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Plan-ID:
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Three Words (#82)

Everybody sums up the last iteration in 3 words
Source: Yurii Liholat
Ask everyone to describe the last iteration with just 3 words. Give them a minute to come up with something, then go around the team. This helps people recall the last iteration so that they have some ground to start from.

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')

Poster Session (#91)

Split a large group into smaller ones that create posters
Source: Unknown, adapted by Corinna Baldauf, inspired by Michal Grzeskowiak
After you've identified an important topic in the previous phase you can now go into detail. Have the larger group split up into groups of 2-4 people that will each prepare a poster (flip chart) to present to the other groups. If you have identified more than one main topic, let the team members select on which they want to work further.
Give the teams guidelines about what the posters should cover / answer, such as:
  • What exactly happens? Why is that a problem?
  • Why / when / how does this situation happen?
  • Who benefits from the current situation? What is the benefit?
  • Possible solutions (with Pros and Cons)
  • Who could help change the situation?
  • ... whatever is appropriate in your setting ...
The groups have 15-20 minutes to discuss and create their posters. Afterwards gather and each group gets 2 minutes to present their results.

Planning Poker Voting (#99)

Use your Planning Poker cards for un-influenced voting
Source: Andreas Ratsch
If you've got very influential and / or shy team members you can re-use Planning Poker cards to vote simultaneously:

Write all suggested actions on sticky notes and put them onto a wall. Hand out an ordered deck of Planning Poker cards to each participant. Count the proposals and remove that many cards from the back of the card decks. If you've got 5 suggestions you might have cards '1', '2', '3', '5', and '8'. This depends on your deck (some have a '1/2' card). It doesn't matter, as long as all participants have the same set of values.

Explain the rules: Choose a card for each suggestion. Choose a low value if the action is not worth doing in your opinion. Choose a high value if the action is worth starting next iteration.

Give them a minute to sort out their internal ranking and then present the first suggested action. Everybody chooses a card and they reveal them at the same time. Add the numbers from all cards and write the sum onto the action. Remove the used poker cards. Repeat this for all actions. If you have more actions than poker values the players can show 'no card' (counting 0) for the appropriate number of times.

Implement the action with the highest sum in the next iteration. Add more actions only if there's team consensus to do so.

3 for 1 - Closing: Was everyone heard? (#71)

Check satisfaction with retro results, fair distribution of talk time & mood
Source: Judith Andresen
Prepare a flip chart with a co-ordinate plane on it. The Y-axis is 'Satisfaction with retro result'. The X-axis is 'Equal distribution of talking time' (the more equal, the farther to the right). Ask each participant to mark where their satisfaction and perceived talking time balance intersect - with an emoticon showing their mood (not just a dot). Discuss talking time inequalities (and extreme moods).

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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.