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Session 9 · Supplementary Materials

Definition of Done, Feedback & Contributing Well

Printable DoD templates for different contexts, a feedback conversation framework with worked examples, and a contributing-well checklist.

Printable templates ~20 min Session 9 companion
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Printable reference

Definition of Done — starter templates

A Definition of Done is written by the team for the team. These templates are starting points — adapt them to your context. A DoD that the team doesn't believe in is one they will quietly ignore under pressure. Start with fewer items that will always be enforced rather than many items that will be selectively skipped.

Template 1 — Student or university group project Adapt for coursework, case studies, group assignments
  • The deliverable directly addresses the brief or question as stated.
  • All sources and references are cited correctly in the agreed format.
  • At least one other group member has reviewed the work and confirmed it makes sense.
  • The section fits within the agreed word count or time allocation.
  • Any data, figures, or claims are checked against the original source — not paraphrased from memory.
  • The group has agreed it is ready to submit — not just the person who wrote it.
Template 2 — Freelance or solo professional work Adapt for client deliverables, consulting outputs, creative work
  • The deliverable addresses the client brief as confirmed in the latest version of the agreement.
  • I have reviewed it myself at least 24 hours after completing the first draft (fresh eyes).
  • Any feedback from a previous version has been addressed or explicitly acknowledged.
  • Files are in the format the client specified and named according to the agreed convention.
  • The client can use this without needing to ask me a clarifying question first.
  • I am comfortable putting my name on it.
Template 3 — Software developers Standard Scrum team DoD — adapt for your tech stack and process
  • All acceptance criteria for the story have been met and verified.
  • Code has been reviewed by at least one other developer — not just the author.
  • Automated tests written for new behaviour; no existing tests broken.
  • The feature has been deployed to the staging environment and works there.
  • The Product Owner has reviewed and accepted the story on staging — not on a local machine.
  • No new bugs introduced that were not present before this story was started.
  • Any relevant documentation (README, API docs, release notes) has been updated.
Writing your own

How to build a Definition of Done that actually gets used

The most common failure mode is writing a DoD in a planning session and never referring to it again. These principles help build one that sticks.

1. Write it with the people who will use it

A DoD imposed from outside is a standard the team didn't choose and won't defend. Write it in the first Retrospective of a new project or team — ideally by having everyone write three criteria independently, then comparing and agreeing on the five to seven that matter most. Shared ownership produces shared enforcement.

2. Every item must be verifiable by someone other than the person who did the work

"Good quality" is not a DoD item. "No known bugs introduced" is. "Reviewed by another team member" is. "Well-written" is not. If the criterion requires the author's own judgment to verify, it is not a DoD item — it is an aspiration.

3. Start with fewer items, enforced 100% of the time

A DoD with three items, always enforced, is better than one with twelve items enforced selectively. Every time an exception is made — "just this once, we'll skip the review" — the DoD loses credibility. If a criterion cannot be enforced every Sprint, remove it.

4. Improve it through Retrospectives — only upward

The DoD should evolve as the team's standards improve. Adding a new criterion is always valid. Removing one should only happen if it was wrong from the start. The DoD standard should never move down. A team that removes items from its DoD under delivery pressure is not improving — it is rationalising shortcuts.

The one question to ask about every DoD item

"If we shipped without this, would a user or reviewer notice something was wrong?" If yes, it belongs in the DoD. If no, it may be a nice-to-have standard rather than a done-means-done requirement. The DoD is not an aspirations list — it is a minimum bar below which nothing ships.

The structure of useful feedback

Giving feedback that actually changes something

Most feedback that fails does so for one of three reasons: it describes the person rather than the behaviour, it is too general to act on, or it is delivered at the wrong moment. The framework below addresses all three.

Observable, not interpretive

Describe what you saw or heard — not your conclusion about what it means. "You don't care" is an interpretation. "You left before the stakeholder asked their question" is observable and can be discussed without defensiveness.

Specific, not general

"Your stories are always vague" is a general verdict that creates defensiveness and gives nothing to act on. "The payment story had no acceptance criteria and the developer spent 90 minutes guessing the edge cases" is specific, recent, and directly actionable.

Timely and private

Feedback given within 24–48 hours is far more useful than feedback surfaced three weeks later in a Retrospective. Individual feedback belongs in a private conversation — never in a group setting unless it applies equally to everyone present.

A simple four-part structure

When giving feedback that might be difficult to receive, this structure helps keep the conversation productive:

1

Observation

State what you saw or heard specifically. "In the last two Sprint Plannings, the stories arrived without acceptance criteria."

2

Impact

Explain what happened as a result. "The team spent the first 30 minutes of Planning writing criteria that should have been ready."

3

Question

Open the conversation — don't deliver a verdict. "What's making it hard to get criteria written before Planning?"

4

Request

State what would be different going forward. "Could we agree that stories need criteria before they enter Sprint Planning — and I'll flag it if I see ones that don't?"

Before and after

Feedback — six worked examples

Each example shows the same situation handled two ways: the version that tends to create defensiveness, and the version that tends to produce a useful conversation.

Situation 1 — Stories without acceptance criteria

Situation 2 — A developer who doesn't raise blockers

Situation 3 — Retrospective actions that never happen

Situation 4 — A team member who dominates discussions

Situation 5 — Giving feedback to a group (Retrospective)

Receiving feedback — two questions that always help

When receiving feedback that feels unfair or unclear

Before responding with defence or agreement, ask two questions: "Can you give me a specific example?" and "What would have been better?" These questions move the conversation from evaluation to learning. The first anchors the feedback in something concrete. The second gives you actionable information rather than just a verdict.

If the feedback is genuinely unclear or seems unfair, say so directly: "I want to understand this — can you help me see what I missed?" Not defensive, not dismissive — curious. Curiosity is the most productive response to feedback that lands badly.

Printable reference

Contributing well — team checklist

These are the habits that make a team member genuinely valuable — not just technically capable. Print this, keep it visible, and review it at Retrospectives.

Planning & commitment

I understand the Sprint Goal before Sprint Planning ends

I can state it in one sentence without looking at notes. If I can't, I ask before the meeting closes.

I only commit to work I believe the team can finish

I don't pull optimistic numbers to look good in Planning. I flag concerns about estimates before they become commitments.

I read the acceptance criteria before I start a story

Not halfway through. Before I start. If they're missing or unclear, I get them clarified before writing a line of code.

During the Sprint

I raise blockers the moment I know about them

Not at the end of the day. Not at the next standup. The moment I realise I'm blocked. Every hour I wait is an hour the team can't help me.

I finish before starting something new

I pull new work only when I have capacity to see it through to Done. Starting a new story while an existing one is in review is how everything ends up at 80%.

!
I ask for help before I get stuck for more than a day

Spending two days on a problem alone when a colleague could have helped in 30 minutes is not independence — it is a Sprint risk nobody else knew about.

I update the board as work moves — not at the end of the day

The board is the team's shared view of reality. If my story has moved to review, the board should show that immediately so nobody duplicates the work.

Quality & standards

I check the Definition of Done before moving a story to Done

Every criterion, every time. I don't move a story to Done and then notice a DoD item hasn't been met. I check before I move.

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I raise quality concerns when I see them — not in the Retrospective

If I notice a shortcut being taken that will cause problems, I say something when I notice it. The Retrospective is for patterns; in-the-moment concerns belong in the moment.

I never agree to skip the DoD to hit a Sprint number

Not once. The first exception is the beginning of the DoD becoming optional.

Retrospective & improvement

I open the Retrospective by checking whether last Sprint's action was completed

Before identifying new improvements, confirm the one improvement we committed to last time either happened or didn't. Name it explicitly.

I commit to one improvement — not five

Five Retro actions with no owner and no follow-up are worse than one action that actually changes behaviour. I vote for the single most impactful change and hold myself to it.

I give feedback during the Retrospective on process — and privately on individuals

Process feedback belongs in the Retro. Feedback about a specific person's behaviour belongs in a private conversation, not a group setting.

Quick reference

The PO–team relationship at a glance

This is the clearest summary of what each side owns and owes the other. Print it and put it where the team can see it.

The Product Owner

  • Owns the what and the why — never the how
  • Keeps the backlog ordered and refined
  • Is available during the Sprint to answer questions
  • Accepts or returns stories at Sprint Review
  • Brings the user's perspective to every decision
  • Protects the team from scope added mid-Sprint

The Developers

  • Owns the how — never the what or why
  • Challenges stories that are too vague to commit to
  • Estimates honestly — not optimistically to please
  • Raises blockers immediately when they appear
  • Enforces the Definition of Done without exceptions
  • Brings technical expertise to every planning conversation
The sign of a healthy PO–team relationship

The PO and team disagree productively and regularly. The team pushes back on stories that aren't ready. The PO pushes back on estimates that seem inflated. Both sides trust that the other is working toward the same goal — delivering value to real users — rather than protecting their own turf. Conflict in Sprint Planning is healthy. Conflict in Sprint Review is too late.