Daily Scrum From Heaven

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This workshop is based upon an exercise observed during one of Rowan Bunning's CSM courses in 2013 and its origins seem to be posted in 2004. The key differences are that a set of "Scrum from Heaven" cards have also been produced to draw attention to positive behaviours prior to using the "Scrum from Hell" cards.

Introduction

This simple exercise is intended to provide attendees with a practical compare and contrast example between the perfect daily scrum and the worst possible daily scrum.

This is intended to be done with small groups of 4-6 that are intending to do a daily scrum. Each of the attendees except a nominated Scrum Master has a character card with instructions on it for them to use whilst role playing their characters in the daily Scrum. The Scrum Master has to guess what each of the roles are to score points during the course of the daily scrum.

This workshop is not about educating the attendees about the benefits of a daily scrum, but does provide a practical example of what not to do, and how to remedy it.

Learning Objectives

  • What do some of the dysfunctions in a daily scrum look like and what to look out for
  • What are some of the positive behaviours in a daily scrum and what should be encouraged

Timings

  • 15 mins max for the Daily Scrum From Hell
  • 15 mins max for the Daily Scrum From Heaven

Materials

Workshop Flow

Connections

  1. A Scrum Master is nominated by the group, and receives a Scrum Master role playing card
  2. Other members of the group choose a Daily Scrum From Heaven role playing card and begin to assume their characters

Concepts

  1. Basic information is available on the Scrum Master card about how to conduct the daily scrum and assumes that the Scrum Master role will be performed to educate the group on how to conduct a daily scrum.

Concrete Practice

  1. Start the timer for 15 minutes for the groups to perform their Daily Scrums From Heaven and assume their role playing goals.
  2. At the end of the timer use the desk bell to halt proceedings
  3. Next, hand out the Daily Scrum From Hell role playing cards to the teams. N.B. The nominated Scrum Masters could be changed within the group if someone else wants to have a go.
  4. Start the timer again for 15 minutes for the groups to perform their Daily Scrums From Hell and assume their new role playing goals.
  5. Use the desk bell again when the timer is finished to halt proceedings (N.B. If things start to get out of hand and things are degenerating quickly then halt the daily scrum early with a loud "ding!" from the desk bell

Conclusions

  1. Still in the groups, ask them to discuss their possible strategies for handling the Scrum From Hell roles should they appear in a daily scrum
  2. Finally ask the teams to share back what observations they made and what strategies they decided upon

References

  1. 2004 http://xp123.com/articles/scrum-from-hell/, 2004