Discussion:
[teampractices] Retrospectives: Getting deep and personal
Kevin Smith
2016-09-08 16:58:29 UTC
Permalink
Hi all,

I'm looking for advice about how to structure retrospectives to encourage
more feedback about interpersonal issues. I believe the teams I work with
feel the retros are a "safe space", but the vast majority of the issues
that come up are mechanical, not personal.

Of course, it's possible that there really aren't that many interpersonal
issues on these teams. (They do seem to be more emotionally healthy and
mature than many teams I have interacted with.) But I don't want to take
any chances. And I don't have a ton of experience running retros, so I'm
hoping those of you with more experience can provide some pointers.

Thanks!

Kevin Smith
Agile Coach, Wikimedia Foundation
David Strine
2016-09-08 17:31:47 UTC
Permalink
The book "Agile Retrospectives" by Esther Derby and Diana Larsen has a
section on managing group dynamics and a description of the "Mad, Sad,
Glad" format. I also found an online example here [1].

I've found that if you get a team to name emotions that occurred around the
mechanical/factual feedback you can get a glimpse into the interpersonal
issues. The emotional statements open the door for you to dig deeper ask
pointed questions.

[1]
https://www.retrium.com/resources/techniques/mad-sad-glad
Post by Kevin Smith
Hi all,
I'm looking for advice about how to structure retrospectives to encourage
more feedback about interpersonal issues. I believe the teams I work with
feel the retros are a "safe space", but the vast majority of the issues
that come up are mechanical, not personal.
Of course, it's possible that there really aren't that many interpersonal
issues on these teams. (They do seem to be more emotionally healthy and
mature than many teams I have interacted with.) But I don't want to take
any chances. And I don't have a ton of experience running retros, so I'm
hoping those of you with more experience can provide some pointers.
Thanks!
Kevin Smith
Agile Coach, Wikimedia Foundation
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
Arthur Richards
2016-09-08 18:44:37 UTC
Permalink
+1 to Strine's thoughts. Very similarly and in line with David said about
getting a team to name emotions that occurred around mechanical feedback
(I'm removing the 'factual' part that David originally included because
emotions are facts too!), I've also had success combining the "mad, sad,
glad" format with the "timeline" format (also in the Esther Derby book,
which worked really nicely for a more engineering-centric group. The
timeline portion helped lay everything out in a logical, event-based
(feeling-free) manner; but then layering the "mad, sad, glad" piece on top
of that helped reveal how folks were feeling about various events that
happened, which spurred deeper conversation.
Post by David Strine
The book "Agile Retrospectives" by Esther Derby and Diana Larsen has a
section on managing group dynamics and a description of the "Mad, Sad,
Glad" format. I also found an online example here [1].
I've found that if you get a team to name emotions that occurred around
the mechanical/factual feedback you can get a glimpse into the
interpersonal issues. The emotional statements open the door for you to dig
deeper ask pointed questions.
[1]
https://www.retrium.com/resources/techniques/mad-sad-glad
Post by Kevin Smith
Hi all,
I'm looking for advice about how to structure retrospectives to encourage
more feedback about interpersonal issues. I believe the teams I work with
feel the retros are a "safe space", but the vast majority of the issues
that come up are mechanical, not personal.
Of course, it's possible that there really aren't that many interpersonal
issues on these teams. (They do seem to be more emotionally healthy and
mature than many teams I have interacted with.) But I don't want to take
any chances. And I don't have a ton of experience running retros, so I'm
hoping those of you with more experience can provide some pointers.
Thanks!
Kevin Smith
Agile Coach, Wikimedia Foundation
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
Guillaume Lederrey
2016-09-13 10:15:43 UTC
Permalink
A few additional thoughts (read brain dump, not much structure here):

If we want to talk more about emotions, feelings and all those fuzzy
things (which I think we should, it isn't because it is fuzzy that it
isn't important!), we usually need to bring different kind of tools to
the table. Language tends to steer us into analytical thinking.
Language requires us to build structured thoughts and tend to not help
all that much to get us started into a deeper discussion of
interpersonal issues, or discussion about emotions. I know the "left
brain / right brain" is a gross over simplification of how our brain
work, but it is a useful metaphor here. Language activate our
metaphorical analytical left brain more than our metaphorical
emotional right brain.

So we need tools to activate our right brain. I have a bunch of them,
but none is adapted to a distributed setting. Or at least not without
quite a bit of modification. Still a few idea, someone might know how
to adapt them:

* photolanguage [1][2]: A classic that seems to be more documented in
French than English. By bringing pictures into the game, we activate a
different kind of thinking. In short, the instruction could be "In all
the pictures that are "here", find a picture that expresses something
that your team did well this past week". Discussion starts from the
pictures.
* positioning games: I can't find a link for that one, but the general
idea is: "please move along the wall here according to how you found
the last feature development went, if you think it was really crap,
move to the far left, if it was brilliant, move to the far right, if
it was just ok, move in the middle...". Having people physically move
around tend again to activate different ways of thinking. I have no
idea how to adapt this to a distributed / online retro...
* I have an unnamed variation of the rocket retrospective: find one
thing that went well, one thing that went bad. Write 2 words (max) on
2 pieces of paper (one piece with what went well, one with what went
wrong). Pass one piece to your left neighbour, the other to your
right. The person receiving the piece of paper must imagine what that
thing was based on the 2 words. While not as radical as the 2 other
examples, this tend to stimulate imagination more. Variants can be
that the person receiving the paper must present a solution /
improvement to the problematic thing, or a way to generalize what went
well. We can add constraint such as "the solution must be implemented
by the person proposing it", ... The more constraints, the more we
need to think outside of the box.

I might add the "adjective game" in a follow up.




[1] https://fr.wikipedia.org/wiki/M%C3%A9thode_Photolangage
[2] http://www.picturetelling.ch/e/method/
[3] http://tastycupcakes.org/2014/06/the-rocket-retrospective/
Post by Arthur Richards
+1 to Strine's thoughts. Very similarly and in line with David said about
getting a team to name emotions that occurred around mechanical feedback
(I'm removing the 'factual' part that David originally included because
emotions are facts too!), I've also had success combining the "mad, sad,
glad" format with the "timeline" format (also in the Esther Derby book,
which worked really nicely for a more engineering-centric group. The
timeline portion helped lay everything out in a logical, event-based
(feeling-free) manner; but then layering the "mad, sad, glad" piece on top
of that helped reveal how folks were feeling about various events that
happened, which spurred deeper conversation.
Post by David Strine
The book "Agile Retrospectives" by Esther Derby and Diana Larsen has a
section on managing group dynamics and a description of the "Mad, Sad, Glad"
format. I also found an online example here [1].
I've found that if you get a team to name emotions that occurred around
the mechanical/factual feedback you can get a glimpse into the interpersonal
issues. The emotional statements open the door for you to dig deeper ask
pointed questions.
[1]
https://www.retrium.com/resources/techniques/mad-sad-glad
Post by Kevin Smith
Hi all,
I'm looking for advice about how to structure retrospectives to encourage
more feedback about interpersonal issues. I believe the teams I work with
feel the retros are a "safe space", but the vast majority of the issues that
come up are mechanical, not personal.
Of course, it's possible that there really aren't that many interpersonal
issues on these teams. (They do seem to be more emotionally healthy and
mature than many teams I have interacted with.) But I don't want to take any
chances. And I don't have a ton of experience running retros, so I'm hoping
those of you with more experience can provide some pointers.
Thanks!
Kevin Smith
Agile Coach, Wikimedia Foundation
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
--
Guillaume Lederrey
Operations Engineer, Discovery
Wikimedia Foundation
UTC+2 / CEST
Arthur Richards
2016-09-13 12:50:03 UTC
Permalink
These are awesome, Guillaume. Great suggestions - thank you for sharing!
Post by Guillaume Lederrey
If we want to talk more about emotions, feelings and all those fuzzy
things (which I think we should, it isn't because it is fuzzy that it
isn't important!), we usually need to bring different kind of tools to
the table. Language tends to steer us into analytical thinking.
Language requires us to build structured thoughts and tend to not help
all that much to get us started into a deeper discussion of
interpersonal issues, or discussion about emotions. I know the "left
brain / right brain" is a gross over simplification of how our brain
work, but it is a useful metaphor here. Language activate our
metaphorical analytical left brain more than our metaphorical
emotional right brain.
So we need tools to activate our right brain. I have a bunch of them,
but none is adapted to a distributed setting. Or at least not without
quite a bit of modification. Still a few idea, someone might know how
* photolanguage [1][2]: A classic that seems to be more documented in
French than English. By bringing pictures into the game, we activate a
different kind of thinking. In short, the instruction could be "In all
the pictures that are "here", find a picture that expresses something
that your team did well this past week". Discussion starts from the
pictures.
* positioning games: I can't find a link for that one, but the general
idea is: "please move along the wall here according to how you found
the last feature development went, if you think it was really crap,
move to the far left, if it was brilliant, move to the far right, if
it was just ok, move in the middle...". Having people physically move
around tend again to activate different ways of thinking. I have no
idea how to adapt this to a distributed / online retro...
* I have an unnamed variation of the rocket retrospective: find one
thing that went well, one thing that went bad. Write 2 words (max) on
2 pieces of paper (one piece with what went well, one with what went
wrong). Pass one piece to your left neighbour, the other to your
right. The person receiving the piece of paper must imagine what that
thing was based on the 2 words. While not as radical as the 2 other
examples, this tend to stimulate imagination more. Variants can be
that the person receiving the paper must present a solution /
improvement to the problematic thing, or a way to generalize what went
well. We can add constraint such as "the solution must be implemented
by the person proposing it", ... The more constraints, the more we
need to think outside of the box.
I might add the "adjective game" in a follow up.
[1] https://fr.wikipedia.org/wiki/M%C3%A9thode_Photolangage
[2] http://www.picturetelling.ch/e/method/
[3] http://tastycupcakes.org/2014/06/the-rocket-retrospective/
Post by Arthur Richards
+1 to Strine's thoughts. Very similarly and in line with David said about
getting a team to name emotions that occurred around mechanical feedback
(I'm removing the 'factual' part that David originally included because
emotions are facts too!), I've also had success combining the "mad, sad,
glad" format with the "timeline" format (also in the Esther Derby book,
which worked really nicely for a more engineering-centric group. The
timeline portion helped lay everything out in a logical, event-based
(feeling-free) manner; but then layering the "mad, sad, glad" piece on
top
Post by Arthur Richards
of that helped reveal how folks were feeling about various events that
happened, which spurred deeper conversation.
Post by David Strine
The book "Agile Retrospectives" by Esther Derby and Diana Larsen has a
section on managing group dynamics and a description of the "Mad, Sad,
Glad"
Post by Arthur Richards
Post by David Strine
format. I also found an online example here [1].
I've found that if you get a team to name emotions that occurred around
the mechanical/factual feedback you can get a glimpse into the
interpersonal
Post by Arthur Richards
Post by David Strine
issues. The emotional statements open the door for you to dig deeper ask
pointed questions.
[1]
https://www.retrium.com/resources/techniques/mad-sad-glad
Post by Kevin Smith
Hi all,
I'm looking for advice about how to structure retrospectives to
encourage
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
more feedback about interpersonal issues. I believe the teams I work
with
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
feel the retros are a "safe space", but the vast majority of the
issues that
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
come up are mechanical, not personal.
Of course, it's possible that there really aren't that many
interpersonal
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
issues on these teams. (They do seem to be more emotionally healthy and
mature than many teams I have interacted with.) But I don't want to
take any
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
chances. And I don't have a ton of experience running retros, so I'm
hoping
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
those of you with more experience can provide some pointers.
Thanks!
Kevin Smith
Agile Coach, Wikimedia Foundation
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
--
Guillaume Lederrey
Operations Engineer, Discovery
Wikimedia Foundation
UTC+2 / CEST
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
Kevin Smith
2016-10-04 20:54:44 UTC
Permalink
Thank you indeed, Guillaume. I have added my interpretations of these to
the Planning Offsites page[1]. It's great to have more tools available! I
look forward to hearing about the "adjective game".

[1] https://www.mediawiki.org/wiki/Team_Practices_Group/Planning_offsites


Kevin Smith
Agile Coach, Wikimedia Foundation
Post by Arthur Richards
These are awesome, Guillaume. Great suggestions - thank you for sharing!
On Tue, Sep 13, 2016 at 3:16 AM Guillaume Lederrey <
Post by Guillaume Lederrey
If we want to talk more about emotions, feelings and all those fuzzy
things (which I think we should, it isn't because it is fuzzy that it
isn't important!), we usually need to bring different kind of tools to
the table. Language tends to steer us into analytical thinking.
Language requires us to build structured thoughts and tend to not help
all that much to get us started into a deeper discussion of
interpersonal issues, or discussion about emotions. I know the "left
brain / right brain" is a gross over simplification of how our brain
work, but it is a useful metaphor here. Language activate our
metaphorical analytical left brain more than our metaphorical
emotional right brain.
So we need tools to activate our right brain. I have a bunch of them,
but none is adapted to a distributed setting. Or at least not without
quite a bit of modification. Still a few idea, someone might know how
* photolanguage [1][2]: A classic that seems to be more documented in
French than English. By bringing pictures into the game, we activate a
different kind of thinking. In short, the instruction could be "In all
the pictures that are "here", find a picture that expresses something
that your team did well this past week". Discussion starts from the
pictures.
* positioning games: I can't find a link for that one, but the general
idea is: "please move along the wall here according to how you found
the last feature development went, if you think it was really crap,
move to the far left, if it was brilliant, move to the far right, if
it was just ok, move in the middle...". Having people physically move
around tend again to activate different ways of thinking. I have no
idea how to adapt this to a distributed / online retro...
* I have an unnamed variation of the rocket retrospective: find one
thing that went well, one thing that went bad. Write 2 words (max) on
2 pieces of paper (one piece with what went well, one with what went
wrong). Pass one piece to your left neighbour, the other to your
right. The person receiving the piece of paper must imagine what that
thing was based on the 2 words. While not as radical as the 2 other
examples, this tend to stimulate imagination more. Variants can be
that the person receiving the paper must present a solution /
improvement to the problematic thing, or a way to generalize what went
well. We can add constraint such as "the solution must be implemented
by the person proposing it", ... The more constraints, the more we
need to think outside of the box.
I might add the "adjective game" in a follow up.
[1] https://fr.wikipedia.org/wiki/M%C3%A9thode_Photolangage
[2] http://www.picturetelling.ch/e/method/
[3] http://tastycupcakes.org/2014/06/the-rocket-retrospective/
Post by Arthur Richards
+1 to Strine's thoughts. Very similarly and in line with David said
about
Post by Arthur Richards
getting a team to name emotions that occurred around mechanical feedback
(I'm removing the 'factual' part that David originally included because
emotions are facts too!), I've also had success combining the "mad, sad,
glad" format with the "timeline" format (also in the Esther Derby book,
which worked really nicely for a more engineering-centric group. The
timeline portion helped lay everything out in a logical, event-based
(feeling-free) manner; but then layering the "mad, sad, glad" piece on
top
Post by Arthur Richards
of that helped reveal how folks were feeling about various events that
happened, which spurred deeper conversation.
Post by David Strine
The book "Agile Retrospectives" by Esther Derby and Diana Larsen has a
section on managing group dynamics and a description of the "Mad, Sad,
Glad"
Post by Arthur Richards
Post by David Strine
format. I also found an online example here [1].
I've found that if you get a team to name emotions that occurred around
the mechanical/factual feedback you can get a glimpse into the
interpersonal
Post by Arthur Richards
Post by David Strine
issues. The emotional statements open the door for you to dig deeper
ask
Post by Arthur Richards
Post by David Strine
pointed questions.
[1]
https://www.retrium.com/resources/techniques/mad-sad-glad
Post by Kevin Smith
Hi all,
I'm looking for advice about how to structure retrospectives to
encourage
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
more feedback about interpersonal issues. I believe the teams I work
with
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
feel the retros are a "safe space", but the vast majority of the
issues that
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
come up are mechanical, not personal.
Of course, it's possible that there really aren't that many
interpersonal
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
issues on these teams. (They do seem to be more emotionally healthy
and
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
mature than many teams I have interacted with.) But I don't want to
take any
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
chances. And I don't have a ton of experience running retros, so I'm
hoping
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
those of you with more experience can provide some pointers.
Thanks!
Kevin Smith
Agile Coach, Wikimedia Foundation
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
--
Guillaume Lederrey
Operations Engineer, Discovery
Wikimedia Foundation
UTC+2 / CEST
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
Guillaume Lederrey
2016-10-05 09:05:40 UTC
Permalink
Thanks Kevin for the reminder!

So here is a short description of the "Adjectives Game":

First, note of warning, this game is probably getting deeper and more
personal than most team are comfortable with, use with caution.

1) ask the participants to write a list of 10 adjectives that describe
themselves, both positive and negative
2) each participant chooses one adjective in that list, writes it on a
piece of paper and offers it to someone who shares this trait with him
/ her
3) discussion / question on the adjective you received
4) go to 2) and repeat as long as necessary

Notes:

* The idea is that as you only offer adjectives from your list, it
defuses the hostility that can come from harsh critiques. If I give
you "disorganised plutocrat", you can't feel too much offended as you
know I think I share this trait with you.
* Even in teams that are fairly opened to non standard exercises, this
can be hard to actually execute. We are not used to do direct
critiques in a work context.
* We work together and we will continue to work together. This means
that we need to preserve a work relationship, which makes it harder to
do personal critiques. This game can turn into a "I'll only say nice
things to make sure I don't offend anyone" (which might also be OK).
* This game has a strong "AA meeting" feel to it.
* All that being said, with the right team at the right moment it is
an amazing way to address deep issues and make the team stronger.
Thank you indeed, Guillaume. I have added my interpretations of these to the
Planning Offsites page[1]. It's great to have more tools available! I look
forward to hearing about the "adjective game".
[1] https://www.mediawiki.org/wiki/Team_Practices_Group/Planning_offsites
Kevin Smith
Agile Coach, Wikimedia Foundation
Post by Arthur Richards
These are awesome, Guillaume. Great suggestions - thank you for sharing!
On Tue, Sep 13, 2016 at 3:16 AM Guillaume Lederrey
Post by Guillaume Lederrey
If we want to talk more about emotions, feelings and all those fuzzy
things (which I think we should, it isn't because it is fuzzy that it
isn't important!), we usually need to bring different kind of tools to
the table. Language tends to steer us into analytical thinking.
Language requires us to build structured thoughts and tend to not help
all that much to get us started into a deeper discussion of
interpersonal issues, or discussion about emotions. I know the "left
brain / right brain" is a gross over simplification of how our brain
work, but it is a useful metaphor here. Language activate our
metaphorical analytical left brain more than our metaphorical
emotional right brain.
So we need tools to activate our right brain. I have a bunch of them,
but none is adapted to a distributed setting. Or at least not without
quite a bit of modification. Still a few idea, someone might know how
* photolanguage [1][2]: A classic that seems to be more documented in
French than English. By bringing pictures into the game, we activate a
different kind of thinking. In short, the instruction could be "In all
the pictures that are "here", find a picture that expresses something
that your team did well this past week". Discussion starts from the
pictures.
* positioning games: I can't find a link for that one, but the general
idea is: "please move along the wall here according to how you found
the last feature development went, if you think it was really crap,
move to the far left, if it was brilliant, move to the far right, if
it was just ok, move in the middle...". Having people physically move
around tend again to activate different ways of thinking. I have no
idea how to adapt this to a distributed / online retro...
* I have an unnamed variation of the rocket retrospective: find one
thing that went well, one thing that went bad. Write 2 words (max) on
2 pieces of paper (one piece with what went well, one with what went
wrong). Pass one piece to your left neighbour, the other to your
right. The person receiving the piece of paper must imagine what that
thing was based on the 2 words. While not as radical as the 2 other
examples, this tend to stimulate imagination more. Variants can be
that the person receiving the paper must present a solution /
improvement to the problematic thing, or a way to generalize what went
well. We can add constraint such as "the solution must be implemented
by the person proposing it", ... The more constraints, the more we
need to think outside of the box.
I might add the "adjective game" in a follow up.
[1] https://fr.wikipedia.org/wiki/M%C3%A9thode_Photolangage
[2] http://www.picturetelling.ch/e/method/
[3] http://tastycupcakes.org/2014/06/the-rocket-retrospective/
Post by Arthur Richards
+1 to Strine's thoughts. Very similarly and in line with David said about
getting a team to name emotions that occurred around mechanical feedback
(I'm removing the 'factual' part that David originally included because
emotions are facts too!), I've also had success combining the "mad, sad,
glad" format with the "timeline" format (also in the Esther Derby book,
which worked really nicely for a more engineering-centric group. The
timeline portion helped lay everything out in a logical, event-based
(feeling-free) manner; but then layering the "mad, sad, glad" piece on top
of that helped reveal how folks were feeling about various events that
happened, which spurred deeper conversation.
Post by David Strine
The book "Agile Retrospectives" by Esther Derby and Diana Larsen has a
section on managing group dynamics and a description of the "Mad, Sad, Glad"
format. I also found an online example here [1].
I've found that if you get a team to name emotions that occurred around
the mechanical/factual feedback you can get a glimpse into the interpersonal
issues. The emotional statements open the door for you to dig deeper ask
pointed questions.
[1]
https://www.retrium.com/resources/techniques/mad-sad-glad
Post by Kevin Smith
Hi all,
I'm looking for advice about how to structure retrospectives to encourage
more feedback about interpersonal issues. I believe the teams I work with
feel the retros are a "safe space", but the vast majority of the issues that
come up are mechanical, not personal.
Of course, it's possible that there really aren't that many interpersonal
issues on these teams. (They do seem to be more emotionally healthy and
mature than many teams I have interacted with.) But I don't want to take any
chances. And I don't have a ton of experience running retros, so I'm hoping
those of you with more experience can provide some pointers.
Thanks!
Kevin Smith
Agile Coach, Wikimedia Foundation
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
--
Guillaume Lederrey
Operations Engineer, Discovery
Wikimedia Foundation
UTC+2 / CEST
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
--
Guillaume Lederrey
Operations Engineer, Discovery
Wikimedia Foundation
UTC+2 / CEST
Mukunda Modell
2017-01-06 01:30:39 UTC
Permalink
Neat idea! Thanks for sharing.
Post by Guillaume Lederrey
Thanks Kevin for the reminder!
First, note of warning, this game is probably getting deeper and more
personal than most team are comfortable with, use with caution.
1) ask the participants to write a list of 10 adjectives that describe
themselves, both positive and negative
2) each participant chooses one adjective in that list, writes it on a
piece of paper and offers it to someone who shares this trait with him
/ her
3) discussion / question on the adjective you received
4) go to 2) and repeat as long as necessary
* The idea is that as you only offer adjectives from your list, it
defuses the hostility that can come from harsh critiques. If I give
you "disorganised plutocrat", you can't feel too much offended as you
know I think I share this trait with you.
* Even in teams that are fairly opened to non standard exercises, this
can be hard to actually execute. We are not used to do direct
critiques in a work context.
* We work together and we will continue to work together. This means
that we need to preserve a work relationship, which makes it harder to
do personal critiques. This game can turn into a "I'll only say nice
things to make sure I don't offend anyone" (which might also be OK).
* This game has a strong "AA meeting" feel to it.
* All that being said, with the right team at the right moment it is
an amazing way to address deep issues and make the team stronger.
Post by Kevin Smith
Thank you indeed, Guillaume. I have added my interpretations of these to
the
Post by Kevin Smith
Planning Offsites page[1]. It's great to have more tools available! I
look
Post by Kevin Smith
forward to hearing about the "adjective game".
[1] https://www.mediawiki.org/wiki/Team_Practices_Group/
Planning_offsites
Post by Kevin Smith
Kevin Smith
Agile Coach, Wikimedia Foundation
On Tue, Sep 13, 2016 at 12:50 PM, Arthur Richards <
Post by Arthur Richards
These are awesome, Guillaume. Great suggestions - thank you for sharing!
On Tue, Sep 13, 2016 at 3:16 AM Guillaume Lederrey
Post by Guillaume Lederrey
If we want to talk more about emotions, feelings and all those fuzzy
things (which I think we should, it isn't because it is fuzzy that it
isn't important!), we usually need to bring different kind of tools to
the table. Language tends to steer us into analytical thinking.
Language requires us to build structured thoughts and tend to not help
all that much to get us started into a deeper discussion of
interpersonal issues, or discussion about emotions. I know the "left
brain / right brain" is a gross over simplification of how our brain
work, but it is a useful metaphor here. Language activate our
metaphorical analytical left brain more than our metaphorical
emotional right brain.
So we need tools to activate our right brain. I have a bunch of them,
but none is adapted to a distributed setting. Or at least not without
quite a bit of modification. Still a few idea, someone might know how
* photolanguage [1][2]: A classic that seems to be more documented in
French than English. By bringing pictures into the game, we activate a
different kind of thinking. In short, the instruction could be "In all
the pictures that are "here", find a picture that expresses something
that your team did well this past week". Discussion starts from the
pictures.
* positioning games: I can't find a link for that one, but the general
idea is: "please move along the wall here according to how you found
the last feature development went, if you think it was really crap,
move to the far left, if it was brilliant, move to the far right, if
it was just ok, move in the middle...". Having people physically move
around tend again to activate different ways of thinking. I have no
idea how to adapt this to a distributed / online retro...
* I have an unnamed variation of the rocket retrospective: find one
thing that went well, one thing that went bad. Write 2 words (max) on
2 pieces of paper (one piece with what went well, one with what went
wrong). Pass one piece to your left neighbour, the other to your
right. The person receiving the piece of paper must imagine what that
thing was based on the 2 words. While not as radical as the 2 other
examples, this tend to stimulate imagination more. Variants can be
that the person receiving the paper must present a solution /
improvement to the problematic thing, or a way to generalize what went
well. We can add constraint such as "the solution must be implemented
by the person proposing it", ... The more constraints, the more we
need to think outside of the box.
I might add the "adjective game" in a follow up.
[1] https://fr.wikipedia.org/wiki/M%C3%A9thode_Photolangage
[2] http://www.picturetelling.ch/e/method/
[3] http://tastycupcakes.org/2014/06/the-rocket-retrospective/
On Thu, Sep 8, 2016 at 8:44 PM, Arthur Richards <
Post by Arthur Richards
+1 to Strine's thoughts. Very similarly and in line with David said about
getting a team to name emotions that occurred around mechanical feedback
(I'm removing the 'factual' part that David originally included
because
Post by Kevin Smith
Post by Arthur Richards
Post by Guillaume Lederrey
Post by Arthur Richards
emotions are facts too!), I've also had success combining the "mad, sad,
glad" format with the "timeline" format (also in the Esther Derby
book,
Post by Kevin Smith
Post by Arthur Richards
Post by Guillaume Lederrey
Post by Arthur Richards
which worked really nicely for a more engineering-centric group. The
timeline portion helped lay everything out in a logical, event-based
(feeling-free) manner; but then layering the "mad, sad, glad" piece
on
Post by Kevin Smith
Post by Arthur Richards
Post by Guillaume Lederrey
Post by Arthur Richards
top
of that helped reveal how folks were feeling about various events
that
Post by Kevin Smith
Post by Arthur Richards
Post by Guillaume Lederrey
Post by Arthur Richards
happened, which spurred deeper conversation.
Post by David Strine
The book "Agile Retrospectives" by Esther Derby and Diana Larsen
has a
Post by Kevin Smith
Post by Arthur Richards
Post by Guillaume Lederrey
Post by Arthur Richards
Post by David Strine
section on managing group dynamics and a description of the "Mad,
Sad,
Post by Kevin Smith
Post by Arthur Richards
Post by Guillaume Lederrey
Post by Arthur Richards
Post by David Strine
Glad"
format. I also found an online example here [1].
I've found that if you get a team to name emotions that occurred around
the mechanical/factual feedback you can get a glimpse into the interpersonal
issues. The emotional statements open the door for you to dig deeper ask
pointed questions.
[1]
https://www.retrium.com/resources/techniques/mad-sad-glad
Post by Kevin Smith
Hi all,
I'm looking for advice about how to structure retrospectives to encourage
more feedback about interpersonal issues. I believe the teams I
work
Post by Kevin Smith
Post by Arthur Richards
Post by Guillaume Lederrey
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
with
feel the retros are a "safe space", but the vast majority of the
issues that
come up are mechanical, not personal.
Of course, it's possible that there really aren't that many interpersonal
issues on these teams. (They do seem to be more emotionally healthy and
mature than many teams I have interacted with.) But I don't want to
take any
chances. And I don't have a ton of experience running retros, so
I'm
Post by Kevin Smith
Post by Arthur Richards
Post by Guillaume Lederrey
Post by Arthur Richards
Post by David Strine
Post by Kevin Smith
hoping
those of you with more experience can provide some pointers.
Thanks!
Kevin Smith
Agile Coach, Wikimedia Foundation
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
--
Guillaume Lederrey
Operations Engineer, Discovery
Wikimedia Foundation
UTC+2 / CEST
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
--
Guillaume Lederrey
Operations Engineer, Discovery
Wikimedia Foundation
UTC+2 / CEST
_______________________________________________
teampractices mailing list
https://lists.wikimedia.org/mailman/listinfo/teampractices
Loading...