Agile-Management-3.0-by-Jurgen-Appelo---Conference-transcript
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资源说明:Personal notes from Jurgen Appelo’s “Agile Management 3.0” presentation at INRIA, France, on March 27th, 2012
Agile Management Conference =========================== Speaker ------- **Jurgen Appelo** - noop.nl - jurgenappelo.com - @jurgenappelo [Upcoming conference](http://ale2012.alenetwork.eu) in Barcelona, end of August, 2012. Management 3.0 ============== Management ---------- Agile does not remove the need for an actual management. Agile ----- Agile is the middle ground between programming (chaos) and software engineering (order). It's acknowledging the complexity, between anarchy and bureaucracy. Benefits -------- Data from [State of Agile '11](www.versionone.com/state_of_agile_development_survey/11) (VersionOne survey). Barriers to Agile ----------------- From the VersionOne survey, the speaker draws the conclusion that most of the time, Agile failures derive from management. Conversely, 77% of Agile tentatives are started by managers. Management as a monster ----------------------- Management methods are usually squares and rectangles. But management is about human beings, and does not fit peg holes. The speaker presents his vision of management as a biological, 6-eyed “monster”. ### Energize people ### Motivation is key. Effective: 2-years with 0 turnover after Scrum introduction. Artifacts: - Motivator cards: write down key motivators, ask team members to order them. Proves that management **cares about motivation**, and allows it to lead accordingly. - Happiness index: **materialize happiness** and the fact that management cares about it. - Bell: hang a bell in the office, ring it when there is something to **celebrate**. ### Empower teams ### 7 levels of authority, from authoritative decisions to full delegation. This concept frees the manager from the thought of delegation as a binary switch, either full control or full trust. Artifact: delegation board, with pictures of responsible person(s), at the corresponding level of delegation. Delegation | 0 | 1 | 2 …… | 7 | ------------------------------- Area 1 | | | pic1 ……… | Area 2 | |pic2| ……… | | …… ### Align constraints ### Protect people: as a manager, sometimes you need to intervene when some team members don't work properly with others. Enforce human and technical guidelines. Agile “values” are a small subset of all human virtues, and your team may have different ones. This is very important as a team building tool, especially to focus on _missing_ values, not the ones that come naturally. Artifacts: - Virtues list, from which the team can select (voting, consensus…) its **defining values**. - Team identity: name, logo, mascotte, website… Leverages peer pressure via **pride**. - Goal setting with **stories, pictures, video**… ### Develop competence ### Don't hesitate to bring in external (or bring in internal) coaching. Coach ≠ manager! The role of the manager is to find out **who** needs coaching, and then to delegate it. It is not your role to coach. Training and certification: a certificate does not mean anything, but it can play some role. Analogy with the driver license: licensing does not mean competency, and can actually be dangerous in the beginning, since it can lead them to _believe_ they are competent. Supervision / “patrol”: the simple _presence_ of the manager is usually enough to trigger responsibility. ### Grow structure ### Main problem with most agile methods: scaling. What's valid for one combination of team/project/client may not be valid when you manage several ones. Self-organized teams: - let the team organize itself… - …but give some constraints: skills diversity, team size… ### Improve everything ### Artifacts: - “impediments door”, or improvement backlog: a list of all impediments, the “manager's backlog”, prioritized by the team. Scaling ------- Split a big organization and its hierarchy and teams as several independent organizations. The other way around, for small organizations, projects flow through teams (5±2 persons). Team builing and team responsibility is more important than projects acquisition. The teams may then face different POs, as long as they don't fight over interleaving priorities. Most important: at least one year with a stable team. Performance measurement ----------------------- First of all: what is performance? Income? Turnover? … Measure from the perspective of the stakeholders: for a client, it could be cycle time (mean time from bug spotting to fix); balance with team members’ important metrics, suppliers’… The _metrics_ obsession is a view from Management 2.0: a dashboard of metrics that would give a “pilot” all information, so that he can drive the whole organization on his own. Reference: Management 3.0, by Jurgen Appelo ------------------------------------------- http://www.management30.com Why 3.0? Beyond a selling argument: - 1.0: command and control, as if organizations were machines that could be driven. - 2.0: more recent, where management was extremely theorized… over a mechanical view of organizations. Complexity thinking =================== Abstraction ----------- Temptation: _reductionism_, modeling. Many problems: - dehumanization; - objectivation (believe one can be _objectively_ judge an organization); - alineation; - prediction (need for control); - attribution (blaming people for problems); - … Opposite view: see _the whole_. But how far does _the whole_ go? Where is the boundary? “Thinking in Systems” (ref. book): the limits depend on the question one wants to answer. “All models are wrong, some are useful” // “All models are useful, some fail earlier than others”. Complex adaptive systems (CAS) ------------------------------ A software development team is a CAS, just like many other systems. _Complexity theory_ is about the dynamics of change in a system. Complex ≠ complicated. Methods ------- - Diversity of models: complexity can not be answered with a single model, whether it is Scrum, or Kanban, or whatever. Multiple weak models are stronger than a stronger one, and applying a one-size-fits-all practice is not viable. - Feedback (metrics…) should be given to the whole team, not only to management (information radiation). Artifacts --------- - “360 degrees evaluation”: peer evaluation, since only the complex system can evaluate itself. - `CHAMPFROGS` (10 intrinsic motivations). - Coevolution and subjectivity: as wrote previously, the simple presence of the manager influences the behavior of others. Work closer to others. - FedEx day: learn a new skill (a technology, …), try to deliver something in 24h to present to others. Research -------- - Ashby's law of requisite variety. - “All models are wrong, some are useful”. - Steven Reiss, “The 16 basic desires…”. - E.L. Deci and Richard - Drive: the Surprising truth, Daniel H. Pink. Change 3.0 ========== (parts of this session were included where relevant in the previous session transcript) Reference --------- http://www.management30.com/how-to-change-the-world/ Questions --------- 3/interactions -------------- **Should the answers for each group be planned or can they be JIT?** Agile ➝ adapt, JIT. **“listen to feedback” ⇒ How much do you accept to modify your offer to fit the majority?** Compromise, no answer here. 4/identity ---------- **How to leverage peer pressure while at the same time integrating newcomers properly?** Let a properly self-organizing team choose its new members, and it will take care of integrating them correctly.
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