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Floor Plan
Goal: To improve participants' ability to see how the
organization of a room facilitates or hinders communication.
Time: 30-60 minutes.
Participants: Eight to forty; can be adapted for smaller
or larger groups.
Introduction:
In Extreme Programming, or any other activity by more than one
person, the physical structure where people are found affects how
they work together. XP regards communication as a key value, and
has a couple practices directly focused on it: Sit Together (also
known as On-Site Customer) and Pair Programming.
Yogi Berra said, "You can see a lot by observing," and that's
the purpose of this game: to provide a framework for viewing team
rooms, thinking about what they say about communication, and
thinking about how to improve them.
Supplies:
For each group of eight participants:
- Four envelopes
- Four pictures of team rooms, one attached to the back of each
envelope. (These can be either pictures of real rooms, or floor
plans.)
- Response cards: twelve index cards
For the facilitator:
Flow of the Game:
| 1. Introductory Briefing |
Briefly review
why communication is important. Explain that they'll be asked to
analyze rooms for how well they support communication within a
team. There will be three analysis rounds and an evaluation round.
Evaluation will assess overall insight, so quantity and depth of
insight are both valued. |
| 2. Organize the
Participants |
Divide the
participants into groups of eight, seated around a table. At each
table, ask people to work as four pairs. (If necessary, some
"pairs" can be trios or solos.) Give each pair one envelope (with a
picture on the back) and three index cards. |
| 3. Conduct Analysis Rounds |
Each pair gets
three minutes to look at the picture on the envelope they received,
do some quick analysis, and write down their insights on a blank
index card. At the end of the time limit, blow the whistle. Have
each pair puts its card in the envelope (unsealed!), and pass it to
the pair to their left. (No peeking at a previous pair's answers.)
Repeat twice more (three rounds total). |
| 4. Conduct an Evaluation
Round |
(Each pair should
now be holding an envelope containing three index cards, none of
which they wrote.) Have each pair rate its cards, based on the
quality of insight about the pictured room. The pair should divide
100 points among the three cards, writing the score on each. Allow
three to five minutes for this analysis. |
| 5. Present the Results |
Let each pair
present the picture and the response cards, from least to most
insightful. After reading the cards, the pair should describe how
it decided to distribute the points. |
| 6. Determine the Winner |
Let each pair
collect its cards and add up its score. The pair with the most
points wins. |
| 7. Debrief the
Participants |
Note aspects of
the room that most pairs caught, and that most pairs didn't catch.
Highlight any unique analysis methods used. Discuss ways to change
rooms to improve interaction. Encourage people to apply this
analysis to their own team room, and to other rooms they enter
where people work together. |
Variations:
- Let each pair look at more rooms. (This will require more
prepared envelopes and index cards.)
- Let pairs have systematic procedures they apply. (For example,
put tracing paper over the picture, and draw heavy lines between
pairs, and a circle around all programmers and another around
customers.
- Drop the scoring component.
Copyright 2003, William C. Wake, All Rights Reserved. .......
Email ....... Top of Site
[FLOOR PLAN (August
30, 2003) is by Bill Wake, William.Wake@acm.org,
http://www.xp123.com. This game is based on the ENVELOPES
framegame, copyright (c) 2003, Workshops by Thiagi, Inc. For more
information, contact
thiagi@thiagi.com.]
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