Why Your Retro Action Items Never Get Done (And How to Fix It)

ScrumPoi · · 11 min read

Why Your Retro Action Items Never Get Done (And How to Fix It)

Why Your Retro Action Items Never Get Done (And How to Fix It)

You don’t have a retro problem. You have a “we pretend we’ll change things” problem.

Most teams I work with complete less than 30% of their retrospective action items by the next retro. Some are closer to 0% and quietly stop tracking them altogether.

Yet they still meet every two weeks, dutifully filling Miro boards and sticky notes, and wondering why nothing really improves.

Let’s fix that.


The Real Reason Retro Action Items Don’t Happen

It’s not because “people are lazy” or “we’re too busy.”

Your retro actions don’t get done because the system around them is broken.

1. You Treat Retro Actions Like Optional Homework

Ask yourself bluntly:

  • Does anyone get blocked if an action item doesn’t happen?
  • Is there any visible consequence?
  • Does leadership care whether they’re done?

If the answer is “no” across the board, your team has learned a simple truth:
Retro items are aspirational, not real work.

You’re competing with:

  • Production incidents
  • Feature deadlines
  • Stakeholder escalations
  • Random “quick asks” from other teams

A vague “improve code review process” never wins against “this feature has to be in prod by Friday.”

2. Your Action Items Aren’t Actually Actions

Most retro boards are full of things like:

  • “Communicate better with Product”
  • “Improve estimation”
  • “Do more testing”
  • “Align better with stakeholders”

These are wishes, not actions.

If someone can’t pick it up tomorrow and know exactly what to do in 30–60 minutes, it’s not an action item. It’s a category of pain.

3. You Don’t Connect Actions to the Real Pain

Teams often jump straight from “What went wrong?” to “What should we do?” without asking:
“What hurts the most, and what’s the smallest thing we can do to reduce that pain?”

When you don’t connect actions to specific pain:

  • There’s no urgency
  • There’s no emotional buy-in
  • There’s no clear way to tell if it worked

So the items just sit there, untouched, until the next retro when you awkwardly scroll past them.


Common Mistakes That Kill Your Retro Action Items

Let’s call out the patterns that almost guarantee nothing gets done.

1. No Owner, No Deadline, No Follow-Up

If your action item ends the meeting like this:

“Okay, so we’ll try to improve our testing next sprint.”

It’s dead.

Common anti-patterns:

  • No owner – “We’ll all do it” = no one will do it.
  • No deadline – “Next sprint” is a vague wish, not a commitment.
  • No follow-up – You never start the next retro by reviewing the last actions.

If you don’t treat actions like backlog items, they’ll be treated like background noise.

2. Retro Actions Live in a Different Universe Than Your Work

Another killer: retro items live in a separate place from your actual workflow.

  • Retro board in one tool
  • Real work in Jira/Azure DevOps/etc.
  • No linkage between the two

So naturally, people focus on what’s in the sprint board and ignore the external list that only reappears once a sprint.

If it’s not in the same place as your stories, tasks, and bugs, it’s not real work.

3. You Don’t Limit How Many Changes You Try

Some teams generate 8–12 action items per retro.

Result:

  • Everyone feels “we’re doing something”
  • Nothing actually changes
  • Next retro: exact same topics

You’re better off with one or two real actions that get done than a dozen that don’t.

4. Actions Are Too Big and Too Vague

“Implement feature flags”
“Refactor the payment module”
“Improve CI pipeline”

These are projects, not retro actions.

If an item requires:

  • Multiple weeks
  • Cross-team coordination
  • Design, spikes, approvals

…it’s not a retro action. It’s backlog work that should be handled like any other initiative.

5. No One Measures Whether It Helped

Most teams never ask:

“We did this action. Did it actually reduce the pain we were trying to solve?”

So even when something gets done:

  • You don’t know if it helped
  • You don’t build confidence in the retro process
  • People see actions as busywork, not improvement

When people feel the loop never closes, engagement drops fast.


How to Make Retro Actions Actually Happen

Here’s the part most blog posts gloss over. Let’s be specific.

1. Start Every Retro With a Ruthless Review

The first 10 minutes of every retro should be:

  • Look at last retro’s actions
  • For each:
    • Done?
      • Yes → Did it help? Keep/scale/adjust.
      • No → Why not? Decide: drop, change, or recommit.

Use a simple status system:

  • ✅ Done
  • ⚠️ In progress (clear owner & next step)
  • ❌ Dropped (and explicitly say why)

This sends a clear message:
We take our commitments seriously, and we’re willing to stop doing things that don’t matter.

If you feel awkward admitting you didn’t do something, good. That’s the point. The discomfort is a signal that your process needs to change.

2. Turn Pain Points Into One Tiny, Concrete Experiment

Instead of:

“We need to improve communication with Product.”

Try:

“For the next sprint, we’ll add a 15-minute weekly sync with the Product Owner every Tuesday at 10:00 to review scope changes.”

Or instead of:

“We need better test coverage.”

Try:

“For the next sprint, every new backend story will include at least one automated test, and we’ll track how many stories meet that.”

A good retro action is:

  • Small enough to do in 1–2 hours total
  • Clear enough that a new hire could understand it
  • Testable enough that you can say “yes, this helped” or “no, it didn’t”

3. Limit Yourself to 1–3 Actions Per Sprint

This is non-negotiable if you want change.

At the end of the retro:

  1. Group similar ideas (e.g., “testing”, “handoffs”, “meetings”)
  2. Vote on which pain hurts most
  3. Pick one action (max three if your team is very mature)

Ask:

“If we fix just this one thing, will the next two weeks be noticeably better?”

If the answer is no, you’re picking the wrong action.

4. Put Retro Actions in Your Real Backlog

Stop leaving actions in sticky-note purgatory.

Treat them like work:

  • Create tickets (e.g., “Retro: introduce weekly PO sync”)
  • Add acceptance criteria
  • Estimate them if needed
  • Pull them into the sprint like any other item

If your team never has capacity for improvement work, say that out loud:

“We don’t have time to improve how we work.”

Now you have a different, more honest problem to solve with your stakeholders.

5. Assign a Real Owner and First Step

Every action needs:

  • One named owner (not “the team”)
  • A clear first step, not just an end state

Example:

  • Action: “Introduce a Definition of Ready”
  • Owner: Priya
  • First step: “Book a 30-minute session with dev + PO this week to draft v1”

If the owner can’t describe what they’ll do in the next 48 hours, the item is still too vague.

6. Timebox and Treat It as an Experiment

Don’t marry your changes. Date them.

Instead of “from now on we will…” say:

“For the next two sprints, we’ll try X and then decide whether to keep it.”

This:

  • Reduces resistance (“we’re just trying it”)
  • Creates a natural review point
  • Encourages learning over perfection

Example experiment template:

  • Hypothesis: If we do X, Y will improve.
  • Action: The specific thing you’ll do.
  • Duration: 1–2 sprints.
  • Measure: What you’ll look at (even if it’s subjective).

Examples of Good vs. Bad Retro Actions

Example 1: Code Reviews

Bad:

  • “We should do better code reviews.”

No owner, no behavior change, no way to know if it worked.

Better:

  • “For the next sprint, no PR over 300 lines will be merged. If it’s bigger, we split it.”
    • Owner: Alex
    • First step: Create a short guideline in the repo and post in #dev channel.

Example 2: Interruptions

Bad:

  • “We need fewer interruptions.”

What does that even mean tomorrow?

Better:

  • “For the next sprint, production questions will go into a dedicated Slack channel, and only the on-call dev will respond during focus hours.”
    • Owner: Sam
    • First step: Create the channel, define on-call rotation, post the rules.

Example 3: Unclear Requirements

Bad:

  • “PO should give us clearer requirements.”

This is just blaming someone else.

Better:

  • “For the next sprint, no story goes into ‘In Progress’ without:
    • An example acceptance scenario
    • A quick 5-minute clarification chat between dev and PO”
    • Owner: Maria
    • First step: Add a simple checklist to the story template.

What Not to Do in Your Next Retro

Avoid these traps if you want your actions to survive past Monday.

1. Don’t Let the Retro Become a Therapy Session Only

Yes, people need space to vent. But if your retro ends with:

  • Lots of feelings
  • Zero concrete follow-up

…you’re training the team that retros are a place to complain, not to change.

2. Don’t Outsource All Actions to “Management”

If every action sounds like:

  • “Leadership should…”
  • “The org needs to…”
  • “Product must…”

You’re giving away your agency.

You can and should raise systemic issues upward, but also ask:

“What’s the smallest thing we can do within our control to improve this?”

3. Don’t Over-Rely on Templates and Games

Games and formats are fine. But if you spend:

  • 25 minutes playing “Sailboat” or “4Ls”
  • 5 minutes on actual actions

You’re decorating the problem, not solving it.

The format is not the outcome. The action is.

4. Don’t Keep Zombie Action Items

If an item has:

  • Been carried over twice
  • No one cares enough to own it
  • No clear path forward

Kill it.

Say explicitly:

“We’re dropping this because it’s not important enough right now.”

That honesty is more valuable than pretending you’ll get to it “someday.”


Making It Stick: A Simple Retro Action Workflow

Here’s a practical, repeatable flow you can adopt.

During the Retro

  1. Review last actions (10 minutes)

    • Done? Helped? Keep? Drop?
  2. Identify top pains (10–15 minutes)

    • Cluster issues
    • Vote on what hurts most
  3. Design 1–3 experiments (15–20 minutes)

    • For each:
      • Turn into a concrete, small action
      • Assign owner
      • Define first step and timebox
  4. Create real tickets (5 minutes)

    • Add them in your backlog tool
    • Pull at least one into the next sprint

During the Sprint

  • Owner does the first step in the first 2–3 days
  • Team treats the action like any other work item
  • Scrum Master / facilitator checks in mid-sprint

Next Retro

  • Start by asking:
    • “Did we do it?”
    • “Did it help?”
    • “Do we keep, adjust, or drop it?”

This loop is how continuous improvement actually happens—not through inspirational posters, but through small, deliberate experiments.


Tools Can Help, But They Can’t Think For You

You don’t need a fancy tool to make action items happen, but you do need a place where:

  • Actions are visible
  • Ownership is clear
  • Follow-up is easy

If you’re already using something lightweight for planning and retros, like ScrumPoi (free, anonymous voting, Jira integration, no signup), use it to keep actions close to your real work instead of hiding them in screenshots and forgotten boards.


Wrap-Up: Make Fewer Promises, Keep More of Them

If your retro action items never get done, stop pretending the retro is working.

Do less, but do it properly:

  • One to three small, concrete actions
  • Real owners, real tickets, real follow-up
  • Timeboxed experiments, not eternal rules
  • Honest review: did this make our lives better?

Retros aren’t about talking. They’re about changing how you work.

If your next retro doesn’t lead to at least one behavior change in the following sprint, you didn’t finish the job.

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