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Five-Fingered Consensus

Object of Play

Like Red/Green Cards (discussed later in this chapter), this is a technique for managing the feedback loop between a facilitator and a large group. When working in breakouts or as a large group, it may be necessary to periodically gauge the level of perceived consensus, without spending an unnecessary amount of time talking about it.  A facilitator may ask for this quickly by using the “five-fingers check.”

How to Play

The facilitator asks the group to rate their level of consensus on a topic from 0 to 5, with five fingers meaning “absolute, total agreement” and a fist meaning “completely different points of view.” This is particularly useful in managing breakout groups, where different topics may be discussed simultaneously.  A group that holds up a variety of ones, twos, and threes may have more work to do.

Strategy

The “trick” in this technique is in gauging how far apart the individuals feel they are from consensus. A group that is wide apart in the view of its members—with some holding up five fingers and others holding up two—may need outside support and mediation of their discussion.

Hand signals are a commonly found element of consensus-based decision making and dispute resolution. Related is the thumbs-up, thumbs-down, and thumbs-sideways technique.

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Flip It

Object of Play

Often, a change in a problem or situation comes simply from a change in our perspectives.  Flip It! is a quick game designed to show players that perspectives are made, not born. We can choose to see the glass as either half full or half empty, but often when we perceive it as half full, we get better results. This game is at its best when players begin to see challenges as opportunities and to make doable suggestions around solving problems rather than just rehashing them.

Number of Players

5–20

Duration of Play

30 minutes to 1 hour

How to Play

  1. Before the meeting, hang four to eight sheets of flip-chart paper on a wall (as shown in the following figure), and on any sheet in the top row, write the name of the game.
  2. On the bottom-left sheet write the word “FEAR”.  If you’d like, spend time drawing a representation of fear on the sheets beforehand or cut out an image from a magazine that embodies it. Tell the group that Flip It is about the future—of their department, their organization, their product/service, whatever topic you have agreed on beforehand.
  3. Ask the players to quietly spend 5–10 minutes writing concerns, issues, and fears about the topic on sticky notes. Remind them to be honest about their fears because this game gives them an opportunity to reframe their fears. Collect and post the sticky notes on the FEAR sheets, which are all the sheets along the bottom row.  Discuss the content with the group and ask for volunteers to elaborate on their contributions.
  4. On the top-left sheet write the word “HOPE”. Ask the players to survey the content in the FEAR row and try to “flip” the perspectives by reframing in terms of hope.Give them 10–15 minutes to generate sticky notes that respond to the fears.
  5. With the group, collect and post the second set of sticky notes on the HOPE sheets along the top row.
  6. Discuss the content with the group and ask for volunteers to elaborate on their contributions. Ask the players to dot vote next to the hopes they can take practical action on. With the group, observe the hopes that won the most votes.
  7. Write the word “TRACTION” on another sheet of flip-chart paper. Rewrite (or remove and restick) the hopes that won the most votes on the TRACTION sheet.  Ask the players to brainstorm aloud any actionable items related to each hope. Write them down and discuss.

Strategy

Because Flip It starts with FEARS, as the meeting leader you’ll need to reassure folks early on that they’re not going to wallow in their fears. They just need to spend sometime generating fears in order to gather information and get the game moving. You can model the flip-it behavior by opening the game with an example of a situation you chose to perceive one way or the other. Once the group writes down their fears and posts them on the wall, let them air any related thoughts and then spend the majority of the time flipping the fears into positive outcomes. You want the group to see concerns (even if it’s a momentary view) as a chance to be hopeful and get motivated around action.

If you’re working with a larger group or if the group generates an abundant amount of sticky notes, use the sorting and clustering technique and generate representative categories for each cluster. Then ask the group to vote on those categories and use them during the TRACTION activity. Unless directed otherwise, the issues provided by the group will likely focus on both internal and external factors. If you don’t want the play to be that all-encompassing, establish a boundary going in.

  • Optional activity: Ask for volunteers to write their initials next to the practical actions they could support. Tell them it’s not an intractable commitment, just an indication of where their interest lies.

The source of the Flip It game is unknown.

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Heart, Hand, Mind

Object of Play

The object of this game is to examine an issue from another perspective, and find significance in the issue.

Number of Players

1–10

Duration of Play

10 minutes to 1 hour

How to Play

1. Look at an issue, product, or course of action using these three lenses:

  • Heart: What makes it emotionally engaging?
  • Hand: What makes it tangible and practical?
  • Mind: What makes it logical and sensible?

2. List the characteristics or features that appeal to each lens.

3. Score the categories from 1 to 10. Evaluate strengths and weaknesses.

Strategy

Significant products, activities, and experiences appeal to a whole person; they “feed the heart, hand, and mind.” Use these three lenses as a means of finding, clarifying, or diagnosing the meaning of any endeavor.

The Heart, Hand, Mind game was inspired by Swiss educational reformer Heinrich Pestalozzi.

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Wizard Of Oz

Object of Play

In this role-play exercise, two people prototype a machine–human interaction. The user talks to another who is “behind the curtain,” playing the role of the machine. They may use a script to uncover breaking points in an existing design, or improvise to work out a completely new idea.

Number of Players

2, plus observers

Duration of Play

30 minutes or more

How to Play

If a group is testing an existing design, they should prepare a script that outlines the responses and actions that the machine can take. The “wizard” will use this—and only this—to react to the user. For example, a group that is designing an ATM interface would write a script of information presented to the user and the responses that it understands in return.

If a group is improvising, they can just get started. To open the exercise, the two players should be visually separated from each other. This is the “curtain” that keeps them from inadvertently passing cues or other information to each other. They may be separated by a piece of cardboard, or they may simply turn their backs to each other.

The easiest way to play through the exercise is for the user to initiate some task that she wants to accomplish. As the two players play through the experience, they should look for problems, frustration points, or opportunities to do the unexpected. Essentially, the user should challenge the machine, and the machine should stick to what it knows.

Strategy

This technique’s application has grown beyond voice control, as the “curtain” simultaneously eliminates assumptions about the machine and surfaces what the user wants to do and how she wants to do it.

The technique was pioneered in the 1970s, in the early design and testing of the now-common airport kiosk, and in IBM’s development of the “listening typewriter.” In these cases, the technique is taken even further: the person playing the machine would interpret voice commands from a user and manipulate a prototype of the system accordingly, like the invisible “wizard” in The Wizard of Oz.

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World Café

Object of Play

What’s the difference between a business meeting and a conversation at a café? The World Café is a method for improving large-group discussion by borrowing concepts from the informal “café” conversations that we have all the time: round tables, cross pollinating ideas, and pursuing questions that matter.

As a conversational process, the World Café may take on many forms. Here is a “quick start” flow to consider, which focuses on the basics.

Number of Players

24–30 participants in groups of 4–5 at round tables

Duration of Play

1.5 hours

Setup

As the leader, you will need to find the “questions that matter” which will guide the rounds of discussion. A powerful question will be evocative and simple; it should be immediately tangible and relevant to a challenge the group faces. The group may focus on one question or move through a group of subsequent questions. For example, “How might we start having more real conversations with our customers?” may be enough to sustain three rounds of discussion.

Develop your questions that matter, and then focus on creating an inviting and hospitable environment for the event. This may not be an easy task in typical conference spaces.  Some things to keep in mind include the fact that round tables are better for conversation than square tables, and each table should be equipped with drawing supplies such as markers, flip charts, and/or paper tablecloths.

How to Play

The event consists of three 20-minute rounds of group discussion at tables, followed by a group synthesis. After each round, one person stays behind to serve as a “host” of the next round, while the rest travel to other tables as “ambassadors.” In this sense, participants have a chance to go “around the world” and bring their ideas with them from table to table.

During the rounds of discussion, encourage participants to link ideas from one round to the next.

Here are some things to consider:

  • Spend the first few minutes talking about the last conversation. The “host” can present ideas left at the table, and the “ambassadors” should talk about what they’ve brought from their respective places.
  • Leave evidence. Draw key ideas out on the table. For the next group to appreciate the previous conversation, they will need some artifacts to respond to and build on.
  • Connect diverse viewpoints and respect contributions. If needed, use a “talking stick” or button to manage each other’s input.
  • Look for patterns. By the second and third rounds, themes and larger patterns will emerge in the discussion. Encourage participants to look for these and make them evident by drawing or writing them toward the middle of the tables.

After the last round, it’s time for a town hall discussion to synthesize what the groups have discovered. Referring back to the questions that matter, ask what the answers were at the different tables, and how they are connected.

A community of practitioners maintains the evolving methodology, process, history, and design principles at www.theworldcafe.com.

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Visual Glossary

Object of Play

The object of this game is to clearly define a set of terms so that a group has a common vocabulary.

It’s not in our nature to admit ignorance. When greeted with an unknown or abstract term, many people find it easier to pretend they understand than to ask for clarification.  This is dangerous in knowledge work, where a common understanding is necessary to work together.

Groups that make time to define their terms visually will work faster and more effectively by starting on the same page.

Number of Players

2–10

Duration of Play

30 minutes to 1 hour

How to Play

  1. Introduce the exercise as a means to create a common language. The first step is to brainstorm the tough phrases and terms that make up the group’s shared language.  Have the group brainstorm these individually on sticky notes.  Examples might be jargon, slang, technical terms, or acronyms that they use in the course of their everyday work.
  2. Have participants post their notes in one large pool and examine them. Discuss which terms were the most common and which are of the highest priority for visual definition.
  3. At this point, you are ready to make the glossary. From the pool, assign the most important terms a space on the wall. Pick a term to start with, and ask the group to describe it first with words. The group may uncover points that are foggy, conflicting, or inadequate in their verbiage.
  4. Then try to clarify the term with a picture.  Ask: what does this look like? If the term is abstract, try a diagrammatic approach.  Start with the people or things involved and connect them in a way that visually captures the definition. For example, the word social has many definitions and contexts, but by asking the group to describe a picture of what they mean, you will get a clearer definition.

Strategy

Don’t try to define everything up front. Find the most important terms, where there is the most opportunity to clarify, and do those first.

A good visual glossary will have utility beyond one meeting. Use the visuals in follow-on activities; make them available online, or in training materials, if appropriate. Encourage participants to use the visual elements as shorthand when communicating and working with these terms.

The Visual Glossary game is credited to James Macanufo.

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20/20 Vision

Object of Play

The 20/20 Vision game is about getting group clarity around which projects or initiatives should be more of a priority than others. Because employees’ attention is so often divided among multiple projects, it can be refreshing to refocus and realign more intently with the projects that have the biggest bang for the buck.  And defining the “bang” together helps ensure that the process of prioritization is quality.

Number of Players

5–10

Duration of Play

30 minutes to 1.5 hours

How to Play

  1. Before the meeting, write any proposed project or initiative relevant to the players on sticky notes, one item per note.  And when you begin, it’s important that the initiatives you’ve written on the sticky notes are posted in random order during both stages of the game.  Shuffle them before the meeting starts—you can even blind-post or ask a player to post—so that from the onset there is no implicit prioritization on your part.
  2. Introduce the game by explaining to the players that 20/20 Vision is about forced prioritization based on perceived benefits. Verbalize the importance of building consensus on priorities to move the organization forward.
  3. In a wall space visible to the players, post an initiative and ask the players to describe its benefits. Write their descriptions on a sticky note posted next to that initiative. If there’s disagreement around the benefits of an initiative, write down both or all of the points made. Assume that there’s validity to multiple perspectives and let the group indicate the majority perspective through the ranking process. If the group already has a shared sense of the benefits for each initiative, don’t spend a lot of time clarifying them. Just move into prioritization and respond to questions around benefits as they organically come up.
  4. Repeat step 3 for all relevant projects or initiatives until the benefits have been thoroughly described by the players, captured on sticky notes and posted.
  5. Ask the players if any initiatives are missing from the wall. If so, request that they write them down, post them, and discuss their benefits so that you can capture them.
  6. Move into a neighboring wall space, pull down two random initiatives and ask the players which they can agree are more or less important to the organization’s vision or goals.
  7. Post the one that the group generally agrees is more important above the one they generally agree is less important.
  8. Move another initiative into the new space. Ask the players if it is more or less important than the two posted and post it accordingly—higher priorities at the top, lower priorities at the bottom.
  9. Repeat this process until all initiatives have been thoroughly discussed and prioritized.

Strategy

20/20 Vision is about asking players to thoughtfully evaluate priorities as a group. The first phase of the game—describing and capturing the benefits—is significant because it lays the groundwork for the hard part: determining priorities. It can be challenging to get a group to rank its projects, all of which seem important in some way.

The game works best if you can facilitate general agreement around the benefits and resist the temptation to let the group waffle on prioritizing. They must make the hard decisions. And when the going gets tough, take heart: the players who resist ranking the most may also offer a wealth of insight into the initiatives and ultimately help the players better refine the final ranking.

20/20 Vision is based on and adapted from the same-named activity in Luke Hohmann’s book, Innovation Games: Creating Breakthrough Products Through Collaborative Play.

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Ethos, Logos, Pathos

Object of Play

The goal of this game is to channel Aristotle’s assessment of your argument.

Number of Players

1–10

Duration of Play

10 minutes to 1 hour

How to Play

Aristotle laid the groundwork for persuasive communication in the 4th century. Although the times have changed, effective communication hasn’t. Evaluate a communication, such as a value proposition, by using the three elements of rhetoric.  Role playing as your audience, score your message from 1 to 10 on these categories:

  • Ethos/Credibility:  Who are you, and what authority do you have on the topic?
  • Logos/Logic:  How clear and consistent is your reasoning? How do your facts measure up against my facts?
  • Pathos/Emotion: How vivid, memorable, and motivating is your message?

Look for areas of improvement or imbalance.

The Ethos, Logos, Pathos game is credited to James Macanufo.

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Memory Wall

Object of Play

Employees are human beings, and every human being likes to be acknowledged. To appreciate employee contributions, celebrate their accomplishments, and build camaraderie among team members, a Memory Wall works wonders.

Number of Players

10–50

Duration of Play

45 minutes to 1.5 hours

How to Play

1. During the meeting, give each player markers, paper, tape, and a flat surface to draw on. Make sure you have usable wall space for display purposes.

2. Ask the players to survey the other players in the room and take 10–15 minutes to write down positive, stand-out memories of working together, learning from each other, or participating in some way in organizational life.

3. Once the players have written down a few memories, ask them to draw each memory on a different sheet of letter-sized paper. Tell them they can take 20–30 minutes to draw these “memory scenes.” They can partner with any person(s) involved in a memory to conjure up the details of that memory—visually or contextually.

4. When drawing time is up, ask the players to tape their scenes on the wall, forming a visual “memory cloud.”

5. As the meeting leader, first ask for volunteers to approach the wall and discuss memories they posted and want to share. When you’ve run out of volunteers, approach memories on the wall that catch your eye and ask for the owner to share the story.

6. Summarize the experiences and ask the players to take a moment to silently recognize and appreciate those who have contributed to their work life in a positive way.  Follow this game up with Happy Hour!

  • Optional activity: Have volunteer players approach the wall, select a memory, and try to guess who it belongs to. If they get it right, give them a door prize and ask the person whose memory it is to elaborate. If they get it wrong, open it up to the audience to guess whose memory it is. Give door prizes to multiple people if more than one gets it right.

Strategy

The Memory Wall isn’t a game of strategy, but of appreciation. The only rule is that players should recall and draw positive, uplifting memories—nothing offensive or negative.  And there is a general guideline about drawing the memory scenes: players should be discouraged from judging their drawings or the drawings of others. Tell them that the activity is designed to share anecdotes and stories—not win a drawing contest. The images are there to illustrate the scenes and, absolutely, to provide good-natured humor.

If you see a player who seems to be having trouble pulling up a memory, ask open-ended questions to bring one to the surface. And when someone has shared a memory at the memory wall, you can ask others to raise their hand if they share that memory and can offer a unique perspective. You also can make the memory wall specific to a project or milestone by drawing a large-scale visual representation of that project or milestone and asking players to recall memories related to that aspect of their work.

The source of the Memory Wall game is unknown.

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NUF Test

Object of Play

As a group is developing ideas in a brainstorming session, it may be useful to do a quick “reality check” on proposed ideas. In the NUF Test, participants rate an idea on three criteria: to what degree is it New, Useful, and Feasible?

Number of Players

Small group

Duration of Play

Short; 15–30 minutes, depending on the size of the group and the level of discussion

How to Play

Set up the game by quickly creating a matrix of ideas against the criteria:

  • New: Has the idea been tried before? An idea will score higher here if it is significantly different from approaches that have come before it. A new idea captures attention and possibility.
  • Useful: Does the idea actually solve the problem? An idea that solves the problem completely, without creating any new problems, will score better here.
  • Feasible: Can it be done? A new and useful idea still has to be weighed against its cost to implement. Ideas that require fewer resources and effort to be realized will score better here.

To play, the group rates each idea from 1 to 10 for each criterion and tallies the results.  A group may choose to write down scores individually at first and then call out their results on each item and criterion to create the tally. Scoring should be done quickly, as in a “gut” check.

A discussion after the scores have been tallied may uncover uncertainties about an idea or previously under rated ideas. The group may then choose to make an idea stronger, as in “How do we make this idea more feasible with fewer resources?”

Strategy

The goal of this game is to check big ideas against the realities they will face after the meeting is over. It is not intended to “kill” good ideas, but to identify possible weak points so that they can be shaped and improved before seeing the light of day.

The NUF Test is an adaptation of a testing process used for patents.