evaluate	
                    	
  
  Behaviors	
  
                           How	
  do	
  
    IdenAfy	
             they	
  act?	
  
    Affordances	
  
       Alter	
  
       Affordances	
  
                                                 29
Affordance-Driven Change

Observe	
               Is	
  this	
  the	
  behavior	
  
Behaviors	
                     you	
  want?	
  
  Evaluate	
                            	
  
  Behaviors	
                     PosiAve	
  
    IdenAfy	
                    NegaAve	
  
    Affordances	
                  Neutral	
  
       Alter	
  
       Affordances	
  
                                                     30
Affordance-Driven Change

Observe	
  
Behaviors	
               What	
  nudged	
  
                        your	
  team	
  to	
  act	
  
  Evaluate	
  
  Behaviors	
           the	
  way	
  the	
  did?	
  	
  	
  
    IdenAfy	
  
    Affordances	
  
       Alter	
  
       Affordances	
  
                                                       31
Affordance-Driven Change

Observe	
  
Behaviors	
             Keep	
  the	
  good	
  
  Evaluate	
             affordances,	
  
  Behaviors	
           change	
  the	
  bad	
  
    IdenAfy	
             affordances	
  
    Affordances	
  
       Alter	
  
       Affordances	
  
                                              32
Example: Team Square Root


         ObservaAons:	
  
            	
  Arguments	
  about	
  tasking	
  
            	
  Team	
  over-­‐commiang	
  
            	
  Resist	
  giving	
  up	
  tasks	
  

Michael	
  Keeling,	
  “Process	
  Affordances:	
  Ignore	
  at	
  your	
  own	
  Peril”	
  
hJp://neverletdown.net/2009/03/process-­‐affordances-­‐ignore-­‐at-­‐your-­‐own-­‐peril/	
     33
Values: Baseline for Evaluating Behavior

   As	
  a	
  team	
  we	
  valued	
  
         	
  Predictability	
  
         	
  Adaptability	
  
         	
  Respect	
  
         	
  Open	
  CommunicaAon	
  

                                         34
Evaluate Behaviors


 ObservaAons:	
  
+ –	
  
 	
   	
  Arguments	
  about	
  tasking	
  
  –	
  
      	
  Team	
  over-­‐commiang	
  
  –	
  
      	
  Resist	
  giving	
  up	
  tasks	
  


                                                35
Identify Affordances

ReflecAng	
  on	
  our	
  pracAces…	
  
	
  
“Milestone	
  Owners”	
  
	
  	
  	
  	
  Nudge:	
  Aatude	
  of	
  lone	
  responsibility	
  
	
  
No	
  backlog	
  
	
  	
  	
  	
  Nudge:	
  	
  Anxiety	
  over	
  future	
  tasks	
  

                                                                       36
Alter Affordances

Created	
  a	
  backlog	
  
	
  
Abolished	
  “Owners”	
  
	
  
New	
  burndown	
  chart	
  –	
  show	
  
     	
  progress	
  against	
  commitments	
  
                                              37
Team Values: Evaluating Behaviors
         “Qualities your team values”

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

                                          38
Examples of Good Affordances
•  Iterative planning, light documentation
  –  Nudge: changeability


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




                                              39
Examples of Bad Affordances
•  Large planning buffers
  –  Nudge: procrastination


•  Developer Branches
  –  Nudge: solitary development




                                   40
LET’S	
  PRACTICE!	
  




                     41
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	
  acAons.	
  
J.	
  J.	
  Gibson,	
  The	
  Ecological	
  Approach	
  to	
  Visual	
  Percep:on.	
  
Psychology	
  Press,	
  1986.	
  
Donald	
  Norman,	
  The	
  Design	
  of	
  Everyday	
  Things.	
  
Basic	
  Books,	
  1998	
                                                                42
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
                                             43
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!

                                            44
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
                                              45
QualiAes	
  your	
  
     “team”	
  values	
  


Summary	
  of	
  pracAces	
  
 nudge	
  your	
  team’s	
  
     behavior	
  

AcAon	
  items	
  –	
  how	
  to	
  
  change	
  behavior?	
  

                             46
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….

                                                       47
Get your package



Send	
  one	
  team	
  member	
  to	
  the	
  front	
  
  to	
  retrieve	
  workshop	
  materials.	
  



                                                          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
50
QualiAes	
  your	
  
                              “team”	
  values	
  




Start	
  populaAng	
  your	
  poster!	
  
         Start	
  	
  




                                                 51
Affordance-Driven Change

    Observe	
  
    Behaviors	
  
      Evaluate	
  
      Behaviors	
  
        IdenAfy	
  
        Affordances	
  
           Alter	
  
           Affordances	
  
                            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
54
Affordance-Driven Change

    Observe	
  
    Behaviors	
  
      Evaluate	
  
      Behaviors	
  
        IdenAfy	
  
        Affordances	
  
           Alter	
  
           Affordances	
  
                            55
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 ____
                                          57
QualiAes	
  your	
  
                                “team”	
  values	
  


                            Summary	
  of	
  pracAces	
  
                             nudge	
  your	
  team’s	
  
                                 behavior	
  



Don’t	
  forget	
  your	
  poster!	
  
          Start	
  	
  


                                                   58
Affordance-Driven Change

    Observe	
  
    Behaviors	
  
      Evaluate	
  
      Behaviors	
  
        IdenAfy	
  
        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) è 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) è Practice P’ (Ø / Good Behavior)

                                                         62
QualiAes	
  your	
  
     “team”	
  values	
  


Summary	
  of	
  pracAces	
  
 nudge	
  your	
  team’s	
  
     behavior	
  

AcAon	
  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 you 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	
  Ame.”	
  
                   -­‐	
  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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Designing a Process that Works for Your Team

  • 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  acAons.   J.  J.  Gibson,  The  Ecological  Approach  to  Visual  Percep:on.   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  acAons.   J.  J.  Gibson,  The  Ecological  Approach  to  Visual  Percep:on.   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”   hJp://www.npr.org/templates/story/ story.php?storyId=121310977   13
  • 14. Good Affordance..Bad Affordance Push   Pull   Good  Affordance   14
  • 16. Gary  Larson   The  Far  Side   16
  • 17. 17
  • 18. 18
  • 19. 19
  • 21. 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 21
  • 22. 22
  • 23. Portable…   but  noisy.   Motorcycle   Gas  Engine   ThroJle   23
  • 24. 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 24
  • 26. Goal:    Design  a  process  that   makes  it  natural  and  easy     to  do  the  right  thing.   26
  • 27. Affordance-Driven Change •  Observe and Evaluate Behaviors –  What is your team doing? –  Positive, Negative, Neutral •  Identify Affordances –  What nudged your team’s behavior? •  Alter Affordances –  Change the negative affordances, keep the positive ones 27
  • 28. Affordance-Driven Change Observe   Behaviors   Evaluate   Behaviors   IdenAfy   Affordances   Alter   Affordances   28
  • 29. Affordance-Driven Change Observe   What  is  your   Behaviors   team  doing?   Evaluate     Behaviors   How  do   IdenAfy   they  act?   Affordances   Alter   Affordances   29
  • 30. Affordance-Driven Change Observe   Is  this  the  behavior   Behaviors   you  want?   Evaluate     Behaviors   PosiAve   IdenAfy   NegaAve   Affordances   Neutral   Alter   Affordances   30
  • 31. Affordance-Driven Change Observe   Behaviors   What  nudged   your  team  to  act   Evaluate   Behaviors   the  way  the  did?       IdenAfy   Affordances   Alter   Affordances   31
  • 32. Affordance-Driven Change Observe   Behaviors   Keep  the  good   Evaluate   affordances,   Behaviors   change  the  bad   IdenAfy   affordances   Affordances   Alter   Affordances   32
  • 33. Example: Team Square Root ObservaAons:    Arguments  about  tasking    Team  over-­‐commiang    Resist  giving  up  tasks   Michael  Keeling,  “Process  Affordances:  Ignore  at  your  own  Peril”   hJp://neverletdown.net/2009/03/process-­‐affordances-­‐ignore-­‐at-­‐your-­‐own-­‐peril/   33
  • 34. Values: Baseline for Evaluating Behavior As  a  team  we  valued    Predictability    Adaptability    Respect    Open  CommunicaAon   34
  • 35. Evaluate Behaviors ObservaAons:   + –      Arguments  about  tasking   –    Team  over-­‐commiang   –    Resist  giving  up  tasks   35
  • 36. Identify Affordances ReflecAng  on  our  pracAces…     “Milestone  Owners”          Nudge:  Aatude  of  lone  responsibility     No  backlog          Nudge:    Anxiety  over  future  tasks   36
  • 37. Alter Affordances Created  a  backlog     Abolished  “Owners”     New  burndown  chart  –  show    progress  against  commitments   37
  • 38. Team Values: Evaluating Behaviors “Qualities your team values” •  Examples: –  courage –  scalability –  predictability –  responsibility –  sustainability –  feedback –  face-to-face –  improvability communication –  measurability 38
  • 39. Examples of Good Affordances •  Iterative planning, light documentation –  Nudge: changeability •  Pair programming –  Nudge: knowledge sharing, performance, quality 39
  • 40. Examples of Bad Affordances •  Large planning buffers –  Nudge: procrastination •  Developer Branches –  Nudge: solitary development 40
  • 42. 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  acAons.   J.  J.  Gibson,  The  Ecological  Approach  to  Visual  Percep:on.   Psychology  Press,  1986.   Donald  Norman,  The  Design  of  Everyday  Things.   Basic  Books,  1998   42
  • 43. 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 43
  • 44. 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! 44
  • 45. 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 45
  • 46. QualiAes  your   “team”  values   Summary  of  pracAces   nudge  your  team’s   behavior   AcAon  items  –  how  to   change  behavior?   46
  • 47. 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…. 47
  • 48. Get your package Send  one  team  member  to  the  front   to  retrieve  workshop  materials.   48
  • 49. 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
  • 50. 50
  • 51. QualiAes  your   “team”  values   Start  populaAng  your  poster!   Start     51
  • 52. Affordance-Driven Change Observe   Behaviors   Evaluate   Behaviors   IdenAfy   Affordances   Alter   Affordances   52
  • 53. 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
  • 54. 54
  • 55. Affordance-Driven Change Observe   Behaviors   Evaluate   Behaviors   IdenAfy   Affordances   Alter   Affordances   55
  • 56. 56
  • 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 ____ 57
  • 58. QualiAes  your   “team”  values   Summary  of  pracAces   nudge  your  team’s   behavior   Don’t  forget  your  poster!   Start     58
  • 59. Affordance-Driven Change Observe   Behaviors   Evaluate   Behaviors   IdenAfy   Affordances   Alter   Affordances   59
  • 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) è Practice P’ Ø / Good Behavior 60
  • 61. 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
  • 62. 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) è Practice P’ (Ø / Good Behavior) 62
  • 63. QualiAes  your   “team”  values   Summary  of  pracAces   nudge  your  team’s   behavior   AcAon  items  –  how  to   change  behavior?   63
  • 64. 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 you practice/behavior map? –  What can you take back to your team? 64
  • 66. 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
  • 67. 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
  • 68. 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
  • 69. “A  bad  system  will  beat  a   good  person  every  Ame.”   -­‐  W.  Edwards  Deming   69
  • 70. Go  forth  and  design   GREAT  systems!     70
  • 71. Thank you! Michael Keeling Ariadna Font @michaelkeeling @quicola http://neverletdown.net http://ariadna.font.cat/ 71
  • 72. 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