• Like
Introduction to "Gamestorming your retrospectives"
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

Introduction to "Gamestorming your retrospectives"

  • 383 views
Published

At the Lean Kanban conference in the Netherlands Astrid Claessen did a presentation on using game storming in your retrospectives. …

At the Lean Kanban conference in the Netherlands Astrid Claessen did a presentation on using game storming in your retrospectives.

The talk covered the following topics:

- Why retrospectives are important

- How restrospectives could (or rather should) be run (using the model from Derby & Larsen)

- What Gamestorming can add to the way you run retrospectives

A more extended version of the talk will be done at Agilesingapore.org.

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
  • Download Here: http://gg.gg/14860

    Copy the ABOVE LINK and PASTE in your browser.
    100% Working.
    Are you sure you want to
    Your message goes here
No Downloads

Views

Total Views
383
On SlideShare
0
From Embeds
0
Number of Embeds
1

Actions

Shares
Downloads
17
Comments
1
Likes
1

Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 1. WHAT HOW WHY GAMESTORMING YOUR RETROSPECTIVES
  • 2. WHY? AGILE LEAN Continuous improvement Continuous improvement Inspect & adapt Kaizen
  • 3. RUN THE ITERATION Incorporate Experiments and Improvements Build Product Deliver Product Increment Set the stage Close the retrospective Decide what to do RUN THE RETROSPECTIVE Generate insights Gather data
  • 4. RUN THE ITERATION Incorporate Experiments and Improvements Build Product Deliver Product Increment Most used format: • what went well? • what could be improved? • actions? Close the retrospective Decide what to do RUN THE RETROSPECTIVE Generate insights Set the stage Gather data
  • 5. RUN THE ITERATION Incorporate Experiments and Improvements Build Product Deliver Product Increment Most used format: • what went well? • what could be improved? so •no inspect & adapt actions? BOREDOM Close the retrospective Decide what to do RUN THE RETROSPECTIVE Generate insights Gather data Set the stage
  • 6. increasing complexity demands non-linear business practices demands businesses that can rapidly adapt to changing information environments help teams deal with complexity Why Games? energize the participants and ignite their emotions, they engage the whole person – a necessary element if you want insightful, creative results game space reduces fear by suspending reality, creating a context within which it’s safe to play; where risk is something to explore and not to fear provide mechanisms for interaction and creative collaboration: multiparty, participatory, interdisciplinary work games can be designed very quickly, ad-hoc, to deal with situations as they arise
  • 7. Gamestorming your retrospectives
  • 8. OPEN DIVERGENT EXPLORE EMERGENT CLOSE CONVERGENT A B Initial state act 1 • • • • set stage develop themes ideas information opening people’s minds opening up possibilities Target state act 2 • examine • explore • experiment create conditions that allow unexpected, surprising and delightful things to emerge act 3 • conclusions • decisions • actions narrow the field in order to select the most promising thing for what comes next
  • 9. OPEN EXPLORE CLOSE A B Initial state Target state • set stage • develop themes • ideas • information Games: • carrousel • code of conduct • job or joy • examine • explore • experiment Games: • welbeing north star • crossfire • speedboat • conclusions • decisions • actions Games: • graphic gameplan • 35 • 20/20
  • 10. Variations
  • 11. How & what
  • 12. Wrap-up Gamestorming techniques are a great tool for continuous improvement Astrid Claessen @astridclaessen astrid@kuzidi.com QUESTIONS?