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SWOT Analysis

SWOT analysis

Object of Play
In business, it can be easier to have certainty around what we want, but more difficult to understand what’s impeding us in getting it. The SWOT Analysis is a long-standing technique of looking at what we have going for us with respect to a desired end state, as well as what we could improve on. It gives us an opportunity to gauge approaching opportunities and dangers, and assess the seriousness of the conditions that affect our future. When we understand those conditions, we can influence what comes next. So, if you need to evaluate your organization or team’s current likelihood of success relative to an objective.

Number of Players: 5–20

Duration of Play: 1–2 hours

How to Play
1. Before the meeting, write the phrase “Desired End State” and draw a picture of what it might look like on a piece of flip-chart paper.

2. Create a separate four-square quadrant using four sheets of flip-chart paper. If you think the complexity of the discussion and the number of players warrants more quadrants, create as many as you’d like.

3. At the top left of the quadrant, write the word “STRENGTHS” and draw a picture depicting that concept. For example, for “STRENGTHS” you might draw a simple picture of someone holding up a car with one hand. (Yes, you’re allowed to exaggerate.) Ask the players to take 5–10 minutes and quietly generate ideas about strengths they have with respect to the desired end state and write them on sticky notes, one idea per sticky note.

4. At the bottom left of the quadrant, write the word “WEAKNESSES” and draw a picture depicting that concept. Ask the players again to take 5–10 minutes to quietly generate ideas about weaknesses around the desired end state and write them on sticky notes.

5. At the top right of the quadrant, write the word “OPPORTUNITIES” and draw a picture. Ask the players to take 5–10 minutes to write ideas about opportunities on sticky notes.

6. At the bottom right of the quadrant, write the word “THREATS” and draw a picture depicting that concept. Ask the players to use this last set of 5–10 minutes to generate ideas about perceived threats and write them on sticky notes.

7. When you sense a lull in sticky-note generation, gather all of the sticky notes and post them on a flat surface that is near the quadrant and is viewable by the players. Be sure to keep the sticky notes in their original groups of strengths, weaknesses, opportunities, and threats.

8. Start with the STRENGTHS group of sticky notes and, with the players’ collaboration, sort the ideas based on their affinity to other ideas. For example, if they produced three sticky notes that say “good sharing of information,” “information transparency,” and “people willing to share data,” 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. (At this stage, it’s important to note that if you have a group with five players or less, you can eliminate the sticky-note clustering process and simply write and draw their responses for each category as the players verbalize them. After you’ve gone through each section of the quadrant, players can dot vote.) Repeat the clustering and sorting process for the other categories in this order: WEAKNESSES, OPPORTUNITIES, and finally, THREATS.

9. After the sorting and clustering is complete, start a group conversation to create a broad category for each smaller cluster. For example, a category for the cluster from step 8 might be “communication”. As the group makes suggestions and finds agreement on categories, write those categories in the appropriate quadrant.

10. When the players feel comfortable with the categories, ask them to approach the quadrant and dot vote next to two or three categories in each square, indicating that they believe those to be the most relevant for that section. Circle or highlight the information that got the most votes and make a note of it with the group.

11. Summarize the overall findings in conversation with the players and ask them to discuss the implications around the desired end state. Engage the group in a creative exercise wherein they evaluate weaknesses and threats positively, as though their presence is doing them a favor. Ask them thought-provoking
questions, like “What if your competition didn’t exist?” and “How does this threat have the potential to make the organization stronger?”

Optional activity: Lead the group in creating silly slogans for the desired end state. Let them be ridiculous: “Our lamps will light up the world.” The idea is to create humor and excitement around possibilities.

Strategy
The SWOT Analysis is at its best when the group is unabashed in its provision and analysis of content. The players are less likely to be shy about their strengths, but they may struggle to suggest weaknesses due to sensitivity to other players or to blind spots in their own thinking. Frame the notion of “weakness” to mean something that can be improved upon. Similarly, a “threat” is something that can act as a catalyst for performance improvement. Let the group know that the higher the quality of their contributions, the better they will be able to evaluate what’s on the horizon. You’ll have a good sense that
the game was successful when you hear the group thoughtfully consider the data and express insights they didn’t have before.

This game was inspired by Albert Humphrey’s traditional SWOT Analysis.

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Applying the Impact & Effort Matrix

Recently, my team got stuck trying to choose from four different architecture options for our website.  We need to find a balance between near-term tactical goals and long-term strategic goals. When we focused on our strategic goals, the solutions that we came up with didn’t meet our short-term requirements, and vice versa. We moved the pieces around the board for a month, and then finally we gave up and called for a Big Meeting.

In the meeting we had tech leads, solution architects and developers from my company and from our vendor. We also had other stakeholders like administrators, product owners, a couple of consultants from a design company and our UX (User Experience) guy. There were 20 of us, which made lunches expensive, but which made the situation ripe for some Gamestorming.

On the first day, we did the Impact & Effort Matrix exercise (p. 241) for our long term product strategy. We were looking to see whether there were strategic goals we could meet while developing on technology and development practices that were already in place. The result was something like this diagram:

Caption: Each point is a strategic goal. For each axis, 0-5 is low and 6-10 is high.

Caption: Each point is a strategic goal. For each axis, 0-5 is low and 6-10 is high.

This exercise put to rest our dream of being able to meet our tactical and strategic goals using the same platform. Meeting our strategic goals would require developemnt of a new platform, and the time-to-market required by a new platform could not meet our tactical market needs. We now had two projects on our hands. I considered this a success because the visualization definitely made it very clear that we couldn’t kill two birds with one stone – in this case we definitely needed two stones.

We already had a good option for the strategic platform coming from our in-house development team, so what was left was to determine how we were to meet our tactical goals. Our short-term capacity is strained by the projects already underway, so we gamed out a hybrid approach with our vendor using the SWOT Analysis exercise (p. 212).

SWOT Analysis

We had a plan, and the exercise confirmed that our plan had many strengths. This was not unexpected. But the exercise also unearthed anxiety that some team members had about the long term viability of the vendor and the partnership, which we discovered while documenting threats. I found these issues to be particularly valuable, and we can use them to shape our partnership contract with our vendor.

With the help of exercises from Gamestorming, we got our project unstuck after a month’s worth of chasing our tails, we sorted our near and long-term goals, and now we are on our way to setting up a  partnership to address our tactical goals and building a new platform for our strategic goals.

Brendan Sullivan
Product Director, Elsevier

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Impact & Effort Matrix

 

Impact & Effort Matrix, originally uploaded by dgray_xplane.

Object of Play
In this decision-making exercise, possible actions are mapped based on two factors: effort required to implement and potential impact. Some ideas are costly, but may have a bigger long-term payoff than short-term actions. Categorizing ideas along these lines is a useful technique in decision making, as it obliges contributors to balance and evaluate suggested actions before committing to them.

Number of Players: Based on small groups, but can scale to any size

Duration of Play: 30 minutes to 1 hour, depending on the size of the group

How to Play
Given a goal, a group may have a number of ideas for how to achieve it. To open the exercise, frame the goal in terms of a “What to do” or “What we need” question. This may sound as simple as “What do we need to reach our goal?” Ask the group to generate ideas individually on sticky notes. Then, using Post-Up, ask them to present their ideas back to the group by placing them within a 2×2 matrix that
is organized by impact and effort: Impact: The potential payoff of the action, vs. Effort: The cost of taking the action

Strategy
As participants place their ideas into the matrix, the group may openly discuss the position of elements. It is not uncommon for an idea to be bolstered by the group and to move up in potential impact or down in effort. In this respect, the category of high impact, low effort will often hold the set of ideas that the group is most agreed upon and committed to.

The source of the Impact & Effort Matrix game is unknown.

Impact & Effort

Clicking on this image will bring you to an “instant game” at innovationgames.com, where you can play Impact & Effort Matrix online. The same image will be used as the matrix, which has a different impact-effort combination in each quadrant.

• High Impact, Low Effort: The best ideas go here!
• High Impact, High Effort: Further study is likely required.
• Low Impact, High Effort: Probably best to avoid these.
• Low Impact, Low Effort: Further study is likely required.

The light bulbs you will see at the upper left corner of the chart represent ideas. Simply add an idea to the chart by dragging a light bulb to its corresponding quadrant and describing what it is.

All moves can be seen in real time by each participant, so everyone can collaborate to edit the descriptions and positions of the posted strategies. Communicate using the integrated chat facility to work together and form useful ideas.

 

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Back of the Napkin

NapkinBack

Object of Play:
The goal for each team is to come up with an answer  to a provocative question and write/draw it up on the back of a napkin.

Number of Players: Teams of 3. (See strategy section for discussion of different team sizes.)  No limit to the number of teams other than what the organizer wants.

Duration of Play: TBD by organizer.  Minimum amount of time recommended:  10 minutes per team per question.

Examples: Here are examples of questions and  napkins from the recent TEDxTC event in St. Paul, MN.  [1] [2] [3]

How to Play

  • Game is played in teams.
  • There is at least 1 problem statement/open-ended question per game session.
  • Each team writes and/or draws their answer on a napkin.
  • Each answer appears on one side of the (folded) napkin.
  • Players write their names on the other side of the napkin.
  • Optional:  Players may enter as many solutions as they want, however, each submission has to be from a different team.
  • Optional:  Each team must be comprised of at least 2 people who have just met or are just meeting.
  • Optional:  A group of judges will look at the entries.   Play for bragging rights or for a prize.  To keep it clear that there are all sorts of possibilities, offer different categories, such as:
    • Most Practical
    • Most Out-of-the-Box
    • Most Whimsical
    • Most Visual

Strategy
As a facilitator/organizer, why might you play this game?  Here are some reasons:

  • To introduce people to each other and/or to facilitate networking amongst them.
  • To provide a fun, competitive way to brainstorm.
  • To turn the reception for an event into an experience that people value as part of the overall experience.

The back of a napkin is already associated with Aha moments and inspiration.  Its informality helps combat people’s instincts towards worrying about whether they can draw, have the “perfect” solution to the question, and other worries that can crop up if we were to use something more formal. It’s a good idea to reinforce this in the introduction to the game by encouraging teams to be as practical, whimsical and/or out of the box as they want, and, if winners will be named, by having categories that include playful ones.

Question strategy: define a question that’s open-ended and requires more than a couple of words to answer.  Keep it relatively short and clear.  Don’t worry that the question is too “big” in terms of its scope.  This game is meant to inspire conversation and ideation.

Another important thing about the question is to make sure it relates to something that all the potential players have in common.  Some examples of common things are:

  • a speech that everyone’s heard,
  • a book or article that everyone’s read,
  • a company or organization they’ve all done business with or been a part of in some other way,
  • an experience they’ve had in common, such as being a parent or living in the same community.

Team size:  you can choose to set the team size to be exactly n players, no fewer than n players, no more than n players, or n to y players.  I recommend that the numbers be somewhere between 2 and 6.  If you’re running the game at an event where people decide to play or not, going with the “n to y players” would work best.  This is because people are playing and networking at the same time, and if 4 people want to play in one place and 2 in another, for example, there’s no reason they shouldn’t be able to.  In an environment where it’s important to you that everyone plays, setting team sizes more precisely might work better.

With regard to team formation, you can go with an unconference approach and have multiple questions and have people gravitate to the question they want to answer and find others to team with, or go with something more defined.

Logistics:

  • A napkin that’s around 5″ x 5″ in its folded form works well. It’s better to get ones with a smooth surface so it’s easier to write on.  Gel pens work well, fyi, if you’re providing pens.
  • If you are playing the game with multiple questions or in a large space, consider having a host/facilitator at each question’s station to explain the game and answer questions.
  • I recommend having a flip chart or other large-format paper hanging on the wall and having players tape their napkins to that.
  • Tell players the timeframe in which the game will be played.

[This game is credited to Sheila Kim.]

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Draw the Problem

Bill Keaggy sketching

Object of Play
On any given day, we prioritize the problems that get our attention. Problems that are vague or misunderstood have a harder time passing our internal tests of what matters and, as a result, go unaddressed and unsolved. Often, meetings that address problem-solving skip this critical step: defining the problem in a way that is not only clear but also compelling enough to make people care about solving it. Running this short drawing exercise at the beginning of a meeting will help get the laptops closed and the participants engaged with their purpose.

Number of Players: Works best with small groups of 6–10 participants

Duration of Play: 20–30 minutes


How to Play
1. Each participant should have a large index card or letter-sized piece of paper. After introducing the topic of the meeting, ask the participants to think about the problem they are here to solve. As they do so, ask them to write a list of items helping to explain the problem. For example, they may think about a “day in the life” of the problem or an item that represents the problem as a whole.

2. After a few minutes of this thinking and reflection, ask the participants to flip over their paper and draw a picture of the problem, as they would explain it to a peer. They may draw a simple diagram or something more metaphorical; there are no prizes or punishments for good or bad artistry. The drawing should simply assist in explaining the problem.

3. When everyone is finished, have the participants post their drawings on the wall and explain them to each other. While the group shares, note any common elements. After the exercise, the group should reflect on the similarities and differences, and work toward a shared understanding of what the problem looks like to each other.

Strategy
This warm-up does not result in a problem definition that will satisfy an engineer; rather, it engages participants in defining the challenge in a simplified form. It is a first step in bringing a group together under a common purpose, elevating the problem above the noise to become something they care to solve.

The Draw the Problem game is credited to James Macanufo.

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Cover Story

IMG_1785

Object of Play
Cover Story is a game about pure imagination. The purpose is to think expansively around an ideal future state for the organization; it’s an exercise in visioning. The object of the game is to suspend all disbelief and envision a future state that is so stellar that it landed your organization on the cover of a well-known magazine. The players must pretend as though this future has already taken place and has been reported by the mainstream media. This game is worth playing because it not only encourages people to “think big,” but also actually plants the seeds for a future that perhaps wasn’t possible before the game was played.

Number of Players: Any

Duration of Play: Depends on the number of players, but a maximum of 90 minutes

How to Play
1. Before the meeting, draw out large-scale templates that include the categories shown on the following image. Your template doesn’t need to look exactly like this one; you can be creative with the central image and the layout. Just be sure to keep the categories intact. The number of templates you create depends on the size of the group. At the most, allow four to six people to work on one template together.

2. Explain the object of the game to the players and define each category on the template:
• “Cover” tells the BIG story of their success.
• “Headlines” convey the substance of the cover story.
• “Sidebars” reveal interesting facets of the cover story.
• “Quotes” can be from anyone as long as they’re related to the story.
• “Brainstorm” is for documenting initial ideas for the cover story.
• “Images” are for supporting the content with illustrations.

3. Break the players into groups of four to six and make sure there are markers and one template for each group. Tell the players that to populate the template they can either select a scribe or write and draw on it together.

4. Ask the players to imagine the best-case scenario for their company and to take that scenario one step further. Request that they spend five quiet minutes imagining their own stories before they work together to agree on one. Give the groups 30–45 minutes to generate this “story of the year” and represent it on their template.

5. Reconvene the breakout groups and ask for volunteers to present their visions first. Give each group 5–10 minutes to share what they imagined was written in the story and the supporting elements.

6. Note any common vision themes and areas of agreement. Ask for observations, insights, and concerns about the future state.

Optional activity: Ask two players to role-play an interview based on the content from their “On the Cover” template, as though the magazine sent a reporter to interview an important character in the story.

Strategy
This game is about the wildest dream for the organization—that has already happened! So, when you set up this game as the meeting leader, speak about their “successes” with enthusiasm and in the past tense. Encourage the players to use the past tense in their brainstorming and story creation. And don’t let the group go into analysis mode. This game is not about logic, pragmatism, or parameters. Cover Story is an open-ended, creative-thinking exercise, so tell the players to be wary of any “reality checks” from other players. And as the small groups present their visions to the large group, note and discuss any common themes that arise. These themes—however fantastical—are telling, because commonalities reveal shared hopes and also plant seeds for real possibilities. If this play is part of a longer group process, post these visions around the room so that they serve as reference points for continued ideas and inspiration.

This game is based on The Grove Consultants International’s Leaders Guide to Accompany the Cover Story Vision Graphic Guide® ©1996–2010 The Grove.

Online Cover Story

Cover StoryHere is another image of the Cover Story Game. But this one is special – clicking on this image will start an “instant play” game at www.innovationgames.com. In this game, there will be a set of light bulb icons that you can drag on your online Cover Story to capture your big ideas. We’ve organized this game so that the regions will capture where you’ve placed each of your awesome ideas.

Keep in mind that that this is a collaborative game. This means that you can invite other players to play. And when they drag something around – you’ll see it in real time!

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Context Map

CAD Environmental Scan

Object of Play
We don’t truly have a good grasp of a situation until we see it in a fuller context. The Context Map is designed to show us the external factors, trends, and forces at work surrounding an organization. Because once we have a systemic view of the external environment we’re in, we are better equipped to respond proactively to that landscape.

Number of Players: 5–25

Duration of Play: 45 minutes to 1.5 hours



Context Map, originally uploaded by dgray_xplane.

How to Play
1. Hang six sheets of flip-chart paper on a wall in a two-row, three-column format.

2. On the top-middle sheet of flip-chart paper, draw a representation of the organization under discussion. It can be as simple as an image of your office building or an image of a globe to represent a global marketplace. Label the picture or scene.

3. On the same sheet of paper, above and to the left of the image, write the words “POLITICAL FACTORS”. Above and to the right, write the words “ECONOMIC CLIMATE”.

4. On the top-left sheet of flip-chart paper, draw several large arrows pointing to the right. Label this sheet “TRENDS”. Include a blank before the word TRENDS so that you can add a qualifier later.

5. On the top-right sheet of flip-chart paper, draw several large arrows pointing to the left. Label this sheet “TRENDS”. Again, include a blank before the word TRENDS so that you can add a qualifier later.

6. On the bottom-left sheet, draw large arrows pointing up and to the right. Label this sheet “TECHNOLOGY FACTORS”.

7. On the bottom-middle sheet, draw an image representing your client(s) and label the sheet “CUSTOMER NEEDS”.

8. On the bottom-right sheet, draw a thundercloud or a person with a question mark overhead and label this sheet “UNCERTAINTIES”.

9. Introduce the context map to the group. Explain that the goal of populating the map is to get a sense of the big picture in which your organization operates. Ask the players which category on the map they’d like to discuss first, other than TRENDS. Open up the category they select for comments and discussion. Write the comments they verbalize in the space created for that category.

10. Based on an indication from the group or your own sense of direction, move to another category and ask the group to offer ideas for that category. Continue populating the map with content until every category but TRENDS is filled in.

11. The two TRENDS categories can be qualified by the group, so take a quick poll to determine what kinds of trends the players would like to discuss. These could be online trends, demographic trends, growth trends, and so forth. As you help the players find agreement on qualifiers for the trends (conduct a dot vote or have them raise their hands if you need to), write those qualifiers in the blanks next to TRENDS. Then continue the process of requesting content and writing it in the appropriate space.

12. Summarize the overall findings with the group and ask for observations, insights, “aha’s,” and concerns about the context map.

Strategy
It’s up to the players to paint a picture of the environment in which they sit, but as the meeting leader, you can help them generate content by asking intelligent and thoughtprovoking questions. Conduct research or employee interviews before the meeting if you need to. The idea is to portray a context that is as rich and accurate as possible so that the players gain insight into their environment and can subsequently move proactively rather than reactively. The players can populate the categories other than TRENDS on the context map in any order, so note their starting point and pay attention to where they focus or generate the most content—both can indicate where their energy lies. But keep in mind that this activity is designed to generate a display of the external environment, not the internal one. So, if you notice that the discussion steers toward analyzing the internal context, guide them back to the outside world. There are other games for internal dynamics. The Context Map game should result in a holistic view of the external business landscape and show the group where they can focus their efforts to get strategic results.

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

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Brainwriting

Geneva workshop

Object of Play
Some of the best ideas are compilations from multiple contributors. Brainwriting is a simple way to generate ideas, share them, and subsequently build on them within a group. Access to multiple hands, eyes, and minds can yield the most interesting results.

Number of Players: 5–15

Duration of Play: 30–45 minutes

How to Play
1. In a space visible to the players, write the topic around which you need to generate ideas and draw a picture of it. An example of a topic might be “Employee Recognition Program.”

2. Distribute index cards to each player and ask them to silently generate ideas related to the topic and write them on the cards.

3. As they complete each idea, ask the players to pass that idea to the person on their right.

4. Tell the players to read the card they received and think of it as an “idea stimulation” card. Ask them to add an idea inspired by what they just read or to enhance the idea and then pass again to their right.

5. Continue this process of “brainwriting” and passing cards to the right until there are various ideas on each card.

Optional activity: Ask the players to write an idea on a piece of paper and then fold it into an airplane and fly it to another participant. Continue writing and flying the planes until each piece of paper has several ideas. Conclude with steps 6 and 7.

6. Once finished, collect the cards and ask for help taping them to the wall around the topic and its picture.

7. Have the group come to the wall to review the ideas and draw stars next to the ones they find most compelling. Discuss.

Optional activity: Create an idea gallery in the room using flip-chart pads and stands. Ask players to write as many ideas on the sheet as they can and then wander around the room and add ideas to the other sheets. Continue this process until each sheet has a good number of ideas.

Strategy
In a typical group setting, extroverts tend to dominate the verbal contributions. And while their contributions are certainly important, it can be difficult to hear from quieter players who also have something valuable to offer. Let the players know that this play is intentionally silent. It affords the quiet people the opportunity to generate ideas without having to verbalize to the whole group, and it gives you certainty that you’ll hear from every player in the room.

Brainwriting also allows ideas to emerge before being critiqued and creates a space for them to be co-created, with multiple owners, and therefore a greater chance of follow-through.

The Brainwriting game is based on the same-named activity in Michael Michalko’s Thinkertoys. Horst Geschke and associates at the Batelle Institute in Frankfurt, Germany, developed a variety of these creative-thinking techniques referred to as “brainwriting.”

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The Anti-Problem

IMG_2574

Object of Play
The Anti-Problem game helps people get unstuck when they are at their wit’s end. It is most useful when a team is already working on a problem, but they’re running out of ideas for solutions. By asking players to identify ways to solve the problem opposite to their current problem, it becomes easier to see where a current solution might be going astray or where an obvious solution isn’t being applied.

Number of Players: 5–20

Duration of Play: 30–45 minutes

How to Play
1. Before the meeting, find a situation that needs to be resolved or a problem that needs a solution.

2. Give players access to sticky notes, markers, index cards, pipe cleaners, modeling clay—any supplies you have around the office that they could use to design and describe solutions.

3. Break large groups into smaller groups of three to four people and describe what they’ll tackle together: the anti-problem, or the current problem’s opposite. (For example, if the problem is sales conversion, the players would brainstorm ways to get customers to avoid buying the product.) The more extreme the problem’s opposite, the better.

Optional activity: Bring a list of smaller problems and decrease the amount of time allotted to solve them. Make it a race to come up with as many solutions as the group can churn out—even if they’re outlandish.

4. Give the players 15–20 minutes to generate and display various ways to solve the anti-problem. Encourage fast responses and a volume of ideas. There are no wrong solutions.

5. When the time is up, ask each group to share their solutions to the anti-problem. They should stand and display any visual creations they have at this time or ask the others to gather around their table to see their solutions.

6. Discuss any insights and discoveries the players have.

Strategy
This game’s purpose is to help teams evaluate a problem differently and break out of existing patterns, so make the anti-problem more extreme than it really is, just to get people thinking. And don’t worry if the players don’t generate many (or any) viable or actionable solutions. Obviously, those would be a boon to the game, but the intention is not to eliminate a complex problem in 30 minutes. The intention is to give people a new approach that can lead to a solution when they have time to think after the meeting is over. Or, since this game tends to naturally segue into a conversation about the real problem, you could use any extra time to start that conversation while the players’ ideas are ignited. Note: there may be some unexpected “aha moments” as people could discover that they’re applying a solution that’s actually contributing to the current problem. Whoops!

The Anti-Problem game is based on an activity called Reverse It, from Donna Spencer’s design games website, http://www.designgames.com.au.