Do your teams struggle with silos, multitasking, under performing, and not truly swarming to work with an understanding of shared responsibility
Based on the Swedish public domain game "Yatzy", we turn a familiar roll of the dice into a team building, learning exercise. This game is designed to not just talk, not just show, but to deliver a firsthand experience of what works and what doesn't in terms of incremental delivery.
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Yahtzy Kanban
1. Coaching Your Teams to Swarm to
Performing in a Single Game!
PRESENTED BY Mark S. Carroll, PMP,
SPC
2. Experience: 15+ years in Senior IT
Leadership, Project Management and
Coach. 10+ years in Agile
Specialties: Agile Portfolio Management,
Scaled Agile Framework
Education: Liberal Arts (James Madison)
Speaker, Trainer, Coach, Management,
Consultant
Mark S. Carroll, PMP SPC
3. Product Owner
Keeps Score
Scrum Master
Keeps Order
Developer A, Developer B,
& Developer C
Roll the dice in turn
Each Table
4. Score Board
Developer A
(their name)
Ace’s X
Two’s
Developer B
(their name)
Three’s X X X
Four’s
Developer C
(their name)
Five’s
Six’s X X
5. Record Times
Round One Round Two Round Three
Developer A
(their name)
5:00:35
Developer B
(their name)
4:35:21
Developer C
(their name)
8:20:18
6. Designate the Rolling Spot at your tables
Three rolls per Developer
Developers A, B, & C line up from right to left
At the end of your turn, step back
Then move to the right of the line
Leave the dice on the table in the same spot
The next person steps to the left into the Rolling Spot
Assembly Line Style
7. Shake no more than three times
DO NOT roll onto tables
Gently place shaken dice on table
How to Roll Dice
8. o We are used to Head-to-Head
Competition
o How can we adjust this tendency
to a team centric view?
Team Work in a Competitive World
9. Work as a team
Minimize distractions
Maximize the amount of
work not done
Manage WIP, as a team,
impactfully.
The Challenge
11. What is the true cost of Multitasking or Context Switching?
Which is more dangerous texting while driving or drunk driving?
According to a study by ‘Car and Driver’, when subjects drove 70mph on a deserted
air strip and were tested on how quickly they could break the results showed:
https://www.caranddriver.com/features/texting-while-driving-how-dangerous-is-it
Context Switching
Condition Reaction
Unimpaired 0.54 seconds to brake
Legally drunk add 4 feet
Reading an email add 36 feet
Sending a text add 70 feet
12. Three Players
Round One: Head-to-head with cumulative rolls from previous
turns. Each player is assigned three dice (for Context Switching) &
three rolls. Valid rolls are split between assigned sections.
Keepers are kept to the side per turn.
Round Two: Head-to-head with cumulative rolls from previous
turns. Each player is assigned 5 dice (Single Tasking) & three rolls.
Can only roll for one Dice Number at a time (no context switching).
Keepers are kept to the side per turn.
Round Three: Combined, team effort with cumulative rolls from
previous turns. Any player can apply any rolls to any players
current Dice Number. Keepers are kept to the side per turn.
Bonus: Can your team roll a Full House and/or a Large Straight?
Yahtzy Kanban!
13. Round One Scenarios
Starting with Three Dice
Developer A rolls an Ace on her first roll
The ”Keeper” die is put to the side
Rolls two dice on her second roll but doesn’t get any
keepers
She rolls for a third time the two dice, no keepers
End of her turn, the one Ace is credit to the Score
Board with an “X” on her Ace’s row
After Developers B & C finish their turns, Developer A is
up again
On her first roll she rolls two Aces
The two “Keeper” dice are put to the side
Rolls one die on her second roll but doesn’t get any
keepers
She rolls the one die for a third time, no keepers
End of her turn, the two Aces are credited to the Score
Board for a total of three X’s
14. Error prone
Too much work in progress
Developers spend a lot of time correcting the
mistakes of others
Mistakes that would have been avoided
Half-Hearted Swarming