Professional Documents
Culture Documents
Preface 1
Acknowledgments 2
Introduction 4
Activities 25
Activity: Who is in the room? . . . . . . . . . . . . . 26
Activity: The rules of the Game . . . . . . . . . . . . 29
Activity: Why are we here? . . . . . . . . . . . . . . 33
Activity: Create an Elevator Pitch . . . . . . . . . . . 35
Activity: Design a Product Box . . . . . . . . . . . . 39
Activity: Create a NOT List . . . . . . . . . . . . . . 42
CONTENTS
Wrapping Up 72
Appendices 73
Appendix A: The User Persona . . . . . . . . . . . . 74
Appendix B: The Design Persona . . . . . . . . . . . 75
Appendix C: Wireframing . . . . . . . . . . . . . . . 76
Appendix D: Story Mapping . . . . . . . . . . . . . . 77
Appendix E: Remote Inception Workshops . . . . . . 78
Bibliography 79
Books . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Articles & Blogs . . . . . . . . . . . . . . . . . . . . 81
Preface
This book is a work in progress.
I am still in the process of writing the material found in this book.
Some of the chapters and sections are still very raw as I am trying
not to hold back the flow of writing (don’t worry, my reviewers
will make sure the final product has a much clearer language and
reading flow).
You will notice as I update the book that some parts will change
order, writing stile, etc. You can blame me for not getting it right
the first time or thank my reviewers for making an awesome job.
I am still writing every day. If you purchase the book, you are
entitled to free updates as I write them at no extra cost.
I started writing this book because, after running so many
Inception Workshops over the course of the last years, I feel that
I must share with others my findings and help them start their
software projects better.
By purchasing this ebook you are supporting my effort to create
a guide that will help you and others to start your next software
project with a clearer idea of what the project is all about and
why you should care about it.
I appreciate your feedback!
Any form of feedback is acceptable: a pint of beer in your local
pub when I am in town, a nice email, gentle or harsh criticism,
requesting more material, anything goes!
Thank you.
Enrique
1
Acknowledgments
Writing a book is an amazing experience. It is hard at times,
frustrating and other times you are in the zone and the text just
flows out of your fingers.
Without all the people that supported me while writing you
would not have seen this book today. Thank you!
First of all I want to thank the team at patheleven for reviewing
the book and giving me the first feedback. Also thanks to you
guys we have been running a lot of these and perfecting our
practices over time. Thanks for pushing me and the team day
in and day out!
Very special thanks go to aimee rivers and Spencer Turner for
helping me prepare the very first Inception Workshop I ever
facilitated.
Without the help of Sebastian Hermida you would be looking
at a pretty bland book with only text. I want to thank him for
taking the time of creating the cover artwork and the illustrations
in this book.
Adewale Oshineye and Dave Hoover for taking time in their
busy schedules to review the book and give me guidance. You
have influenced my path over the last few years and honoured
me with a great friendship. Thank you so much!
Aarron Walter for letting me use his Design Persona template in
a modified version and for writing the fabulous book Designing
for Emotion.
And last but not least to all of you who in some way have made
this book possible. Customers, colleagues and friends that I have
2
Acknowledgments 3
met worked with and interacted. You know who you are! Thanks
to all of you!
Introduction
When we talk about Software Craftsmanship we always talk
about techniques revolving around the act of software creation;
how to write clean code, how to test drive, etc. These technical
skills are essential and mandatory. If you want to make a living
out of crafting software you will have to practice these on a daily
basis.
A professional software craftsman has many tools under his belt.
Many are technical in nature, but many others are considered
soft skills. This book focuses on one such soft skill; The Inception
Workshop.
The Inception Workshop described in this book is a tool that will
help your team understand the nature of the project and create
insights that will help you provide the maximum value to your
customers.
The first part of the book will give you the common framework
and setup to run an Inception Workshop more efficiently.
The second part of the book is a collection of activities that
you can use while facilitating a workshop. The activities are
presented in the format suggested in Agile Retrospectives to
give the reader a sense of following a set of recipes. I have
included comments, exercises and some advices gathered from
my experiences facilitating numerous Inception Workshops over
the past years.
4
Introduction 5
6
The Art of the Start 7
¹or want to
The Art of the Start 8
There are many ways to start a project. Most people start doing a
Story Writing Workshop followed by a Release Planning Meeting.
Once they have done so they will reconvene at the moment of
starting the first iteration to do an Iteration Planning Meeting to
get started.
One of the problems with this ad hoc approach is that you have
to rely a lot on your intuition and making sure you asked the
right questions. I tend to be very forgetful, and I always regret
not having asked this or that question once the Story Writing
Workshop and the Release Planning Meeting are over.
The Inception Workshop has the advantage that, by following a
set of activities, you make sure you will understand the product
to the full and you will be less surprised during the course of the
project.
One of the most important aspects of a project is the acquisition
of knowledge by the team. More often than not this happens in
small doses and we have to steer quite a bit to get it right. This is
not a bad thing per se, but it would be much nicer if at least we
would understand the project at hand to a certain level before
we start.
The materials that you create during an Inception Workshop will
guide the whole project and should be present in the teams War
Room at all times. You have accumulated so much information
in the last two days that it will help you to make most of the
decisions in the future of the project.
The Art of the Start 10
³Obviously sometimes there are other constraints like keeping a healthy cash-flow
in the company, but I am not going to go into these details in this book.
The Art of the Start 11
Bonding
Innovation Breakthrough
12
Structuring an Inception Workshop 13
Size matters
Lighting
If the room has no natural light it will usually tire the group more
quickly. You possibly have experienced that if you have gone to
the cinema in the afternoon. You watch a movie for two hours
in the dark and when you come out to the sun you feel displaced
(your body was already adapting for night time).
When there is no natural light your body will send signals to
slow you down slowly and get ready to sleep. You need to avoid
that when you want everyones attention in the workshop.
Structuring an Inception Workshop 14
Having windows and natural light is a great start, but if the view
is good (a park or lake for example) the better!
Ceiling Height
Seating
The way we sit, stand, kneel or squat affects how we feel and
how we interact during a workshop. The way you arrange the
seating in a room carries coded messages about the intra-group
relationships. They influence our attitude towards the group and
the whole workshop⁴
One important factor is that the group can have eye contact with
each other when listening to the facilitator. This will mostly
avoid quiet conversations between the participants and results in
shorter more interactive conversations. Another benefit is that
naturally quiet people will feel more compelled to speak and they
will usually do so.
There are a few seating setups that I recommend which I will
explain below.
⁴Depending on the seating disposition the group will be put in a disciplined, chaotic,
formal, informal, centralised, decentralised, hierarchic, egalitarian, exposed, private,
threatening or non-threatening position.
Structuring an Inception Workshop 16
Buzzing Clusters
When the group has to form paris for the activities presented in
this book it is recommendable for them to buzz in clusters.
This can be achieved by turning the chairs around (when you
had a half circle, U, circle or open clam) and create little clusters
that are separated from each other.
Place the tables in a secondary space of the room (at the back of
the room works best), but not to far away from the information
that you will be hanging on the wall over the course of the
Inception Workshop. You want people, when taking a little rest,
to have the findings at sight. It might lead them into interesting
conversations with their peers.
Structuring an Inception Workshop 19
Guiding Activities
Make sure that you introduce each activity with a clear voice and
positive energy. You want the group to be excited and energised
about the next activity about to start.
When you explain the rules of an activity don’t rush the group
to start. Give them some time to assimilate what they just heard
and make sure they can ask you clarifying questions in case they
haven’t understood the task at hand.
Sometimes some participants will not understand the point of
the activity and challenge you as in why they should be doing
it. They will argue that they could be doing something else;
something, in their eyes, more productive. In this cases you have
to try to make them see that the Inception Workshop is a process
by which you will be discovering all the nuances of the project.
Each activity is targeted to discover some key elements from the
project idea.
The more angles you look at the more you will understand the
project and the group will be able to give better advice and create
a better product in the long run. Understanding the context and
details of the project and it’s main idea is key.
Structuring an Inception Workshop 22
Controlling Time
Selecting Activities
Day One
Who is in the room? 30 minutes
The Rules of the Game 30 minutes
Why are we here? 15 minutes
Create an Elevator Pitch 20 minutes
Create a Product Box 1 hour
Create a Not list 40 minutes
Meet your Community 1 hour
What keeps you awake at night 2 hours
Day Two
Show the solution 4 hours
What’s going to give 1 hour
What’s going to take 1 hour
Wrap up 15 minutes
⁵In fact we did a 3 day long Inception Workshop before we set up our company,
patheleven, back in 2011.
25
Activities 26
Purpose
Time Needed
Description
Form pairs of people who have never worked together. Each pair
has five minutes to interview the other person.
Activities 27
Steps
• Name
• How to contact
• Likes
• Dislikes
• Draw a picture
4. Start the timer and let the interviewing begin. You should
make sure that you pay attention to the interviewing
process to see if someone is stuck so that you can help
them out.
5. Once the interviewing is done ask each pair to present the
person he interviewed to the group by standing in front of
the group.
6. Post all the interviews on the wall so that they are visible
to the group during the course of the Inception (you might
want to look again now and then to learn something from
the people you are working with).
Observations
Try it out!
Try interviewing a friend or colleague using
this technique. Who knows, maybe you
find out something you did not know about
them!
.
Activities 29
Purpose
Time Needed
Description
The team will work together to generate a set of rules for having
an effective workshop. From the rules generated five to ten
should be chosen (we don’t want to have to many rules, do we).
It is important that everyone agrees to the rules set by the team.
You can use different techniques for this.
The simplest voting would be to ask if everyone agrees to this
rule. If someone is opposed to the rule let them explain why. If
he can convince the group the rule is discarded.
You can also use dot voting if you prefer, but I would try not to
spend to much time on this activity as the group has a long day
ahead of them and you don’t want to get bogged down this early.
Activities 31
Steps
Observations
When letting the group create their own set of rules they will
feel more comfortable following them.
Don’t forget to remind them that maybe it is a good idea to set
up some rules for breaks.
Sample rules
I usually give these rules as examples so that
the group I am
working with has a good starting point and
idea what we are looking for:
• No phone calls (all phones on silent)
• Breaks every X minutes
• No interrupting when someone is
talking
• No monologues (some people talk re-
ally for a long time)
.
Activities 33
Before you start dwelling into the creative activities of the Incep-
tion Workshop you should give your customers the opportunity
to tell the group why they are all there and what the project is
all about.
Purpose
Time Needed
Description
The customer team will explain to the group what their idea is
and what they are aiming for.
Steps
A customer! ;)
Observations
⁶Some people take issue when interrupted or loose their train of thought when
someone interrupts them while they are talking in front of a group. Make sure to clarify
beforehand if it is OK to interrupt while they are talking or if it would be better if you
ask the questions after the introduction.
Activities 35
Purpose
Time Needed
Description
The team will work in pairs to create a pitch that they will present
to the team.
You can use the following template as a starting point.
Steps
Variations
Once you have discussed all the pitches presented by the group
you can try to work on one pitch collaboratively creating a
pitch that contains all the good parts of the pitches presented
previously.
Observations
⁷http://en.wikipedia.org/wiki/Attention_span
⁸http://readwrite.com/2010/01/11/how-to-ride-elevator-pitch-new-heights
Activities 39
Purpose
Time Needed
Description
Steps
Paper (or better the product box template¹⁰), pens, colour sharpies,
coloured paper, scissors, glue, etc. Basically anything that could
be used to get your creativity going.
⁹http://dl.dropbox.com/u/21727846/SoftwareCraftsmanshipTheHiddenToolbox/
Inceptions/product-box.pdf
¹⁰http://dl.dropbox.com/u/21727846/SoftwareCraftsmanshipTheHiddenToolbox/
Inceptions/product-box.pdf
Activities 41
Observations
Purpose
Figure out which things are out of scope for the project we are
about to embark. This will help limiting the scope of what we
want to do, helping us to concentrate on what’s really essential.
Time Needed
Description
Steps
Observations
Purpose
The people around your product are the lifeblood of your prod-
uct. By recognising who they are you can make more educated
guesses in how to shape your idea. You have to think about user
personas as a way of doing user research. It will help you to be
aware of your target audience and focus on their needs as well
as your competition.
Time Needed
Description
¹¹You can read more about how to create a user persona document in Appendix A:
The User Persona
Activities 47
Steps
Paper (or better yet, the user persona document template¹³) and
pens.
¹²http://dl.dropbox.com/u/21727846/SoftwareCraftsmanshipTheHiddenToolbox/
Inceptions/persona.pdf
¹³http://dl.dropbox.com/u/21727846/SoftwareCraftsmanshipTheHiddenToolbox/
Inceptions/persona.pdf
Activities 48
Observations
Later, while you are developing the product, the persona docu-
ments will help you to create better solutions. By understanding
the audience of the product you will address their needs better.
They will help you implement your Features/User Stories much
more targeted, as you will be developing them with a person in
mind you can relate to (albeit a fictitious one). It is quite different
to develop a story for a User than to develop it for Mary.
Sometimes you will encounter customers that don’t feel like they
want to do this, they might be even allergic to doing so.
Purpose
Time Needed
Description
In this activity we want to let all the fears and concerns we have
out. Once we have shared all our fears we can find ways to avoid
them or at least to mitigate their risks.
Activities 50
Steps
explain the item he wrote and then let the group find a
solution or a way to mitigate it.
7. This activity is usually the last one of the first day. Make
sure to debrief it giving a general overview of what the
group has done during the day. Send them home with a
message of hope; tomorrow you are going to start looking
into the solution and shape the product!
Observations
List when you figured what is in scope and out of scope. You
have found out the communities that have an influence to your
product when you met your community. And finally you have
been talking about the risks and fears and have found ways to
mitigate those and found solutions that you can apply if some of
them happen.
Sometimes though there might be fears or concerns that have no
real solution. This is a rare case, but if you have a situation where
the group decides that there is no way to continue pursuing this
project unless those unresolved items get sorted out you will
have reached the end of your Inception Workshop.
There might be a way to get past these hurdles though, so don’t
give up on the project that easily. Offer support and help! You
might even set a date to resolve the pending issues before you
continue.
The good news is that you only lost one day of you and your
customers time!
Activities 53
This activity is split into multiple different activities that have the
same aim. It is time that you start thinking about the product in
terms of a real application.
The next set of activities will help you to flesh out some of the
details of the product without going into an excessive level of
detail. It should help the group to get a better feel of the product
in terms of developing it in the near future.
Again some of these activities are totally optional and depend on
the grade of detail you want to achieve.
In Give your App some Personality we are treating the product
as if it was a real person to grasp it’s essence. This is a great tool
for when you are designing for emotion, but in some cases you
might not want go into this level of detail.
In Let’s make it flow we are going to find out how our application
flows from the first contact a person using the application makes
till the moment we provide real value (or cash in some money).
In Wireframing you are going to work on some really early
mockup ideas of some of the possible screens that your appli-
cation might have. You are not looking to create a high fidelity
representation of your application, but just to create an overview
of some of the key elements of the product.
In Story Mapping you will create a set of User Stories and weave
them into a coherent story; a natural flow for their occurrence.
This will help you to visualise the functionality that lies ahead
of you and how it relates to one another. It will also help you to
create a Release Plan before the project begins.
Activities 55
Purpose
Time Needed
Description
Steps
Paper (or better yet, the design persona document template¹⁶) and
pens.
¹⁶http://dl.dropbox.com/u/21727846/SoftwareCraftsmanshipTheHiddenToolbox/
Inceptions/design-persona.pdf
Activities 58
Purpose
Discover the flow of the application to discover the way we can
create value from our customers (or cash in money).
Time Needed
Thirty to sixty minutes.
Description
During this activity we want to create some very high level
diagrams that show the application flow. How the users will
interact with it (in terms of how they will be guided through the
application and not how the screens will look like).
Activities 59
Steps
Observations
Activity: Wireframing
Now we have a clearer idea what the product is all about and we
have understood the different elements that make it up product.
With this in mind we want to focus on some of the elements (i.e.
screens) that make up our product.
Purpose
Time Needed
Description
Steps
Observations
¹⁷http://dl.dropbox.com/u/21727846/SoftwareCraftsmanshipTheHiddenToolbox/
Inceptions/sixup.pdf
Activities 63
Purpose
Time Needed
Description
During this activity we first want to figure out the features (or
user stories) we envision for the product. For this we are going
to brainstorm all the user stories we can come up with for the
time being. After we have brainstormed most of the stories (or
we cannot come up with new ones) we are going to place them
on a story map which will show us the flow of the application
and how the stories are related to one another.
Activities 64
Steps
Observations
Purpose
Time Needed
15 to 30 minutes.
Description
Steps
Observations
It’s time for the team to make some commitments. We have seen
the whole application from every angle and now we should have
a clear idea on the nature and scope of the project.
Purpose
We are looking to tie some loose ends and commit to the project.
Time Needed
Description
This activity is really meant to tie the loose ends; the more
bureaucratic issues at hand if you will. We are looking to
assemble the team that is going to work on the development of
the idea, figure who calls the shots (who is the point man), how
much the project will cost (roughly) and how long it will cost.
Activities 70
Steps
Observations
72
Appendices
73
Appendices 74
Appendix C: Wireframing
Appendices 77
79
Bibliography 80
¹⁹http://www.cooper.com/journal/2002/03/reconciling_market_segments_an.html
²⁰http://www.steptwo.com.au/papers/kmc_personas
²¹http://www.cooper.com/journal/2001/08/perfecting_your_personas.html
²²http://tapbots.com/blog/design/designing-convertbot
²³http://www.csom.umn.edu/assets/71190.pdf
²⁴http://agilewarrior.wordpress.com/2010/11/06/the-agile-inception-deck/
²⁵http://aarronwalter.com/design-personas/