luke_hohmann_-_how_to_conduct_large_distributed_team_retrospectives
Differences
This shows you the differences between two versions of the page.
Previous revision | |||
— | luke_hohmann_-_how_to_conduct_large_distributed_team_retrospectives [2020/06/02 14:21] (current) – external edit 127.0.0.1 | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ====== 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/ | ||
+ | * Style rating (0-average presentstion, | ||
+ | |||
+ | ====== 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/ | ||
+ | |||
+ | 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. | ||
+ | |||
+ | {{tag> |