In complex situations we look for good processes to emerge rather than be prescribed. Can gamification be used for maturity models to enable emergent behaviour, continuous improvement and self-organisation? Come and discuss this highly controversial area of agile.
This is an organisational change experience report. In any change there are 3 or more elements: the structure, the people and the culture. How can gamification be used to change the culture and in turn, people's behaviours?
In this session, some of the things I'll cover include:
There will also be an open discussion on gamifying maturity models and graphical facilitation.
Stephen is a scrum master who values visualisation, games, play and fun at work.
He's an enthusiastic agilist with a passion for emergent thinking and self organising teams. When Stephen gets time away from his 2 dogs and 2 young children, he likes to attend and speak at agile and test meet ups.
Expect to find Stephen sketch noting throughout the day, as with his scrum mastery Stephen is still practising and not there yet - but that won't stop him learning.
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Need help planning which sessions to attend? We've provided a breakdown of our various session types below.
A presentation and discussion of real-life (not theoretical) experiences of the application (or mis-application) of Agile and Lean practices. Case studies and experience reports include some discussion of lessons learned and an indication of how novel the work is.
Participants learn a new approach, tool or technology through using it to solve one or more practical exercises. Any software/hardware requirements are disclosed in the session description.
A session focused around some specific tool, technique or issue. Primarily led by the speaker, tutorials usually include some elements of interactivity or individual / group exercise.
An in-depth working session on a specific topic. May include paper presentations.