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    <title>Teams on Noetic Nought</title>
    <link>https://punchagan.muse-amuse.in/tags/teams/</link>
    <description>Recent content in Teams on Noetic Nought</description>
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      <title>Glue Highlight Reels</title>
      <link>https://punchagan.muse-amuse.in/blog/glue-highlight-reels/</link>
      <pubDate>Wed, 06 Feb 2019 14:33:00 +0530</pubDate>
      <guid>https://punchagan.muse-amuse.in/blog/glue-highlight-reels/</guid>
      <description>&lt;p&gt;As a leader on my Ultimate team, I spend a lot of time talking to my team mates.&#xA;I get to hear out their complaints, their joys and everything in between. All&#xA;these conversations got me thinking about what makes someone feel like an&#xA;integral part of the team, where they are making a meaningful contribution.&lt;/p&gt;&#xA;&lt;h2 id=&#34;metrics-to-measure-contribution&#34;&gt;Metrics to measure contribution&lt;/h2&gt;&#xA;&lt;p&gt;How do we measure our contributions to the team. What do we look at, to tell&#xA;ourselves and others, whether we have made a contribution or not? I&amp;rsquo;m still&#xA;trying to make sense of this, but here are a few metrics I found.&lt;/p&gt;&#xA;&lt;h3 id=&#34;highlight-or-debacle-reels&#34;&gt;Highlight or Debacle reels&lt;/h3&gt;&#xA;&lt;p&gt;A lot of us tend to remember things as highlight or debacle reels - we make&#xA;stories out of these events. If you got that layout grab or D, you tend to&#xA;remember it and that leaves you with a feeling of satisfaction. If you&amp;rsquo;ve more&#xA;highlights to remember than the number of debacles, you feel like you made a&#xA;positive contribution.&lt;/p&gt;&#xA;&lt;p&gt;But, I think games are not as &amp;ldquo;eventful&amp;rdquo; as we think [citation needed!] &amp;ndash;&#xA;especially when a team is playing good Ultimate. When everyone is making good&#xA;decisions and executing them well, the game is quite uneventful. The credit for&#xA;the success is distributed over the team, rather than one or two individuals.&#xA;Are we capable of identifying this, acknowledging it as a meaningful personal&#xA;contribution?&lt;/p&gt;&#xA;&lt;h3 id=&#34;tiredness&#34;&gt;Tiredness&lt;/h3&gt;&#xA;&lt;p&gt;When we are done with a day&amp;rsquo;s play, we only have a few moments stuck in our&#xA;memory. What remains as a physical manifestation is how tired we are, physically&#xA;and mentally. A lot of us tend to use this metric, probably even subconsciously.&lt;/p&gt;&#xA;&lt;p&gt;But, with a big enough squad that is being rotated well, I&amp;rsquo;m not sure this is a&#xA;good metric.&lt;/p&gt;&#xA;&lt;h3 id=&#34;mvp-awards&#34;&gt;MVP awards&lt;/h3&gt;&#xA;&lt;p&gt;At the end of every game, teams have a spirit circle where they discuss each&#xA;others&amp;rsquo; play, and pick a player in the opposition who made a difference to the&#xA;game - Most Valuable Player. Being identified the MVP is definitely one of the&#xA;easiest things that is used as a metric for contribution. Only one person gets&#xA;it in a game, and often, the same person gets it in a few matches over the&#xA;course of a tournament.&lt;/p&gt;&#xA;&lt;p&gt;Sure, the MVP played well, but what about the dozen others? If you weren&amp;rsquo;t the&#xA;best player, doesn&amp;rsquo;t mean you didn&amp;rsquo;t make a difference. Would not being&#xA;identified by the opposition make you forget those contributions? Is there&#xA;something the team can do to help recognize and identify them?&lt;/p&gt;&#xA;&lt;h3 id=&#34;being-challenged&#34;&gt;Being Challenged&lt;/h3&gt;&#xA;&lt;p&gt;When a game was very challenging, win or loss, people tend to feel happy and&#xA;satisfied about it.&lt;/p&gt;&#xA;&lt;p&gt;Just being challenged to their limits seems to make people feel like they have&#xA;contributed. Or may be just makes them forget about asking this question.&lt;/p&gt;&#xA;&lt;h3 id=&#34;contributing-in-other-ways&#34;&gt;Contributing in other ways&lt;/h3&gt;&#xA;&lt;p&gt;If I&amp;rsquo;m not having a good day, or I&amp;rsquo;m injured, I don&amp;rsquo;t mind filling water bottles&#xA;and taking it easy. If I&amp;rsquo;ve been able to alert someone from the sideline and&#xA;they make a difference, that&amp;rsquo;s a contribution I&amp;rsquo;m making.&lt;/p&gt;&#xA;&lt;h2 id=&#34;better-metrics&#34;&gt;Better metrics&lt;/h2&gt;&#xA;&lt;h3 id=&#34;stats&#34;&gt;Stats&lt;/h3&gt;&#xA;&lt;p&gt;Stats might help in a small way. For instance, just using a rotating scheme for&#xA;calling lines, a lot of the not-enough game time problems seemed to go away.&#xA;Just being able to assure people that there&amp;rsquo;s a system in place to ensure they&#xA;get enough game time, took their minds away from it.&lt;/p&gt;&#xA;&lt;p&gt;The usual kinds of stats - scores, assists, drops, etc. - might actually only&#xA;end-up reinforcing the outlook of highlight and debacle reels. But, it may help&#xA;with triggering some faded memories, which might alter the story we make up from&#xA;the events recorded.&lt;/p&gt;&#xA;&lt;p&gt;I wonder, though, if there can be other kinds of metrics that might help bring&#xA;out some of the &amp;ldquo;grind&amp;rdquo; aspects of the game, rather than events. These stats&#xA;will be harder to collect, but would there be a way to reward someone on how&#xA;well they made space for the next cutter, or how they shutdown the person they&#xA;were defending and took them out of the game?&lt;/p&gt;&#xA;&lt;h3 id=&#34;culture&#34;&gt;Culture&lt;/h3&gt;&#xA;&lt;p&gt;I am beginning to think the problem is primarily cultural. In a world where we&#xA;care so much about the number of likes and retweets, I think it&amp;rsquo;s just hard to&#xA;remember the &amp;ldquo;grind&amp;rdquo;.&lt;/p&gt;&#xA;&lt;p&gt;Sarah Griffith &lt;a href=&#34;https://soundcloud.com/user-809702254/why-every-team-needs-glue-by-surge-griffith&#34;&gt;shared an interesting idea&lt;/a&gt; that she calls Glue players - players&#xA;who just do the basics right, and aren&amp;rsquo;t necessarily involved in spectacles like&#xA;a layout D or a super difficult throw.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Matty&amp;rsquo;s shout outs are for glue plays - reliable fill cuts for big yards, or&#xA;somebody who committed to fronting their matchup because that was the game plan&#xA;even though it’s scary as heck to give that cutter the chance to go deep on you.&lt;/p&gt;&#xA;&lt;p&gt;And anyone who has ever played for Matty knows that these shout outs are a&#xA;coveted thing, because you know that what you’ve done was selfless and helped&#xA;the team succeed, and that’s an honor.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;a href=&#34;http://weheartmatty.tumblr.com/&#34;&gt;Matty Tsang is a great coach&lt;/a&gt; who has some revolutionary ideas on how to play and&#xA;coach Ultimate. I&amp;rsquo;m not surprised the idea of glue plays goes back to him.&lt;/p&gt;&#xA;&lt;p&gt;But, as a team without a non-playing coach, I wonder how to bring about this&#xA;culture of identifying and encouraging glue players. May be having a handful of&#xA;players who make it their job to do this for a few weeks or months, will set the&#xA;ball rolling.&lt;/p&gt;&#xA;&lt;p&gt;Sarah has some advice on how to go about doing this in her article.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;When you’re holding tryouts for your team, look for who is facilitating scores&#xA;even if they’re not always catching them. Look for who’s eliminating their&#xA;person from the offense with great positioning rather than bidding all over the&#xA;place on D. Look for who shows up, and who you can count on. And then let other&#xA;people know. Celebrate it. Glue playing is contagious - make people aware of&#xA;when it’s happening by calling it out and focusing on it, instead of the glory&#xA;plays.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;The idea of &amp;ldquo;Glue highlights&amp;rdquo; replacing the (figurative) highlight reels seems&#xA;like a very promising idea. I&amp;rsquo;d like to give this a shot, as a team!&lt;/p&gt;&#xA;&lt;hr&gt;&#xA;&lt;p&gt;Thanks to &lt;a href=&#34;https://vimeo.com/tariqthekaekara&#34;&gt;Tariq&lt;/a&gt;, &lt;a href=&#34;https://twitter.com/cst2bicycle/&#34;&gt;Tejaa&lt;/a&gt; and &lt;a href=&#34;http://baali.muse-amuse.in&#34;&gt;Shantanu&lt;/a&gt; for being excited reading drafts of this&#xA;post, and encouraging me to publish it.&lt;/p&gt;&#xA;</description>
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      <title>Software development practices for sports teams</title>
      <link>https://punchagan.muse-amuse.in/blog/software-development-practices-sports-teams/</link>
      <pubDate>Sun, 23 Sep 2018 11:31:00 +0530</pubDate>
      <guid>https://punchagan.muse-amuse.in/blog/software-development-practices-sports-teams/</guid>
      <description>&lt;h2 id=&#34;motivation&#34;&gt;Motivation&lt;/h2&gt;&#xA;&lt;p&gt;A few weeks ago, I came across &lt;a href=&#34;https://www.youtube.com/watch?v=SHOVVnRB4h0&#34;&gt;a talk on Mob programming&lt;/a&gt; &amp;mdash; a technique for&#xA;working on a software project as a team, that was accidentally discovered by a&#xA;team trying to figure out how to work well together. The speaker lets us in on&#xA;how they stumbled on it, and how they fine-tuned it to make it more effective&#xA;while being relaxed and enjoyable.&lt;/p&gt;&#xA;&lt;p&gt;A few days before that, I shared &lt;a href=&#34;http://daydreamsinruby.com/getting-feedback/&#34;&gt;a post&lt;/a&gt; on &amp;ldquo;getting feedback (as a software&#xA;developer)&amp;rdquo; with my &lt;a href=&#34;https://www.youtube.com/watch?v=zEKnqFBajiI&#34;&gt;Ultimate Frisbee&lt;/a&gt; team-mates and it seemed to resonate with&#xA;them. I&amp;rsquo;m often looking at things happening in my sports team from a software&#xA;guy&amp;rsquo;s perspective, since I spend a lot of time being the software guy. But, I&#xA;rarely, if ever, directly share these thoughts and ideas with my team-mates.&lt;/p&gt;&#xA;&lt;p&gt;But, the mob programming talk inspired me to make a conscious effort to look for&#xA;software development patterns that could be adopted by &lt;a href=&#34;https://thatteidlikaalsoup.team/&#34;&gt;our (sports) team&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Most players on our team have been playing Ultimate for a while now (2-5 years).&#xA;So, we have more problems due to miscommunication and everyone not being on the&#xA;same page, than we have due to lack of skills or knowledge. When someone on the&#xA;team does not understand the plan, the whole plan goes for a toss.&lt;/p&gt;&#xA;&lt;p&gt;How do we make sure that everyone understands what the team is trying to do and&#xA;is able to contribute their bit to the team&amp;rsquo;s plans and success? How do we make&#xA;playing with each other as enjoyable as it can be?&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&amp;ldquo;The object isn&amp;rsquo;t to make art, it&amp;rsquo;s to be in that wonderful state which makes&#xA;art inevitable.&amp;rdquo; &amp;mdash; Robert Henri&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h2 id=&#34;some-ideas-for-adoption&#34;&gt;Some ideas for adoption&lt;/h2&gt;&#xA;&lt;p&gt;Here are some ideas that, I think, could be adopted by our team. Some of these&#xA;are things that teams, including ours, do in some shape or form. But,&#xA;identifying and naming would make it easier for people to talk about them and&#xA;develop a common understanding of why and how to do them.&lt;/p&gt;&#xA;&lt;h3 id=&#34;ubiquitous-language&#34;&gt;Ubiquitous Language&lt;/h3&gt;&#xA;&lt;p&gt;Eric Evans, in his book Domain Driven Design, talks about building a &lt;a href=&#34;https://martinfowler.com/bliki/UbiquitousLanguage.html&#34;&gt;Ubiquitous&#xA;language&lt;/a&gt; in the team. It grows as the team&amp;rsquo;s understanding of the problem grows,&#xA;and helps the team communicate clearly throughout the development cycle.&lt;/p&gt;&#xA;&lt;p&gt;Our team plays a lot of zone defense, and it usually works well for us But, it&#xA;wasn&amp;rsquo;t working particularly well, during one of the tournaments last year.&#xA;Luckily, we had &lt;a href=&#34;https://www.instagram.com/monsieurmoby/&#34;&gt;Moby&lt;/a&gt; playing with us, and he asked us some probing questions&#xA;around the objective of the play and the roles of each of the players. With just&#xA;a short chat and a few small adjustments, the zone became way more effective.&#xA;Essentially, we built a common understanding of the objective of the defense and&#xA;brought everyone onto the same page.&lt;/p&gt;&#xA;&lt;p&gt;Ultimate teams use a lot of lingo &amp;ndash; a lot. New players just pick it up by&#xA;osmosis, at practice, from the senior folks. This works most of the time, except&#xA;when it doesn&amp;rsquo;t. Each person on the team has a slightly different understanding&#xA;of what a term means, and the difference is sometimes big enough to cause a plan&#xA;to fail due to miscommunication. Spending time building a common understanding&#xA;would make the team communicate and operate more effectively. Practicing game&#xA;scenarios is essentially a way of doing this, but it would be worth thinking&#xA;about and discussing the terms and the language being used.&lt;/p&gt;&#xA;&lt;p&gt;Off-field lingo should also be clarified using a similar process &amp;ndash; for&#xA;instance, what does &amp;ldquo;good sideline support&amp;rdquo; mean? What does giving or not giving&#xA;&amp;ldquo;feedback on the field&amp;rdquo; mean?&lt;/p&gt;&#xA;&lt;h3 id=&#34;sprints&#34;&gt;Sprints&lt;/h3&gt;&#xA;&lt;p&gt;Agile development recommends continuous development of software. Often software&#xA;teams use 2-4 week development cycles, called &lt;a href=&#34;http://wiki.c2.com/?ScrumSprint&#34;&gt;sprints&lt;/a&gt;. For each sprint, the team&#xA;sets itself a goal, and the whole team prioritizes tasks and makes decisions&#xA;in-line with this goal.&lt;/p&gt;&#xA;&lt;p&gt;Sports teams would also benefit from sprints &amp;ndash; short and focused practice&#xA;cycles, where everyone on the team is aware of the team&amp;rsquo;s goal. This would make&#xA;it much easier for players to help each other out. Also, players can align their&#xA;individual goals with the team goal, making practices much more effective.&lt;/p&gt;&#xA;&lt;h3 id=&#34;retrospectives&#34;&gt;Retrospectives&lt;/h3&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;At regular intervals, the team reflects on how to become more effective, then&#xA;tunes and adjusts its behavior accordingly. &amp;mdash; The Agile Manifesto&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Most Ultimate teams do some kind of post-practice retrospectives, though, they&#xA;don&amp;rsquo;t call it that. These retrospectives are a discussion of the good, bad and&#xA;the ugly. Usually, no conscious decisions are made about what practices are&#xA;working well for the team, and what should be taken forward to upcoming ones.&lt;/p&gt;&#xA;&lt;p&gt;Slightly longer term retrospectives would be quite useful too. If a team adopts&#xA;the idea of sprints, each new sprint should start with a retrospective of the&#xA;last one and planning for the next.&lt;/p&gt;&#xA;&lt;p&gt;A retrospective&amp;rsquo;s participants are expected to follow the &lt;a href=&#34;http://retrospectivewiki.org/index.php?title=The_Prime_Directive&#34;&gt;prime directive&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Regardless of what we discover, we understand and truly believe that everyone&#xA;did the best job they could, given what they knew at the time, their skills and&#xA;abilities, the resources available, and the situation at hand. &amp;mdash; Norm Kerth,&#xA;&lt;em&gt;Project Retrospectives: A Handbook for Team Review&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Internalising this would be really helpful especially during post-tournament&#xA;retrospectives, where emotions can run high &amp;ndash; it would keep the discussion&#xA;positive and focused on identifying problems and finding solutions, rather than&#xA;spiraling into blame games, defensive arguments, etc.&lt;/p&gt;&#xA;&lt;h3 id=&#34;daily-stand-ups&#34;&gt;Daily Stand-ups&lt;/h3&gt;&#xA;&lt;p&gt;Agile teams &lt;a href=&#34;https://www.mountaingoatsoftware.com/agile/scrum/meetings/daily-scrum&#34;&gt;gather each day&lt;/a&gt; at the start of the work-day, to let each know about&#xA;the progress of the work-items. The team tries to help each other get rid of the&#xA;impediments to progress.&lt;/p&gt;&#xA;&lt;p&gt;Ultimate teams could also benefit operating in this style &amp;ndash; everyone shares&#xA;with each other what they are working on, and the problems in their learning.&#xA;This would make it easier for others to look out for things to help with.&#xA;Team-mates would limit themselves to giving feedback to the thing that a player&#xA;is working on.&lt;/p&gt;&#xA;&lt;p&gt;Players setting themselves a small number of clear focus points would also force&#xA;them to consciously think about and work on their game more effectively.&lt;/p&gt;&#xA;&lt;h3 id=&#34;face-to-face-communication&#34;&gt;Face-to-face communication&lt;/h3&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The most efficient and effective method of conveying information to and within a&#xA;development team is face-to-face conversation. &amp;mdash; The Agile Manifesto&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;As our team has grown larger over the years, more and more communication has&#xA;moved to the WhatsApp group. Keeping everyone informed via face-to-face&#xA;communication, at this team size needs a lot of co-ordination and planning, and&#xA;the time at practice is considered to be too precious to be spent talking and&#xA;not practicing.&lt;/p&gt;&#xA;&lt;p&gt;But, clearly WhatsApp doesn&amp;rsquo;t seem like the best medium to have discussions.&#xA;Discussions rarely, if ever, happen on our groups. It often just seems to be&#xA;information dissemination. Using a &lt;a href=&#34;http://zulipchat.com/hello&#34;&gt;better communication tool&lt;/a&gt; could mitigate a&#xA;few of these problems, but face-to-face discussions have other benefits. They&#xA;bring about a greater sense of belonging to the team and increase buy-in into&#xA;the team&amp;rsquo;s plans.&lt;/p&gt;&#xA;&lt;h3 id=&#34;unit-tests-vs-dot-integration-tests&#34;&gt;Unit tests vs. Integration tests&lt;/h3&gt;&#xA;&lt;p&gt;Practice games are helpful to gauge if a team is playing well together and if&#xA;its plans are working. This seems analogous to &lt;a href=&#34;http://wiki.c2.com/?IntegrationTest&#34;&gt;integration tests&lt;/a&gt; &amp;mdash; checking&#xA;that we have functional software, end-to-end.&lt;/p&gt;&#xA;&lt;p&gt;But, in the early stages of development, it&amp;rsquo;s common to write &lt;a href=&#34;http://wiki.c2.com/?UnitTest&#34;&gt;unit-tests&lt;/a&gt; &amp;ndash;&#xA;tests to ensure that each of the individual components works well in isolation.&#xA;An analogous thing would be to have individual evaluations to help players&#xA;identify weak areas, and to measure progress in those areas. It would also&#xA;prevent players from slipping on important &amp;ldquo;indicators&amp;rdquo;.&lt;/p&gt;&#xA;&lt;h2 id=&#34;other-ideas-to-think-about&#34;&gt;Other ideas to think about&lt;/h2&gt;&#xA;&lt;p&gt;Some ideas that I find interesting, but don&amp;rsquo;t yet know if and how they can be&#xA;adopted by sports teams are below.&lt;/p&gt;&#xA;&lt;h3 id=&#34;mob-programming&#34;&gt;Mob programming&lt;/h3&gt;&#xA;&lt;p&gt;In a &lt;a href=&#34;https://www.agilealliance.org/resources/experience-reports/mob-programming-agile2014/&#34;&gt;mob programming session&lt;/a&gt;, everyone on the team is working on the same&#xA;computer, in the same room, at the same time. This seems tremendously&#xA;ineffective at the face of it, but turns out to be a good way to produce high&#xA;quality software, quickly.&lt;/p&gt;&#xA;&lt;h3 id=&#34;hammock-driven-development&#34;&gt;Hammock driven development&lt;/h3&gt;&#xA;&lt;p&gt;Bugs are incredibly expensive to be found and fixed in production software. They&#xA;are cheaper to fix in the development phase. But, the design phase is the best&#xA;place to fix them.&lt;/p&gt;&#xA;&lt;p&gt;Rich Hickey &lt;a href=&#34;https://www.youtube.com/watch?v=f84n5oFoZBc&#34;&gt;recommends&lt;/a&gt; feeding a lot of information about the problem you are&#xA;trying to solve to your waking mind, so that your background mind can feed off&#xA;of it while you are asleep, and make useful connections.&lt;/p&gt;&#xA;&lt;h2 id=&#34;conclusion&#34;&gt;Conclusion&lt;/h2&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Build projects around motivated individuals. Give them the environment and&#xA;support they need, and trust them to get the job done.  &amp;mdash; The Agile manifesto&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;This sounds exactly like what players in our team need too. The captains and the&#xA;mentors in the team should work towards providing the environment and the&#xA;support everyone on the team needs, and trust them to do the job.&lt;/p&gt;&#xA;&lt;div style=&#34;font-size:small;&#34; class=&#34;reviewers&#34;&gt;&#xA;&lt;p&gt;Thanks Meghana Iyer, &lt;a href=&#34;https://twitter.com/cloud9trt/&#34;&gt;Ravitheja Tetali&lt;/a&gt;, &lt;a href=&#34;http://baali.muse-amuse.in/&#34;&gt;Shantanu Choudhary&lt;/a&gt;, &lt;a href=&#34;https://twitter.com/vandith&#34;&gt;Vandith PSR&lt;/a&gt;, &lt;a href=&#34;https://varunrn.wordpress.com/&#34;&gt;Varun&#xA;Rangarajan&lt;/a&gt; and Vivek Krishnaswamy for reading drafts of this post and giving&#xA;helpful suggestions.&lt;/p&gt;&#xA;&lt;/div&gt;&#xA;</description>
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