Table of Contents
Luke Hohmann - How To Conduct Large Distributed Team Retrospectives
Premise
Summary: This session presents a new approach to conducting enterprise retrospectives that overcomes the limitations of traditional models
Learning Objectives: Understand why traditional retrospectives fail to meet the needs of large teams
Understand why conducting retrospectives too frequently harms teams
Develop tools and processes for scaling retrospectives
Summary
- Content rating (0-no new ideas, 5 - a new ideas/approach, 9-new ideas): 8
- Style rating (0-average presentstion, 5 - my level, 9-I learned something about presenting): 5
Action / Learning
- tell others about this
- consider this instead of the next survey for opinions
Presentation
Notes
What is the acceptance criteria of the presentation
Timezones Objections to cost Fun Creative Culture differentiation Full team engagement
Applicable if at 5 plus teams Need to scale all of our practices
Planning event with people in person is like planning a wedding Size of group has big effect
Web site How to run huge retrospectives
Go to - Conteneo.co
Multidimensional
Exercise - retrospecting retrospectives + - what's working Delta - what want to change 5 mins
Exercise - Retrospective outcomes / impact Graph over time Augment chart with specific changes 4 mins
Four stages of retrospectives Early adoption Team maturation Organizational limits Why bother?
Early New shared transactional memory systems Understand how each other works
Organizational limits We've handle our crap We've handled the easy stuff
At end of every sprint Means we reinforce that behavior that we can't take on organization
Exercise - design challenge 30 teams in three locations Constraint - no budget to fly everyone
Patterns Hold 3 ~ 100 people retrospectives Meta - retro
Hold team retro for team Rollup Rollup
Pair share between teams
24 hour window to enter information to central place
Send representative to place
It's the best we can do?
Are we having the impact we want
3M is the secret funder of all things agile
Single team retrospectives
Collaboration is hard large teams We mistake communication for collaboration (new video tool is a communication tool)
Games are about collaboration Goals Constraints Rules Voluntary participation Fun - which leads to engagement
Idea engine
Speedboat online - cloud form
Last 6 months or last release
We identify the teams and facilitators
Anchor - impediment Propellor - good stuff Placement is how good / bad
Individual retrospectives for each team As this is our organizational structure What the team feels it is for us Behind the scenes I can look across all the results
Download the results
Look at from categories People Process Tools/technologies
Scope of control - Diane Larsen Team controls - direct action Team influences - The soup
Positivity bias
Let activity run for about an hour
Propellers We should do this We could do this
Look for patterns
Clusters of coded anchors People, technology, process Team, pod, product, enterprise
Dream log - what PO wants Product backlog - what will get Black log - what teams does because PO isn't doing job
Now develop the projects to address impediments
Running retrospective too frequently as need to deal with the results
Share results Good through scrum masters
2-3 weeks to plan out (get facilitators up to pace on each team, collect approach, design theme, metaphor to engage - not just speedboat, do a play test) Game play 1 week (but about an hour for scrum team) Post processing - 2-3 weeks
Only use chat as it neutralizes cultural differences.