Menu Close

What serious games can teach us about agile transformations…

There are powerful sets of insights that can be drawn in analogies between serious games and lean agile transformations.  Let’s capture a few of the timely highlights, as paraphrased quotes from Tom Grant’s recent blog post http://www.netobjectives.com/rules-governing-software-innovation-dont-work.

Here are some key guiding insights for an enhanced understanding of the dynamics inherent in lean and agile transformations…

  1. The “rulebook” needs to be simple, but reaching a level of mastery takes time
    • If the game’s “rulebook” is too lengthy, you’re going to lose a lot of people.
    • In contrast to extensive “rulebooks”… one of the virtues of many serious games, as well as both Agile and Lean, is their simplicity…. It’s not hard to gain a superficial understanding of the basic working principles, and that provides enough working knowledge to get started with execution.
    • Deeper learning, in the same fashion as mastering chess, happens over time.
  2. Just because you have an established “rulebook” does not mean it necessarily applies directly to every transformation without adaptation
    • Agile and Lean approaches do work and have broad applicability; this stands in stark contrast to some “sensible” methods that may have made a lot of sense on paper, but turned out to be disastrous in practice.
    • However…  we also know that no two companies are alike, and the differences are significant enough to make strict methodological copy-paste a foolish effort…  rather, invest time in tailoring what you’re attempting to get out of the game or transformation (“design for cause”) in order to increase effectiveness.
  3. Sometimes the focus should be on the intended “experience” rather than the “rulebook” itself; this inverts the “rulebook” focus by only designating the minimum set of rules in order to elicit a target experience (http://www.netobjectives.com/blogs/rules-governing-software-innovation-do-work):
    • Rather than a “rules first” approach, the “experiences” or “outcomes” become the objective for the transformation.
    • This means a set of “goals” drive the rules to be applied (related to “design for effect” in serious gaming).
    • The corresponding transformation measures progress along an “experience journey” rather than a “rule adoption journey”.

 

More to come on this as related discussions proceed in the future…  You can also learn more on this topic from Tom’s blogs at  netobjectives.com.