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Gamestorming Cheat Sheet

The Gamestorming book lists more than 80 games.  I share a visual cheat sheet that I made in my own exploration of how the games fit together.

You can say, I made a game of it.  First, at my Self Learners wiki, I listed out the games, with links to the Gamestorming wiki, and for each game, I noted the object of play, as highlighted in the book.  Encouraged by Dave Gray on Twitter, I pushed on to see how they might fit together.  I empathized with each game’s purpose and grouped together different games that sought the same goal.  I used the Dia diagram editor to make an Affinity Map that related the groups.  At first, I just laid them down, from opening games to closing games, from left to right, laying together groups that felt related.  I printed out the diagram, took a Break for lunch, and over quesadillas I made sense of my feelings and thought through a theory.  This, for me, is the Eureka! part, which draws on the years of Gamestormers’ experience by which the games are real, tried and true.  I noticed that some games seem more social, touchy-feely, but others seem more technical, fleshing out systems.  (A distinction that reminds me of the Fishbowl).  They seem to represent implicit vs. explicit knowledge.  They also seem to work-in-parallel in a sequence of stages.  Here’s the initial diagram, which I then reorganized:

Initial Draft of Gamestorming Cheat Sheet by Andrius Kulikauskas

I see a process of transforming an existing solution into a new solution: Consent -> Care -> Understand -> Transform -> Innovate -> Validate -> Commit. I think that the climax is when we shift to a new perspective, for example, when we shift from features to benefit, from our answers to our audience’s questions, from our processes to our activities’ significance to others, from what we want to say to what we want others to hear. Once we’ve made this shift, then we’ll find an incremental way to innovate, we’ll vet that and commit to it. But to prepare for that shift, we have to sift through the details and understand what we’re involved in; and to do that wholeheartedly, we have to orient ourselves around our dreams and our concern for each other; and that depends on our voluntary participation. I imagine that this horizontal movement takes place at many scales, fractally, from the smallest tasks to the largest missions, and certain steps may be skipped over, or rushed over, especially for smaller projects. I’ve also arrayed the games vertically, along a spectrum, as to whether they help us make progress explicitly, fleshing out structures of knowledge, or make progress implicitly, building consensus around how we feel. I think if we pursue both, then our group’s commitment is both intellectual and emotional. I conclude that I myself, in working with others, should focus more on the emotional side.  (Click for the large image).

Cheat Sheet for Gamestorming by Andrius Kulikauskas

Oh! because I’m showing this to visual thinkers, I realized (peer-pressure!) that they’ll be disappointed if I keep it abstract.  I got out my oil pastel crayons to draw, as in the Visual Glossary game.  Drawing helped me focus on the main point, explicit vs. implicit.  I suppose that I drew a wave to represent the depths of the unconscious, and forward motion, and to leave a lot of open space for the diagram.  Then I remembered my first large painting, a muse for the fifth day of creation, (she’s Jesus), cutting paths with scissors for the birds in the sky and the fish in the sea.  That pushed me to explain birds fly high to see the big picture and fish swim deep to win consensus.  That clicked with some people, and got me thinking further, in that I keep wondering what’s relevant to God (Stakeholder Analysis), that we can think of one God beyond us, like the bird, but also God within each of us, as with the school of fish.  I’m thinking that each game takes a little leap of faith and each lets us dialogue with God in a particular way.  Here’s a sketch of my theory, more broadly, in terms of ways of figuring things out. (Welcome to My World!)

Muse of 5th Day of Creation by Andrius Kulikauskas at Uzupio Galera, Republic of Uzupis

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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.

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Making The Game Come Alive

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

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

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

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

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

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

The Comeback Album of The Decade Game

Object:

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

The game will be broken into five distinct parts.

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

Part I:

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

Part II:

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

Part III:

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

Part IV:

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

Part V:

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

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

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

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

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

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

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

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

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

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The 5 Whys

Object of Play

Many of the games in this book are about seeing the bigger picture or relating a problem to its context. The 5 Whys game mirrors that motive to move beyond the surface of a problem and discover the root cause, because problems are tackled more sustainably when they’re addressed at the source.

Number of Players

5–10

How to Play

1. Prior to the meeting, establish a problem your team needs to evaluate. Write the problem in an area visible to all the group members, and if you’d like, draw something that represents it.

2. Distribute sticky notes to each player and ask them to number five of them 1 through 5.

3. Ask the players to review the problem statement and ask themselves WHY it’s a problem. Then ask them to write their first response on sticky note 1.

4. Tell the players to ask themselves WHY the answer on sticky note 1 is true and write their next response on sticky note 2.

5. Again, tell the players to ask themselves WHY the answer on sticky note 2 is true and write the response on sticky note 3.

6. Repeat this process in numerical order until every numbered sticky note has a response written on it.

7. Below the problem statement, write the word “Why?” five times in a column and draw lines to create columns for each player’s set of notes. Ask the players to approach the wall and post their responses, starting with 1 at the top and ending with 5 on the bottom.

8. Review the “Why” columns with the group and note commonalities and differences.

Allow for discussion.

 

Rewrite the problem statement on a sheet of flip-chart paper. Then give a volunteer five clean sticky notes to write on, and work with the group to build consensus on which of the five “Whys” in the columns offer the most meaningful insight into the problem. Ask the volunteer to rewrite the “Whys”—one per sticky note—as the group agrees on them.  Once they’re all written, tape the five index cards into a final column under the problem statement. If you have time, move into a discussion around “what’s next.”

Strategy

This game is about reading more between the lines—about understanding the root cause of a problem so that people can get the greatest leverage out of solving it. When leading this game, encourage the players to be honest. This is the single most important strategy.

If the players avoid the issues, the game doesn’t yield good information. And in a worstcase scenario, you could have people actually addressing the wrong problems. So, as the meeting leader, be aware of the dynamics between the players and foster open conversation around the difficult question of “why”.

Another important practice is to ask the players to write the first thing that comes to mind each time they ask “Why?”. If they jump immediately to the perceived root of the problem, they may miss the opportunity to see the stages, which are valuable to know for problem solving at different levels.

Finally, many problems require more or less interrogation to get to the root. Ask “Why?” until you feel the group is really getting somewhere. Five Whys is a healthy place to start, but don’t interpret it as a fixed number. Build longer WHY columns if necessary, and keep going until you get the players to meaningful insights.

The 5 Whys game is based on a game by Sakichi Toyoda.

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Pecha Kucha/Ignite

Jacob presents Shirley

Object of Play

These fast, structured talks enable people to share ideas quickly and with a minimum of distraction. In addition, it puts the pressure on the person conveying the information to do so in a concise and compelling fashion.

Number of Players

Any size, from a small working group to an auditorium full of people.

Duration of Play

Can go anywhere from one to four hours. Total time varies widely based on the number of presenters.

How to Play

Pecha Kucha is based on a simple idea: that by limiting the number of slides in a presentation, and limiting the amount of time a presenter can spend on each slide, presentations will convey information concisely and at a rapid pace. The rule of Pecha Kucha is 20 x 20: Presenters are allowed 20 slides, and they can spend 20 seconds per slide.  Images are forwarded automatically—they are not under the control of the speaker.  Another variation, Ignite, has a similarly structured pace.

By tradition, Pecha Kucha and Ignite nights are fun, informal evening events, but the concept will work just as well within any work group or team.

Strategy

The goal of these talks is to constrain presenters while keeping things fun. Often drinks and snacks are involved, and the right emcee can make a big difference in the quality of the experience. If you have a lot of people, spend some time on details, like picking a venue with good acoustic qualities and arranging for good sound and video equipment.

Make sure not to give presenters control of their laptops!

Pecha Kucha (pronounced peh-CHA kuh-CHA—Japanese for “chit chat”) began as an event in Tokyo where designers could share their ideas. The Pecha Kucha presentation format was devised by Astrid Klein and Mark Dytham of Klein Dytham architecture. The first Pecha Kucha Night was held in Tokyo in their gallery, lounge, bar, club, and creative kitchen SuperDeluxe in February 2003. Since then, Pecha Kucha has inspired similar events with some minor variations, including Talk20 (short presentations of 20 slides each) and Ignite (short presentations of 20 slides each, 15 seconds per slide).

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Pie Chart Agenda

Object of Play

Many meetings happen in an ad hoc or moment-to-moment fashion. They happen without a formal plan, agenda, or prep work—but despite this they can be some of the most productive meetings we have. One characteristic that sets these meetings apart is a focused awareness of time constraints—for example, “We have 30 minutes; how should we spend the time?”

Sketching a pie chart agenda answers this question with speed and clarity. In some cases it takes less than a minute, and in the process, it brings into focus both the order and the significance of topics, where a simple list would fall short. What a pie chart agenda lacks in formality it makes up for in speed and flexibility.

Number of Players

Small group

Duration of Play

60–90 seconds

How to Play

1. Draw a circle representing your “pie” of time. This may be on a whiteboard, a flip chart, or even a pad of paper. This circle represents the total amount of time the group has to spend on the objective.

2. Write the objective in the middle of the circle. For instance, it could be “Brainstorm approaches for dealing with Problem X.”

3. The group then thinks about how they want to spend the time and adds these items to the clock in a sequence that makes sense for the task at hand, just as they would for a circle-formatted agenda. These are added around the outside.

4. To finish the chart, the group decides how much time they want to reserve for each item. This is captured on the pie chart, as though it were rough sections of a clock face. For instance: “We’re going to spend a third of our time on this item, but we need to save the bulk of it for this, and the last five minutes talking about this.”

5. Once the group has roughed in the plan and is in agreement, the clock starts ticking and the meeting begins.

Strategy
How is this different from a list agenda? The focal point of a clock does two things. As a metaphor, it emphasizes the notion of time and expediency, which is vital in making ad hoc meetings productive. It also represents the agenda items as parts of the whole, weighted by importance and time to be spent on them. Items on a list have a bad habit of falling off the list or being skipped entirely. When produced quickly and managed through the course of a meeting, a clock agenda helps ensure that the time is spent wisely.

The Pie Chart Agenda is credited to Sunni Brown.

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Pre-Mortem

Spooky!

Object of Play

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

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

Number of Players

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

Duration of Play

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

How to Play

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

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

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

Strategy

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

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

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$100 Test

Object of Play

In this method of prioritization, participants assign relative value to a list of items by spending an imaginary $100 together. By using the concept of cash, the exercise captures more attention and keeps participants more engaged than an arbitrary point or ranking system.

Number of Players

Small groups of 3–5 participants

Duration of Play

Medium; may take up to 1.5 hours for a group to decide how to spend its money and to reflect on outcomes, depending on the length of the list and size of the group.

How to Play

To set up the game, you will need a list of items to be prioritized, set up in a matrix with space reserved for the amount spent and reasoning why.

To begin the game, explain the challenge to the group: they have a collective $100 to spend on the list of items. The dollars represent importance of items, and they must decide as a group how to allocate the dollars across the list.

Give the group sufficient time to assign their values, and ask that they also write a brief explanation for the amount. It is possible that groups may bring up the literal cost or effort of items on the list; this may confuse the primary issue of importance and it may be best addressed as a separate discussion, or as its own $100 Test.

When the matrix is complete, ask the group to explain their decisions and reasoning.  The matrix can then be used as a guidepost for future decision making on a project;  specifically, what items are important and of higher priority than the others.

Strategy

This game is commonly used in software development for working with users to create their prioritized feature list.  However, it can be applied in any situation where a “false scarcity” would help focus a group’s wants and needs. For example, an HR group polling employees about new benefit plans may use the $100 Test to uncover what options would be best received and why.

The $100 Test is known by many names, including Divide the Dollar and the short-form variation, the $10 Test. Finnish variations and have been introduced by firms on the market, including Sambla.

The source of the $100 Test game is unknown.

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Stakeholder Analysis

VTS

Object of Play

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

Number of Players

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

Duration of Play

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

How to Play

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

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

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

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

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

Step 1: Create a List of Stakeholder Groups

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

• Who will be impacted by the project?

• Who will be responsible or accountable for the project?

• Who will have decision authority on the project?

• Who can support the project?

• Who can obstruct the project?

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

A typical list of stakeholders may include these groups:

• The customer, user, or beneficiary of a project

• The team or organizations doing the work

• The project’s managers

• The project’s sponsors, who finance the project

• Influential parties or organizations

Step 2: Map the List on the Grid

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

Step 3: Develop a Strategy and Share It Broadly

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

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

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

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

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

Strategy

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

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

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Trading Cards

Overlapper trading card

Object of Play

People sometimes grumble about the dreaded “icebreaker,” but humans are like cars: we perform better when we’re warmed up. This meeting starter is great because (1) it lets people self-define, (2) it gives people a “personality” outside the typical work environment, (3) it gives participants quick snapshots of multiple players (since they see many cards as they’re being passed around), and (4) it creates memorable visuals that give people conversation pieces as the meeting progresses.

Number of Players

Unlimited

Duration of Play

10–15 minutes

How to Play

1. Give the meeting participants access to large-scale index cards and markers.

2. Ask them to take 5–10 minutes to create a personal “trading card”—one that includes a self-portrait, a nickname for their “player,” and one thing about themselves that people in the meeting aren’t likely to know.

3. Have the players pass the trading cards around the room in no particular manner or order. Tell them to read each trading card that falls into their hands and hold onto one they might ask a question about. They can keep passing until they find one.

4. Ask for volunteers to read their player’s name and nickname and then to ask that person a question related to the little-known fact on his card.

5. Let the player who was chosen elaborate on the question he was asked. The player can then opt to ask the person whose card he’s holding a question, or he can pass and you can request another volunteer.

6. Keeping going around until the players appear to be sufficiently warmed up. But try to keep the play at or less than 15 minutes long.

Strategy

So, during the Trading Cards game, there really is no harm and, ahem, no foul. Help meeting participants integrate before the meeting starts.

The source of the Trading Cards game is unknown.