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Plan-ID:
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Temperature Reading (#22)

Participants mark their 'temperature' (mood) on a flipchart
Source: Unknown
Prepare a flipchart with a drawing of a thermometer from freezing to body temperature to hot. Each participant marks their mood on the sheet.

Like to like (#6)

Participants match quality cards to their own Start-Stop-Continue-proposals
Source: Agile Retrospectives
Preparation: ca. 20 quality cards, i.e. colored index cards with unique words such as fun, on time, clear, meaningful, awesome, dangerous, nasty
Each team member has to write at least 9 index cards: 3 each with things to start doing, keep doing and stop doing. Choose one person to be the first judge. The judge turns the first quality card. From their own cards each member chooses the best match for this word and places it face down on the table.The last one to choose has to take their card back on their hand. The judge shuffles all submitted cards, turns them one by one and rules the best fit = winning card. All submitted cards are discarded. The submitter of the winning card receives the quality card. The person left of the judge becomes the new judge.
Stop when everyone runs out of cards (6-9 rounds). Whoever has the most quality cards wins. Debrief by asking for takeaways.
(Game is based on 'Apples to Apples')

Force Field Analysis (#115)

Analyse the factors that support and hinder a particular initiative
Source: Derek Neighbors, via Joel Edwards
State the topic that the team will explore in depth (deployment processes, peer-programming, Definition of Done, ...). Break the room into groups of 3-4 people each. Give them 5-7 minutes to list all contributing factors, drivers and actions that make up the topic. Go around the room. Each group reads 1 of their sticky notes and puts it up inside the force field until no group has any items left. Cluster or discard duplicates. Repeat the last 2 steps for factors that inhibit or restrain the topic from being successful or being as effective as it could be. Review all posted items. Add any that are missing.

To identify the most influential factors, everybody gets to 4 votes - 2 for contributing factors, 2 for inhibitors. Tally the votes and mark the top 2x2 factors with big arrows. Spend the last 15-20 mins of the session brainstorming ways to increase the top driving factors and decrease the top restraining factors.

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.

SaMoLo (More of, Same of, Less of) (#17)

Get course corrections on what you do as a facilitator
Source: Fairly good practices
Divide a flip chart in 3 sections titled 'More of', 'Same of', and 'Less of'. Ask participants to nudge your behaviour into the right direction: Write stickies with what you should do more, less and what is exactly right. Read out and briefly discuss the stickies section-wise.

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

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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.

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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.