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Navigate your market opportunities

Photo by Felix Pilz

Any innovation or technological invention can be applied to serve different types of customers. Understanding your set of market opportunities increases your chances of success: It not only allows you to focus on the most promising market, but also helps you to avoid a fatal lock-in. The Market Opportunity Navigator, developed by Dr. Sharon Tal & Prof. Marc Gruber in their book Where To Play, is a tool that helps you to map out your market opportunities and adopt a broad view of your options, so you can set your strategic focus smartly.

Object of play
Unleash the power of new market opportunities by stepping back from your current product and customer assumptions. The Market Opportunity Navigator offers a structured process for identifying, evaluating and prioritizing potential markets for innovation; examine and rethink your strategic focus or plan your future roadmap. This game provides a shared language to discuss, debate and brainstorm with your team and stakeholders.

Number of players
1-6 players (depending on objective).

You can work individually to sketch out your initial perceptions, but a diverse team is recommended if you want to broaden your view and map out your landscape of opportunities more accurately.

Duration of play
Anywhere between two hours (for a ‘quick and dirty’ process), to two days (for a thorough discussion). In general, the game includes three steps:

Step 1 – Identify Market Opportunity Set
Step 2 – Evaluate Opportunity Attractiveness
Step 3 – Depict Your Agile Focus Dartboard

Material required
To run a good session, you will need:

  • A large print of the Market Opportunity Navigator, preferably on A0 size. A1 – A3 will do the job. Downloadable here
  • Printed copies of Worksheets 1, 2 and 3 preferably on A1 size. A3 – A4 will also work. Downloadable here
    • If you can’t make large prints of the worksheets, it’s OK! You can easily reproduce all the worksheets on flip charts.
  • Flip chart paper with adhesive backing
  • Sticky notes of different colors
  • Markers and pens
  • Camera to capture the results
  • The facilitator of the game can learn more about the process at: www.wheretoplay.co

How to Play
Room Setup: Place the A0-sized Market Opportunity Navigator somewhere in the room. If you don’t have an A0, draw the templates on individual flip charts and hang.

Step 1: Identify a Market Opportunity Set

  1. Begin the game with a clear definition of what a Market Opportunity means. Write on the board: A market opportunity is any application of your abilities for a specific set of customers.
  2. Inform the players we will now explore each.
  3. Ask the players to take five minutes for an individual brainstorm to describe and characterize the core technological elements or unique abilities of the firm in their own right, detached from any current or envisioned application. Write one element or ability per sticky note.
  4. Once the brainstorm is done, have the players to put their notes on the wall. Ask for volunteers to sort the notes into meaningful categories (see Affinity Map). Once finished, ask the sorters to describe their process.
  5. Summarize the unique abilities of the firm and list their functions and properties on the upper part of worksheet 1.
  6. Repeat this process to brainstorm customer problems that can be addressed with these unique abilities. Ask the players to take five minutes for an individual brainstorm and describe customer problems, one per sticky. To broaden their horizon, ask them to think about who else beyond the current customer set might have these problems. What other problems might they have? Encourage players to think wide and broad. There are no ‘wrong ideas’ at this stage.
  7. Once the brainstorm is done, ask the players to put their notes on the wall. Ask for volunteers to sort the notes into meaningful categories (see Affinity Map). Discuss what these categories might mean for your company and products.
  8. With a strong understanding of both the firm’s capabilities and potential customer problems, discuss with the players different applications stemming from these abilities, and different types of customers who may need them. Summarize these on the lower part of Worksheet 1.
  9. At the end of the brainstorm, pick few market opportunities that seem interesting for further consideration. ask the players to briefly describe their idea as they place it on the Market Opportunity section of the Navigator. Use colored sticky notes to represent each of these market opportunities, and place them on the market Opportunity Set section of the Navigator.
  10. Your Market Opportunity Set is now ready.

 

 

Step 2: Evaluate Opportunity Attractiveness

At this step, players will assess the potential and the challenge of each opportunity in their set, to compare and prioritize options. Market opportunities are not born equal- some are more attractive than others.

  1. To begin the evaluation process, explain first what an attractive option is. Write on the board: An attractive option is onethat offers high potential for value creation, and limited challenge in capturing this value.
  2. Divide the group into small teams, and assign 1-2 market opportunities to each team.
  3. For each opportunity, ask the teams to assess the overall potential and overall challenge of each option, using the criteria described in Worksheet 2. If you do not have an A1 sized worksheet, recreate the template on a flip chart or use smaller prints.
  4. Once done, let each team present their evaluation to the group, discuss it with the others, and reach agreement. Then placeeach market opportunity (using colored sticky notes) in the mid part of the Market Opportunity Navigator. Your Attractiveness Map is now ready.

 

 

Step 3: Depict Your Agile Focus Dartboard

Having multiple options at hand is important for maintaining your agility. In the last step of the game, you can design your Agile Focus strategy.

  1. Begin with a clear explanation, write on the board: An Agile Focus strategy clearly defines your primary focus, the opportunities that you will keep open for backup or future growth, and those that you put aside for now. It will help you balance the ongoing tension between focus and flexibility.
  2. Players should pick attractive opportunities from step 2, and assess their relatedness to the currently pursued market(s),using Worksheet 3. If you do not have an A1 sized print, recreate the template on a flip chart or use smaller prints.
  3. Discuss and pick at least one backup option and one growth option that you want to keep open. Depict your decision (using colored sticky notes) in the right part of the Market Opportunity Navigator. Your Agile Focus Dartboard is now ready.
  4. Discuss the implications of this strategy to your company: How keeping these options open will influence the technology you are developing, the patents you write, the marketing messages you choose etc.

 

 

 

Strategy
This thought process is extremely powerful for companies seeking to understand and leverage their landscape of opportunities. The ‘big picture’ that it provides is especially valuable for:

  • Startups seeking their initial strategic path
  • Companies in need for pivot
  • Companies searching for new growth engines
  • Companies wishing to leverage existing IP

You can play this game to advance solid strategic decisions, but also to nourish and nurture the cognitive flexibility of your team, or simply to develop a culture that is more flexible and receptive to adaptations.

If you use this tool as a structured decision-making process, more time is required for market validation. In this case, you can map out your opportunities, state your assumptions while doing so, and get out of the building to support or refute them. You can then update the Market Opportunity Navigator and reflect on your learning.

Complementary Games
Finally, use the Navigator in combination with other great tools to set a promising strategic path:

  • the Empathy Map will help you to more deeply understand your stakeholders; play this game before exploring new opportunities
  • A quick ride on the Carousel will put players in a brainstorming mindset before exploring
  • Use the Business Model Canvas to further and more managerially flesh out the viability, feasibility and desirability of your newly discovered Market Opportunities

Variations
You can use each step of the Market Opportunity Navigator as a separate game, depending on your objectives. For example:

  • Use step 1 as a game to uncover different applications and target markets
  • Use step 2 as a game to assess the attractiveness of a specific business opportunity that you have in mind, and check out if it’s worth betting on.
  • Use step 3 as a game to develop possible roadmaps for your venture

Source
Prof. Marc Gruber and Dr. Sharon Tal created The Market Opportunity Navigator in their book, Where to Play: 3 Steps to Discovering Your Most Valuable Market Opportunities

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Hero’s Journey Agenda


Object of play
The Hero’s Journey Agenda is a unique and different way to lay out the agenda for a meeting or workshop that creates a sense of adventure and builds anticipation for the meeting.

Number of players
One, usually the facilitator, created live in front of a group.

Duration: 10-15 minutes.

How to play
I am going to give you a script here, based on the video above. But this exercise works best if you make it your own, using a story you love and that you feel your audience will be familiar with, like a favorite fairy tale or movie.

1. Draw a large circle on a whiteboard or flip chart. Tell people,

“This circle represents all the things we’re going to do today. We’re starting out up here (point to the top of the circle), and we’re going to take a hero’s journey.”

If you have geeks in the room, can actually talk about it in terms of Star Wars, or Lord of the Rings, or another story you expect the group to be familiar with.

You can also say,

“Any story, any epic adventure follows this basic format. This is something that a guy named Joseph Campbell came up with. He wrote a book called The Hero Of A Thousand Faces, which you can look up. Basically, the hero’s journey works like this. You begin in ordinary life. This is where everyone is coming into a meeting. We’re actually in our ordinary lives right now, and we’re going to do some special work and we’re going to be moving outside of ordinary life.”

2. Draw a stick figure at the top of the circle. Now say,

“The hero’s journey basically has two big components to it. There is the known world, which are the things that we kind of already know, the regular work and so forth. There’s the unknown, which are the things that we hope we will discover and explore during the course of this meeting.”

Draw a wavy line to represent the boundary between the known and unknown.

“This is called the threshold. It’s the threshold between the known and the unknown.

3. Now say,

“Here we are on the hero’s journey. The first thing in the hero’s journey is the call to adventure. That is where we talk about things like: What are we going to do? What’s the work that we’re going to do? Why is it important? What brings us to this point?”

Write “The Call” at around 1 o’clock on the circle, and talk about the purpose of the meeting. You may want to ask people why they came and what their expectations are.

4. Now draw a couple of stick figures at around 2 o’clock, and say,

“You’re going to find in the beginning of any story, you’re going to find the helpers and the mentors. You’ve got, whether it’s Dumbledore or Gandalf or Obi Wan, whoever that character is, the droids, the characters that are going to help you. These are the characters that are going to help you find your way.”

Helpers can be things like teaching people how to use sticky notes in a certain way. There are a lot of Gamestorming tools in this category. We call them openers. So you can tell people “We’re going to meet our helpers and mentors.” Those helpers might be tools, or people, experts that we might bring in. It could be a keynote speaker.

5. Next you will talk about crossing the threshold between the known and the unknown.

“Now, where we cross the threshold, that’s usually a good time for a coffee break. It’s the end of the morning, coffee or tea, depending on what country you’re in. Maybe both. We’re going to have a break.”

You can draw a coffee cup or a teacup here.

6. Now say,

“Next, we’re going to start getting into the trials and tribulations. We call this problems and pitfalls. It’s the part of the journey where you’re exploring the problem space.”

There may be all kinds of activities or things that you’re going to do here. You might be brainstorming, you might be working stuff out, might be drawing a map of the system. There are a bunch of things that you can do to explore this problem space. In a story, you’re going to find all kinds of challenges: you have to climb the mountain, you have to fight the trolls, all the things that have to happen to move the story forward.

Write the words “Problems and pitfalls,” and draw some explosions here, or barbed wire, or something representing problems and pitfalls, at 4 and 5 o’clock on your circle.

7. Now write the word “Pit” and draw a pit at the bottom of the circle. The pit, in a day long meeting, might be lunchtime.

“Every story has its pit. The belly of the whale, the cave. I just call this the pit. We’ve hit the bottom. This can be a tough space to be, because we’ve just opened up all these problem spaces and issues and things that we have to deal with. It may feel like we’re never going to get home. The pit is also the place here Bilbo Baggins finds the ring. It’s the place where the deep reflection, the real powerful learning can also happen. Over lunch might be a good time to explore what is down here in the pit. What are we feeling like? What are the emotions?”

8. Now write “Powers” and draw some stars, or a superhero stick figure with a cape, something that represents powers, around 7 or 8 o’clock, and say,

“We come out of the pit after lunch and we’re creating new powers. We’re solving problems. We’ve learned how to use the force. We’re now solving problems, we’re creating solutions, we’re working on things together. These kind of tools we might be using here would be customer experience map, service blueprint, we might be designing, we might be prototyping a product. This is where we’re actually getting cool results out of the meeting, but we still have to take that back to work.”

9. Now write “The return” at around 10 o’clock, and say,

“That’s part of the hero’s journey, too, the return to ordinary life. We have to go back and cross the threshold again. This time is all about those powers that you’re bringing back. We want to come back to the workplace with gifts. Think, new ideas, new thoughts. We want to spend some time thinking about, “How do we take this back to work?”

This is the part of the meeting where you make some time for the group to think together about how they are going to bring the new ideas from the meeting back into the organization. What am I going to do in my next meeting? How am I going to explain this to my team? You might actually work on the PowerPoint together or work on some documents that are about sharing what you actually did during the meeting.

10. At this point you can close the exercise by asking people if they have any thoughts and additions before you proceed with the meeting.

Here is an example of a completed agenda:

Strategy
This is a very powerful way to set up an agenda for a relatively large scale session of work. Spend some time upfront on this. Draw it out and talk through it with key stakeholders, either before the meeting or at the beginning of the meeting. It is also a good litmus test to help you think through the goals of your meeting. If you can’t answer questions like, “What’s the call to adventure? What are the problems we want to explore? What are the things that we want to find? What are the things that we want to bring back to work?” and if you can’t sort of think these through at the beginning of a meeting, then it’s legitimate to ask yourself, should we really have this meeting?

The Hero’s Journey Agenda seems to work really well, not only for designing the agenda but for making sure you have all the major bases covered and creating positive energy and enthusiasm for the whole endeavor.

The Hero’s Journey Agenda was created by Dave Gray. It was inspired by The Hero’s Journey, popularized by Joseph Campbell, and the Pie Chart Agenda, which comes from James Macanufo, co-author of Gamestorming. 

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Status Center

What if Status Meetings were like Sports News?

Object of Play
Sitting through status meetings is boring, right? Well, then why do many of us go home and watch status reports for an hour or more every night?We watch news shows, ‘fake’ news shows, Entertainment Tonight, TMZ, ESPN’s SportsCenter, and many more. Something about those status reports must be working better than the ones we sleep through at work.StatusCenter is a ‘macro’ game structure that aims to apply the ‘rules’ of the TV status report game to the business status report game. The StatusCenter macro-game is populated with stand-alone games that can be linked throughout the meeting, following Gamestorming’s ‘opening, exploring, closing’ model.

Number of Players
4 to 40

Duration of Play
30 to 60 minutes for a weekly meeting; up to 4 hours for a quarterly or annual review

How to Play
Like TV, StatusCenter will link short game segments, in a manner that is interesting and time-efficient. While the segments are modeled after sports, news, or other television formats, they are equally effective for people who aren’t familiar with those metaphors.

Opening Games

  1. Question Balloons: Simulating the controlled question-asking mechanisms of status shows like Larry King’s ‘email questions’, this game lets attendees literally float a question. As questions are answered, balloons are popped, and any questions still remaining at the end of the meeting are visible at a glance.
  2. Top Scores: Simulating the ‘Headlines’ or ‘Scoreboard’, this game delivers business metrics quickly and succinctly, acting as a teaser for the rest of the meeting.

Exploring Games

  1. 60-Second Update: Mimicking a ‘Highlights’ segment, this game delivers short updates by each member, aligning everyone. More questions can be ‘floated’ here.
  2. Project Jeopardy: Allows one or two in-depth updates on key subjects, while creating audience involvement for those who may already know the answers. Rotating the ‘host’ from meeting to meeting gives everyone a chance to say a little more about their own projects or progress.
  3. Crossfire: This segment provides drama, while giving a ‘safe’ environment for those that like to argue. Meeting attendees select a topic of interest during the previous week, and two people prepare to discuss it from two different viewpoints. This segment is a great way to explore potentially controversial ideas, learn about new products or technologies, or assess the competition’s latest move.
  4. In-depth Analysis <link here>: This longer segment provides space for an investigative report, formal presentation, or guest commentary. Consider inviting speakers who are of interest to the group but don’t typically come to the meetings.
  5. Trade Rumors: What are the hot rumors? Clearly delineated from the facts that are delivered in the status updates, these rumors generate interest and energy. Again, keep it short – 15 seconds each. Remember that a juicy rumor could become next weeks’ Crossfire or In-depth Analysis topic.

Closing Games

  1. Coming Attractions: What hot projects or decisions are coming up in the next week? What meetings should I attend? Give each participant 15 – 30 seconds to provide these ‘teasers’ that are quick and to the point.
  2. Question Balloons <link here>: Close out any questions that have not been addressed during the meeting.
  3. Cliffhanger: Use a suggestion box to choose the Crossfire and In-depth Analysis topics and participants for the next (or future) meeting. This builds drama and anticipation for the next meeting.

Strategy

  1. We cannot recommend strongly enough that most status information should be pushed outside of the StatusCenter game. Dashboards, email updates, and the like should be used to distribute information that does not need to be reiterated with a captive audience.
  2. Alternate short ‘highlight’ games with longer ‘analysis’ games to satisfy audience members who want depth, while keeping the pace engaging.
  3. Stick to status subjects. Decisions, brainstorming, and other topics – no matter how legitimate – should taken off-line. Even Crossfire, which can be used to present two different opinions, should be seen as a way of exploring ideas, not as a way to come to a decision.
  4. Add, delete, or replace these games based on time and need.
  5. There are many proponents of standing status meetings (often called ‘huddles’). Try this method.
  6. Try ‘co-hosts,’ like many news shows.

Key Points
StatusCenter will be most successful if roles are clear and attendees have prepared in advance. Consider creating a template for 60-Second Update and Project Jeopardy to help attendees understand what kind of information to include. By moving basic status information to pre-meeting communications and then breaking the meeting itself into fast-paced chunks, you can transform a meeting that people tend to tune out of into one they will definitely want to watch.

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For the Gamestormers: A Gameboarding Template

For many budding Gamestormers, one of the trickiest challenges isn’t in running the games, but in sequencing them to get to a specific outcome for a meeting. This template should help you think through the process of organizing games to evaluate where a certain game path may take you. It’s called Gameboarding because it’s akin to Storyboarding – shuffling and reordering content until it creates a meaningful arc. Keep in mind that a good meeting is organized around a meta-structure of opening, exploring and closing, and also involves an awareness of the micro-structure of that same process embedded within each game. Ideally your session will be designed around this (often referred to as diverging, navigating and converging), while driving toward your primary meeting goal.

Click below for the PDF. Gameboarding Template

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Prune The Future

Object of Play

People who work in large organizations know that most change doesn’t happen immediately or in broad sweeps. It happens incrementally by taking small, strategic steps.  Prune the Future uses a tree as a metaphor to show how the future of anything can be shaped,one leaf at a time.

Number of Players

5–15

Duration of Play

30 minutes

How to Play

1. Before the meeting, cut a few dozen sticky notes or index cards into the shapes of leaves. Then, in a white space that will be visible to the players, draw a large tree with enough thick limbs to represent multiple categories of the future.  Write the general topic under or above the tree.

2. Tell the group that the inner part of the treetop represents current states of the topic and moving outward means moving toward the future.  For example, if the topic is about growing the customer base, the inner leaves would represent the current customer demographics and the outer leaves would represent future or desired customer demographics.

3. Ask the players to write current aspects of the topic—one idea per leaf—on the leaves and stick them on the inside of the treetop.  Remove any redundant comments and cluster similar comments, with the group’s guidance, near the appropriate branches.

4. Next, ask the players to write aspects of the future on new leaves. These can be future states or variables already in progress, or simply potentials and possibilities.

5. Tell the players to “prune” the future by posting their leaves around the treetop, related to the categories of the limbs.  If you’d like, add thin or thick branches within to show relationships and let the tree grow in a natural way. If it grows asymmetrically, let that be.

6. With the players, discuss the shape of tree that emerges. Which branches have the most activity? Which areas don’t seem to be experiencing growth? Where do the branches appear to be most connected? The most disconnected?

Strategy

The picture of the tree is the working metaphor for this game—it represents the roots of the topic, the branches of the topic, and, of course, the topic’s growth potential.  This game is broadly applicable because you can use a tree as a metaphor for virtually any aspect of your organization that you wish to grow or shape.  The topic can be a product whose future features you want to brainstorm.  It can be a team whose future roles and responsibilities you want to plan.  Or you could use this game to discuss the marketplace and show where the players think it is changing or growing.

When the players start to shape the outer treetop, encourage them to “go out on a limb” with their ideas for the future. This game is about possibilities—realistic and otherwise.  And if someone requests fruit on the tree to represent ROI, draw apples where they should be. If the players request another tree (or even a grove!), draw quick rudimentary trees and let the players start adding leaves, following the original procedure. This game works well because it allows for a nonlinear, organic representation of what is likely a complex topic.  It results in a visual display of the interconnectedness of future conditions;  showing where some parts of the tree may be suffering while others are thriving.

The Prune the Future game is based on the Prune the Product Tree activity in Luke Hohmann’s book, Innovation Games: Creating Breakthrough Products Through Collaborative Play.

Online Prune the Product Tree

Prune the Product TreeGet started right away by playing Prune the Product Tree online! One of the important aspects of this game is tailoring the image – and meaning – of the tree to match the goals of your game. To illustrate online play, we’re going to use an “Event Benefits Tree”.

Clicking on this image will start an events benefits “instant play” game at innovationgames.com that is useful in evaluating the benefits of attending a conference. In the game, there will be three icons that you can drag onto your Product Tree:

  • Red Apples: Benefits you expected and got.
  • Rotten Apples: Benefits you expected but didn’t get.
  • Presents: Unexpected benefits that made the conference great.

The multi-layered regions of this tree are designed to capture a variety of information about these benefits. Where did the players receive these benefits (at the conference or at work)? What was the nature of the benefit (personal or professional)? And what about the conference infrastructure – the roots of the tree (before the conference or after the conference)? By exploring these dimensions with players, you can create better conferences in the future.

Don’t forget that this a collaborative game that allows you to invite other players to play. And when they drag something around – you will see it in real time! Of course, you will want to create your own trees after you’ve explored this one.

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SQUID

Object of Play

When exploring an information space, it’s important for a group to know where they are at any given time.  What have we covered, and what did we leave behind?  By using SQUID, a group charts out the territory as they go and can navigate accordingly.  SQUID stands for Sequential Question and Insight Diagram.  It is created progressively over the course of a meeting with sticky notes, capturing questions and answers as the group moves through the space. It is flexible and will move and grow with the discussion, but it also needs to “breathe” by moving between its critical modes of questions and answers.

Number of Players

Small groups

Duration of Play

30 minutes provides optimum productivity

How to Play

1. Reserve a large area of a whiteboard or several flip charts to create the SQUID.  Participants are given two colors of sticky notes to work with, one for questions and one for answers.

2. Start to build the diagram by writing the group’s core topic on a sticky note.  Put this in the center of the space.

  • Question mode:  To open the exercise, ask individuals to generate a question that is their “best guess” on how to approach the topic.  They capture this on a color-coded sticky note, and share it with the group by posting it adjacent to the center of the SQUID.  The questions should immediately offer a few different routes of inquiry, and participants will likely start offering thoughts on answers.
  • Answer mode:  Similar to question mode, participants write their “best answers” on color-coded sticky notes.  They share them with the group by posting these notes adjacent to the relevant question and connect them with a line.  They may answer more than one question, and they may answer one question with multiple answers.  As a rule, answers should be succinct enough to fit on one note.

After a discussion, the group then moves back into question mode, generating questions based on the last round of answers. Participants may focus on earlier parts of the SQUID as well. The process repeats over the course of the discussion.

Strategy

Keeping with the current mode and not crossing questions with answers requires discipline that can only be acquired by a group through time. By working in this way, a group will train itself on the value of a systematic, rhythmic movement through unknown information, in contrast with a meandering group discussion. The SQUID itself is, of course, utterly flexible and will grow as the group directs it.

The SQUID game is credited to James Macanufo.

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Atomize

Object of Play

There is a time to go deep. Just as in science, breaking large structures into their base components is fundamental to knowledge work. It is how we create understanding and formulate new ideas.

This exercise starts with a single item and ends with a layer-by-layer analysis of its components. It is useful for unpacking large but poorly understood structures. Although the applications are numerous, some structures that are well suited for atomization include:

• A firm’s offering

• A technology platform

• An enterprise-wide initiative

• A supply or demand chain

• A group’s culture or other “intangible”

By breaking the larger system into its components, the group will have an advantage in problem solving or brainstorming. Because they are more discreet and tangible, the smaller components are more easily handled and better understood. Likewise, the overall map that is created will help serve as an explanation of the overall system.

Number of Players

Small groups

Duration of Play

1 hour or more

How to Play

  1. Open the exercise by putting the name of the system on a sticky note at the top of a large whiteboard. Introduce the exercise as a way to understand what the system is made of in tangible terms, by breaking it down into its “atoms.”
  2. To start the brainstorming, ask the group to “split” the main system into its components. In this step you are generating a list of things to capture on sticky notes directly below the main topic. Generally, a short list of three to five large components is the norm.
  3. For each item, repeat the splitting process by asking “What combines to create this?” In this manner, you will build a pyramid of components all the way down.
  4. The map and individual components that result may be used as inputs into other activities, or may be documented as an explanation of a system’s parts.

Strategy

At some point, usually four to five levels deep, there is a natural turning point. Instead of becoming more diverse, the items start to become more fundamental. This is the atomic level, and where some of the most interesting results are found. In exploring a group’s culture, this is where hidden attitudes and behaviors unique to the group may be discovered. In atomizing a service offering or product, this is where elementary characteristics and differentiation points may live.

The Atomize game is credited to James Macanufo.

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4Cs

Object of Play

Simple information-splicing games come in handy because, in an intentional way, they disrupt the standard ways we break down topics. The 4Cs game is a quick way to gather and organize information about any subject using four common key concepts.

Number of Players

5–20

Duration of Play

30 minutes to 1 hour

How to Play

1. Before the meeting, decide on a topic you want the players to explore and draw a 2×2 matrix in a large white space in the meeting room.

2. Write the following categories in each box of the matrix: “Components”, “Characteristics”, “Characters”, and “Challenges”. Then, draw something that represents each category.

3. Tell the players that this game is about exploring and sharing what they know about the topic based on the 4Cs. Define the terms of each “C”:

• Components are parts of the topic. For example, a component of a social commerce strategy might be responsive tweets. Components of a distribution channel might be 18-wheelers.

• Characteristics are features of the topic. For example, speed of response is a characteristic of a social commerce strategy. A characteristic of an 18 wheeler might be an inefficient use of fuel.

• Challenges are obstacles associated with the topic.

• Characters are people associated with the topic.

You don’t have to use four “Cs” to conduct this game. You can be creative with other letters that are company or team-specific. Use four “Ds” to create your matrix and name them “Discover”, “Design”, “Damage”, and “Deliver”. Just make sure the categories you create will give you a meaningful way to look at a topic of interest.

4. Divide the group into four teams of roughly equal size. (A group of 5–7 people can work as one team.) Give them access to sticky notes and markers.

5. Assign a different “C” to each team and tell them their goal is to collect information about that “C”, specific to the topic. Tell them they’ll have three minutes to plan an information-gathering strategy, five minutes to collect the information, and three minutes to analyze and organize it. Also explain that they should collect information from as many people in the room as possible.

6. Announce the start of the planning period, and let the teams converse with one another. At the end of three minutes, call time.

7. Tell the players they can use their sticky notes and markers, then kick off the fiveminute information-gathering stage and stay out of the way. This stage of the game involves a lot of interviewing and moving around the room. Tell the players when the five minutes are up.

8. Start the three-minute information-analysis stage. In this stage, the players should analyze their data, organize it in a meaningful way, and post the contents in the matrix on the wall.

9. Close the game by asking for volunteers to present their group’s findings. After each group presents, ask clarifying questions (Is there anything missing? Do these items mean the same thing?), and encourage the others to reflect on and add more information. You can also ask players if they want to share thoughts on their team’s information-gathering process—to discuss what worked and what could have worked better.

Strategy

The 4Cs is deliberately quick (and slightly chaotic) to avoid a situation in which people simply list information about what they know related to the topic. In this game, the players gathering information may already have a lot of detail about the topic, but they’ll inevitably learn something new through the process of interviewing others. Interviewing allows people who may not interact much the opportunity to do so. Because the time is short, they won’t dive into a substantive conversation; nevertheless, the chances are higher that someone will take away new content or a new perspective based on an interview.

Avoid shortchanging the closing activity, even though it may be tempting to give the group more time to gather and analyze their content (and some of them will request it). The last stage of the game is important to spend time on because it allows the group to reflect on the content together, as a sort of group mind. If the meeting is based on a familiar topic, there will likely be many players who think they have a corner on information around it, so it’s important to discuss the 4Cs as a whole group. It exposes more ground to more people and invites a discussion that can bring new life to old content.

The 4Cs is based on the same-named activity written by Matthew Richter in the March 2004 publication of the Thiagi GameLetter.

 

About – archive

Creativity and invention has long been seen as a “black box.” As business people, we don’t typically try to understand this process. We fully expect that when designers, inventors, and other creative people go into a room with a goal, they will come out with more or less creative discoveries and results. Although when we watch them at work, we can observe some combination of sketching, animated conversations, messy desks, and drinking. But the fundamental nature of what happens in that room remains mostly a mystery.

It’s easy to leave creativity to the creative types, and say to yourself, “I’m just not a creative person.” The fact is that in a complex, dynamic, competitive knowledge economy, it’s no longer acceptable to take this position. If you are a knowledge worker, you must become, to some degree, creative.

That may sound a bit scary, but the fact is that successful creative people tend to employ simple strategies and practices to get where they want to go. It’s not so much that they employ a consistent, repeatable process that leads to consistent creative results. It’s more like a workshop with a set of tools and strategies for examining things deeply, for exploring new ideas, for performing experiments and testing hypotheses, to generate new and surprising insights and results.

So we set out, much like the brothers Grimm, to collect the best of these practices wherever we could find them, with a special focus on Silicon Valley, innovative companies, and the information revolution.

Many of these practices emerged from a kind of “Silicon soup” – the deeply interconnected network of Silicon valley, where ideas and people cross-pollinate like bees in a single massive hive. The practices live in a mostly oral culture, passed along from person to person by word of mouth. For example, a consultant uses an approach with a client, and the client begins to employ that approach internally. Over time, as more people employ a method, it evolves into something quite different, and over time the source of the original idea or approach may be lost. Sometimes methods are written down and sometimes, like folk tales, they exist in many different versions in many places.

We chose to call this practice “Gamestorming” because it seemed to come closer to describing the phenomenon than anything else we could think of.

Our goal with this collection was to find the best of these tools and practices and bring them together into a single place.

It is our hope that you will contribute games based on your personal knowledge and experience, that you will help us clarify the history of the ideas and practices, and that through your comments you can help us all better understand the complex and fascinating history of games at play in creative work.

Why you should read the book

by Chris Brogan (1 minute 30 seconds)


What is Gamestorming?

by XPLANE (3 minutes)


Gamestorming explained


Gamestorming

Dave Gray – Gamestorming from CPSI on Vimeo.

by Dave Gray speaks at the Creative Problem-Solving Institute (CPSI) (26 minutes)


Design Practices for Co-Creation and Engagement

by Dave Gray for Adaptive Path’s UX Week, San Francisco (30 minutes)


A Grammar for Creativity and Innovation

by Dave Gray for iXDA, Savannah (45 minutes)


Informal chat with Michael Dila

A very informal chat with Michael Dila about knowledge games, later dubbed “Gamestorming” (35 minutes)


Bootleg video of the first knowledge games talk

Rough bootleg video shot by Jonathan Litwack with an iPhone (45 minutes)


Gamestorming webcast

Gamestorming Webcast

by Dave Gray for the American Management Association (Opens on their site) (1 hour, including Q&A)


Tummelvision (audio-only podcast)

Dave Gray on Design, Gamestorming and more

Dave Gray speaks with Heather Gold and Deb Schultz of Tummelvision.


AMA podcast (audio only)

Dave Gray on How Games at Work Inspire Creativity

Dave Gray speaks with Doug Sohn of the American Management Association.


Forbes article

In Defense of Games at Work.

Gamestorming author Dave Gray on how games cut through creative chaos. Article by Mac Slocum.

Posted on 3 Comments

Force Field Analysis

Force Field Analysis
Force Field image by Seth Starner

Object of Play
The Greek philosopher Heraclitus asserted that change alone is unchanging. This is certainly true in today’s competitive global marketplace. As employees, we’re often responsible for understanding and even anticipating change in order to stay ahead. The Force Field Analysis game is a time-tested way to evaluate the forces that affect change which can ultimately affect our organizations. Making a deliberate effort to see the system surrounding change can help us steer the change in the direction we want it to move.

Number of Players: 5–30

Duration of Play: 30 minutes to 1.5 hours

How to Play
1. Before the meeting, draw a picture of a potential change in the middle of a large sheet of paper or a whiteboard. You can draw a literal representation (e.g., a manufacturing plant) or a more abstract representation (e.g., a metaphor). Label the picture to ensure that everyone participating will be clear on the topic.

2. On the top left of the page, write the phrase “Forces FOR Change”. On the top right, write the phrase “Forces AGAINST Change”.

3. Draw arrows on both sides pointing toward the image in the middle. These will be the areas that contain categories generated by the group, so make the arrows large enough to write 1–2-inch letters inside. If you like the “wow” factor of drawing live with the group but you’re not yet comfortable with freehand, sketch the arrows in pencil or yellow marker and trace them during the meeting.

4. When the group is gathered, introduce the change topic and explain that the goal of the Force Field Analysis game is to evaluate the feasibility of that change.

5. Ask the players to take 5–10 minutes and quietly generate ideas about what elements are driving the change. Tell them to include one idea per sticky note.

6. Ask the players to take 5–10 minutes and quietly generate ideas about what elements are restraining the change.

7. Draw a simple scale with a range of 1 to 5 on your main flip chart. Indicate that 1 means the force is weak and 5 means the force is strong. Ask them to review each idea FOR change and add a number to that sticky note, weighting that idea. Ask them to review each idea AGAINST change and add a number to that sticky note, weighting that idea.

8. Gather all of the sticky notes FOR change and post them to any flat surface viewable by the players.

9. With the group’s collaboration, sort the ideas based on their affinity to other ideas. For example, if they produced three sticky notes that say “Can’t continue production at current cost”, “Materials cost too high”, and “Overexpenditure on production”, cluster those ideas together. Create multiple clusters until you have clustered the majority of the sticky notes. Place outliers separate from the clusters but still in playing
range.

10. After the sorting activity is complete, begin a group conversation to create an overarching category for each cluster. For example, an overarching category for the cluster from step 9 might be “unsustainable costs”.

11. As the group makes suggestions and finds agreement on categories, write those categories inside the arrows on the main visual.

12. As you categorize each cluster, direct the group’s attention to the numeric scores within that cluster. Get an average for each cluster and write that number next to the related category in the arrow.

13. Repeat steps 8–12 using the sticky notes generated AGAINST change.

14. Add the quantities for and against change and write the totals at the bottom and on the appropriate side of the sheet.

15. Summarize the overall findings with the group, including the numeric totals, and discuss the implications of whether change should occur.

Force Field example

Strategy
Often when you play the Force Field Analysis game, it will not be the first time the players have considered the change under discussion. Many of them will have preconceived beliefs about whether the change should occur. So, be aware of group dynamics—whether they’re eager for or resistant to the change. If you sense that they’re eager, encourage them to give equal consideration to forces against it. If they seem reluctant, encourage them to imagine their wildest dream with respect to this change and describe what’s already in place to support it. Don’t let employees with fixed perspectives on either side dominate the conversation.

This game is about exploring the viability of change in an open-minded way. So, be sure to acknowledge and discuss any ideas that end up as outliers in the clusters—they frequently turn out to be valuable by offering unforeseen perspectives. Along that same line, don’t assume that the numeric totals resolutely answer the question of whether change should occur. The totals are another gauge by which to measure where the group may stand. Use them as fodder for further conversation and evaluation. And if you want to take the evaluation further, ask the group to look for meta-categories after they’ve brainstormed the categories within the arrows. Meta-categories should be a level higher than the categories generated from the clusters. They could include “politics”, “economics”, “company culture”, or “mid-level management”. Seeing meta-categories can also help the group determine where the bulk of the evaluation may need to be focused.

This game is based on the Force Field Analysis framework developed by Kurt Lewin.