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How to run a retrospective that changes something

A retrospective is a regular, honest look back at how the team worked. It is worth the hour only if it ends with one or two changes that someone owns.

Topic
Team practice
Reading time
3 min
Updated

What a retrospective is for

A retrospective, or retro, is a meeting held at the end of a sprint, a release or a project to ask: what went well, what did not and what should we change? It is how a team improves its own way of working, a little at a time.

A format for an hour

  1. Set the tone (5 minutes). State the aim and remind everyone that the point is the process, not the people.
  2. Check last time’s changes (5 minutes). Did we do what we said we would? What happened?
  3. Collect what went well and what did not (15 minutes). Everyone writes first, on their own, then the notes are grouped. Writing first stops the loudest voice from setting the agenda.
  4. Pick the few that matter (10 minutes). Vote, and discuss only the top two or three.
  5. Decide what to change (20 minutes). For each topic, agree one change that is small enough to try next sprint.
  6. Close (5 minutes). Read back the changes, each with an owner and a date.

What makes a retrospective useful

  • Safety. People only say what is true when they are not afraid of the answer. Keep it blameless.
  • Few changes. One or two changes that happen beat ten that do not.
  • Owners. Every change has a name and a date. “We should” belongs to nobody.
  • Follow-through. Start the next retro by checking the last one’s changes.

Keep it fresh

The same questions in the same order get stale. Change the shape now and then: ask what to start, stop and continue; ask for the one thing that slowed you down most; or look at a timeline of the sprint and mark the moments that felt good or bad. Rotate who runs it.

Mistakes to avoid

  • Skipping it when the team is busy. That is when it matters most.
  • Ending with a long list of actions that nobody owns.
  • A manager running it who then judges what people said.
  • Never looking at the changes from last time.

Formats to rotate through

  • Went well, did not, change

    How it works

    Three columns, then pick the changes

    Good when

    You want a plain default

  • Start, stop, continue

    How it works

    What to begin, drop and keep doing

    Good when

    The team needs to make decisions about habits

  • Four Ls

    How it works

    Liked, learned, lacked, longed for

    Good when

    You want more than complaints

  • Sailboat

    How it works

    What is the wind, what are the anchors, where are the rocks

    Good when

    The team needs to talk about risks and blockers

  • Timeline

    How it works

    Mark the high and low points of the sprint on a line

    Good when

    Something big happened and the team needs to look at it

A 45-minute agenda

  • 0 to 5

    What happens

    Set the aim. Read last time’s changes and how they went

  • 5 to 15

    What happens

    Everyone writes notes on their own: what went well, what did not

  • 15 to 25

    What happens

    Group the notes, then vote for the two or three that matter

  • 25 to 40

    What happens

    For each one, agree one small change, with an owner and a date

  • 40 to 45

    What happens

    Read the changes aloud, and say who will check them next time

Remote retrospectives

  • Use a shared page where everyone writes at once, so people are not waiting for a turn.
  • Keep cameras optional and give extra time to write; typing is slower than speaking.
  • Run it at a time that is not the end of someone’s day in another time zone.
  • Write the changes straight onto the board, so they exist before the call ends.

A retrospective in Kanso

Open the retrospective template in the project, fill it in together and turn each change into a card on the board with an owner and a due date. The next retro starts by opening the last one, so “last time’s changes” are the first thing on the page.

Common questions

At the end of every sprint or release, or about every two to four weeks for teams that do not use sprints. A short, regular retro beats a long, rare one.

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