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:
It must be something that only you know and most other team members don’t know (or are unaware of)
It must be worth knowing
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”.
Hand out pens and sticky notes. Ask everyone for ideas on how to turn the next iteration / release into a certain desaster - one idea per note. When everyone's finished writing, hang up all stickies and walk through them. Identify and discuss themes. In the next phase turn these negative actions into their opposite.
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.