Chapter 1 ■ IntroduCtIon
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A few years later, I came across “The Phoenix Project” by Gene Kim, Kevin Behr,
and George Spafford, and I couldn't put the book down! It was describing my experience
and my pain, yet it was showing the way out. It was through the discovery of this new
knowledge and a desire to share it with others, the idea of creating this game was born.
At that time, I was one of the organizers of ThinkShare, a company-wide internal
learning forum that enabled a cross-pollination of knowledge among various technology
groups. Our October agenda was wide open and it turned out to be a perfect opportunity
to play-test the MPV (minimum playable version) of the game.
Greatly improved since then, the game now starts with the end-to-end simulation of
issues experienced by many organizations, specifically the ones that implement Scrum
framework on the development side, but keep operations function as an organizational
silo. Trapped in waterfall land, the operations team becomes a bottleneck in a flow of
value through the organization. Lack of timely customer feedback due to the limited
number of releases, misalignment of goals between the groups: these are just some of the
systemic problems highlighted by the game.
If your organization is considering DevOps, a great way to start is by generating some
interest and excitement around the topic. Using the Chocolate, Lego and Scrum game
as part of your DevOps adoption strategy will help you popularize the DevOps ideas and
make them digestible at all levels of organizations.
The game combines ideas from “The Phoenix Project” with the experience gained
from real-life challenges encountered by development and operations teams in many
organizations. Security vulnerabilities, environments patching, deployment code freeze,
development and operations silos: the game helps simulate an end-to-end product delivery
process and visualize the bottlenecks in the value delivery flow. The gamified format helps
create a safe place for participants and facilitates their experimentation and learning.
Why LEGO and Chocolate?
Studies at Martinos Center for Biomedical Imaging, Department of Radiology,
Massachusetts General Hospital, and Harvard Medical School found that our brain
assembles the data received from sensory inputs into a complete picture that becomes
a memory of an event. Engaging multiple senses while learning helps amplify learning
effectiveness. Additionally, when we experience an emotional reaction, it becomes a part
of the memory, strengthening it dramatically. Sharon Bowman in her “Training from
the Back of the Room” work emphasized positive emotional experiences, multi-sensory
stimulation and novelty among the elements used in brain-friendly trainings.
The Chocolate, LEGO and Scrum game is designed to engage all five senses and
tap into the emotional side of the brain. Working with LEGO and Chocolate, participants
experience the downside of local optimization and learn to expand their view to
include the entire system. Using avatars, personas, and role cards, participants gain an
understanding of Dev and Ops roles as well as their interdependencies. They try out a
mindset of each role for the duration of the game.
Throughout the game they experience a range of emotions and learn to expand the
boundaries of individual roles, acquire T-shaped skills and expand the Scrum-team circle
to include Operations. They build new environments, protect them from Hackers’ attacks
and work with demanding customers, trying to satisfy their ever-changing demands. The
game takes players through a gamified DevOps transformation journey, facilitating their
first baby steps towards embracing the DevOps culture.