Call it a game
Modern agile engineering processes try to divide work and time into smaller, more manageable units. Projects may be long-term undertakings but they are broken down into small tasks. Each of these tasks can be completed in a shorter time frame, providing visibility of progress or the lack thereof. And ideally even allow for plan-ability. These short time frames are usually called sprints and last a few weeks. In the software industry, the standard being two-week sprints.
The term sprint is obviously inspired by the world of running, conjuring an image of going not far but fast, of efficiency and intent and purpose. But it also means going as fast as possible, not stopping, not rethinking ones’ direction. The word can carry the bitter stench of stress, of being chased, of running out of time.
Let’s look to basketball to find better words to talk about our units of time and work. Let’s not call two weeks a sprint, let’s call it a game!
From running marathons to sprinting
Software projects used to be marathons. They used to be planned and executed in long, multi-month or even multi-year increments. Many projects would run over time or fail because work effort could not be adequately estimated over such long time periods and large quantities of work. Progress could often only be measured towards the end of a project. Projects would start slowly and as deadlines approached would go into overdrive to be finished. When problems arose or changes were required in the late stages of a project, it was often too late to change course or resolve issues which led to projects being scrapped.
The agile methodology is an attempt to solve these problems. By dividing large amounts of work into small units, they become easier to estimate, manage, and complete. The term sprint was chosen as an analogy for a short, intense effort and in contrast to the long durations of the past.
Freedom of structure
Basketball's default unit of work is a game. There are smaller units such as quarters and larger meta-units such as seasons or playoff series. But the focus of basketball is on an individual game.
A game is limited to 48 minutes (not counting rare overtime) and made up of four quarters with breaks in between. The most granular unit within a game is the possession where one team has the ball and tries to score. Modern, fast paced basketball has roughly 100 possessions per game.
The structure of a basketball game is relatively rigid; four equal quarters and after the time is up, the game is over. But while a game is a cohesive whole, it is not the same throughout. Teams and players have a lot of freedom of how to play the game. What strategies to employ and which players to play and when. To run plays or to let the game flow. To focus effort early or at the end of the game. Teams can focus on a single possession - "Let's get a stop here". Or on a larger goal - "Let's get the lead under 10 by half time".
The game's structure and time cap also provides a means of managing player minutes. Coaches use it to prevent a star from overexerting themselves and to ensure a young player gets a minimum amount of playing time to develop.
While not part of the 48 minutes of play, pre-game planning and post-game analysis are just as much part of the game as the opening tip. Teams plan for a game and devise strategy. And after the game, they watch film to learn from mistakes and to highlight achievement.
The composition of a basketball game provides the advantages of structure while allowing for a lot of freedom.
A game of engineering
Using the game as the primary unit of time in their processes, engineering teams can benefit from its structural advantages. A period of two weeks easily lends itself to be molded to the structure of a basketball game.
Monday: game planning
Tuesday/Wednesday: first quarter
Thursday/Friday: second quarter
Weekend: half time
Monday/Tuesday: third quarter
Wednesday/Thursday: fourth quarter
Friday: game review
The first Monday of the two week game is dedicated to planning, work assignments, meetings, and other process related activity. Bundling it in this way may alleviate some distraction and context switching during the following eight days. These eight days can focus on project work and tasks.
Defining a week as half a game supports and encourages setting rough goals for the week and to "finish the half strong" before going into the weekend. Bundling two days into each quarter enables the breakdown of tasks into small chunks but provides breathing room and flexibility for medium sized tasks.
It also encourages fewer check-in meetings, having stand-ups only every other day instead of daily. A stand-up meeting on the first Tuesday is essential to get team members started and provide an opportunity to discuss open questions. A check-in on Thursday can clarify issues and remove obstacles. The next check-in on Monday after the weekend provides again a chance of jumpstarting the week and the last check-in on Wednesday with an opportunity of changing last minute priorities.
The last Friday of the game is again dedicated to process instead of project work including review meetings, planning, and setup for the next game.
"I called game!"
Engineering work is highly creative and is therefore notoriously difficult to plan, estimate, and manage. Engineering processes try to define frameworks, guidelines, and structure for projects to be planned and work to be broken down. Engineers require that structure to organize and prioritize work and to deliver completed work in a timely fashion. Engineers also require flexibility when organizing and scheduling work to accommodate unexpected work and difficult tasks and to re-prioritize and adapt quickly to changes.
By adopting the basketball game as the primary engineering cadence, teams can add structure and definition to the two-week period without sacrificing engineering flexibility. The game structure also provides opportunity to improve efficiency by alleviating meetings and burden of process. And not least, removing the terminology of the sprint in favor of the game removes unintended, subconscious negative connotations with work and adds opportunities for fun and motivating, team-centric language.
Great game, everyone!