Tuesday, December 5, 2023

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To Learn List… because learning is essential!

Posted by jc-Qualitystreet on 2011/11/15

… learning again and again!!!

A To learn List for the Team

A "To learn List" for the Team

Agility and learning are intimately linked.

Learning is a key dimension of Agility, a key component of an agile mindset, and a major Human characteristic. In parallel, Agility (with Scrum or XP for example) is a land where learning can really flourish:

  • Co-located and cross-functional teams are sought…
  • Cooperation and collaboration are facilitated…
  • learning situations (Release planning, Collaborative workshops and Product Backlog Refinement, Planning poker, Pair-Designing, Pair-programming, Retrospective, gaming…) are fostered…
  • knowledge sharing is expected…

they all are good examples and valuable opportunities for learning and improvement. But why not going further and giving to the le arning activity a good place on the Team Information radiator?

On the wall, you who already have your Taskboard, your Product Vision, your Product backlog, your Impediments List (obstacles), maybe the Personas for your Product and a Risk board.
Try now the « To Learn list » in order to monitor and enhance this essential activity.

The « To learn List » belongs to the information radiator. Continuously visible and accessible by anyone (management including…), it can be updated continuously even if the « Daily Scrum », « After daily », Collaborative workshops or Retrospective are excellent moments to do that.

Personally I have also adopted this « To learn List » at home and am very satisfied with it!

Just Be Curious, Try it!

Retrospective, Agility and Les Bleus: the French Rugby Team in action

Posted by jc-Qualitystreet on 2011/10/17

If France wins the world Cup next sunday, we’ll know why:)
The team handles the notes with dexterity, you can do IT!
So like them,

  • live your RETROSPECTIVE with real agile values
  • play Timeline

Thanks Jean-marc


A Speed Boat or nothing…

Posted by jc-Qualitystreet on

Speed ​​Boat is one of the « Innovation games« , one of those games that, like Product Vision Box , Remember the future or Buy a feature, is very useful during our Agile and UX workshops.

Speedboat is an interactive, collective and funny way to identify constraints, obstacles, problems with our product or our project, then to prioritize actions in order to remove them!

Speed boat, a boat with many facets…

The advantage of the Speed ​​Boat metaphor is that the game can be very useful in a lot of contexts. Indeed, our boat is appropriate to represent our development project (which does not advance for some reason…), our product, subject to criticisms and comments of its users or the team in charge to bring agility to the organization.

Result of our Speedboat WorkShop ...The goal is the Agile Enterprise

Result of our Speedboat WorkShop ...The goal is the Agile Enterprise

The rules of the game

  • Draw a speed boat on a whiteboard or poster
  • The boat is our system, our product, our project or our team, so name it (Here, the boat is our Agile transition team)
  • Of course, the objective of the Speed ​​boat (our product…) is to go fast (for best performance). So I first ask the participants to describe us precisely what characterizes the optimal performance, the desirable conditions (yellow notes attached to the port or on the island that the boat needs to reach)
  • The boat position represents today and the distance between the boat and the island can be seen as an indicator (not in our case)
  • The anchors represent the obstacles slowing the movement of our boat: impediments or things that our customers or users do not like about our product and affect its optimal functioning. The more they are low under the water, the more they are strong (well, up to you to follow this rule!)
  • The green arrows represent positive elements that push our boat


Several variations exist. Here is mine

  • Steps 1 & 2 After the opening and introduction of the game, I usually ask participants to work individually or in pairs (depending on group size) on the goal (desirable conditions) and the positive factors then to present their work to others.
  • Step 3: Then, individually or in small groups it is time to characterize the anchors (obstacles, constraints, things we don’t like)
  • Step 4: The work done, I ask the participants to post their anchors on the wall.
  • Step 5:  Collective consolidation and anchors prioritization
  • Step 6: I usually close the game with an action plan to set up to remove the major anchors!

In short, we generally have a good time playing that game: enjoyable, useful but also very effective!

Agile and Lean Management: The AGILE MANAGER

Posted by jc-Qualitystreet on 2011/06/02

Here are the slides (English Version) of the presentation I gave last week at the agile France Conference to introduce Agile & Lean Management with a focus on the role of the Agile Manager:

AgileUX-LeanUX… a day in the life: my presentation

Posted by jc-Qualitystreet on 2011/05/19

Here are the slides from the presentation I gave last week to introduce AgileUx & LeanUX with a focus on the activities of the AgileUX practitioner (working within Agile teams):