Overcoming Anxiety And Fear in Scrum

On February 13, 2010, in Good Advice, by Steffen Itterheim

I just read through the “Making Scrum Stick – Overcoming Anxiety And Fear” article over at InfoQ and wanted to quote a few lines:


Often people in an organization haven’t received any training in simple things like giving and receiving feedback or dealing with conflict – both essential ingredients in a successful, high-performing, self-organizing team.

So true and completely under-appreciated. In my experience as game developer, with my colleagues the things to learn and teach were always about the work at hand. How you create models, how to paint textures, how to write good code, sharing best practices of level design and what not. Not once have i experienced or heard of or even hear people express the desire for training in what is mentioned in the quote: dealing with conflict, praising, reprimanding, motivating, coaching – anything regarding true Leadership.

That is one of the things all team members of any team should learn, right next to the skills required to produce your work. But i suppose it may be part of our society that knowledge does not equal wisdom, and a good worker needs to know how to operate his tools first and foremost – anything beyond that may be seen as luxury, a nice to have item.

Personally, i think it’s the other way around. I’d rather cope with someone’s inability to operate his tools perfectly if i and the rest of the team can work with that person well and everyone simply enjoys working together.


Strangely enough, relatively few people are fearful of being Scrum Masters, despite it being a role that combines a lot of responsibility with no authority. People are most fearful of this role when they are selected for it and either have a poor understanding of what is involved or are not clear on how it is different to their previous role.

I was once asked to become a Scrum Master. I had no idea really what it meant to be a Scrum Master, so i was told: you moderate the daily meetings, see that the 15-minute timebox is kept, make note of any special occurrences, inquire further and then report back to the Manager with anything of note since the Managers do not have time to take part in each and every daily meeting. That was the whole idea of being Scrum Master. I thought it was a dull job to do and so did most others.

Then, end of 2008, i did my own research of what was expected by a Scrum Master. I was blown away. Neither did we get the idea of Scrum Master right, we basically failed at all levels of what we called Scrum. It was at that point that i wanted to become Scrum Master more than anything. Yet how things turned out changing projects three times didn’t help and sadly a few months later a 50% staff cut was announced and that was the end of it.

In the remaining time, when things still seemed as if they were about to change for the better, Scrum-wise – i talked to a few people, some of them were already Scrum Masters and some were set out to become Scrum Master. The reaction was typically that it’s a dull job and no one really wanted to do it. Some felt they did not have the time to do that next to their own work. Others felt anxiety that they’re maybe not the correct person for the job or that they were not succeeding at it.

No one really understood the role of Scrum Master. And we still had all kinds of Manager roles which i now consider a bad sign if you’re adopting Scrum. It’s as if Scrum was a play for the Team who had now additional roles like Product Owners and Scrum Masters who were in many cases team members, yet the Manager roles were left untouched. They continued to do their managing as always, were not integrated into the teams and in the few cases that they were, over time they had so much work to do, they had to remove themselves from the team’s work to get their work done. From what i’ve learned they were also disappointed by the buy-in of Scrum from the team but also came to conclude that many people just want to be told what to do. No wonder if the Team itself has no responsibility, and little to say, and more than a healthy distrust towards Management and their ideas. Actually, the Team had a lot to say but it only served to widen the gap between Team and what was perceived as “Upper” Management – even though we were a rather close group of people.

That just serves to show how much we moved apart from each other in perception only.


The good news is that a Scrum project will come up with a baseline view of how much the project will cost and when it is likely to be finished. The only difference is that we are very explicit right from the start that this is wrong and we will make it better as soon as we start working on it. There is an amazing feeling of relief when we can become comfortable with uncertainty and a freedom to actually discover what is needed at the appropriate time.

I feel this relief each and every day. As freelancer, i have to make proposals based on unpolished, unrefined and prone to be modified project ideas. I have to calculate time and money. Fortunately, i have the experience to come up with a good baseline and then experience tells me to double that, and in the end you’ll finish 20% under time and everyone is happy.

I achieve that by not planning the uncertainty but what i know. The things i know i can put times on and they usually match perfectly. It’s the things i don’t know, those i haven’t accounted for or haven’t looked into in greater detail that are of the greatest risks. What i do is to break them down into smaller tasks, try to consider everything that is involved in it from a high-level and then put on some number on that – in bulk tasks. They’ll be broken down as i go.

The good thing is, for example, if i have a similar feature but one is for single-player mode, i know i can take some shortcuts. If it concerns local multiplayer (same screen) i expect the difficulties to ramp up moderately. For Wifi/Bluetooth multiplayer i’d have to add a lot more to it. To more uncertain or unknowing i am about a feature or technology, the higher the numbers i choose to estimate them with. For example, creating an offline scoreboard with 10 entries is maybe a day’s work even if i include a rough UI layout. I may even be able to finish and polish the UI in the same day.

However, even if i can use some existing online multiplayer highscorelist technology, i would probably shoot for at least 3 days to get the technology working, plus another day for the UI as some things like delays for downloading may force you to consider adding “hourglass” animations while scores are transferred, or disable buttons until the request has been acknowledged, and so on. So a lot more complexity and since i’m already estimating this as 4 days it’ll be a whole week – this one-day buffer is for any unforeseen events. Risks like if the technology i use were only to retrieve one score at a time and didn’t include fetching then Top scores at once, for the sake of an example.


The only way you can get anyone to change is to explain how this change will be beneficial for them – you cannot buy commitment, only compliance

Signed.

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First off, some history. I hated one of my company’s rating system with every fiber of my body. The system had 5 options, from best to worst. I changed the ratings to protect the innocent:

- significantly above expectations
- above expectations
- met expectations
- below expectations
- significantly below expectations

When that system was first explained to us, and subsequently as well, a point was made to stress that “as expected” is really actually a rather good rating! And you do have to work a lot to achieve that rating. And of course, the SAE rating is “reserved for gods”. Those were actual words!

On the other end of the scale, if you got a SBE you’re basically out. It was said that two months in a row with SBE and you’re history, or three times within a year or two, something like that.

So the whole realistic range of ratings one could expect to get was actually limited to 3: AE, ME, BE.

Needless to say that system lent itself to creating rumors. Upper management all getting SAEs to save their bonuses or leads not having the guts to give an unpopular employee the deserved SBE rating were rumor mill food throughout. Many employees regardless of rating despised those ratings and the one on one meetings. Some departments even dropped them altogether while others were just not using them to actually discuss employee progress or issues – the ratings and reviews were viewed as annoying bureaucracy that you would just have to get over with every month. Since that rating system also determined how the bonuses were distributed among employees there was natural tendency for most to want higher ratings, whether deserved or not. Some got them, undeservedly, others didn’t, undeservedly. The ratings seemed to have depended more on the Lead and the employee’s character and liking than on actual work done and the quality of that work.

In turn, giving an employee a higher rating could jeopardize the Lead’s rating if he considers that only so much points are available for the studio, and higher ratings mean more points spent. It’s just a theory based on statistics. If more points are still available by not giving your employees a better rating, you yourself might have a better chance of getting a better rating because of the surplus of studio points that can still be spent. By trend, i would not be surprised to see the higher ups getting, on average, higher ratings than the workforce below them. This is simply greed at work both in the sense of what it’s affecting and where it’s having its effects. Overall, the system was unfair and brought with it all the negative effects it wanted to avoid.

So, while i was trying to setup a company with my colleagues, i devised a way to rate employees without using any numbers but instead, accepting the fact that evaluations are always something that is analogue and can’t really be measured with any accuracy (unless done or supervised by a trained HR representative with proper protocols and measure points). Definetely employee ratings can’t and shouldn’t be forced into a system that leaves you with only 5 or even just 3 choices.

Now, here’s my employee rating concept. First, you draw a half-circle with any drawing program so that it best fits the paper. From the center of the circle you draw a line (blue in the picture) straight upwards to the “middle” of the semi circle. I’ll attach a picture, excuse my terrible drawing skills (i’m a programmer):

The line intersecting the half-circle represents the team’s goal for a certain time period. You can label that any way you that makes sense to you (and your employee). Essentially you have two parameters to rate on: length (or amount, measured in distance from center) and direction. How exactly you define these is up to you and can be changed depending on your needs (hence: agile). You could even measure the relative distance between two points on the left and right side of the half-circle if you have something to rate that is mutually exclusive, as in the amount of work done in Project A vs the work done in Project B. Be creative and provide a meaningful and simple to understand context for measuring the work of your employees. I give you some examples further down.

When you rate an employee, you can only consider two things: for example how much work was done by the employee, and how much it helped get the team towards the goal (or the quality of the work done, or …). The amount of work you rate by putting an X closer to the circle border, the more work that employee has completed. You put the X closer towards the line if you think the employee’s work was very beneficial to achieving the team goal, or further away if it wasn’t (it could still be meaningful work though). By limiting the review to two items you communicate a clear focus of what’s (most) important to you and the company.

The ideal, perfect employee will have it’s X on the circle where the blue line intersects it. But that will rarely happen. Here you have the option to put the X still on the circle but more on the right or left side of the half-circle (which side can matter, later more on that). What you say by this: “I appreciate you’re working hard, but it’s not really helping us get toward the goal. Try to focus your efforts on work that helps us accomplish our goals”. The other extreme would be an employee that scores on the line but very close to the center of the circle. By that you mean: “Your work is always in line with our goals but your output could be much improved.” At this point try to find out why the work output is so little and offer help, training or try to work with daily goals.

The rating process should be done by the Lead/Manager and employee together – the employee first rates himself by placing an X with one color, then the Manager does his X rating with another color. That way significant misalignments in perception of reality are easily observed and can be discussed. If, during the discussion, either one changes their mind and would change the rating, throw away the paper and do it again until both are satisfied. It’s absolutely ok and encouraged that both X’s are still on different locations.

Make notes and put them on a separate sheet or on your computer but make sure ratings and notes can later be put back together (eg add month & year plus employee name to both sheets).

Now if you’ve collected several such sheets, and preferably they’re put together so you can flip through them (smaller sheets of paper work better) you can then “animate” the ratings of the previous months by quickly flipping through the papers. You may notice:

- seemingly random and wild fluctuations
- a steady incline or decline
- relative stagnation

Plus you have on record that an employee rates his own work usually higher or lower than the manager. This might be important information since in my experience, over- and underestimating one’s own work are often causes of numerous other issues and tend to hinder people from achieving great results. But even worse are misperceptions of the manager. These misperceptions can even make people depressive, frustrated, aggressive, or simply assholes – regardless of whether it’s their own perception of reality or that of the manager’s which is wrong.

It also gives you a chance to consult with others if you see such misalignment in the ratings because sometimes, it’s quite simply the manager’s limited point of view about an employee’s work, or the employee is not particular good at selling himself. It may be a simple matter of lacking PR skills, not playing the corporate politics game or the manager not having been present during the greatest accomplishments of the employee.

So for a yearly review you have a cute animation of the ratings and you can take into account things like continuous improvement or decline, highly fluctuating ratings etc and ponder respectively discuss the reasons for that.

I believe rating people without numbers takes away a lot of stress and anxiety that people put on themselves when it comes to rating oneself or others, especially if it has to be in concrete numbers and more so if the scale gives only limited options. I’ve seen Managers write down “in-between” scores, like a “ME+” in order to show it was a little more than expected but not enough to get the higher rating. However, such nuances are lost when you enter them into an electronic system that doesn’t allow such fractional ratings. Rating someone is hardly fair. But it could be made much more playful by using pens and ratings without a scale – since this is a highly subjective thing and the point is not the rating but the discussion that revolves around it.

The ratings can also be personalized depending on what you expect of the employee. By using a Team Goal you can bring and keep your employees focused on completing the team’s goals. Especially if you have issues of the team not really sticking their noses together. On the other hand it could simply be a subjective measure of the quality of the work that was done instead of using the Team Goal, apply that quality goal to all employees if you have overall quality issues with the team’s work. This way you can show that you have an eye on that particular issue.

In addition you can do a nice thing with these ratings: often employees tend to have more than one area of expertise. A programmer might also be a Lead, an artists might also do level design, a database editor might also keep your server in shape – and so on. You can rate the main two jobs (and no employee should ever have more than two “main” jobs btw) separately by choosing one side of the semi-circle to stand for one job, the other side for another. So you can rate people highly for doing efficient and error free database editing but you also determine that you finally need to hire an efficient System Administrator at your company and relieve the database editor of that task.

There may also be employees who enter a new field, or want to transition towards a specific area of expertise. Let’s assume you have a programmer who’d much rather do game design instead. So one side of the semi-circle is for programming work, the other for game design work. You work out a schedule for transitioning that person’s work and over time you should see the amount of work done on one side go down in favor of the other side’s work done going up. However, if that new side’s line of work does not have the expected quality (the team goal) and it doesn’t improve as much as you expected, you can slow down the transition, help that person improve in the new area, or just cancel the transitioning altogether.

This picture might be read as such: Employee has done good work on the programming side overall but due to his lack of experience he rated his quality and amount of design work much higher than the manager. Both should discuss the discrepancy between their ratings. Did the manager overlook something? Is the employee overconfident about the work he delivered?

I know a system like that is hard if not impossible to implement in a large corporate environment. But the idea was really evaluating employees of smaller teams/studios.

Any thoughts?

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Scrum in the Games Industry

On June 8, 2009, in Experiences, by Steffen Itterheim

I found a nice presentation on Boris Gloger’s homepage about the “professionalization” of the Games Industry by adopting Scrum:

I specifically liked page 32 “Lack of Visibility” and the following. I can relate to that. He goes on to say that Management’s typical reaction to a slowdown of production is to improve … management itself. This leads to a centralistic, hierarchical, dominant, slow, process driven, non agile company.

I would just like to add that – as sad as it may be – you can still be exactly that company while at the same time doing Scrum. How so?

If … (long sentence warning – keep your concentration) … if your company puts the word out at one point that from now on you’re using Scrum because that’s what others are doing successfully and that you’ll be subdivided into specialized teams and you’ll have daily meetings to improve communication but doesn’t even care to explain how this is going to help your problems or improve how exactly, nor train and coach the developers who are supposed to be living and breathing Scrum how to do just that while at the same time neglecting important parts of Scrum (for example: Sprint Retrospectives) and getting others totally wrong (ScrumMaster as merely keeper of the minutes, reporting back to Management) while giving orders from above and trying to stay “in control” (whatever that means) – then that can only mean one thing: ScrumButt!

At some point i did the Nokia Test for Scrum (PDF) with the information that was visible to me – certainly not applicable to the whole company but needless to say, some parts were even worse off – and with much goodwill the score i got was a mere 3 out of 10. At that time i’d given it just a 2 because we didn’t even do iterations anymore for a short time. Reason? We finished the product and were now only testing and bugfixing which apparently isn’t plannable anyway so you can just drop the iterations altogether, right? That makes a couple more hours each Sprint for managers to catch up because you don’t have to do a Sprint Planning meeting.

In that regard i can understand where the lack of buy-in from Game Developers to Scrum is coming from. My point is, if you take it out on Scrum because what you’re doing carries the name “Scrum” and you just don’t like it – take 10 minutes and do the Nokia Test for Scrum (still the same PDF – i’m giving you a second chance, take it!).

If you don’t score at least a 6 or 7, your problem isn’t Scrum – it’s your management!

PS: with that last sentence “your problem isn’t Scrum – it’s your management!” i was tempted to add some “maybe”s and “probably”s there. I didn’t, on purpose. I want to make a point. I know some people just don’t like Scrum, they do exist and i can understand and respect that. But i’m a firm believer that those who don’t like Scrum, well most of them apparently haven’t experienced the “good Scrum”, given the traces of information they leave in their blog posts and comments.


UPDATE: here’s a longer presentation with more of the same content, also from Boris Gloger:
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