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Post-Up

Post-up, originally uploaded by dgray_xplane.

Object of Play
The goal of this game is to generate ideas with silent sticky note writing.

Number of Players: 1–50

Duration of Play: 10 minutes to 1 hour

How to Play
There are many ways to work with ideas using sticky notes. Generating ideas is the most basic play, and it starts with a question that your group will be brainstorming answers to. For example: “What are possible uses for Product X?” Write the question or topic on a whiteboard. Ask the group to brainstorm answers individually, silently writing their ideas on separate sticky notes. The silence lets people think without interruption, and putting items on separate notes ensures that they can later be shuffled and sorted as distinct thoughts. After a set amount of time, ask the members of the group to stick their notes to the whiteboard and quickly present them. If anyone’s items inspire others to write more, they can stick those up on the wall too, after everyone has presented.

Harry Brignall at the 90% of Everything blog makes a great suggestion:

When doing a post-up activity with sticky notes in a workshop, you may want to use the FOG method: mark each note with F (fact), O (opinion) or G (guess). It’s such a simple thing to do, but it adds a great deal of clarity to the decision-making process.

Strategy
Generating ideas is an opening activity, and a first step. From here you can create an Affinity Map or further organize and prioritize the thoughts, for example using Forced Ranking.

The Post-Up game is based on the exercises in Rapid Problem-Solving with Post-it® Notes
by David Straker.

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Bring Your Own Dashboard

For more information

Listen to Michael Schrage, research fellow with MIT Sloan School’s Initiative on the Digital Economy, describe the need for strategic KPIs, common pitfalls organizations encounter when grappling with new technologies and why co-creating dashboards in a workshop setting are fundamental to AI capability development.

The game

Read through your favorite Management publication today and you’re likely to find an article on Artificial Intelligence. One we particularly liked, Strategy For and With AI, clarifies the difference between using AI in your product or service (Strategy *For* AI) and harnessing AI to plan your strategy (Strategy *With* AI). The latter involves a tight coupling of KPIs, Data Governance and Decision rights that few companies can claim – the article recognizes Google, Uber, and GoDaddy. While these case studies may reveal an intimidating gap between their achievement and your organization’s progress, a discussion with article co-author Michael Schrage reveals simple steps any organization can take to move forward on this path.

AI with strategy works best with a strong foundation of established KPIs, mature Data Governance practices and clear Decision Rights
Object of Play

Most teams, regardless of size, can access data measuring their progress towards goals. Use this group activity to validate the strategic alignment of your KPIs, understand the relationships between them, and brainstorm tests you can perform to validate both.

Number of Players

5-15

Duration of Play

90 minutes

How to Play

OPEN

There are two options for opening this game:

Option A

If your participants have defined KPIs or OKRs which they currently measure:

  1. Ask them to bring a sample report or dashboard to the activity
  2. Once gathered in the room, ask each team or individual to briefly present their report, identifying:
    1. Which organizational strategies the report aligns to (OKR)
    2. Report KPIs (OKR)
    3. Other important reporting metrics
  3. Once all the reports have been presented, ask the teams to write down their KPIs and metrics, one per sticky note and put them up on the wall.

Option B

If your participants have less defined measurement and feedback infrastructure OR you’re looking to explore new measures and KPI’s

  1. Inform the players the purpose of the activity is to explore our strategy by creating a dashboard
  2. Write at the top of the whiteboard an organization-wide strategic goal
  3. Ask the players to take five minutes for an individual brainstorm: list all the customer behaviors impacting the strategic objective of your organization. For example,  a digital marketing team may be concerned with: customers signing-up for the newsletter, shoppers visiting your website, follow the brand on Twitter.
  4. At the end of the brainstorm, ask each player to put their sticky notes on the wall, quickly presenting them to the team one-by-one. 
  5. Once all the brainstormed ideas are on the wall, ask the group to organize them into themes. Let the themes emerge organically, i.e. don’t guide or direct their behavior. 
  6. Take 5 minutes to review each theme; ask for the players to briefly explain their thinking and insights. 
  7. For each theme ask the group to identify one or two KPIs that best measure the desired consumer behavior. 

EXPLORE

KPI relationship matrix
A KPI relationship matrix
  1. Let the players know you’re going to explore your KPIs by looking at their relationships to one another. 
  2. Set the board by creating a matrix of the KPIs identified in the Opening. 
  3. To play, the group determines the relationship between each set of KPIs: Direct if an increase in one would cause an increase in the other OR Indirect if an increase in one would cause a decrease in the other.
  4.  A group may choose to write down relationships individually at first and then call out their results on each item and criterion to create the tally. 
  5. Identification should be done quickly, as in a “gut” check.
  6. A discussion after the table has been completed may uncover uncertainties about strategy and KPI maximization. For example, Marketing’s attempt to maximize website visitors may negatively impact Sales’ conversion rate. 
    1. Some questions to prompt: 
      1. What do you notice about these relationships? 
      2. What KPIs should you consider adding? Removing?
      3. Are there instances where KPIs should be optimized instead of maximized?
      4. Are the representative strategies aligned? Do the KPIs indicate any conflicts? 
      5. What other organizations are implicated by these KPIs?
      6. What are we uncertain about? How might we test those uncertainties in the next week?

CLOSE

Based on your discussion perform a Start-Stop-Continue. Ask the group to consider the customer behaviors, KPI relationship mapping and subsequent discussion and individually brainstorm in these three categories:

  1. Start: What are things that we need to START doing?
  2. Stop: What are we currently doing that we can or should STOP?
  3. Continue: What are we doing now that works and should CONTINUE?

Have the individuals share their results.

STRATEGY

In our data-rich world, your strategy is what your KPIs say it is. Teams often try to maximize KPIs in the absence of understanding their impact. This exercise clarifies ripple effects strategies have on each other and surfaces considerations for when Optimization should trump Maximization. 

CREDITS

This game was inspired by David Kiron and Michael Schrage’s MIT Sloan Management Review article, Strategy For and With AI

COMPLEMENTARY GAMES

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Cost Benefit

This game, developed by Johan Tré, is most probably the most simple collaborative cost benefit analysis ever.
It is applicable onto subjects where a group has expert knowledge about costs and/or benefits.

A group of developers is such an example.
Especially a customer or customer proxy will have interest when it comes to prioritizing work items.

Generation ideas
If the list of work items is not existent you can start this exercise by a silent post-up.
All individuals in the group start scribbling down about the work to be done. (one thing/sticky)
After 10 min or so ask the group to hang them on the wall.

Clustering
Ask the team to group items together by subject in silence. Items causing discussion you ask to park aside.
Explain that the only purpose is having a priority. So under what cluster it’s been put isn’t that important. What is important however, is all know where it’s under.
So on the exact scope (what-fits-best-where) there is no explicit consensus needed. A majority is fine.

In short:
* does everybody know the scope of the clusters?
* can the team proportionally estimate the size of the scope? (what is bigger/smaller then what)

Priories on cost

SortingCostBenefit-Sorting-Scaling
Next, ask the team to sort them top to bottom on cost. (5 minutes of work)
Park the items under discussion aside after all the others are done.
Discussion can only happen when the clustering did not clear things up or caused friction. This could indicate the team isn’t aware of the goal: putting priority.

Scaling
Next hang the lowest sticky way lower and the highest way higher then the rest of the sorted list.
Like that you’ll have room to position the stickies on a scale.CostBenefit-Y-axis
Write down on the board some marks of the scale.  E.g. (see image): 1, 5, 10, 15, 20.
Ask the team to position the other items on the correct place on the scale.
The sorted order must will stay ofcourse, a relative cost will emerge from the scale as they are positionned.

This all takes about 10 min: Sorting 5, scaling 5.
Depending on the position on the scale, write the relative number bottom left on the stickies.
E.g. stickies in the middle: 50%, top 0%, bottom 100%.
This will be your Y-axis coordinate to put your sticky on a 2D cost -benefit graph.

Priories on benefit

Do the same for the benefits with a product owner, customer if preferred.
Sort, relatively scale them, and write the number bottom right.

 

Cost Benefit Result

Putting it all together

Draw the X and Y axis with the top and bottom values from the exercise above:  the costs & benefits.
Hang the stickies according to the cost/benefit coordinates noted on them.

The low hanging-fruit and infeasible-expensive items are clearly found now.

 

Conclusion

Note that the same approach can be done with a Kano diagram or any other kind of 2D graph.
It’s a fun way of clearing things out and prioritizing is done through collaborative support.
Special attention on discussion starters is recommended. They are the time consumers, and can be stopped by guarding and communicating your goal: prioritizing.

Enjoy this game, feedback is mostly appreciated!

Source
This game was developed and originally authored by Johan Tré.

 

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Do, Redo & Undo

Object of Play

When creating something, it’s easier to think in the affirmative. We think in a vector of taking actions and building things, and can forget that over time undoing those same decisions can be just as important. Do, Redo & Undo asks a group to focus on this, and to think through the implications of dismantling and altering.

This is a useful exercise in developing any human-to-machine or human-to-human system.  Software provides myriad cases of undoing: users need to change configurations, fix mistakes, and remove software entirely. Business processes need to address this equally well: components need to change or dissolve, and often this flexibility is lost without clarity on how it is done.

Number of Players

Small groups

Duration of Play

1 hour or more, depending on the complexity of the existing

How to Play

The Best-Case Scenario

Generally, the group would run this exercise after they have a concept or prototype as a starting point.  In the case of software, it may be a user story or feature list; in a process,  it may be a draft of the flow.

The group should be given time to walk through and digest this example. The exercise opens with the group brainstorming answers to a simple question: “What mistakes can and will be made?”

Using Post-Up, the group brainstorms a set of items on sticky notes and pools them to create a starting set of scenarios to explore “undoing and redoing.” It’s not unusual for a few humorous items to make the list. Other questions to consider asking in fleshing out the set include:

  • “What would happen if a group of monkeys tried to use it?”
  • “What happens if we pull the plug? Where is the plug?”

The Worst-Case Scenario

In generating the initial list in Post-Up, the group has identified at least one Worst-Case Scenario. Their task now is to address the items by focusing on three possible solutions:

  • Do: Change the design or plan to avoid the problem altogether. This takes the issue off the table.
  • Redo: Provide a means for altering action while it’s being taken. This may be a course correction or a buffering of the situation’s impact.
  • Undo: Provide a means for completely undoing an action and returning to a previously known state. This completely abandons the scenario.

A group that has a large number of items in the Worst-Case Scenario may wish to prioritize them by likelihood and then focus on the hot spots. There is an implied order of preference in Do, Redo & Undo. A problem that can be entirely eliminated by changing the design avoids needing a “redo” or “undo” solution. For example, a feature that asks the user to enter her contact information might be eliminated entirely, if the information can be fetched from somewhere else.

As the group works through Do, Redo & Undo, they should capture their solutions and revisit the original Best-Case Scenario. Their draft of solutions should accompany the design as it matures, eventually proving itself in user testing and the real world.

The Do, Redo & Undo game is credited to James Macanufo.

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Understanding Chain

Object of Play

Communicating clearly and effectively is a challenge when there is a lot to say to a lot of people.  It can be tempting to try to explain “everything all at once” to an audience and fail in the process.  In the Understanding Chain game, a group shifts from a content focus to an audience focus, and draws out a meaningful, linear structure for communication.

Number of Players

1–10

Duration of Play

30 minutes to 2 hours

How to Play

To set up the game, the group needs to develop two things: an audience breakdown and a set of questions.

The audience(s):  If there are a large number of audiences, break them down into meaningful groups.  The groups could be as broad as “Corporate leaders” or as specific as “The guys in IT who fix the laptops.”  As a rule of thumb, the more specific the audience, the more tailored and effective the understanding chain will be.  Each audience group will need its own understanding chain. This list of audiences could be created as a result of a Who Do exercise (see Chapter 4).

The questions: Once the group has a clear picture of their audience, it’s time to brainstorm questions. The questions frame what people really want to know and care about. Questions are best captured in the voice or thoughts of the audience, as they would ask them. They may sound like:

  • “What’s cool about this? Why should I care?”
  • “How is this related to x, y, or z?”
  • “What makes this a priority?”

Or, they may be more specific:

  • “When does your technology road map converge with ours?”
  • “How will it impact our product portfolio?”

The questions will become the links in the understanding chain.  To generate them, the group puts itself in the mindset of the audience and captures the questions on individual sticky notes (see the Post-Up game in Chapter 4 for more information).

Play begins by sorting the questions in a horizontal line on a wall or whiteboard.  This is the timeline of a communication, from beginning to end. The group may choose to:

Arrange the questions in a simple story format.  In this understanding chain, the group clusters questions under three headings, from left to right:

  • Situation, which sets the stage, introduces a topic and a conflict
  • Complication, in which further conflict is endured and decisions are made
  • Resolution, in which a course of action is chosen which leads to a result.

By constructing the understanding chain as a story, the group may find the “climax”—the most critical question that leads to the resolution.

Arrange the questions in an educate-differentiate-stimulate format.  In this chain, the group arranges the questions from left to right, moving from:

  • Educate, in which a topic or idea and its parts are introduced
  • Differentiate, in which parts of the topic are contrasted to create a basis of understanding
  • Stimulate, in which actions are asked for or proposed.

Arrange the questions as a conversation. In this chain, the group thinks through or role-plays a conversation with the audience and arranges the questions in an order that flows naturally. Although all conversations are different, one framework to consider is:

  • Connecting:  “What’s up?”  “What do we have in common?”
  • Focusing:  “What’s important right now?” “What do you know about it?”
  • Acting:  “What should we do?”

Strategy

An understanding chain, like any chain, is only as strong as its weakest link. By examining the questions as a whole, the group may uncover an area that needs work or find the “tough questions” that are not easy to answer.  A group that tackles the weak questions, and has the courage to answer the tough ones directly and honestly, will win.

The Understanding Chain game was developed by Dave Gray as part of XPLANE’s consulting approach.

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Build The Checklist

Object of Play

In all work of reasonable complexity, there is a moment-to-moment risk that equally important tasks will overwhelm the human mind. In knowledge work this may be doubly true, due to the intangible “fuzziness” of any particular task. For groups that are charting out how they will work one of the most practical and useful things they can do is build a checklist.

Although creating a checklist may seem like an open-and-shut exercise, often it uncovers a manifest of issues. Because a checklist is a focusing object, it demands that the team discuss the order and importance of certain tasks. Team members are likely to have different perspectives on these things, and the checklist is a means to bring these issues to the surface and work with them.

Number of Players

A small team that has deep experience with the task at hand

Duration of Play

1 hour or more, depending on the task to be analyzed

How to Play

It’s most useful to create the checklist in order of operation, from first to last, but in some cases a ranked or prioritized list is more appropriate. Consider which the group would benefit more from creating.

  1. To begin, introduce to the group the topic at hand: “You will be creating a checklist for doing [fill in the blank].” It may be useful to prime the group into thinking about a particular situation or duration of time, as in “Getting from A to B” or “Dealing with an Angry Customer.”
  2. Have the group brainstorm tasks to put on the checklist using sticky notes. Guide the group to create items that are concrete and measurable, like a switch that is turned on or off. For example, “assess arrival readiness” is not as useful as “deploy landing gear.”
  3. Once the group has generated a pool of ideas, they may use Post-Up and affinity mapping to remove duplicate tasks. In discussing what has been added to the list, two things may be done:

 

  • Have the group order the tasks into a procedure. Use sticky notes so that the individual tasks can be moved. Given a space with a beginning and an end, the group can discuss and debate the ordering while creating the list in real time.
  • Have the group force-rank the tasks. In this case, the group must decide the order of importance of the tasks. By doing this, the group may be able to agree to cut items from the bottom of the list, making their checklist shorter and more direct.

In all cases, the discussion and reflection that come out of the initial brainstorming will be where the most progress is made. It is likely that new ideas will surface and be added to the checklist in the discussion. Coming out of the discussion the group’s next step is to capture the checklist as an artifact and share it with others who can test it and improve it.

The Build the Checklist game is credited to James Macanufo.

 

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Origins of Games

Gamestorming makes vivid for me the culture in which I wish to live.  It’s a culture which meets us where we are, which encourages us to stretch and grow, just a bit at a time, with every game we play.  Each game has an object of play, and so we can feel safe that we know why we’re playing it.  We can play games that are tried and true, we can adapt them and combine them, and we can create entirely new games, as needed.

In my own words, it’s a culture of the poor-in-spirit who want to take many small leaps of faith (as in I’d like to check this out) rather than just one big one (as in Trust me!)  Gamestorming makes real my belief that every way of figuring things out can be shared as a game.  I’d love to know, apply and share a directory of these many ways in math, science, engineering, medicine, finance, law, ethics, philosophy, theater, art, music, architecture, agriculture, homemaking and many other fields. Happily, Gamestorming is an inviting community, and for me, a logical place from which to reach out to other practices and appreciate them.

And so I learned of Dave Snowden and the Cognitive Edge research network focused on sensemaking.  They develop and share a set of methods, some of which, like Ritual Dissent, are very much games in the Gamestorming sense.  I believe that others, like the Cynefin framework, make for advanced games, which take some time to learn. I engaged Dave by way of Twitter. He tweeted: Give me a reference to gamestorming and I will happily take a look.  The best summary that I could find was the Amazon review, which reproduces the back cover.  So I thought a good project would be to create a Wikipedia article on Gamestorming.

Wikipedia’s guidelines for inclusion don’t allow articles to be created for neologisms.  A subject most be notable.  So I included academic references to Gamestorming, such as Jon H.Pittman’s syllabus for Design as Competitive Strategy, Christa Avampato’s use of Gamestorming in her social media marketing class and Franc Ponti’s talk on Trends in innovation for restless people. I submitted my article for review by Wikipedia editors.  Within an hour or so, they put it up: the Gamestorming article.

I include below the references to the origins of the many games.  The Wikipedia editors took them out of the article.  That’s unfortunate because the Gamestorming authors took care to credit the people who created, popularized or inspired the games.  Some of the games have roots way back:

Since the 1970s, notably in Silicon Valley, new games are contributing to a culture of facilitating creativity:

  • 4 Cs is based on a game by Matthew Richter in the March 2004 publication of Thiagi GameLetter.
  • Anti-Problem is based on Reverse It from Donna Spencer’s design games website, http://www.designgames.com.au
  • Brainwriting is credited to Michael Michailko’s Thinkertoys and also Horst Geschke and associates at the Batelle Institute in Frankfurt, Germany, and also related to 6-3-5 Brainwriting developed by Bernd Rohrbach.
  • Bodystorming was coined by Colin Burns at CHI’94 in Boston, Massachusetts. See: Bodystorming.
  • Business Model Canvas was designed by Alexander Osterwalder and Yves Pigneur, and featured in their book, Business Model Generation.
  • Campfire was inspired by Tell Me A Story: Narrative and Intelligence (Rethinking Theory) by Roger Schank and Gary Saul Morson.
  • Customer, Employee, Shareholder is based on the Stakeholder Framework developed by Max Clarkson in A Stakeholder Framework for Analyzing and Evaluating Corporate Social Performance in the Academy of Management Review (1995).
  • Design the Box is attributed, independently, to Luke Hohmann, Jim Highsmith and Bill Schackelford.
  • Context map, Cover Story, History Map, Visual Agenda and The Graphic Gameplan are credited to The Grove Consultants International.
  • Fishbowl is based on ideas from Facilitator’s Guide to Participatory Decision-Making by Sam Kaner et al.
  • Force Field Analysis is based on Kurt Lewin’s framework Force Field Analysis.
  • Graphic Jam is inspired by Leslie Salmon-Zhu of International Forum for Visual Practitioners.
  • Help Me Understand is adapted from Facilitator’s Guide to Participatory Decision Making by Sam Kaner and inspired by Five W’s and H in Techniques of Structured Problem Solving, Second Edition by A.B.VanGundy, Jr.
  • Heuristic Ideation Technology is documented by Edward Tauber in his 1972 paper HIT:Heuristic Ideation Technique, A Systematic Procedure for New Product Search.
  • Image-ination is based on Picture This! adapted from the Visual Icebreaker Kit.
  • Make a World is inspired by Ed Emberley’s book.
  • Open Space was invented by Harrison Owen, author of Open Space Technology: A User’s Guide. See: Open Space.
  • Pecha Kucha / Ignite, first held in Tokyo in 2003, was devised by Astrid Klein and Mark Dytham of Klein Dytham architecture. See: Pecha Kucha.
  • Post-Up is based on exercises in Rapid Problem-Solving with Post-it Notes by David Straker.
  • The Pitch and Value Map are by Sarah Rink.
  • Red:Green Cards are by Jerry Michalski.
  • Speedboat, 20/20 Vision and Prune the Future are based on Luke Hohmann’s innovation games in his book Innovation Games: Creating Breakthrough Products Through Collaborative Play.
  • Talking Chips was inspired by the email program Attent by Byron Reeves.
  • Wizard of Oz was pioneered in the 1970’s in the development of the airport kiosk and IBM’s listening typewriter.
  • The World Cafe as practiced at The World Cafe.
  • Dave Gray, Sunni Brown and especially, James Macanufo contributed many new games to the Gamestorming book.

Please, let’s remember all who have created games. They are our points of departure for Gamestorming as a culture.

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Making The Game Come Alive

The most exciting thing about gamestorming is the creativity it allows me. I’m essentially freed to create an experience perfectly suited for my audience. Because while the games the folks at Xplane have created are effective, they are still just “old standards.” They are like Monopoly® or Scrabble®. Everyone can play and everyone can enjoy. But when a game is created specifically for a situation or an audience, it can be truly magical and memorable

Recently I went to run a gamestorm for a friend. After years at an agency he helped found, he allowed his partner to buy him out and was now questing for the 2.0 of his career. So while many of the suggested games may have worked, the personal nature of his need to uncover his true passion and brand demanded something more.

Now this friend is also a musician. Okay, let’s face it — He’s an old hippie musician. He used to play in bands in the 70s, still shreds a mean guitar and quotes lyrics from America and stuff. So I knew that a game involving music would both intrigue and inspire him.

But music was just a mechanic. The game still needed structure. That’s when the idea of creating a game structured around a comeback album came to me.

Just like when creating songs, we would start out with what inspired us. We’d stay focused on business, but we’d talk about both our personal and professional inspirations. And from that we would derive the basis of song ideas or “riffs”. Then we’d group these elements into “chords” (artifacts), arrange our chords into “progressions” (nodes), create  “songs” (pattern recognition and door closing) and then identify our formula for a hit song (end game or goal).

Here’s a glimpse of the game we worked from:

The Comeback Album of The Decade Game

Object:

Famous rockstar agency principle and creative god, [redacted], has had a long and distinguished career in the classic rock powerhouse group, [redacted]. Now he finds himself out on his own ready to recast himself into the next chapter of his career. He’s in the planning stages of his big comeback album and we need to help.

The game will be broken into five distinct parts.

  • We will determine what riffs we want to hit (one hour)
  • We will establish “chords” for those life notes (half hour)
  • We will arrange the “chords” into hot progressions (half hour)
  • We will play with possible “songs” (half hour)
  • We will identify our formula for “hit” songs (half hour + after game assessment)

Part I:

Finding our Riffs: We put on post-up’s everything that we love in life and in marketing, whether we have done it or not. These will form our riffs for the song. This is beyond expertise. This is about the expanse of what we want stand for in life and work. (60 min)

Part II:

Next we will group the ideas into common themes and see what initial patterns are observed. We will also identify outliers and eliminate them from the discussion. Then once grouped, major idea groups will be assigned major power chords, while supporting idea groups will get minor chords. (30 min)

Part III:

Next we will arrange our chords into logical progressions and test to make sure that the chords work well together. As a mnemonic we will use actual guitars to test the chords and make sure the progressions make sense musically and make adjustments as necessary. (30 min)

Part IV:

We will then take items from each grouping to form our songs, mixing and matching across each progression to understand how each progression works and what it means to the song as a whole. Guitars may be used to play our songs. We will then test how one progression leads to the next and arrange the progressions in order of importance or impact. (30 min)

Part V:

We will finally have our discussions to start closing off the loops and identifying what is working best in an attempt to create our hit formula. Will use star-shaped post its to boil down the intent of each progression into an even simpler idea. The result being the “anthem” or brand essence of this new band will be. (30 min + after-session assessment)

Out of respect for privacy, I won’t share many details about how the game ran. But I can tell you that the day was a phenomenal success.

Using off-the-shelf post-up notes, post-up letters (to represent the chords), markers, star-shaped post-ups (to indicate our “hits”) and guitars, we were able to set aside the concerns of what he should be doing and get focused on what he should be feeling. In fact, the biggest patterns that emerged had nothing to do with the services he wished to offer. Instead, we found themes about ethics and employee relations that defined his personal fulfillment as coming more from being a leader than a doer.

Now I don’t want to fool you here. This game did not run perfectly. It was the first time I ran it and I changed plenty on the fly to keep it fresh and alive. When running a new game you have to expect things not to work. It also felt like there was a dead spot during the song writing because my own energy was flagging. (Note to self: afternoon pot of coffee and maybe skip lunch.)

But ultimately the game’s success is determined by the players enjoyment, not the game master’s sense of accomplishment. And on that front, it was a raving success. My friend could not tear his eyes off the wall. He wanted to keep it up for a few weeks just to contemplate it. And after I wrote my assessment and emailed it to him, I could see why. There was real direction hiding there in terms of what his next steps should be.

I also learned a valuable lesson about gamestorming. Since the concept was developed by artists, the examples of play given in the book lean toward the visual. But there are all kinds of games. And in our case, the game was auditory.

During our game there was a lot of repeating themes out loud and listening to them in musical form. The visual was still present, but the game was designed to stimulate the ears. And the resulting insights were things that needed to be said, rather than seen.

For me, this understanding of game structure helps me understand that there are five senses present with any player. Taking advantage of these senses in game structure and leveraging the most applicable ones, will always make the game more relevant and memorable.

Bob Knorpp is a marketing and advertising strategist. He is host of Ad Age Outlook and The BeanCast Marketing Podcast.

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Pre-Mortem

Spooky!

Object of Play

Often in projects, the learning is all at the wrong end. Usually after things have already gone horribly wrong or off-track, members of the team gather in a “postmortem” to sagely reflect on what bad assumptions and courses of action added up to disaster. What makes this doubly unfortunate is that those same team members, somewhere in their collective experience, may have seen it coming.

A pre-mortem is a way to open a space in a project at its inception to directly address its risks. Unlike a more formal risk analysis, the pre-mortem asks team members to directly tap into their experience and intuition, at a time when it is needed most, and is potentially the most useful.

Number of Players

Any, but typically small teams will have the most open dialogue

Duration of Play

Depends on the scope of an effort; allow up to five minutes for each participant

How to Play

A pre-mortem is best conducted at the project’s kickoff, with all key team members present and after the goals and plan have been laid out and understood. The exercise starts with a simple question: “What will go wrong?” though it may be elevated in phrasing to “How will this end in disaster?”

This is an opportunity for the team to reflect on their collective experience and directlyname risks or elephants lurking in the room. It’s a chance to voice concerns that mightotherwise go unaddressed until it’s too late. A simple discussion may be enough to surfacethese items among a small team; in a larger group, Post-Up or list generation maybe needed.

To close the exercise, the list of concerns and risks may be ranked or voted on to determine priority. The group then decides what actions need to be taken to address these risks; they may bring these up as a part of ongoing meetings as the project progresses.

Strategy

Conducting a pre-mortem is deceptively simple. At the beginning of a project, the forward momentum and enthusiasm are often at their highest; these conditions do not naturally lend themselves to sharing notions of failure. By conducting a pre-mortem, a group deliberately creates a space to share their past learning, at a time when they can best act on it.

The source of  the Pre-Mortem game is unknown. It’s similar, and related to, the Innovation Game: “Remember the Future” designed by Luke Hohmann.

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Stakeholder Analysis

VTS

Object of Play

The concept of a “stakeholder” has deep roots in business and managerial science, appearing as early as the 18th century in reference to any holder of a bet or wager in an endeavor. The term now has come to mean anyone who can significantly impact a decision, or who may be impacted by it. At the beginning of projects big and small, it may benefit a team to conduct a stakeholder analysis to map out who their stakeholders are—so that they can develop a strategy for engaging them.

Number of Players

Any;  key members of a team who have a collective awareness of all aspects of a project

Duration of Play

30 minutes to 1 hour, depending on the depth of the analysis

How to Play

There are a number of variations in mapping out stakeholders, and a team may changeor add variables to the equation, depending on the circumstances.

The most common way to map is by power and interest.

Power: describes a stakeholder’s level of influence in the system—how much he can direct or coerce a project and other stakeholders.

Interest: describes the degree to which a stakeholder will be affected by the project.

By setting up a matrix with these two axes, you are ready to begin.

Step 1: Create a List of Stakeholder Groups

If you do not already have a list of the stakeholders, now is the time to generate it. By using Post-Up or a similar method, create your set of stakeholders by answering these questions:

• Who will be impacted by the project?

• Who will be responsible or accountable for the project?

• Who will have decision authority on the project?

• Who can support the project?

• Who can obstruct the project?

• Who has been involved in this type of project in the past?

A typical list of stakeholders may include these groups:

• The customer, user, or beneficiary of a project

• The team or organizations doing the work

• The project’s managers

• The project’s sponsors, who finance the project

• Influential parties or organizations

Step 2: Map the List on the Grid

After generating the list of stakeholders, the group maps them into the matrix based on their relative power and interest. If the stakeholders have been captured on sticky notes, the group should be able to place them into the matrix directly.

Step 3: Develop a Strategy and Share It Broadly

After each stakeholder has been placed into the matrix, the group will want to discuss specific strategies for engaging their stakeholders. They may ask:

• Who needs to be informed of what, and when?

• Who needs to be consulted about what, and when?

• Who is responsible for engaging each stakeholder, and when and how will they do it?

Creating this draft is a good first step. If the project scope or number of stakeholders is large, it is advisable to share the analysis broadly and transparently with everyone involved. This validates the analysis by filling any gaps, and in the process, it clarifies where people fit in.

Strategy

Along with a RACI matrix and other “people + project” activities, stakeholder analysis is a basic framing tool for any project. For leaders and managers, it clearly scopes out who has what level of input and interest in a project, and can help to align decisions appropriately.

Stakeholder Analysis” traces its roots to the “Prince Chart” exercise developed by Coplin and O’Leary to better predict project outcomes.