Relato de uso do BDD Warriors

Relato muito bacana do uso do BDD Warriors em uma empresa, com boas dicas sobre BDD e sobre a aplicação do jogo. Mil agradecimentos à Karoline Leite e sua equipe!

https://diariodebordo.creditas.com.br/bdd-warriors-na-creditas/

Anúncios

A list of tabletop games to use at work

Before we dive into the list, some general items about games in the workplace:

  • Consider the setup time and amount of space required (including whether people will have to reach across, read upside-down, etc).
  • Check if anyone has accessibility needs that prevent playing the game. Meeple Like Us is a fantastic resource in that regard. In fact, stop now and go read one of their accessibility tear-downs to see what it entails.
  • Make sure you know how to explain the rules. Practice explaining them to someone (hi, mom!). YouTube guides can be useful here.
  •  That said, no need to go into all the details before you start playing, particularly if you’re going to be playing with/facilitating for just one group. You can say “let’s start and I’ll answer questions as they come up”.
  • Gently nudge players if they come down with a case of analysis paralysis.
  • Depending on the game, you can add more players by having two people control one meeple.
  • Buying the app or Steam version is a cheap way to learn a game’s ins and outs. Be aware that’ll take less time to play than in the physical version.
  • Context is important: explain the purpose of playing that game at work and afterwards check what people got from the exercise (if anything).

Oh, and if you’re using cooperative games (about half the following list), it might be helpful to define them to your group: games where everyone is on the same team and playing against the game. Everyone wins or loses together.

The quick coop: Hanabi

Hanabi is a light cooperative card game which works really well at work. It’s quick to explain and play, it’s cheap to buy, it forces everyone to participate equally and communicate well, it’s challenging but not brutal on the players, and it literally doesn’t begin unless people help each other.

The game accomplishes this through a simple hidden information mechanic: players hold the cards facing outwards and only learn what themselves are holding if one of the other players gives them a clue.

(You may be thinking: don’t people help each other in all coops? Yes and no. Coops often allow players to work separately towards the same goal. It’s not necessarily a good strategy, mind you, but it’s possible.)

Stats: 2-5 players, 30 minutes

A woman and three men playing Hanabi, another group in the background.
Hanabi
The psychedelic trip: Dixit

Dixit is an immensely popular party game, known for the strange, beautiful artwork. It’s a competitive game (one of the expansions has the option for teams to compete against each other). It encourages deduction and creativity: players take turns describing cards in not too obvious terms and guessing what the others meant.

There are several reports on the web on its use, not as a game, but as prompts for the team to talk during retrospectives (they also include better pictures of the cards).

Technically you don’t need the score track to play, just the cards and paper to write down votes and points (in other words, the more affordable expansions can be used).

Stats: 3 – 6 players (base game) or 12 players (Odyssey expansion), 30 minutes

Score track next to cards showing: clown juggling firesticks atop a pile of bombs, knight templar kneeling before TVs, flying pen with price tag, gargoyle with bubbles, and balloons with animal faces holding boy over lava
Dixit Odyssey
The one that’s just like your job: Forbidden Island

Forbidden Island and others in this family (Pandemic, Forbidden Desert, Ghost Stories, Yggdrasil) is a cooperative game with variable player powers. Pandemic is the most famous one, however Forbidden Island has the advantage of being simpler and easier to win.

What these games have in common is that each player has a special power and that the game keeps throwing obstacles at the team faster and faster and faster.

Players need to figure out how to best use their powers and balance actions that bring them closer to victory (finding treasure) with actions that prevent an immediate loss (stop the island from sinking under the weight of production bugs while the team is still on it).

Stats: 2-4 players, 30 minutes

Game components on top a glass table. Cards represent parts of the island and its treasures.
Forbidden Island
The poster child for responding to change: Fluxx

Fluxx is a competitive card game in which players can alter rules and win conditions as they go, for example, how many cards are drawn, played, kept in hand, etc. To win the game, a player has to collect certain cards – which cards exactly is also subject to change.

It’s a game that rewards quick tactical thinking, as opposed to long-term strategy, and at the same time illustrates how frustrating it is to be close to the goal and have everything change, often several times during the game.

Stats: 2-6 players, 5-30 minutes (yeah, notice the variable time? Can’t predict changes!)

3 yellow rule cards and 2 pink goal cards
Fluxx
The love-child of Dixit and Clue: Mysterium

Mysterium is an asymmetrical cooperative game that also uses strange beautiful artwork. It requires imagination and lateral thinking to match clue cards to suspect, location and weapon cards (or motives in the latest expansion).

One player has a different role from everyone else – that of providing the clues – and one interesting side-effect of this asymmetry is that people tend to complain about the clues because they don’t understand the constraints that player is under. Switching roles is a good way to create empathy.

Although nominally for up to 7 players, we’ve experimented with 13, combining it with ideas from silent collaboration. This turned it into a good game to play with a deaf coworker at a time when the rest of the team was just learning sign language.

Stats: 2-7 players, 45 minutes.

11 people sit around two joined tables, plus one woman standing. Many colorful cards are spread on the table and a special upright card holder divides two areas.
Mysterium
The almost NSFW: Cards Against Agility

Cards Against Agility and Cards for Agility are two versions of Cards Against Humanity (CAH), which is itself a version of Apples to Apples. It’s a quick, fun print&play game, good for ice-breaking, and can be used to kick-start a retrospective or to discuss Agile concepts that the team isn’t familiar with.

CAH is infamous for being very offensive, and you may found some questionable cards in the Agile versions, but it’s easy to produce your own cards with cleaner humor. In fact, designing your own version can be a cool team exercise. We have one in Brazilian Portuguese available, with localized references (Brazil being sadly ignorant of Eurovision).

Stats: 4-10 players, 30 minutes

The videogame: Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes isn’t technically a boardgame, but it’s a fantastic game to use at work. It’s an asymmetrical cooperative game where one player needs to disarm a bomb (displayed on the computer) according to instructions that the rest of team reads from a manual.

It requires a great deal of communication and establishment of a common language every time the bomb modules change. We’ve used KTaNE in retrospectives to discuss various aspects of teamwork.

The game is also interesting because it needs different strategies to share information depending on the team: nobody’s ever played, some have played, everyone has played.

The PDF manual is available in several languages on the internet and the text-only sections are accessible to visually-impaired people using a screen reader.

Stats: 2-5 players, 5 minutes (as if. Nobody ever plays only one round.)

Two women read a manual while another looks at the bomb displayed in the laptop
Keep Talking and Nobody Explodes
The guessing game: The Mystery of Dattakamo

The Mystery of Dattakamo is a game designed to be accessible to visually-impaired people. Using touch, a player decides what an abstract object is, and the others, also by touch, must guess what it is through a series of questions with a yes/no answer.

It encourages people to be creative and, although competitive, it ends up in a brainstorming session similar to games like Black Stories. It can easily be adapted to a cooperative version.

The same designer has a neat variation of tic-tac-toe called Arabian Pots that is based on sound and thus also accessible.

Stats: 3-12 players, 15 minutes

The shameless plug: BDD Warriors

BDD Warriors is a print&play competitive card game used as an introduction to Behaviour-Driven Development. It requires players to create scenarios using science fiction and fantasy settings and highlights that working as a group on single-domain scenarios leads to better results.

Stats: 2-6 players, 40 minutes

A group of people sitting on the floor in a circle and playing BDD Warriors, some people observing around them
BDD Warriors

Playteste de variação de regras

Uma sugestão feita no AgileBrazil para o BDD Warriors foi permitir usar a cláusula E no momento em que um cenário está sendo completado, então resolvemos fazer um teste dessa variação.

Conclusão: é um recurso interessante e pode-se fazer um paralelo com o trabalho se os cenários estiverem confusos e difíceis de sair. Não aconteceu muito nessa partida – talvez porque também jogamos os Es do modo normal durante o jogo.

Quatro jogadores com tabuleiro e cartas sobre a mesa

Cartas formando cenário

Dado uma policial veterana
E que tem comida pronta em casa
Quando ela estiver com fome
Então deve colocar a comida pra dentro da barriga
E deve lavar a louça

Cartas formando cenário

Dado uma alienígena
E está chovendo
Quando atacar a Terra
Então ela não deve aterrissar

 

 

BDD no próximo DBTalk São Paulo

Semana que vem estaremos em São Paulo em evento promovido pela DBServer. Inscrições abertas até amanhã!

· 12 de Dezembro – 9h (welcome coffee) – 9:30 às 11:30 (workshop)
· Local: IMPACT HUB |Rua Dr. Virgílio de Carvalho Pinto, 433 | Bairro Pinheiros – São Paulo
· Inscrições via e-mail: eventos@dbserver.com.br | Enviar nome completo, e-mail, telefone, empresa em que atua e cargo
· Vagas limitadas e inscrições válidas até 08.12

Workshop de Introdução ao BDD

BDD (Behaviour-Driven Development) é uma técnica colaborativa para definir e implementar sistemas através da descrição do seu comportamento, utilizando linguagem de negócios em cenários e exemplos para esclarecer os requisitos. Se associado à automação de testes funcionais, o BDD permite a geração de documentação viva, que se mantém relevante e atualizada durante a vida da aplicação.

Participantes deste workshop podem esperar como benefícios:
· Introdução aos conceitos de BDD e suas vantagens
· Estar aptos a aplicar a dinâmica de BDD Warriors em suas equipes
· Entender a relação entre BDD e automação como ferramentas independentes
· Conhecer a técnica de Example Mapping para estruturar a discussão sobre estórias
· Conhecer recursos para cenários complexos

Cartaz de divulgação com data e hora

Cards Against Agility em português

Um tempo atrás um colega do trabalho imprimiu o jogo Cards against Agility (uma versão do Cards against Humanity, só que com conceitos de Agile) para usar como quebra-gelo numa reunião de retrospectiva e gostou muito. De lá para cá fizemos uma adaptação para o português do Brasil e vimos que funciona mesmo muito bem como quebra-gelo: é fácil de explicar, rápido de jogar e engraçado. Como várias cartas falam de conceitos e anti-patterns de Agile, também pode ser usado como ponto de partida para uma retrospectiva.


Como jogar:

Embaralhe as perguntas e coloque-as numa pilha.
Embaralhe as respostas e distribua 10 para cada jogador.

A cada rodada, um jogador (juiz) compra uma pergunta e lê para os demais.

Os demais jogadores colocam sua melhor (mais engraçada) resposta viradas para baixo numa pilha.

OBS: Se a pergunta tiver 2 espaços, os jogadores compram 1 carta antes de jogar e se tiver 3 espaços, os jogadores compram 2. São jogadas tantas cartas quantas necessárias para completar os espaços.

O juiz embaralha as respostas, vira as cartas e decide qual a melhor segundo seus critérios pessoais.

O jogador que deu a resposta ganhadora fica com a carta de pergunta, para indicar que marcou um ponto (pode-se também fazer uma variação onde a pessoa ganha um chocolate, Bis funciona bem). Os jogadores compram 1 carta de resposta e o jogador seguinte passa a ser o juiz.

O vencedor é o jogador que tiver mais cartas de perguntas no momento em que se chegar ao fim das cartas ou quando se atingir um tempo pré-estabelecido.


Cards against Humanity por sua vez também é uma versão adulta e debochada de um outro jogo, Apples to Apples – as versões para usar no trabalho obviamente são mais “limpas”, mas você pode querer revisar as cartas mesmo assim.

E sim, a mecânica do BDD Warriors foi inspirada em CaH e é muuuuuito estranho fazer esse quebra-gelo e as pessoas comentarem que é parecido com o BDD Warriors!

Como foi a dinâmica de Keep Talking and Nobody Explodes

Sexta-feira teve dinâmica de retrospectiva com o jogo cooperativo Keep Talking and Nobody Explodes. Foi muito divertido e produtivo! Agradecemos aos participantes e à DBServer por ceder o espaço.

Fizemos da seguinte maneira:

  • Grupos de 3 a 4 pessoas, cada grupo com um notebook e um manual.
  • Quebra-gelo para decidir o nome das equipes
  • Apresentamos o tutorial que vem no jogo para os grupos, com o primeiro desarmador executando. Como nessa parte tem um texto a mais em inglês, é legal o facilitador dar uma ajuda.
  • A partir daí os grupos jogaram 4 partidas, rotacionando a pessoa que desarmava. Após cada rodada, os grupos fizeram mini-retrospectivas anotando o que ajudou, o que atrapalhou e o que fazer para melhorar.
  • Após as quatro rodadas (cerca de 30 minutos), fizemos uma discussão sobre os paralelos entre o jogos e dia-a-dia no trabalho. Alguns dos pontos levantados:
    • Comunicação sobre o que está acontecendo
    • Estabelecer uma linguagem comum
    • Pressa em sair fazendo sem entender
    • Voltar a ter dificuldades quando surge algo totalmente novo
    • Organizar as tarefas
Uma jogadora no notebook enquanto duas outras lêem o manual
Keep Talking and Nobody Explodes
Um jogador rotaciona a bomba no note enquanto outros três lêem o manual
O desarmador só vê a bomba e os especialistas só vêem o manual
Folha de anotações e manual impressos em papel reciclado
Exemplo de anotações feitas pelos jogadores durante a retrospectiva