Facilitation guide for sprint masters skill

The Sprint Master makes or breaks the design sprint.

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Facilitation Guide for Sprint Masters

The Sprint Master makes or breaks the design sprint. This role is equal parts timekeeper, therapist, traffic cop, and energy manager. A great facilitator creates the conditions for the team's best thinking while preventing the dysfunction that derails most group work.

Table of Contents

  1. The Sprint Master Role
  2. Time-Boxing Techniques
  3. Energy Management
  4. Dealing with Difficult Participants
  5. Decision-Making Protocols
  6. Room Setup and Materials Checklist
  7. Day-by-Day Facilitation Tips
  8. Logistics: Music, Snacks, and Breaks

The Sprint Master Role

Core Responsibilities
Responsibility What It Looks Like
Time management Starting and ending exercises on time, using visible timers
Process enforcement Ensuring each exercise follows the correct format
Energy management Reading the room, calling breaks, adjusting pace
Neutrality Not advocating for any particular solution
Conflict resolution Defusing tension without taking sides
Documentation Ensuring all outputs are captured (photos, notes)
Logistics Room setup, supplies, meals, technology
Who Should Be the Sprint Master

Good candidates:

  • Product manager with facilitation experience
  • Design lead who can resist designing during the sprint
  • External facilitator or consultant
  • Scrum master or agile coach

Poor candidates:

  • The CEO or founder (they should be the Decider, not the facilitator)
  • Someone who has a strong opinion about the solution (they will push it)
  • The most junior person in the room (they lack the authority to enforce time)
  • Someone who has never run a meeting before (start smaller)
Key Principle: The Sprint Master Does Not Contribute Solutions

During sketching, voting, and deciding, the Sprint Master participates only as a facilitator. If they have a strong solution idea, they should sketch it like everyone else but not advocate for it during critique. The moment a facilitator pushes their own idea, they lose neutrality and the team defers to them.

Time-Boxing Techniques

Why Time-Boxing Matters

Without time limits, every exercise expands to fill the available time. Long-term goal becomes a 2-hour strategy debate. Lightning Demos become 15-minute presentations. The storyboard never finishes.

Tools for Time-Boxing
Tool When to Use
Time Timer (visual countdown) Every exercise. Place it where everyone can see it
Phone timer with loud alarm Backup timer. Set it 1 minute before the end as a warning
Music playlist Play during silent work. When the music stops, time is up
Written schedule on wall Post the full day schedule so everyone can see what is coming
The Two-Minute Warning

For every exercise, announce "Two minutes remaining" when the timer hits the mark. This gives people time to wrap up their thought without the jarring surprise of a sudden stop.

When to Extend Time

Extend time only when:

  • The team is clearly making productive progress (not just talking)
  • The exercise output is incomplete and critical for the next step
  • The Decider explicitly asks for more time

Never extend time because:

  • The discussion is "interesting" (interesting discussions are infinite)
  • One person is not finished (they can catch up during the break)
  • The team "wants to explore this more" (the schedule exists for a reason)
Time-Boxing by Day

Monday:

Exercise Budgeted Time Strict or Flexible
Long-term goal 30 min Strict. The Decider breaks ties
Sprint questions 45 min Flexible +15 min if new questions are emerging
Customer journey map 60 min Strict. Keep the map simple
Ask the Experts 20 min per expert Strict. Thank the expert and move on
HMW voting 30 min Strict. Voting should not require discussion
Target selection 30 min Strict. Decider makes the call

Tuesday:

Exercise Budgeted Time Strict or Flexible
Lightning Demos 3 min per demo Strict. Use a timer for each demo
Notes 20 min Strict
Ideas 20 min Strict
Crazy 8s 8 min Strict. 1 minute per panel, no exceptions
Solution Sketch 90 min Flexible +15 min. This is the most important output

Wednesday:

Exercise Budgeted Time Strict or Flexible
Art Museum 30 min Strict
Speed Critique 3 min per sketch Strict. Use a timer for each sketch
Straw Poll 15 min Strict
Supervote 15 min Strict. The Decider knows what they want
Storyboard 150 min Flexible +30 min if gaps remain

Thursday:

Exercise Budgeted Time Strict or Flexible
Role assignment 30 min Strict
Building 150 min Flexible. Prioritize completion over polish
Stitching 90 min Strict. Must finish to allow trial run
Team review 30 min Strict
Trial run 30 min Strict. Must happen before end of day

Friday:

Exercise Budgeted Time Strict or Flexible
Each interview 45 min Strict. Respect participant's time
Between-interview breaks 30 min Flexible. Can shorten to 15 if running late
Debrief 75 min Flexible +30 min. This is the payoff

Energy Management

Energy Management Tactics
Tactic When to Use
Stand-up exercises After lunch, during storyboarding, any time energy drops
Change of scenery Take a 10-minute walk break outside the sprint room
Music during silent work Background music keeps energy up during individual exercises
Snack table Protein-heavy snacks available all day (avoid sugar crashes)
Celebrate small wins End each day by naming what the team accomplished
Physical movement Move to a different wall, rearrange chairs, change the room layout
Afternoon Slump Protocol

Every day between 2:00 and 3:00 PM, energy typically drops. Plan for it:

  1. Schedule a 10-minute break at 2:00 PM
  2. Provide coffee and high-protein snacks
  3. Start the next exercise with a brief standing activity
  4. If possible, schedule active exercises (voting, building) for this time slot rather than passive ones (listening, reviewing)

Dealing with Difficult Participants

The HiPPO (Highest-Paid Person's Opinion)

Behavior: Dominates discussion, others defer to their authority. Tactic: Use the structured exercises as designed. Silent voting, anonymous sketches, and individual work prevent the HiPPO from overriding the group. If the HiPPO is the Decider, remind them that their power comes at the Supervote, not during open discussion.

The Skeptic

Behavior: Vocally doubts the process. "This is a waste of time." "This will never work." Tactic: Acknowledge their concern briefly: "I hear you. Let's see how the week goes. If we are not getting value by Wednesday, we can adjust." Then redirect to the exercise. Most skeptics become converts by Wednesday when they see the storyboard take shape.

The Talker

Behavior: Fills every silence with commentary. Derails exercises with tangents. Tactic: Use the timer as your ally: "We have 2 minutes left, so let's get back to the exercise." During silent phases, gently say "Remember, this part is individual and quiet." If needed, speak privately during a break.

The Perfectionist

Behavior: Cannot move on until every detail is resolved. Tactic: Use the phrase "We will address that later in the sprint" or "Let's note it and move on." Put unresolved details on a parking lot sticky note. The perfectionist needs to see that their concern is captured, even if it is not resolved now.

The Quiet Participant

Behavior: Rarely speaks up, defers to others, may seem disengaged. Tactic: The sprint's silent exercises (sketching, dot voting) naturally give quiet people a voice. During discussions, use round-robin: "Let's hear from everyone. [Name], what do you think?" During breaks, check in privately: "How is it going? Anything you want to raise?"

The Multi-Tasker

Behavior: Checks phone, works on email, takes calls during the sprint. Tactic: Set the rule on Monday morning: no devices during exercises. Place a phone basket at the door. If someone violates, say "Let's put phones away for this exercise. We have a break in 30 minutes." If they persist, talk privately during a break about the commitment.

Decision-Making Protocols

When the Team Decides

Dot voting and straw polls are used for:

  • HMW prioritization
  • Art Museum heat maps
  • Straw poll preferences

These are input for the Decider, not final decisions.

When the Decider Decides

The Decider has final authority on:

  • Long-term goal
  • Target selection
  • Supervote (which solution to prototype)
  • Rumble vs All-in-One
  • Any tie-breaking situation
When the Sprint Master Decides

The Sprint Master has authority over:

  • Time management (when to end an exercise)
  • Process (which exercise comes next)
  • Room logistics
  • Whether to extend time on an exercise

Room Setup and Materials Checklist

Room Requirements
  • Large room with floor-to-ceiling whiteboard (or multiple whiteboards)
  • No glass walls (privacy for discussions)
  • Door that closes (quiet from outside noise)
  • Power outlets for laptops (Thursday prototyping)
  • Separate observation room for Friday (or a quiet corner with headphones)
Materials Checklist

Writing and drawing:

  • Thick black markers (Sharpie or similar), 1 per person
  • Fine-tip markers for detail work, 1 per person
  • Letter-size blank paper, 50+ sheets
  • Whiteboard markers (black, blue, red, green)
  • Whiteboard eraser and spray

Sticky notes and voting:

  • Standard sticky notes (3x3), 5 pads in various colors
  • Large sticky notes (5x8), 2 pads
  • Small dot stickers (1/4 inch), 100+
  • Large dot stickers (3/4 inch), 2 per person plus 3 for the Decider
  • Painter's tape for hanging sketches

Technology:

  • Time Timer or visible countdown timer
  • Laptop for Thursday prototyping
  • TV or monitor for Friday interview observation
  • Video conferencing setup if remote participants join for Friday
  • Camera for recording Friday interviews

Comfort:

  • Snacks: nuts, fruit, protein bars, crackers
  • Drinks: water, coffee, tea
  • Lunch plan for each day (order in or nearby restaurant with fast service)

Day-by-Day Facilitation Tips

Monday
  • Start with introductions if not everyone knows each other
  • Write the schedule on the whiteboard so everyone sees the plan
  • Enforce the "no solutions yet" rule: Monday is about understanding, not solving
  • Take a photo of every whiteboard before erasing
  • End the day by reading the target aloud and getting a verbal confirmation from everyone
Tuesday
  • Begin with a recap of Monday's target (2 minutes)
  • Keep Lightning Demos moving fast; use the timer visibly
  • During the Four-Step Sketch, your job is to keep the room silent
  • Walk around during Crazy 8s and say "Switch" every minute
  • Collect sketches at the end without looking at them
Wednesday
  • Arrive early to tape sketches to the wall for the Art Museum
  • During Speed Critique, stand next to each sketch and point as you narrate
  • Keep a running list of standout ideas on the whiteboard
  • After the Supervote, thank the team for their work and honor the Decider's choice
  • During storyboarding, ask "What happens next?" to keep the team moving
Thursday
  • Do a quick standing check-in at 10:30, 12:00, and 2:00
  • Walk around and look at progress; flag problems early
  • Protect the Interviewer's time for script writing
  • Insist on the trial run even if the team resists
Friday
  • Arrive 30 minutes early to set up rooms
  • Brief the team: "Watch, listen, and take notes. Do not react out loud."
  • Between interviews, lead a 5-minute "What did we see?" discussion
  • At the debrief, write findings on the whiteboard as the team discusses
  • End the sprint by thanking the team and scheduling a follow-up meeting

Logistics: Music, Snacks, and Breaks

Music
  • Play low-volume instrumental music during silent work phases (sketching, dot voting)
  • No lyrics (they distract from thinking)
  • Good options: lo-fi beats, jazz, ambient electronic, classical
  • Turn music off during discussions and presentations
Breaks
Type Frequency Duration
Micro break Every 60-90 min 5 min (stand, stretch, refill water)
Full break Mid-morning and mid-afternoon 15 min (leave the room, check phone)
Lunch Daily 45-60 min (eat away from the sprint room if possible)
End-of-Day Rituals

End each day with:

  1. Sprint Master reads aloud what was accomplished
  2. Quick round: each person names one thing they are excited about
  3. Confirm tomorrow's start time
  4. Remind everyone: no outside work on sprint topics tonight (fresh eyes matter)
1# Facilitation Guide for Sprint Masters
2 
3The Sprint Master makes or breaks the design sprint. This role is equal parts timekeeper, therapist, traffic cop, and energy manager. A great facilitator creates the conditions for the team's best thinking while preventing the dysfunction that derails most group work.
4 
5 
6## Table of Contents
71. [The Sprint Master Role](#the-sprint-master-role)
82. [Time-Boxing Techniques](#time-boxing-techniques)
93. [Energy Management](#energy-management)
104. [Dealing with Difficult Participants](#dealing-with-difficult-participants)
115. [Decision-Making Protocols](#decision-making-protocols)
126. [Room Setup and Materials Checklist](#room-setup-and-materials-checklist)
137. [Day-by-Day Facilitation Tips](#day-by-day-facilitation-tips)
148. [Logistics: Music, Snacks, and Breaks](#logistics-music-snacks-and-breaks)
15 
16---
17 
18## The Sprint Master Role
19 
20### Core Responsibilities
21 
22| Responsibility | What It Looks Like |
23|---------------|-------------------|
24| Time management | Starting and ending exercises on time, using visible timers |
25| Process enforcement | Ensuring each exercise follows the correct format |
26| Energy management | Reading the room, calling breaks, adjusting pace |
27| Neutrality | Not advocating for any particular solution |
28| Conflict resolution | Defusing tension without taking sides |
29| Documentation | Ensuring all outputs are captured (photos, notes) |
30| Logistics | Room setup, supplies, meals, technology |
31 
32### Who Should Be the Sprint Master
33 
34**Good candidates:**
35- Product manager with facilitation experience
36- Design lead who can resist designing during the sprint
37- External facilitator or consultant
38- Scrum master or agile coach
39 
40**Poor candidates:**
41- The CEO or founder (they should be the Decider, not the facilitator)
42- Someone who has a strong opinion about the solution (they will push it)
43- The most junior person in the room (they lack the authority to enforce time)
44- Someone who has never run a meeting before (start smaller)
45 
46### Key Principle: The Sprint Master Does Not Contribute Solutions
47 
48During sketching, voting, and deciding, the Sprint Master participates only as a facilitator. If they have a strong solution idea, they should sketch it like everyone else but not advocate for it during critique. The moment a facilitator pushes their own idea, they lose neutrality and the team defers to them.
49 
50## Time-Boxing Techniques
51 
52### Why Time-Boxing Matters
53 
54Without time limits, every exercise expands to fill the available time. Long-term goal becomes a 2-hour strategy debate. Lightning Demos become 15-minute presentations. The storyboard never finishes.
55 
56### Tools for Time-Boxing
57 
58| Tool | When to Use |
59|------|------------|
60| Time Timer (visual countdown) | Every exercise. Place it where everyone can see it |
61| Phone timer with loud alarm | Backup timer. Set it 1 minute before the end as a warning |
62| Music playlist | Play during silent work. When the music stops, time is up |
63| Written schedule on wall | Post the full day schedule so everyone can see what is coming |
64 
65### The Two-Minute Warning
66 
67For every exercise, announce "Two minutes remaining" when the timer hits the mark. This gives people time to wrap up their thought without the jarring surprise of a sudden stop.
68 
69### When to Extend Time
70 
71Extend time only when:
72- The team is clearly making productive progress (not just talking)
73- The exercise output is incomplete and critical for the next step
74- The Decider explicitly asks for more time
75 
76Never extend time because:
77- The discussion is "interesting" (interesting discussions are infinite)
78- One person is not finished (they can catch up during the break)
79- The team "wants to explore this more" (the schedule exists for a reason)
80 
81### Time-Boxing by Day
82 
83**Monday:**
84 
85| Exercise | Budgeted Time | Strict or Flexible |
86|----------|--------------|-------------------|
87| Long-term goal | 30 min | Strict. The Decider breaks ties |
88| Sprint questions | 45 min | Flexible +15 min if new questions are emerging |
89| Customer journey map | 60 min | Strict. Keep the map simple |
90| Ask the Experts | 20 min per expert | Strict. Thank the expert and move on |
91| HMW voting | 30 min | Strict. Voting should not require discussion |
92| Target selection | 30 min | Strict. Decider makes the call |
93 
94**Tuesday:**
95 
96| Exercise | Budgeted Time | Strict or Flexible |
97|----------|--------------|-------------------|
98| Lightning Demos | 3 min per demo | Strict. Use a timer for each demo |
99| Notes | 20 min | Strict |
100| Ideas | 20 min | Strict |
101| Crazy 8s | 8 min | Strict. 1 minute per panel, no exceptions |
102| Solution Sketch | 90 min | Flexible +15 min. This is the most important output |
103 
104**Wednesday:**
105 
106| Exercise | Budgeted Time | Strict or Flexible |
107|----------|--------------|-------------------|
108| Art Museum | 30 min | Strict |
109| Speed Critique | 3 min per sketch | Strict. Use a timer for each sketch |
110| Straw Poll | 15 min | Strict |
111| Supervote | 15 min | Strict. The Decider knows what they want |
112| Storyboard | 150 min | Flexible +30 min if gaps remain |
113 
114**Thursday:**
115 
116| Exercise | Budgeted Time | Strict or Flexible |
117|----------|--------------|-------------------|
118| Role assignment | 30 min | Strict |
119| Building | 150 min | Flexible. Prioritize completion over polish |
120| Stitching | 90 min | Strict. Must finish to allow trial run |
121| Team review | 30 min | Strict |
122| Trial run | 30 min | Strict. Must happen before end of day |
123 
124**Friday:**
125 
126| Exercise | Budgeted Time | Strict or Flexible |
127|----------|--------------|-------------------|
128| Each interview | 45 min | Strict. Respect participant's time |
129| Between-interview breaks | 30 min | Flexible. Can shorten to 15 if running late |
130| Debrief | 75 min | Flexible +30 min. This is the payoff |
131 
132## Energy Management
133 
134### Energy Management Tactics
135 
136| Tactic | When to Use |
137|--------|------------|
138| Stand-up exercises | After lunch, during storyboarding, any time energy drops |
139| Change of scenery | Take a 10-minute walk break outside the sprint room |
140| Music during silent work | Background music keeps energy up during individual exercises |
141| Snack table | Protein-heavy snacks available all day (avoid sugar crashes) |
142| Celebrate small wins | End each day by naming what the team accomplished |
143| Physical movement | Move to a different wall, rearrange chairs, change the room layout |
144 
145### Afternoon Slump Protocol
146 
147Every day between 2:00 and 3:00 PM, energy typically drops. Plan for it:
148 
1491. Schedule a 10-minute break at 2:00 PM
1502. Provide coffee and high-protein snacks
1513. Start the next exercise with a brief standing activity
1524. If possible, schedule active exercises (voting, building) for this time slot rather than passive ones (listening, reviewing)
153 
154## Dealing with Difficult Participants
155 
156### The HiPPO (Highest-Paid Person's Opinion)
157 
158**Behavior:** Dominates discussion, others defer to their authority.
159**Tactic:** Use the structured exercises as designed. Silent voting, anonymous sketches, and individual work prevent the HiPPO from overriding the group. If the HiPPO is the Decider, remind them that their power comes at the Supervote, not during open discussion.
160 
161### The Skeptic
162 
163**Behavior:** Vocally doubts the process. "This is a waste of time." "This will never work."
164**Tactic:** Acknowledge their concern briefly: "I hear you. Let's see how the week goes. If we are not getting value by Wednesday, we can adjust." Then redirect to the exercise. Most skeptics become converts by Wednesday when they see the storyboard take shape.
165 
166### The Talker
167 
168**Behavior:** Fills every silence with commentary. Derails exercises with tangents.
169**Tactic:** Use the timer as your ally: "We have 2 minutes left, so let's get back to the exercise." During silent phases, gently say "Remember, this part is individual and quiet." If needed, speak privately during a break.
170 
171### The Perfectionist
172 
173**Behavior:** Cannot move on until every detail is resolved.
174**Tactic:** Use the phrase "We will address that later in the sprint" or "Let's note it and move on." Put unresolved details on a parking lot sticky note. The perfectionist needs to see that their concern is captured, even if it is not resolved now.
175 
176### The Quiet Participant
177 
178**Behavior:** Rarely speaks up, defers to others, may seem disengaged.
179**Tactic:** The sprint's silent exercises (sketching, dot voting) naturally give quiet people a voice. During discussions, use round-robin: "Let's hear from everyone. [Name], what do you think?" During breaks, check in privately: "How is it going? Anything you want to raise?"
180 
181### The Multi-Tasker
182 
183**Behavior:** Checks phone, works on email, takes calls during the sprint.
184**Tactic:** Set the rule on Monday morning: no devices during exercises. Place a phone basket at the door. If someone violates, say "Let's put phones away for this exercise. We have a break in 30 minutes." If they persist, talk privately during a break about the commitment.
185 
186## Decision-Making Protocols
187 
188### When the Team Decides
189 
190Dot voting and straw polls are used for:
191- HMW prioritization
192- Art Museum heat maps
193- Straw poll preferences
194 
195These are input for the Decider, not final decisions.
196 
197### When the Decider Decides
198 
199The Decider has final authority on:
200- Long-term goal
201- Target selection
202- Supervote (which solution to prototype)
203- Rumble vs All-in-One
204- Any tie-breaking situation
205 
206### When the Sprint Master Decides
207 
208The Sprint Master has authority over:
209- Time management (when to end an exercise)
210- Process (which exercise comes next)
211- Room logistics
212- Whether to extend time on an exercise
213 
214## Room Setup and Materials Checklist
215 
216### Room Requirements
217 
218- [ ] Large room with floor-to-ceiling whiteboard (or multiple whiteboards)
219- [ ] No glass walls (privacy for discussions)
220- [ ] Door that closes (quiet from outside noise)
221- [ ] Power outlets for laptops (Thursday prototyping)
222- [ ] Separate observation room for Friday (or a quiet corner with headphones)
223 
224### Materials Checklist
225 
226**Writing and drawing:**
227- [ ] Thick black markers (Sharpie or similar), 1 per person
228- [ ] Fine-tip markers for detail work, 1 per person
229- [ ] Letter-size blank paper, 50+ sheets
230- [ ] Whiteboard markers (black, blue, red, green)
231- [ ] Whiteboard eraser and spray
232 
233**Sticky notes and voting:**
234- [ ] Standard sticky notes (3x3), 5 pads in various colors
235- [ ] Large sticky notes (5x8), 2 pads
236- [ ] Small dot stickers (1/4 inch), 100+
237- [ ] Large dot stickers (3/4 inch), 2 per person plus 3 for the Decider
238- [ ] Painter's tape for hanging sketches
239 
240**Technology:**
241- [ ] Time Timer or visible countdown timer
242- [ ] Laptop for Thursday prototyping
243- [ ] TV or monitor for Friday interview observation
244- [ ] Video conferencing setup if remote participants join for Friday
245- [ ] Camera for recording Friday interviews
246 
247**Comfort:**
248- [ ] Snacks: nuts, fruit, protein bars, crackers
249- [ ] Drinks: water, coffee, tea
250- [ ] Lunch plan for each day (order in or nearby restaurant with fast service)
251 
252## Day-by-Day Facilitation Tips
253 
254### Monday
255 
256- Start with introductions if not everyone knows each other
257- Write the schedule on the whiteboard so everyone sees the plan
258- Enforce the "no solutions yet" rule: Monday is about understanding, not solving
259- Take a photo of every whiteboard before erasing
260- End the day by reading the target aloud and getting a verbal confirmation from everyone
261 
262### Tuesday
263 
264- Begin with a recap of Monday's target (2 minutes)
265- Keep Lightning Demos moving fast; use the timer visibly
266- During the Four-Step Sketch, your job is to keep the room silent
267- Walk around during Crazy 8s and say "Switch" every minute
268- Collect sketches at the end without looking at them
269 
270### Wednesday
271 
272- Arrive early to tape sketches to the wall for the Art Museum
273- During Speed Critique, stand next to each sketch and point as you narrate
274- Keep a running list of standout ideas on the whiteboard
275- After the Supervote, thank the team for their work and honor the Decider's choice
276- During storyboarding, ask "What happens next?" to keep the team moving
277 
278### Thursday
279 
280- Do a quick standing check-in at 10:30, 12:00, and 2:00
281- Walk around and look at progress; flag problems early
282- Protect the Interviewer's time for script writing
283- Insist on the trial run even if the team resists
284 
285### Friday
286 
287- Arrive 30 minutes early to set up rooms
288- Brief the team: "Watch, listen, and take notes. Do not react out loud."
289- Between interviews, lead a 5-minute "What did we see?" discussion
290- At the debrief, write findings on the whiteboard as the team discusses
291- End the sprint by thanking the team and scheduling a follow-up meeting
292 
293## Logistics: Music, Snacks, and Breaks
294 
295### Music
296 
297- Play low-volume instrumental music during silent work phases (sketching, dot voting)
298- No lyrics (they distract from thinking)
299- Good options: lo-fi beats, jazz, ambient electronic, classical
300- Turn music off during discussions and presentations
301 
302### Breaks
303 
304| Type | Frequency | Duration |
305|------|-----------|----------|
306| Micro break | Every 60-90 min | 5 min (stand, stretch, refill water) |
307| Full break | Mid-morning and mid-afternoon | 15 min (leave the room, check phone) |
308| Lunch | Daily | 45-60 min (eat away from the sprint room if possible) |
309 
310### End-of-Day Rituals
311 
312End each day with:
3131. Sprint Master reads aloud what was accomplished
3142. Quick round: each person names one thing they are excited about
3153. Confirm tomorrow's start time
3164. Remind everyone: no outside work on sprint topics tonight (fresh eyes matter)
317 

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