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History Map

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Object of Play

Organizations naturally look ahead to anticipate progress. But the past can be as informative as the future. When an organization undergoes systemic or cultural change, documenting its history becomes an important process. By collecting and visualizing the components of history, we necessarily discover, recognize, and appreciate what got us where we are today. We can see the past as a guiding light or a course correction for our future. The History Map game shows you how to map moments and metrics that shaped your organization. It’s also a great way to familiarize new people with an organization’s history and culture during periods of rapid growth.

Number of Players

10–50

Duration of Play

30 minutes to 1.5 hours

How to Play

1. Using flip-chart paper and markers, draw a continuous timeline along the bottom of several pages. Hang the paper end to end along a wall. Write the years under the timeline and include an appropriate starting point—don’t go back 75 years if you don’t need to. Choose a longer time increment, 5- or 10-year windows, if your organization has a long history, and be sure to leave enough space in between years for writing, drawing, and posting content. Leave extra space for years that you know people have more knowledge of or that were years of significant growth or change in the organization.

2. Ask each player to write his name and draw a self-portrait on a sticky note and post it on the wall above the year he joined the organization. As the participants approach the wall for post-ups, ask questions and encourage storytelling about first impressions of the company or why they joined. Note when you see “old-timers” approaching the wall. The richness of their experience can educate the group, so be sure to request that they share a story. Old-timers: never map a history without them.

Optional activity: Before they post the sticky notes, ask the group tostand up and form a line based on when they joined the organization.  Let them discover who came on board when and let the line self organize based on these discovery conversations. Ask for their thoughts and observations once the line is sorted.

3. Ask questions to the group about the following, and build the history map by plotting their answers using text and images:

• Company successes

• Lessons learned

• Changes in leadership and vision

• Culture shifts

• Trends in the marketplace

• Structural reorganizations

• The ebb and flow of regulations

• Shifts in revenue and number of employees

• Major projects, etc.

4. If you’re not comfortable drawing improvisationally, establish icons before the meeting to categorize events for easy visual recognition. (For example, you can use stars for successes, arrows for increases or decreases in revenue or employees, a toolbox for projects, etc.) As you add content, refer to items you’re adding and ask open ended questions about them to keep the conversation going.

5. Summarize the findings and ask the players what they learned and why they believe the history of an organization is important. Look for emergent patterns in the life of the organization and verbally relate the history to the future. Request the thoughts, feelings, and observations of the players.

Strategy

Mapping a history should be an enjoyable experience for the meeting leader and the participants. It’s a time for storytelling, reflection, and appreciation of the life and experience of the organization. While you’re helping the group document the history, set a supportive tone and encourage camaraderie, storytelling, and honesty—even about the hard times. And if the meeting runs relatively long, leave the history map posted so that the players can review it during a break and continue to breathe life into it. Let the story build even when you’re not conducting the story session. To make the creation of the map logistically easier for you as the meeting leader, follow these tips:

• Always be aware of the level of institutional memory in the meeting. If you’re running a game that would work better with experienced employees, include them.

If you’re running a game that would work better with new eyes and fresh ideas, include newer employees. Pay attention to the knowledge and experience level of the players as it relates to your desired outcome. Brand the history map with the company’s logo and write a phrase beforehand that sums up the current vision and culture.

• Draw major events on the map beforehand to use as conversation starters.

• Use sticky notes for events where people are unsure of the dates or metrics so that you can log more accurate information later.

The History Map game is based on The Grove Consultants International’s Leader’s Guide to Accompany the Graphic History Graphic Guide® ©1996–2010 The Grove.

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JourneyFolio

JourneyFolio's timeline slide homepage. The timeline is segmented into four categories, Personal Highlights, Education and Learning, Side Projects and Professional Path
Raquel’s JourneyFolio timeline page

Looking for a job can be stressful. The many unknowns keep us guessing. Even when it’s updated, our resume or CV feels inadequate, incompletely representing who we are. Companies require them, but they’re often too sterile; we want to share in more dimensions the projects we’ve done, our skills and abilities and the little details that make us us. We want to tell our story.

Objective of play

JourneyFolio is a framework that can help you structure your journey and portfolio, putting your own narrative on it.

The structure was designed on Google Slides (take a look at the tutorial and have full access here). This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License because you should have have total freedom to explore this framework as you wish by using the same license.

Source

JourneyFolio was designed and created by Raquel Félix. You can see her JourneyFolio here, and watch her talk about it in this video interview.

Number of Players

Of course, this is your JourneyFolio but it might be helpful to involve others:

  • involve others who have interest in updating their resume; this might be a good activity to do together
  • JourneyFolio reaches beyond the typical boundaries of a standard CV or resume; you might want to involve family, friends, classmates and colleagues who know you well to help fill out your swim lanes.

Duration of Play

Anywhere from a few hours to a few weeks; take your time to get JourneyFolio right. Tell the story you want to tell by including all your life hilights replete with documented evidence: pictures, quotes and links. It might take some time to pull it all together. JourneyFolio is never quite complete.

Material Required

  • Google Slides (preferred) or other presentation software with inter-slide linking capabilities
  • Artifacts of your highlights and achievements: photos, certificates, plaques, badges, ribbons, medals, resume, CV, yearbooks, scrapbooks, journals, notebooks, report cards,
  • Your mom might prove useful

How to Play

Your JourneyFolio timeline grid
  1. It starts with a timeline in a grid where you can draw different layers, for example:
    1. Personal Highlights – This is challenging! Here, you get to tell personal things that you think can help others to better understand your B side. Remember all those adjectives that we like so much to put on the curriculum: “I’m creative, collaborative, a fighter, a this, a that…”. Choose some nice episodes and put it in words and pictures. 
    2. Education and Learning – Yes, it’s about school, college, university, but it’s not just that. You can add any type of extra learnings (relevant seminars, masterclasses, MOOCs, a lecture…) or extra activities during your schooling (which you consider to be important learning moments).
    3. Side Projects – A blog, a hidden music career, volunteering, cooking for others, pop-up parties, a flashmob, a beautiful video you made to your friends, landscape photography… so many things (choose the ones that you really like and share them by telling a story). 
    4. Professional Path – All the places that you’ve been as a worker. Maybe you’ve changed a thousand times (I had ?), maybe you’ve been working in the same place for centuries (you must have a good reason), it doesn’t matter. Share your actions, thoughts, projects, and what was your role in each one of them. It’s more about you than it is about the job, keep that in mind.
  2. Fill in the slides with all the stories of each corresponding moment in the timeline grid. On each slide, you have a HOME button, this will allow you to return to the main timeline grid – you just add a hyperlink to your home page – see the hyperlink tutorial for Google Slides. 
a quadrant of different template types color coded to match the timeline homepage
Match your slide template colors to the layers you use on your timeline
  1. It’s time to add some colour to your timeline grid! Start by identifying with a sphere (or not… you can use emoji, squares, you name it) the stories that you wrote for each moment. 
  2. Add a hyperlink to each specific point (relate it to the slide that connects the story to the point). 
  3. That’s it! Now it’s up to you, explore your own JourneyFolio freely (you can take a look at Raquel’s JourneyFolio for some extra inspiration).

Strategy

Research shows recruiters look at your resume for an average of 7.4 seconds. This necessary document might get you an interview but will not set you apart from the competition. JourneyFolio lets you easily communicate a more complete story in an elegant format sure to leave an impression. You don’t need to be a capital C creative to have a portfolio; built on Google Slides JourneyFolio opens up this document to anyone who wants one.

Related Games

Adapt these games to spark your memory:

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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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Gamestormin’ for the Unions in D.C.

Sunni B. refreshed her union history during the latest Gamestorming session right down the street from the White House. Working with Union Privilege, a program of the AFL-CIO, together she used visual thinking and game techniques to devise their master plan for shifting from good to great. She invented a new game that actually isn’t in Gamestorming the book because she was inspired by Simon Sinek’s Start with Why (and because she finds it difficult to refrain from inventing new games to play.) She named the first game “The Golden Circle” based on Simon’s content, and then used a CIA technique called “The Phoenix Checklist” to get the group’s mental muscles working. She followed those activities up with S.C.A.M.P.E.R. and Empathy Mapping – one group drew a picture of the Executive Director which was hilarious – and finished early because the group worked so hard. Dare we ask if it may not really be “sundown on the unions?” This one had big plans for the future and storming the games helped them carve the path.