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  • EP21: Using Benjamin Franklin’s 13 Virtues to Build Team Norms and Continuous Improvement
    2026/08/18

    Geoff and Paul discuss Benjamin Franklin’s “13 virtues” as a practical framework for self-improvement and, more importantly, for developing team norms, shared standards, and a culture of continuous improvement in agile teams. They explain how Franklin created virtues to address his own frustration with not meeting his standards, and how he focused on one virtue at a time in four-week cycles so all 13 were covered over 52 weeks. They propose a team activity where members first brainstorm virtues individually, then share and cluster them, with two constraints: the team must agree on exactly 13, and any single disagreement vetoes a virtue, prompting discussion, negotiation, and reframing (e.g., curiosity vs stability). They stress facilitation rigour, equal participation, time to do it well, and ongoing review, and they will share Franklin’s list plus a larger prompt list and a definition of “virtue.”


    00:00 Welcome and Banter

    00:47 Why Franklin Virtues

    02:37 Remembering the 13

    03:32 Virtues vs Values

    05:09 Team Virtues Exercise

    06:54 Handling Conflicts

    08:56 Franklin Focus Cycle

    10:23 Team Milestones Cards

    11:27 Facilitation Tips

    13:29 Time-boxing and Review

    14:52 Resources and Wrap Up

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    17 分
  • EP20: Kano Analysis: Prioritising Features by Customer Satisfaction (and Building Minimum Lovable Products)
    2026/08/11

    Geoff and Paul welcome listeners back to the Agile Skills Library and introduce Kano analysis, a customer satisfaction model from the 1980s by Noriaki Kano, used to support data-driven prioritisation via surveys comparing how customers feel when a feature exists versus when it doesn’t. They explain the five feature categories—threshold/must-have, linear/one-dimensional, delighted/excited, indifferent, and reverse—and use hotel-room examples (toilets and beds as threshold; bed size, Wi‑Fi speed, and room attributes as linear; anniversary card and chocolates as delighters; padded hangers and heavy bed throws as indifferent; too many pillows/furniture and unwanted items like rats as reverse). They connect Kano to release planning, arguing teams often over-focus on threshold features and should instead balance trade-offs to create a “minimum lovable product,” including knowing when not to build or when to remove backlog items.


    00:00 Welcome Back Banter

    01:40 Why Kano Matters

    04:52 How Kano Surveys Work

    06:13 Must Have Basics

    07:12 Hotel Threshold Examples

    08:58 Linear Performance Needs

    11:20 Delighters and Exciters

    15:08 Indifferent and Reverse Features

    17:45 Using Kano for MVP vs MLP

    21:05 Wrap Up and Next Steps

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    23 分
  • EP19: A Retrospective From the Future - Using Future Perspective to Create Positive Change
    2026/08/04

    Geoff and Paul open by celebrating Paul’s birthday and discussing mixed feelings about ageing and birthdays, then pivot to a coaching technique: a “future perspective” or “retrospective from the future.” Geoff explains imagining a future time (e.g., 6-12 months or five years) where things are going well, describing what’s true, then looking back to identify the decisions and actions that made it happen; he notes it can be analytical or visualisation-based and more strategic than typical retrospectives. They discuss using it individually (including a “Nirvana letter”) or with teams to counter present-focused negativity and create motivating goals. Paul practices the exercise, describing a future with balanced variety and stability, meaningful work, family time, and deeper rugby club involvement that expands into consultancy, plus leading indicators to track progress. They close by asking listeners to leave a review and download companion content to try the technique.


    00:00 Birthday Banter

    01:53 Ageing And Milestones

    02:33 Future Retrospective Idea

    03:11 How The Exercise Works

    05:42 Team And Solo Variations

    06:59 Paul Visualises Five Years

    09:11 Make It Specific

    11:09 Turn Vision Into Actions

    15:09 Leading Indicators And Signals

    16:41 Mindset And Team Longevity

    19:06 Birthday Gift And Wrap Up

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    21 分
  • EP18: Commit/Expect: Building Working Agreements Between Product Owners and Teams
    2026/07/28

    In this Agile Skills Library episode, Geoff and Paul introduce a workshop technique called “Commit and Expect,” used to clarify responsibilities and improve relationships within agile teams. They describe how a product owner and a development team (and optionally a scrum master) each create two lists: what they will commit to and what they expect from the other party, then compare lists to identify agreements and disagreements and turn shared items into working agreements. The discussion emphasises starting with areas of alignment, using facilitation to handle delicate mismatches, and treating commitments as relationship-building that can grow over time with evidence in retrospectives. They address objections that it resembles a RACI or feels transactional, arguing it prompts nuanced conversations beyond job descriptions. They also mention downloadable templates and briefly demonstrate the technique by negotiating episode editing and content hosting.


    00:00 Welcome and Setup

    00:45 Why Commit Expect

    01:36 Origins and Rediscovery

    02:59 How the Exercise Works

    04:10 Agreements and Working Rules

    06:15 Variants and Team Charter

    08:35 Conflict Case Study

    10:42 Go Slow Build Trust

    12:33 RACI and Transactional Concerns

    16:44 Facilitation Tips and Templates

    18:03 Live Commit Expect Demo

    18:45 Wrap Up and Goodbye

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    20 分
  • EP17: DECIDE - A Technique For Collaborative Decision Making
    2026/07/21

    In this episode of the Agile Skills Library, hosts Geoff Watts and Paul Goddard discuss the DECIDE technique, a structured approach to collaborative decision making. They explain the importance of inclusive decision making in agile environments and introduce a deck of seven cards, each representing different stances like deny, inquire, concede, iterate, defend, and endorse. They highlight how this technique can help teams make more democratic and effective decisions, and share their experiences and insights on its application. Listeners are also invited to share their stories and feedback on using this technique.

    Downloadable content:

    www.inspectandadapt.com/podcasts/ep17-decide-a-technique-for-collaborative-decision-making

    00:00 Introduction and Greetings

    00:11 Today's Topic: The Decide Technique

    00:47 Importance of Collaborative Decision Making

    03:30 Introducing the Decide Cards

    06:36 The Six Stances of Decide

    09:42 Practical Applications and Customisations

    16:08 Conclusion and Free Resources

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    17 分
  • EP16: Top Trumps Prioritisation: A Scoring Technique for Product Backlogs
    2026/07/14

    Geoff and Paul, agile and leadership coaches, introduce a prioritisation technique Paul calls “Top Trumps prioritisation,” inspired by the card game where each card shares comparable attributes. Applied to product backlog items or user stories, the group first agrees 4–5 common value criteria (often aligned to product strategy or OKRs) that apply across all items, then scores each item against each criterion (e.g., out of 10) to reduce subjective debate. Scores can be agreed collaboratively, averaged from multiple stakeholders, and optionally weighted because criteria may not be equally important; the resulting total value score can be compared across backlog items and combined with estimates to consider ROI. They discuss running the exercise in workshops, anonymously, or online, and offer downloadable templates for listeners.


    00:00 Sunny Welcome

    00:26 Podcast Format

    00:55 Top Trumps Prioritisation

    01:47 How Top Trumps Works

    03:49 From Game to Backlog

    05:32 Pick Value Criteria

    07:33 Score Stories and ROI

    09:53 Weighting the Criteria

    11:45 When to Use It

    13:12 Templates and Download

    14:13 Variations and Scaling

    15:04 Wrap Up and Call to Action

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    16 分
  • EP15: Using the Wheel of Life as an Agile Coaching Tool
    2026/07/07

    Geoff and Paul discuss the “Wheel of Life,” a pizza-shaped self-assessment tool borrowed from life coaching that can be used with individuals or teams to visualise how different aspects of work or life are going. They explain setting context and psychological safety so it’s clearly for self-development, not performance management, then co-creating 6–10 segments, defining what 0 and 10 mean, and scoring subjectively. For teams, members score individually first to avoid bias, then compare results and focus on spreads rather than averages to surface differing perceptions. The coach prompts reflection on the shape, helps select one or two focus areas, and encourages small experiments to improve scores and revisit over time. They give an example team wheel (e.g., goals, collaboration, psychological safety, quality, stakeholder alignment) and a personal energy-level example, and mention downloadable templates and a request for listeners to share and rate the podcast.


    Downloadable content here: www.inspectandadapt.com/podcasts/ep15-the-wheel-of-anything


    01:17 Introducing Wheel of Life

    02:28 How the Wheel Works

    05:08 Safety and Confidentiality

    06:13 Scoring and Reading the Shape

    08:21 Team Use and Differences

    11:29 Run Small Experiments

    12:33 Team Health Example

    17:23 From Two to Three Mindset

    22:01 Templates and Wrap Up

    22:17 Where to Find Us

    22:51 Final Goodbye

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    24 分
  • EP14: The Ball Point Game - An Agile Training Exercise for Iteration, Flow, and Self-Organisation
    2026/06/30

    Geoff and Paul discuss the long-running agile training exercise “The Ball Point Game,” often used in in-person Certified ScrumMaster courses to teach iterative improvement, inspect-and-adapt, and self-organisation. They explain the setup (typically 10–12 people and many tennis-ball-sized balls) and core rules: each ball must touch everyone, have airtime between people, not be passed to a closest neighbour, return to the starter, and dropped/removed balls incur a penalty while the team self-scores. The game is played over eight timed iterations with planning, running, scoring, and re-estimating, and teams usually improve after a chaotic first round. They highlight learning outcomes around experimentation, the dangers of targets and competition, facilitation/Scrum Master questioning, lean waste and flow, leadership dynamics, and contrasts with waterfall-style planning, and they plan to share a PDF of rules and invite listeners to submit scores or videos.


    00:59 Podcast Intro Setup

    01:25 Ball Point Origins

    03:06 Game Rules Explained

    06:18 Iterations Timing Format

    10:09 Early Rounds Expectations

    11:52 Experimentation Mindset

    14:46 Targets Scores Psychology

    18:00 Facilitation Prompts Tips

    23:04 Variants Flow Competition

    27:43 Wrap Up Resources Challenge

    28:29 Final Goodbye

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    21 分