Achieving Faster, Cheaper & Better Agile Training That Delivers Results

Presented by: Dr. Sivasailam “Thiagi” Thiagarajan

Join “Thiagi” to go deeper into the practices and activities from his initial keynote to learn how to create engaging training.  You’ll leave with in-depth knowledge and awareness of techniques from Thiagi’s 30+ year background of fostering effective environments for organizational learning.

Cultivating Collaboration

Simulation of Pair Programming via Tangrams Exercise

Presented by: David Koontz

Workshop Materials

It’s said that two heads are better than one, in reference to problem solving. We will use Tangram puzzles to simulate this experience, and via structured debriefs of these exercises, discover the powerful behaviors of awesome collaboration, and the negative warning signs of poor collaboration.  We will jump right into simulation exercises, come prepared to have FUN and learn by doing.

The Addiction Game

Presented by: Nancy Van Schooenderwoert

Addiction is defined as: persistently engaging in compulsive behavior that the addict knows to be harmful.
Even the smartest teams and organizations can have addictions. It’s about habits and practices over time, not intelligence. And there is plenty you can do about it.

Using the Tension Between Agile & Management

Presented by: Dawna Jones

The clash between Agile principles and traditional management presents an opportunity to close the gap. Otherwise Agile can not be used to scale innovation. In this interactive game, you'll survey your colleagues, formulate transformational questions designed to unlock fixed thinking, test them on your friends, then debrief. You'll walk away with insights into brain science and how to use it to turn tension into constructive action.


Agile Technical Practices in LEGO

Presented by: Mike Bowler

InfoQ Interview with Mike about this session

Instructions for this session

In this interactive and engaging workshop, you will learn the concepts behind, and the value of, several Agile Engineering Practices. Without requiring programming or other technical knowledge, these concepts can be explained through the use of play and understanding the importance of failure in individual and team growth.
You will be given several challenges to complete in LEGO bricks and through this, and the subsequent debrief, you will learn about the agile technical practices.  We'll cover simplicity, TDD, refactoring, technical debt, and continuous integration.

The Creativity Game

Presented by: Mariya Breyter

To give a creative answer, you need an unusual question, the question that encourages you to think differently, answer the question that is not expected, or not framed the way you are used to. This is what my Creativity Game is all about: framing expected environment in an unexpected way. The principle is: "When you want the results you never had, you have to do something you've never done." (Thomas Jefferson) This is exactly what we do in this game: first, we co-create an unusual and unexpected environment using a crowd-sourcing technique, and then, we frame and resolve the challenges of this environment by coming up with unexpected and innovative solutions to the issues presented.


Presented by: Andrea Chiou

FeatureBan is a simple and quick simulation that introduces several of the key concepts of Kanban, including visualization, feedback loops and limiting work in process and that lets participants learn by doing.  The simulation is also useful because it lets organizations who are curious about Kanban quickly learn about it before investing further.  Mike Burrows invented the simulation, but in this session I will present a modified version that I have used with both technical and non-technical audiences.

The “Last Responsible Moment” LEGO Learning Lab

Presented by: Jason Tice

Agile and Lean principles call for teams to delay decisions and activities until the “last responsible moment” so as to minimize rework and waste.  While this sounds good in concept, sometimes teams fall victim to waiting until it is “too late” to make a decision or get started on a needed activity resulting in missed opportunities and/or down-to-the-wire heroic efforts to meet a deadline.  At the same time, successful adoption of many agile and lean practices requires a culture of “organizational learning”.  Come experience a “mash-up” of these concepts in the “Last Responsible Moment” LEGO Learning lab.

The Two Dollar Game

an MIT game

Presented by: Michael Nir and Wendy Wong

The Two Dollar Game is the opening game in Negotiation and Conflict Management.  It was developed in order to illustrate some basic tools of negotiation theory, in the simplest possible game.

Improv Your Agile or Scrum Stand-up

PLUS Building a REAL Team

Presented by: Todd Charron

Your Agile Stand-up Meeting Sucks!  Most Agile and Scrum stand-up meetings I see are boring, lifeless, status meetings that don't provide any real value.

Putting the Moose on the Table:

Make your retrospectives more effective using LEGO SERIOUS PLAY techniques

Presented by: Ellen Grove and Mike Bowler

In order for teams to step into high performance. it's critical that they develop the practice of having effective conversations about what is and isn't working.  Yet in practice, the retrospective meeting is often the least-valued of the agile events: team members feel that their retros are boring, repetitive, and superficial.

Do the Thing to Learn the Thing

Presented by: David GrabelJP Beaudry and Sean Barrett


Sharon Bowman's Training From the Back of the Room brings games to teaching and training. This provides an immersive, hands-on learning experience. One of her key messages is "Do the thing to learn the thing." We have created an introductory class on the underlying principles of Agile. This class follows Sharon's 4C (Connection, Concept, Concrete Practice, and Close) map. We will present this class with a focus on the games that utilize Sharon Bowman's principles and reflect on how this class was constructed.


Mob Programming:

An Introduction

Presented by: Woody Zuill

Mob Programming is a development practice where the whole team works on the same thing, at the same time, in the same space, and on the same computer. It is a whole-team approach to doing all the work the team does including designing, coding, testing, and working with the customers, users and other stakeholders.