====== 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. {{tag>Scaling Retrospective Conference}}