Synopses & Reviews
Most people have experienced--at least once in their lives--the incomparable thrill of being part of a great team effort. They can remember the unity of purpose they experienced, the powerful passion that inspired them, and the incredible results they achieved. People who have been on a great team can attest that the difference between being on a team with a shared vision and being on a team without one is the difference between joy and misery.
In 1996, Jim and Michele McCarthy, after successful careers leading software development teams at Microsoft and elsewhere, set out to discover a set of repeatable group behaviors that would always lead to the formation of a state of shared vision for any team. They hoped for a practical, communicable, and reliable process that could be used to create the best possible teams every time it was applied. They established a hands-on laboratory for the study and teaching of high-performance teamwork. In a controlled simulation environment, their principle research and teaching effort--the McCarthy Software Development BootCamp--challenged dozens of real-world, high-tech teams to produce and deliver a product. Teams were given a product development assignment, and instructed to form a team, envision the product, agree on how to make it, then design, build, and ship it on time. By repeating these simulations time after time, with the new teams building on the learning from previous teams, core practices emerged that were repeatedly successful. These were encoded as patterns and protocols.
Software for Your Head is the first publication of the most significant results of the authors' unprecedented five-year investigation into the dynamics of contemporary teams. The information in this book will provide a means for any team to create for itself a compelling state of shared vision.
0201604566B09042001
Synopsis
At least once in their lives, most people experience the incomparable thrill of being part of a great team effort. Members of successful teams often feel a unity of purpose, powerful passion and inspiration, and a strong sense of accomplishment. People who have been on a great team know that the difference between being on a team with a shared vision and being on a team without one is the difference between joy and misery.
After successful careers leading software development teams at Microsoft and elsewhere, Jim and Michele McCarthy set out to discover a set of repeatable group behaviors that would always lead to a state of shared vision for any team. They hoped to design a practical, communicable, and reliable process that could be used to create the best possible team every time it was applied.
In 1996, Jim and Michele McCarthy established a hands-on laboratory for the study and teaching of high-performance teamwork, and in a controlled-simulation environment challenged dozens of real-world, high-tech teams to produce and deliver a product. The teams were given a product development assignment and instructed to envision the product, agree on how to make it, and then design, build, and ship it on time. Repeating these simulations time after time, with new teams building on the learning of previous teams, core practices emerged that were repeatedly successful. These were encoded as the patterns and protocols that became the "Software for Your Head" included in this book.
Software for Your Head is the first publication of the most significant results of the authors' unprecedented five-year investigation into the dynamics of contemporary teams. This book will give any team the know-how it needs to create its own compelling state of shared vision.
0201604566B12102001
About the Author
Jim and Michele McCarthy founded McCarthy Technologies in 1996, after product development and program management positions at Microsoft, the Whitewater Group, Bell Laboratories, and elsewhere. Jim is the author of
Dynamics of Software Development (Microsoft Press, 1995).
Jim and Michele McCarthy founded McCarthy Technologies in 1996, after product development and program management positions at Microsoft, the Whitewater Group, Bell Laboratories, and elsewhere. Jim is the author of Dynamics of Software Development (Microsoft Press, 1995).
0201604566AB12102001
Table of Contents
Acknowledgments.
Introduction.
I. CHECK IN. 1. The Elements of Check In.
Overcoming Distance.
The Check In Protocol.
The Check Out Protocol.
The Passer Protocol.
Connection.
Problem Behaviors.
Patterns Synergistic with Check In. 2. Check In Patterns and Protocols.
Pattern: Check In.
Additional Discussion of Check In.
Pattern: Check Out.
Pattern: Passer.
Pattern: Connection. 3. Check In Antipatterns.
Antipattern: Too Emotional.
Antipattern: No Hurt Feelings.
Antipattern: Wrong Tolerance. 4. Other Patterns in the Check In Family.
Pattern: Team = Product.
Pattern: Self-Care.
Pattern: Thinking and Feeling.
Pattern: Pretend.
Pattern: The Greatness Cycle.
II. DECIDER. 5. The Elements of Decider.
Other Decision-Related Elements.
Antipatterns. 6. Decider Patterns and Protocols.
Pattern: Decider.
Analysis of Decider.
Pattern: Resolution.
Pattern: Work with Intention.
Pattern: Ecology of Ideas. 7. Decider Antipatterns.
Antipattern: Resolution Avoidance.
Antipattern: Oblivion.
Antipattern: Turf.
Antipattern: Boss Won't Give Power.
Antipattern: Team Quackery.
III. ALIGNING. 8. The Elements of Alignment.
Personal and Team Alignment. 9. Alignment Pattern and Protocol.
Pattern: Alignment. 10. Alignment Antipatterns.
Antipattern: Not Enough People.
Antipattern: Align Me. 11. Alignment Patterns.
Pattern: Personal Alignment.
How and Why Alignment Works.
Pattern: Investigate.
Pattern: Receptivity.
Pattern: Web of Commitment.
Pattern: Ask for Help.
IV. SHARED VISION. 12. The Elements of Shared Vision.
Aspects of Shared Vision.
Patterns Involved in the Shared Vision Process. 13. Shared Vision Patterns and Protocols.
Pattern: Shared Vision.
Pattern: Metavision.
Pattern: Far Vision.
Pattern: Version. 14. Shared Vision Antipatterns.
Antipattern: Blinder.
Antipattern: Technicality.
Antipattern: Recoil.
Antipattern: Feedback. 15. The Perfection Game Pattern 3
Playing and Perfecting.
V. APPENDIXES. Appendix A. The Core Lexicon.
Appendix B. BootCamp Material.
Appendix C. The Core Protocols V. 1.0.
Index.
Artwork.
Authors. 0201604566T01022002