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.] |