Agile Playground: The Power of Experimentation
summary
Team wipes processes to run short experiments around the new official Tetris mobile game, claiming faster adaptation without adopting a named framework. Experiments include release every second week (fails because QA gets everything on release day), splitting features into smaller testable slices (helps QA and delivery), hiring one extra UI designer, automating reporting into a one‑pager automated Slack report, and growing a technical artist into a ninja P professional. Experiments are selected and measured via a Hot Seat exercise and result in pursue/pivot/pause decisions.
AI-written summary · about
chapters (13)
- 0:00Agile Playground concept
- 1:56Why change is essential
- 3:43Tetris mobile game team case
- 5:32Playground and rules
- 7:42Successful experiment elements
- 9:09Setting playground boundaries
- 10:16First experiments and daily standups
- 11:21QA bottlenecks fixes
- 12:27The beer experiment
- 14:16Multi-skilled team ninjas
- 15:19Customizing process
- 16:45Facilitator’s role
- 17:31Q&A
related talks
53mAgile Product Design From the Trenches
20mAgile development application for live ops
51mDon't Kill Agility with Agile Processes
49mHow Agile broke peace in steady Casino Business
30mAdopting an Experimental Mindset
01h 03mLearning from mistakes
33mAgile Software Testing
40mAgile Software Development: Practice and Analytics
