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Project Retrospectives Mary Lynn Manns manns@unca.edu http://www.cs.unca.edu/~manns
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Project Retrospective “… the single most important step toward improving the software process!” Kerth,2001
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Why is it so important? When things go well … … we need to share these things with others When things don’t go well … … we need to talk about and solve the problems rather than hiding them or assigning blame
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What is a retrospective? A ritual for reviewing projects
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Why a retrospective?… To look at the past People stop and learn from their experiences document the successful practices avoid same mistakes over and over share different views see the big picture allow your process to adapt to advances in field
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Why a retrospective?… To plan the future People are involved in improvements understand the need for improvement design improvements own the improvements get motivated to improve
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Why a retrospective?… To build community People will understand … … what others are doing?.. what they are struggling with … what their talents and limitations are? ……..
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Why a retrospective?… To reach closure People find that it is … Cathartic Informative Enlightening Fun etc…
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What a retrospective isn’t Not a complaint session …everyone did the best job he or she could… Not a place for finding fault An end Not the same every time
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What happens before … Interview participants Distribute retrospective handout Request effort data Request artifacts
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What happens In the beginning Create safety Write ground rules Define success Define insanity Do the “I’m too busy” exercise
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What happens To look at the past Artifacts Contest The Big Picture Time Line Emotions Seismograph Passive Analogy Offer Appreciation Repair Damage Through Play
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What happens To look to the future Change the Papers Messages A Plan for the Future Posters One Last Topic Closing
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What to do with the information Retrospective reports –What worked well that we don’t want to forget? –What should we do differently? –What still puzzles us? –Recommendations to management –Lessons learned Patterns
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Patterns To capture lessons learned, successful practices 1970’s: C. Alexander, architecture 1995: Design Patterns: Elements of Reusable Object-Oriented Software Patterns for design, testing, management, training, introducing innovation, etc… http://hillside.net/patterns/ http://hillside.net/patterns/ http://www.cs.unca.edu/~manns http://www.cs.unca.edu/~manns
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Pattern Problem Forces Solution Context Rationale Consequences Known Uses Name
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Pattern Language A collection of related patterns that work together to solve complex problems
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Project Retrospective Looking back in order to move forward
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