Architect the Culture
If your organization’s culture is characterized by internal competition, then people will not openly voice their true thoughts or share their ideas. If your organization’s culture is one in which people only do things in “the way we do them” and do not feel that original thinking is valued, then people will not innovate or improve how they work over time.
Most of the behaviors of Agile 2 rely on having a healthy organizational culture. The Human Synergistics® culture assessment tool will reveal what your organization’s culture actually is like. The result of the assessment will be a profile on their circumplex, shown at the right.
The four sectors in blue represent a healthy culture. An organization whose culture is dominated by these traits has a Constructive culture. That is the origin of the name we chose for Constructive Agility.
If your culture survey reveals a culture that is not Constructive, then we recommend you seek assistance to develop a cultural adjustment strategy.
If your culture survey reveals a culture that is not Constructive, then you have cultural work to do. We strongly recommend that you seek assistance from a competent partner who has expertise in cultural change, ideally with a focus on agility. Agile 2 Academy can help you to identify the cultural changes that will block your strategies, and help you to define targeted cultural change strategies.
The table below summarizes ways in which Agile 2 behaviors are contingent on certain cultural traits. Without these traits, the specified agility-promoting behaviors are either not possible or not sustainable.
Establish Cultural and Behavioral Norms
There needs to be a shared view of what the desired culture and behaviors are. Too often this is done in an abstract way in which organizations state their “values” and publish those on posters. That does not work because (1) the values are abstract and people cannot mentally relate them to their own work, and (2) the values are not driven home through techniques such as those listed below under “Some Ways to Steer Behavior and Culture”.
But the first step is to define what the desired culture and behavior are. We cover that in Step 2. But the next step is to educate people so that they have the mental foundation needed. They need to learn about organizational culture: what that means, and the ways it can vary and manifest. And they need to learn about agility-promoting behaviors. That way they can see those as a model and know what is desired and acceptable.
To create a foundation of knowledge, you need to set up an education program that teaches people about culture and agility-promoting behavior. The Agile 2 Foundations training course provides a foundation in agility-promoting behaviors. You might also consider the Multi-Team DevOps training course, which provides a foundation in DevOps methods.
You also need to measure where people are. The Agile 2 Assessment provides that with respect to agility-promoting behaviors. You might also consider the DevOps Assessment, which will tell you where you are with respect to DevOps knowledge.
Some Common Behavioral Scenarios
The following situations arise frequently in product settings.
[In development]
An Issue Arises That Spans Multiple Teams or Products
Stakeholders Want to Plan a Year Out
A Team Fails at Achieving a Goal
An Individual Contributor Has an Idea
A Consultant Suggests a New Approach
Some Ways to Steer Behavior and Culture
The following techniques are often helpful for influencing people’s behavior and the organization’s culture.
Evangelize - doggedly remind people.
Individual coaching - observe people, and help them to interpret situations.
Explicitly define new key behaviors - identify specific behaviors for people to embrace. This is best done with their input, and best of all when the ideas are theirs—a dialogic approach.
Walk the talk - demonstrate the new behaviors through action.
“Leadership making” (from “LMX Theory”) - build relationships with individuals and mentor them
Create the right incentives - create structures that incentivize the desired culture and behaviors: make sure that incentives are not unnecessarily competitive, and make sure that that there are counter-balancing incentives that drive cooperation and mutual support.
Create leadership “detectors” - practices that reveal those who naturally have the desired leadership traits. Participative leadership gives you firsthand visibility into how people behave.
Affinity and Support groups - Informal groups that share ideas and methods; provide support to these.
The Human Synergistics® Circumplex
The four traits of a Constructive Culture can be individually summarized as follows:
Achievement-oriented: Members are expected to set challenging goals, establish plans to reach those goals, and pursue them with enthusiasm.
Self-actualizing: Members are expected to enjoy their work, develop themselves, and take on new and interesting activities.
Humanistic-encouraging: Members are expected to be supportive, helpful, and open to influence in their dealings with one another.
Affiliative: Members are expected to be friendly, cooperative, and sensitive to the satisfaction of their workgroup.
Related Topics
Define a People Strategy
Article: Changing Culture Is Not as Hard as You Think
Quick Links
Identify the optimal sequence of capabilities to demonstrate or release
Identify key intersection points, critical paths, and integration strategies
Decompose each capability into a set of features to be concurrently developed
Start test marketing them as MVPs are produced, and feed results back to adjust visions
Agile 2 Behaviors and Their Cultural Prerequisites
Organizations often focus on defining processes in an attempt to become more agile. But it turns out that processes cannot make you agile. Processes are about how to deal with the expected. Agility results from how people respond to the unexpected.
Processes are important, but defining processes is not the way to begin an effort to increase agility. Constructive Agility provides a path, and that path includes addressing cultural obstacles.
Agile 2 Principle (Behavior) | Prerequisite Cultural "Norm" | |
---|---|---|
1.1 Any initiative requires both a vision or goal, and a flexible, steerable, outcome-oriented plan. | Requires High Achievement & Humanistic-Encouraging / Low Conventional & Avoidance High on: Take moderate risks Explore alternatives before acting Take on challenging tasks Help others grow and develop Low on: Cast aside solutions that seem different or risky Treat rules as more important than ideas Take few chances Never be the one blamed for problems | |
1.1 Any initiative requires both a vision or goal, and a flexible, steerable, outcome-oriented plan. | Not Competitive, or Oppositional, or Power-oriented. (Otherwise, changes in direction will be criticized as "mistakes".) Achievement. Self-Actualizing. Humanistic-Encouraging. | |
1.2 Any significant transformation is mostly a learning journey – not merely a process change. | Achievement. Not Conventional (a Conventional culture is more interested in following "our way" over learning). | |
1.3 Change must come from the top. | Self-actualizing - particularly leaders. Achievement. | |
1.4 Product development is mostly a learning journey – not merely an “implementation.” | Requires High Self-Actualizing, Affiliative, Humanistic-Encouraging / Low Perfectionistic, Oppositional, Competitive | |
2.1 Obtain feedback from the market and stakeholders continuously. | Requires Low Competitive, Approval, Avoidance, Perfectionistic | |
2.2 The only proof of value is a business outcome. | Requires Low Competitive, Approval, Avoidance, Perfectionistic | |
2.3 Work iteratively in small batches. | - | |
2.4 Product design must be integrated with product implementation. | Affiliative. Humanistic-Encouraging (so that they coach each other in their respective areas, which increases their ability to collaborate well). | |
2.5 Create documentation to share and deepen understanding. | Achievement. | |
2.6 Those offering products and services should feel accountable to their customers for the impact of defects. | Requires Low Competitive, Approval, Avoidance, Perfectionistic | |
2.6 Those offering products and services should feel accountable to their customers for the impact of defects. | Achievement. Affiliative (otherwise, product development will not be able to work well with Security). | |
3.1 Data has strategic value. | - | |
3.2 An organization’s information model is strategic. | - | |
3.3 Carefully gather and analyze data for product validation. | - | |
4.1 Fit an Agile framework to your work, your culture, and your circumstances. | For the opposite of this negative trait: not Conventional Self-Actualizing | |
4.2 Organizations need an “inception framework” tailored to their needs. | - | |
5.1 Technical agility and business agility are equally inseparable: one cannot understand one without also understanding the other. 5.2 Business leaders must understand how products and services are built and delivered. | Requires High Self-Actualizing, Affiliative, Humanistic-Encouraging / Low Perfectionistic, Oppositional, Competitive | |
5.1 Technical agility and business agility are equally inseparable: one cannot understand one without also understanding the other. 5.4 Technology delivery leadership and teams need to understand the business. | Requires High Self-Actualizing, Affiliative, Humanistic-Encouraging / Low Perfectionistic, Oppositional, Competitive | |
5.3 Technology delivery leadership must understand technology delivery. | Self-actualizing (particularly among leaders). | |
6.1 The whole team solves the whole problem. | Affiliative. Achievement. | |
6.1 The whole team solves the whole problem. | Affiliative. | |
6.2 Foster diversity of communication and diversity of working style. | Self-Actualizing. Humanistic-Encouraging. | |
6.3 Individuals matter just as the team matters. | Achievement. Humanistic-Encouraging (otherwise, people will feel competitive when another team has an achievement). | |
6.3 Individuals matter just as the team matters. | Achievement. Humanistic-Encouraging (otherwise, people will feel competitive when someone else has an achievement). | |
6.4 Both specialists and generalists are valuable. | - | |
6.5 Different Agile certifications have unequal value and require scrutiny. | - | |
7.1 Favor mostly-autonomous end-to-end delivery streams whose teams have authority to act. | Requires Humanistic-Encouraging, Affiliative / Low Conventional, Dependent | |
7.2 Foster collaboration between teams | Affiliative. | |
7.3 Favor long-lived teams, and turn their expertise into competitive advantage. | - | |
8.1 Place limits on things that cause drag. | Achievement. Affiliative (so that we can discuss bottlenecks that span multiple areas of responsibility). | |
8.2 Integrate early and often. | Affiliative. (Otherwise, people will avoid synchronizing) | |
8.3 From time to time, reflect, and then enact change. | Requires High Achievement & Humanistic-Encouraging / Low Conventional & Avoidance High on: Take moderate risks Explore alternatives before acting Take on challenging tasks Help others grow and develop Low on: Cast aside solutions that seem different or risky Treat rules as more important than ideas Take few chances Never be the one blamed for problems | |
8.4 Don’t fully commit capacity. | Affiliative. (Otherwise, Business and Tech will not work together to balance resource needs between tech improvement and new product features.) | |
9.1 Respect cognitive flow. 9.2 Make it easy for people to engage in uninterrupted, focused work. | - | |
9.3 Foster deep exchanges. | Achievement. Not competitive (otherwise, we cannot have truthful discussions that go deep to underlying causal factors). | |
10.1 The most impactful success factor is the leadership paradigm that the organization exhibits and incentivizes. | Humanistic-Encouraging. | |
10.2 Provide leadership who can both empower individuals and teams, and set direction. | Humanistic-Encouraging (otherwise, the direction will be dictatorial). | |
10.2 Provide leadership who can both empower individuals and teams, and set direction. | Requires High Humanistic-Encouraging / Low Conventional, Dependent, Approval, Perfectionistic) | |
10.3 Leadership models scale. | not Oppositional. not Power-oriented. not Competitive. Affiliative. Humanistic-Encouraging. | |
10.4 Organizational models for structure and leadership should evolve. | Not conventional. Achievement. | |
10.5 Good leaders are open. | Requires High Humanistic-Encouraging & Affiliative / Low Power & Oppositional High on: Be a good listener Take time with people Deal with others in a friendly pleasant way Share feelings and thoughts Low on: Stay detached and perfectly objective Remain aloof from the situation Act forceful Build up their power base | |
10.6 A team often needs more than one leader, each of a different kind. | Achievement. Otherwise mangement will not be focused on outcomes, and will not take the initiative to make sure that there is leadership where it is needed. | |
10.7 Self organization and autonomy are aspirations, and should be given according to capability. | Requires High Humanistic-Encouraging / Low Conventional, Dependent, Approval, Perfectionistic) | |
10.8 Validate ideas through small contained experiments. | Requires High Achievement & Humanistic-Encouraging / Low Conventional & Avoidance High on: Take moderate risks Explore alternatives before acting Take on challenging tasks Help others grow and develop Low on: Cast aside solutions that seem different or risky Treat rules as more important than ideas Take few chances Never be the one blamed for problems | |
10.9 Professional development of individuals is essential. | Achievement. Self-Actualizing (so that people feel empowered to choose their own career direction, and receive management's support by doing so). |