Skip to main content

The 3 Laws of Clown Nose

Agile Games conference is a laboratory of  experiential experimental education - also know by the name learning.

Having supplied the clown noses to the conference for a few years now, I'm setting down the laws - the behaviors one can commonly observe in correlation to the clown nose phenomenon.

The  (3)  Laws of Clown Nose

1- Clown Nose has Inertia, people desire for our clown nose (culture) to remain the same, to stay consistent - why?  I feel it's because "fitting in", that desire that many of us have is going to be easier if the cultural expectations remain constant.

2 - Once applied - one does not discuss Clown Nose.  This law comes from deep within the Matrix, "there is no spoon" - not from Fight Club. [ hat tip to Richard Kasperowski ]

3 - Clown Nose results in oppositional forces to unique and challenging behaviors.  Not always equal and opposite as in physics, yet the stronger the clown nose (cultural norm), the more equal - your results may vary.



Newton did very well with his 3 Laws of Motion. 1) principle of Inertia, 2) equating net force to mass multiples of acceleration,  and 3) action always has a reaction (they only arrive in pairs).


It is that 3rd law of Clown Nose that is so very interesting...

Try it some time, and feel the forces.  This experience will be great for you, it is a social experiment that requires no IRB and in America should be protected by our constitution - yet it isn't ...

Let's debrief this experience ... use the comments...

Spoiler Alert

I've classified reactions as:
suppression - subject will not recognize observation, except thru involuntary behavior (disdain)
acceptance - subject will acknowledge and embrace and may exhibit desire to be included

With just these couple of reaction buckets... one could measure the diversity and inclusion aptitude of your organization.  Want to give Clown Nose a test?

Post a Comment

Most Popular on Agile Complexification Inverter

David's notes on "Drive"

- "The Surprising Truth about what Motivates Us" by Dan Pink.

Amazon book order
What I notice first and really like is the subtle implication in the shadow of the "i" in Drive is a person taking one step in a running motion.  This brings to mind the old saying - "there is no I in TEAM".  There is however a ME in TEAM, and there is an I in DRIVE.  And when one talks about motivating a team or an individual - it all starts with - what's in it for me.

Introduction

Pink starts with an early experiment with monkeys on problem solving.  Seems the monkeys were much better problem solver's than the scientist thought they should be.  This 1949 experiment is explained as the early understanding of motivation.  At the time there were two main drivers of motivation:  biological & external influences.  Harry F. Harlow defines the third drive in a novel theory:  "The performance of the task provided intrinsic reward" (p 3).  This is Dan Pink's M…

Elements of an Effective Scrum Task Board

What are the individual elements that make a Scrum task board effective for the team and the leadership of the team?  There are a few basic elements that are quite obvious when you have seen a few good Scrum boards... but there are some other elements that appear to elude even the most servant of leaders of Scrum teams.









In general I'm referring to a physical Scrum board.  Although software applications will replicated may of the elements of a good Scrum board there will be affordances that are not easily replicated.  And software applications offer features not easily implemented in the physical domain also.





Scrum Info Radiator Checklist (PDF) Basic Elements
Board Framework - columns and rows laid out in bold colors (blue tape works well)
Attributes:  space for the total number of stickies that will need to belong in each cell of the matrix;  lines that are not easy eroded, but are also easy to replace;  see Orientation.

Columns (or Rows) - labeled
    Stories
    To Do
    Work In P…

What belongs on the Task Board?

I wonder about these questions a lot - what types of task belong on the task board?  Does every task have to belong to a Story?  Are some tasks just too small?  Are some tasks too obvious?  Obviously some task are too larger, but when should it be decomposed?  How will we know a task is too large?

I answer these questions with a question.  What about a task board motivates us to get work done?  The answer is: T.A.S.K.S. to DONE!



Inherent in the acronym TASKS is the point of all tasks, to get to done.  That is the measure of if the task is the right size.  Does it motivate us to get the work done?  (see notes on Dan Pink's book: Drive - The surprising Truth about what motivates us) If we are forgetting to do some class of task then putting it on the board will help us remember.  If we think some small task is being done by someone else, then putting it on the board will validate that someone else is actually doing it.  If a task is obvious, then putting it on the board will take vi…

Exercise:: Definition of Ready & Done

Assuming you are on a Scrum/Agile software development team, then one of the first 'working agreements' you have created with your team is a 'Definition of Done' - right?



Oh - you don't have a definition of what aspects a user story that is done will exhibit. Well then, you need to create a list of attributes of a done story. One way to do this would be to Google 'definition of done' ... here let me do that for you: http://tinyurl.com/3br9o6n. Then you could just use someone else's definition - there DONE!

But that would be cheating -- right? It is not the artifact - the list of done criteria, that is important for your team - it is the act of doing it for themselves, it is that shared understanding of having a debate over some of the gray areas that create a true working agreement. If some of the team believes that a story being done means that there can be no bugs found in the code - but some believe that there can be some minor issues - well, …

Refactoring - examples from the book

Martin Fowler's book Refactoring:  Improving the Design of Existing Code has a simple example of a movie rental domain model, which he refactors from a less than ideal object-oriented design to a more robust OO design. Included in this Refactoring_FirstExample.zip Zip file are the Java source code files of the Movie, Rental, and Customer classes. Along with a JUnit CustomerTest class. Using these example source files you too can follow along with the refactoring that Fowler presents in the first few chapters of his book.