Lobby
everyoneThe facilitator shares one link, and the room fills in. Teammates land in the lobby, presence lights up name by name, and the session waits until the team is actually together.
- One URL is the whole invite
- Presence shows who's arrived
In use at
The session, end to end
The facilitator shares one link, and the room fills in. Teammates land in the lobby, presence lights up name by name, and the session waits until the team is actually together.
Before anyone writes a word, the room agrees the session is blameless: everyone did the best job they could with what they knew at the time. The retro examines the system, not the people.
Everyone writes simultaneously — observations, frustrations, wins — each note landing on the shared board anonymously as it's submitted. Nobody waits for a turn and nobody signs their name, so the quiet voices contribute as much as the loud ones.
The team drags related notes together, live and multiplayer — you can see everyone's cursors working the board at once. Themes emerge from the notes themselves instead of being imposed up front.
Each cluster gets a name in the team's own words. The labels matter: they become the agenda for everything that follows, so naming them is naming what the retro is actually about.
Everyone votes on which themes deserve the discussion time — and nobody sees anyone else's votes until the facilitator moves on. Early votes can't anchor the room, and the loudest voice doesn't set the agenda.
The top-voted themes get the discussion, and the discussion has to land somewhere: concrete action items, each with a named owner. No owner, no item — that's the rule that keeps retros from becoming theater.
Closing the retro emails the full list of action items — with owners — to every participant before they've left the call. The commitments leave the room with the team, not with the tool.