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No (Lab) Jacket Required: Designing Experiments...

No (Lab) Jacket Required: Designing Experiments For Learning

Karl Scotland - Agile Transformation Practice Manager - Teksystems

'No (Lab) Jacket Required: Designing Experiments For Learning'
Hypothesis-driven development is thinking about the development of new ideas, products and services - even organisational change - as a series of experiments to determine whether an expected outcome will be achieved, so we need to know how to design and run experiments properly.

This session helps participants understand the importance of using experiments to help teams and organisations learn and improve, while giving hands-on practice in designing experiments to yield measurable evidence for that learning.

Agile Scotland March 2020

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Agile Scotland

March 06, 2020

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  1. Imposing Agile with Coherence, Constraints and Curiosity 11th April 2019

    Kanban Coaching Exchange 1 NO (LAB) JACKET REQUIRED Designing Experiments for Learning Karl Scotland March 5th 2020, Agile Scotland © TEKsystems Global Services. ALL RIGHTS RESERVED. 2 At a glance 5,000 full-time employees 6,000+ clients of the Fortune 500 82% £4.2billion annual revenue Privately held company within Allegis Group, a £11.8 billion enterprise Global delivery capacity with on-shore, off- shore and Right-Shore Solutions to provide a truly Global Reach Client Retention 98% Scalable and flexible quality-certified processes ISO 9001:2008 More than 100 locations throughout North America, Europe and Asia 30% higher client satisfaction versus the competition D E E P E X P E R T I S E A C R O S S Applications, Infrastructure, Training & Education Information Security-certified Centers ISO 27001 S E R V I C E S Staff Augmentation Co-managed Project Based Outsourcing
  2. Imposing Agile with Coherence, Constraints and Curiosity 11th April 2019

    Kanban Coaching Exchange 2 AvailAgility @kjscotland AvailAgility @kjscotland @mattphilip Eleusis Expeditious Karl Scotland (@kjscotland) Matthew Philip (@mattphilip) http://availagility.co.uk/eleusis-expeditious This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. @kjscotland @mattphilip AvailAgility This is a variation on Eleusis Express; a card game of inductive reasoning which itself is a modification of Robert Abbott’s game Eleusis. One player has a secret rule for which cards can be played. For example: each card has to be a different colour from the card before it. Other players lay down cards to discover the pattern. If a player lays down a card correctly, they can try to guess the rule. The original Eleusis Express instructions can be found at http://www.logicmazes.com/games/eleusis/express.html Idea
  3. Imposing Agile with Coherence, Constraints and Curiosity 11th April 2019

    Kanban Coaching Exchange 3 @kjscotland @mattphilip AvailAgility A game consists of one or more rounds. A different player is chosen as the oracle for each new round, and it is the oracle who knows the secret rule. The oracle does not play any cards that round. All plays are made to a central layout that grows as the round progresses. A layout consists of a horizontal mainline of correct cards that do follow the secret rule. Below the mainline are vertical sidelines of incorrect cards that do not follow the rule. These sideline cards can be overlapped to save space. Object @kjscotland @mattphilip AvailAgility The oracle knows a secret rule. They place the shuffled pile of cards face down, turn over the top card, and put it on the table. This will be the start of the mainline. The player to the left of the oracle goes first, then the play continues around to the left. The oracle may give a hint about the rule if the players are stuck! Oracle
  4. Imposing Agile with Coherence, Constraints and Curiosity 11th April 2019

    Kanban Coaching Exchange 4 @kjscotland @mattphilip AvailAgility A player turns the top card from the deck and lays it on the table. They assert whether it confirms to the rules or not, and the oracle confirms or rejects. If it conforms, the card goes to the right of the last card on the mainline. If not, the card goes below the last correct card (it either starts a sideline or it adds to a sideline). Players @kjscotland @mattphilip AvailAgility Whenever a player makes a correct assertion they are given the right to guess the rule. Everyone must hear the guess. The oracle then says whether the player is right or wrong. If they are wrong, the game continues. If they are right, the round ends. Guessing
  5. Imposing Agile with Coherence, Constraints and Curiosity 11th April 2019

    Kanban Coaching Exchange 5 AvailAgility @kjscotland AvailAgility @kjscotland @mattphilip Debrief What did you learn? @kjscotland @mattphilip AvailAgility 1. How did you go about discovering the rules? 2. What was useful? 3. What was not useful? In your groups
  6. Imposing Agile with Coherence, Constraints and Curiosity 11th April 2019

    Kanban Coaching Exchange 6 @kjscotland @mattphilip AvailAgility Information Theory Probability of Failure 0% 100% Information AvailAgility @kjscotland AvailAgility @kjscotland @mattphilip Lean Mastermind Karl Scotland (@kjscotland) Matthew Philip (@mattphilip) http://availagility.co.uk/lean-mastermind This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
  7. Imposing Agile with Coherence, Constraints and Curiosity 11th April 2019

    Kanban Coaching Exchange 7 @kjscotland @mattphilip AvailAgility Based on the classic game of cunning and logic. Break the hidden code through hypothesis and experimentation. @kjscotland @mattphilip AvailAgility • Choose who is who. One player becomes the codemaker, the others are the codebreakers • Choose 4 digits. The codemaker chooses a pattern of four digits; for example 1 2 3 4. • Try guessing the pattern. The codebreakers try to guess the pattern, in both order and number, within twelve turns. Each guess is made by writing a row of four . • Provide feedback. After each guess the codemaker provides feedback by placing from zero to four key dots next to the guess in the following order i. A full key dot [•] indicates the existence of a code number which is correct in both number and position. ii. An empty dot [◦] indicates the existence of a correct number placed in the wrong position. • Keep making guesses. Once feedback is provided, another guess is made. Guesses and feedback continue until either the codebreakers guess correctly, or twelve incorrect guesses are made. Instructions
  8. Imposing Agile with Coherence, Constraints and Curiosity 11th April 2019

    Kanban Coaching Exchange 8 @kjscotland @mattphilip AvailAgility 1 2 3 4 4 5 3 7 • ◦ @kjscotland @mattphilip AvailAgility Treat each guess as an experiment and write down the following as you might with a Lean A3… Before the guess: • Hypothesis. What assumption about the code do you want to test? After the feedback: • Result. Was your hypothesis proved to be correct or incorrect? • Learning. What new information do you have about the code? The Lean Bit
  9. Imposing Agile with Coherence, Constraints and Curiosity 11th April 2019

    Kanban Coaching Exchange 9 @kjscotland @mattphilip AvailAgility AvailAgility @kjscotland AvailAgility @kjscotland @mattphilip Debrief What did you learn?
  10. Imposing Agile with Coherence, Constraints and Curiosity 11th April 2019

    Kanban Coaching Exchange 10 @kjscotland @mattphilip AvailAgility 1. How did you go about discovering the code? 2. How did you maximise learning? 3. How did you judge success or failure? In your groups © TEKsystems Global Services. ALL RIGHTS RESERVED.
  11. Imposing Agile with Coherence, Constraints and Curiosity 11th April 2019

    Kanban Coaching Exchange 11 @kjscotland @mattphilip AvailAgility Lean Agile Brighton http://leanagilebrighton.co.uk/ One track of talks. One track of workshops. 21 15-16 October 2020 Karl Scotland [email protected] THANK YOU