All the courses start on monday 8th of November and take place at the Malmö Slagthuset.
At Øredev courses and are run by founders, thought leaders, or others with significant experience and standing in this field. They really know what they are talking about! And they know how to make it happen.
2 Day Course led by Jason Tanner
2 Day course led by Dr Jeff Sutherland and James Coplien
2 Day course led by Panu Puro
Serious Games for Collaboration and Market Research
Innovation Games® are serious games that can be used to deliver cost-effective market research for Agile teams and super-charge the product planning process. Based on the book of the same name by Luke Hohmann, Innovation Game® power innovation by enabling you to better understand your customers. This course will help you gain a better understanding of how to apply these games within the context of an Agile development process. While there is a lot to love about Agile development, many practices can get pretty tiresome. Retrospectives stop working when teams become bored with answering the same three questions (“what worked, what didn’t work, what should we change?”). Prioritising a product backlog in a single meeting before, or during, release planning using a spreadsheet isn’t very engaging. Developing and presenting a product roadmap using PowerPoint gets pretty old, especially when you can’t find a way to show the growth in functionality of your product.
Key Learnings: In this course, we will show how Innovation Games® can be used to improve many of the practices that are common in Agile teams. Beginning with an overview of Innovation Games, you will learn how to:
• Identify customer requirements for an ideal product through Product Box
• Improve retrospectives with Speed Boat
• Prioritise your backlog through the online game Buy a Feature Online
• Plan a successful project through the game Remember the Future
• Develop better release plans with Prune the Product Tree
• Understand product usage with Me and My Shadow and Start Your Day
Agile should be fun! And when you integrate the games described in this class into your Agile practice, it will be.
Target Audience:
• All members of Agile teams with a focus on product planning, product development and product management.
• Anyone who wishes to create more innovative product and service offerings.
Benefits: Upon completing this course participants will have played several Innovation Games that they can use to work together as a team and directly with customers to better understand their needs. They will also have reference materials to additional techniques beyond the ones used in the presentation.
Course Outline:
• Discussion of Innovation Games and Market Research
• Planning, playing, and post-processing Innovation Games
• Multiple case studies and game play
• Review and shared discussion; helping participants plan their adoption of these techniques
Jason Tanner collaborates at Enthiosys as president. He provides over 18 years of experience with software companies, a telecom company and the US Marine Corps. His expertise spans Agile product management and marketing, business planning, partner relationships, and leadership. Jason most enjoys coaching teams to reach their full potential in product development and, more importantly, their best work life. He facilitates Innovation Games and is a CSM. He attended Cornell and Duke Universities.
Learn the essentials of working as a ScrumMaster or Scrum team member in this course. While the Scrum Alliance provides a list of core concepts that must be covered in the class, each instructor creates his or her own material, allowing courses to differ based on the strengths, interests, and experiences of the instructor.
Overview
This hands-on, interactive two-day course will teach you:
· How to be an effective ScrumMaster
· Improve teamwork
· Launch products sooner
· Improve engineering practices to deliver high-quality products
Upon successful completion of this course, each participant will be enrolled as a Certified ScrumMaster, which includes a one-year Scrum Alliance membership, where additional ScrumMaster-only material and information is available. You can also receive 16 Professional Development Units (PDUs) for this course.
Jeff Sutherland invented Scrum at Easel Corporation in 1993 and worked with Scrum Co-Creator Ken Schwaber, to formalize the Scrum development process at OOPSLA’95. In 2001, Jeff and Ken were signatories of the Agile Manifesto. You will hear directly from one of the founders of Agile software development on how to implement best practices in your organization.
Jim Coplien is an old C++ shark who now does world-wide consulting on Agile software development methods and architecture. He is one of the founders of the software pattern discipline, and his organizational patterns work is one of the foundations of both Scrum and XP. He is a Certified Scrum Trainer. He currently works for Gertrud&Cope in Denmark, and is a partner in the Scrum Training Institute. He is working on a new book on Lean Software Architecture and Agile software deployment.
Prerequisites: Experience in Qt development and mobile platforms The course level is Intermediate
Course Overview
The course is targeted to developers who are already familiar with Qt to gain insight on the newest features on Qt development for mobile devices, especially on the Symbian platform with N8. During the course we will cover the most important aspects on general overview level but we will also go into deeper, developer-kind level in many technical details―in order to get a really good kick start on actually starting to work with mobile Qt projects.
Day 1 concentrates on the updated status and engine level support by going through the new Qt Mobility APIs in-depth and also discussing on porting issues.
Day 2 then concentrates solely on the UI side —how to get that “WOW-effect” for your touch UI devices? Also, we will take a deeper introduction to QtQuick, the new Qt User Interface Creation Kit in Qt.
Course delivery method
The course includes hands-on exercise sessions that take approximately 50% of the course time.
Target audience
Mobile Qt application developers going to use the latest features of Qt in their mobile projects.
Day 1 | Day 2 |
Introduction |
Introduction |
Mr Panu Puro, Senior Technical Trainer from Digia Plc, Finland, he has a background of 6 years in Symbian programming, preceding 10 years in protocol engineering. Hehas several years' experience in both Qt and Symbian and has conducted numerous advanced Qt trainings around the world during the past few years. He is also a Fan of Agile Methods.
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