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Plan-ID:
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Weather Report (#2)

Participants mark their 'weather' (mood) on a flipchart
Source: Agile Retrospectives
Prepare a flipchart with a drawing of storm, rain, clouds and sunshine. Each participant marks their mood on the sheet.

Tell me something I don’t know (#133)

Reveal everyone's hidden knowledge with a game show
Source: Adapted by Kai Alexander Lohr
Instruct participants as follows: ‘There’s a game show called ‘Tell me something I don’t know’. In it a guest states a fact, poses a related question and then the hosts ask questions in order to guess the right answers.

Here’s an example: ‘In the US you always sing along to the national anthem. In Spain no one does. Can you guess why?’ The hosts ask questions such as ‘Does it have to do with the Franco era?’, ‘Are the lyrics in a foreign language e.g. Latin?’ etc. They either guess the answer or the guest reveals it (‘The Spanish anthem doesn’t have any lyrics’).

We’re going to play this game now. Each of you will be the guest once with all the others asking questions. Reflect on the past iteration. Use the next 5 minutes to think of a fact and question.’

The fact has to fulfill 3 criteria. Write them down on a board or reveal a pre-written flipchart:
  1. It must be something that only you know and most other team members don’t know (or are unaware of)
  2. It must be worth knowing
  3. It must be actionable, i. e. have the potential to spark anything along the lines of "Let's do more/less of this.", "Watch out this doesn't happen to you.", "That was awesome. Do try it yourself.", ...
Let them write down their fact on an index card. When everyone is ready, ask the first participant to hang up their index card on the board and present their fact and question to the audience. (People who feel uncomfortable with the game flair don’t have to ask a question. They can also just tell the story around their fact without questions from the ‘audience’.) The audience asks questions to guess the answer. Short discussions are okay. The Scrum Master may also ask questions and gently steer the conversation towards possible actions. Document any actions identified during the discussion on the board. Then move on to the next participant. Use about 5 minutes per participant.

Once all the facts have been presented, the team dot-votes which fact fulfilled the 3 criteria best. The winner receives a framed “Certificate of impressive knowledge”. It documents that “$name has impressed $team with their impressive knowledge”.

The facts and actions can be input for "Generate insight" or use the actions for "Decide what to do”.

Snow Mountain (#118)

Address problematic burndowns and scope creep
Source: Olivier Fortier
This activity is helpful when a team is constantly dealing with additional requests and scope creep. Use the burndown chart of problematic sprints to draw snowy mountains with the same outline. Add a few trees here and there. Print drawings of kids in various sledging situations such as kid sledging down fast, kid sledging and being scared, kid with a sledge looking bored, etc. (You can use Google image search with 'kid sledging drawing').

In teams of 2 or 3, ask the team members to identify which kid's reaction goes with which part of the mountain.
Example: If the mountain is flat, the kid might be bored. If you're facing a wall, the kid might be scared.

You can then discuss the team's reaction facing their own burndowns.

Dot Voting - Starfish (#49)

Collect what to start, stop, continue, do more and less of
Source: Pat Kua
Draw 5 spokes on a flip chart paper, dividing it into 5 segments. Label them 'Start', 'Stop', 'Continue', 'Do More' and 'Do less'. Participants write their proposals on sticky notes and put them in the appropriate segment. After clustering stickies that capture the same idea, dot vote on which suggestions to try.

Feedback Door - Numbers (ROTI) (#14)

Gauge participants' satisfaction with the retro on a scale from 1 to 5 in minimum time
Source: ALE 2011, Corinna Baldauf
Put sticky notes on the door with the numbers 1 through 5 on them. 1 is the topmost and best, 5 the lowest and worst.When ending the retrospective, ask your participants to put a sticky to the number they feel reflects the session. The sticky can be empty or have a comment or suggestion on it.

(#)


Source:
Retromat contains 127 activities, allowing for 8349005 combinations (25x30x22x22x23+5) and we are constantly adding more.

Created by Corinna Baldauf

Corinna wished for something like Retromat during her Scrummaster years. Eventually she just built it herself in the hope that it would be useful to others, too. Any questions, suggestions or encouragement? You can email her or follow her on Twitter. If you like Retromat you might also like Corinna's blog and her summaries on Wall-Skills.com.

Co-developed by Timon Fiddike

Timon gives Scrum trainings. He mentors advanced scrum masters and advanced product owners. Human, dad, nerd, contact improv & tango dancer. He has used Retromat since 2013 and started to build new features in 2016. You can email him or follow him on Twitter. Photo © Ina Abraham.