AGILE GAMES

Art Gallery Retrospective

AGILE GAMES

Art Gallery Retrospective

This is a retrospective technique I learned from Esther Derby and Jerry Weinberg. I’ve extended it a bit differently into the analysis and deciding what to do portions as they were using the technique as a debrief mechanism for an activity in the PSL course. This technique is particularly useful for multi-team/large groups. It will take about 120 minutes to run in full. One may notice it has similarities to the Sprint Mural written up by Geoff Watts.

Gathering Data

After opening the retro, have everyone stand and get close to those with whom they work most closely. This creates clusters that may cross teams or groups or you may find some people working in isolation (a cluster of one). As the facilitator, have these clusters get a flip chart and markers.

In these clusters, the group represents how they see the work processes of the group from their perspective. They may draw a picture that metaphorically represents what they see, a diagram that describes the process, or if they are more comfortable, simply let them use words.

At the end of this portion, let people wander the art gallery (so they can see what was created as for large groups the diagram may become far away and details will have been missed). Then each cluster debriefs what their ‘art’ represents. (This is where the portion at PSL stopped and then moved into a learnings debrief.)

Gain Insights

Now each group returns to their art and annotates a few problems they see as well as a few items that worked well. They can make these additions to the drawing/diagram or written words that tie to portions of this. If the latter, it may be helpful to have them as sticky notes of a particular color, particularly if the first piece of art was all words. Again, debrief these items collectively.

Decide What to Do

At this point, allow each cluster to go around to each piece of art and offer up ONE idea they think will help this other cluster. These get written on a different color sticky than any used for identifying the problems. (In a retro I held, I had a problem with the collective team working together, so it had to help that the offering cluster would do for the other.) Think of this moving around to each piece of art as sort of a world café visit with the art serving as the topics.

Then each cluster returns to their own piece of art and decides which of the offered ideas they will use or if the offers inspire something else they want to try. The clusters report on what each one will collectively do. At this point, I generally have them make them SMART: Specific, Measurable, Attainable, Relevant, and Timely (when they expect to report it being done).

About Tasty Cupcakes

This content was originally published on Tasty Cupcakes, a community-run website founded by Michael McCullough and Don McGreal after they presented a series of games at Agile2008 in Toronto. The site’s tagline was “fuel for invention and learning.” After 15 years at TastyCupcakes.org, the content has found a new permanent home here at Agile Alliance.

The games, techniques, and approaches presented are here to use and explore. All we ask is that you tell others about us and give us some feedback on the games themselves. All of this work is licensed under a Creative Commons Attribution 4.0 International License.

Add to Bookmarks Remove Bookmark
Add to Bookmarks Remove from Bookmarks
Add to Bookmarks Remove from Bookmarks

Got feedback? Join the conversation!

Explore additional Agile Games

Description Organization and prioritization are two distinct activities that can be used to improve the quality of a product backlog. A simple linear list is difficult to prioritize. As well, many stakeholders are forgotten in the rush to deliver cus…
Objectives Learn about the attributes and duties of a role. Verify what your students already know about the subject (complemented by a short lecture). Let your students learn from each other. I've successfully used it with all three Scrum roles: th…
This activity was designed to teach continuous integration concepts and value without resorting to code, a continuous integration server, or any hardware or software.  While the participants will experience some frustration in trying to complete the …
While we've all heard about "pair programming", pairing is not just for programmers. In this activity, participants will use fiction/creative writing to understand the importance and value (and fun) of pairing. Timing Prep: Printing out the ha…

Discover the many benefits of membership

Your membership enables Agile Alliance to offer a wealth of first-rate resources, present renowned international events, support global community groups, and more — all geared toward helping Agile practitioners reach their full potential and deliver innovative, Agile solutions.

Not yet a member? Sign up now