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Appreciative Goal (#36)

State an affirmative goal for the session
Source: Diana Larsen
Concentrate on positive aspects instead of problems by setting an affirmative goal, e.g.
  • Let's find ways to amplify our strengths in process and teamwork
  • Let's find out how to extend our best uses of engineering practices and methods
  • We'll look at our best working relationships and find ways to build more relationships like that
  • We'll discover where we added the most value during our last iteration to increase the value we'll add during the next

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”.

Perfection Game (#20)

What would make the next iteration a perfect 10 out of 10?
Source: Ben Linders
Prepare a flip chart with 2 columns, a slim one for 'Rating' and a wide one for 'Actions'. Everyone rates the last iteration on a scale from 1 to 10. Then they have to suggest what action(s) would make the next iteration a perfect 10.

Circle of Questions (#11)

Asking and answering go around the team circle - an excellent way to reach consensus
Source: Agile Retrospectives
Everyone sits in a circle. Begin by stating that you'll go round asking questions to find out what you want to do as a group. You start by asking your neighbor the first question, e.g. 'What is the most important thing we should start in the next iteration?' Your neighbor answers and asks her neighbor a related question. Stop when consensus emerges or the time is up. Go around at least once, so that everybody is heard!

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.

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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.