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Affinity Map

a four column table with post-it notes sorted by theme

Affinity mapping, originally uploaded by dgray_xplane.

Object of Play

Most of us are familiar with brainstorming—a method by which a group generates as many ideas around a topic as possible in a limited amount of time. Brainstorming works to get a high quantity of information on the table. But it begs the follow-up question of how to gather meaning from all the data. Using a simple Affinity Diagram technique can help you discover embedded patterns in your data (and sometimes break old patterns) of thinking by sorting and clustering language-based information into relationships. It can also give us a sense of where most people’s thinking is focused. Use an affinity diagram when you want to find categories and meta-categories within a cluster of ideas and when you want to see which ideas are most common within the group.

Number of Players: Up to 20

Duration of Play: Depends on the number of players, but a maximum of 1.5 hours

How to Play

1. On a sheet of flip-chart paper, write a question the players will respond to along with a visual that complements it. Conduct this game only when you have a question for the players that you know will generate at least 20 pieces of information to sort.

2. Ask each player to take 10 minutes to generate sticky notes in response to the question. Use index cards on a table if you have a group of four or less. Conduct this part of the process silently.

3. Collect the ideas from the group and post them on a flat working surface visible to everyone. It should end up resembling the following figure.

4. Based on guidance from the players, sort the ideas into columns (or clusters) based on relationships. Involve the group in the process as much as possible. Have the players approach the wall to post their notes—it saves time—and allow them to do an initial, general sorting in columns or clusters.

5. Create a sticky-note “parking lot” close to the display for ideas that don’t appear to fall into a natural category. Redundancy in ideas is OK; don’t discard sticky notes because they’re already represented. It’s helpful to leave repeated ideas posted since it indicates to the group how many people are thinking the same thing. At this stage, ask the players to try to avoid searching for higher categories and simply to focus on grouping the information based on the affinities.

6. Once the content is sorted, ask the group to suggest categories that represent the columns you’ve created and write the categories they agree on at the top of the column (or near a cluster if you chose a cluster rather than a column display). Don’t let the players spend an inordinate amount of time agreeing on a name for a category. If there’s disagreement over “Facilities” versus “Infrastructure,” write them both. If the players produce categories that are significantly different, pay attention to which category gets the most approval from the group and write that one. Your visual may end up looking like the one below.

Strategy

The value of the Affinity Diagram game increases when two conditions are met. The first is that the players generate multiple data points, ideally with good information. The second relates to the quality of the sorting. The cleaner the players’ insights when they form relationships within the content, the better the categories will be; only then can you discover embedded patters in your data.

Fun, optional activity: Run through the Affinity Diagram game once, complete with categorizations. Then ask the group to reshuffle the sticky

notes and recombine the ideas based on affinities they didn’t notice in the first round.

Sometimes affinities within content are crystal clear, so the sorting becomes less pivotal, but when those relationships are more nuanced, it’s more important that the sorting process is done well. In a situation in which there are many ways to affinitize information, assume a stronger facilitative role. Ask questions about the columns or clusters to clarify the group’s thinking and steer them toward an appropriate number of categories. If there are too many, the data gets watered down. If there are too few, the analysis gets watered down. Help the players find the sweet spot.

The affinity diagram was devised by Jiro Kawakita in the 1960s. It is also referred to as the KJ Method.

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Lo-Tech Social_Network…Explored

Inspired by GameStorming and looking for a new content piece for a 2 day workshop I was facilitating I decided to facilitate Lo-Tech Social_Network.

And for some reason I called it Social-Network-UN_Plugged…so both are used interchangeably. Why?  Because I forgot the name when I introduced the activity.

Below is a write-up created with Lo-Teach Social_Network in mind and I am calling

Social-Network Un_Plugged 

Purpose

  • Team process of creating connections.
  • Getting to know others while finding similarities and developing common strengths.
  • Visual Representation of known and un-known connections, dependencies, and accountabilities within teams

Materials:

  • Flip Chart Paper or Large Roll of paper
  • Post-its (multi-colored preferably)
  • Markers or pens (the more colors the better!)

Group Size:

  • Can be accomplished with groups of 3 – 1000’s
  • For smaller groups use flip chart paper, for larger groups you are going to need a MUCH larger space and sufficient amounts of paper.

team building & leadership www.create-learning.com

Objective:

Social-Network-Un-Plugged is effective with groups of people who know each other well as well as those who do not know each other well.

The objective is to find connections, then to continue to explore how people in the team are connected. By graphically illustrating connections people begin to feel and understand that the similarities and accountabilities are more alike than they at first thought.

Preparation:

Prior to beginning this activity with small teams; ensure that you have at least one sheet of flip chat paper/per team of 10 or less.

For team of 10 or greater I recommend using another sheet of flip chart paper for every 10 people.

If the group is large for example 100+ there are 2 variations;

1. Break the group into teams of 10 people and each team sits with their own piece of flip chart paper. Teams can be Heterogeneous (do not know each other) or Homogenous (know each-other well) the facilitator and decision maker determines this based upon the program objectives.clip_image006

2. The team stays one large organizational group and a large roll of paper is rolled across an available wall. With this variation everyone is finding connections with everyone else.

Additionally you will need at least one Post-it per/person and each person will need a marker, or something to write with.

Instructions and Facilitator Script:

Hand out the flip chart paper and ensure that everyone has a post-it and a marker or pen.

If using the large group method have the paper secured to a wall.

Below is how I generally explain the initiative;

clip_image008“Within this room today we all share connections, connections of managerial authority, accountabilities, backgrounds, futures, trainings, families, hobbies, etc…

It is vital that these connections grow and we see that the similarities are greater than the differences. Once we explore how similar and inter-connected we all are then we can grow and develop solutions to enhance what we are doing.

Please in the top portion on your post-it write your name, below that you are going to draw a picture of your face. Below your picture write two ‘tags’ about yourself (one word skills you possess, sometime I have them write where they were born and if they work together number of years with the agency.)

clip_image010Great now place you post-its randomly on the paper. Using the markers draw lines connecting you, to other people. Label these lines what the connection is. For example one line may connect 2 people who were hired together, another may connect people who worked in the same office, and another may connect people who like to eat chocolate ice-cream. The connections do not and should not be all work related, look for hobbies, personal preferences, vacation spots, sports teams, etc…”

 

Allow 20-30 minutes depending upon how interactive the groups are being, with larger groups you will have to allow more time. Some people walk away and come back; it is alright if everyone is not into the activity. Once the action has calmed down lead the group in some processing and reflection.

Processing & Reflection:

Here are some ideas;

Active Processing;

Ask each person to find their post-it and count the amount of connections that off-shoot their name.

Once they find their post-it and count connections ask people to read the connections and reflect on how the connections were;

  • formed
  • broken
  • strengthened
  • changed

Following the personal reflection ask the people to forms groups of 2-3. Ask each person to share one connection for each of the following terms above (formed, broken, strengthened, changed) with the group.

clip_image012

Possible questions for the group;

What was your initial reaction to the challenge?

How many connections were formed?

What surprised you about the connections?

In what ways did you form connections?

Who are you connected with that you did not know you shared that connection?

What can we learn from this?

How can these ideas be brought to the office, home, community, classroom?

Reference:

Original idea from the book; GameStorming: A Playbook for Innovators, Rulebreakers, and Changemakers: Lo Tech Social Network game; p. 105

And reminded of the excellence of this activity from the GameStorming Blog 

 

michael cardus is create-learning

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Graphic Jam sparks high-school imaginations

Graphic Jam!

Katie Koch of Project: Interaction is Gamestorming with high-school students. Here’s an excerpt from her blog post where she explains how she used Graphic Jam (page 96) to get students thinking visually and to get their creative juices flowing:

Looking for a fun way to brainstorm, we decided to adapt a game called Graphic Jam, from the book, Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers by Dave Gray, Sunni Brown and James Macanufo. The game challenges participants to visualize words that often seem too abstract to imagine in a tangible way. Participants are given two minutes to sketch as many ideas as they can to represent the chosen word.

We thought this would be a great assignment for our class for a few reasons. Many of our girls keep saying to us that they’re not any good at drawing, and we are determined to break that mindset and get them comfortable with thinking visually. And, we want them to know that having lots of ideas is critical to finding the right idea. We also wanted them to know that brainstorming can be more alive than just writing words on paper.

The Graphic Jam was a huge success! Each word generated tons of tiny sketches. When time was up and the alarm rang, the girls rushed out of their seats to post their sketches to the chalkboard, with over half the group eagerly volunteer to explain their sketches in front of the class.

You can read the full post here.

Project:Interaction is a ten-week after-school program that teaches high-schoolers how they can use design to help improve their communities. They could use your help to buy materials for their classes. If you like what they’re doing please consider helping them with their Kickstarter campaign: They have five days left and need another $2,000 or so to reach their $7,500 goal, even after the funds were taken out of the line of credit provided by Sambla Norway’s forbrukslån financial initiative. It’s a great program. Why not lend a hand?

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Lo Tech Social Network at TEDx Austin

As many of you know, TEDx events have sprung up all over the world. Planning the bigger events takes a lot of time and effort from volunteers who are serious about “ideas worth spreading.” I’m one of those volunteers, having been on the production team for TEDx Austin since its inception. The team was very supportive of our book, Gamestorming, when it was released and we used the next group meeting as an opportunity to demonstrate the value of the visual-thinking activities within. What you see above is an artifact from a recent meeting with some of the best design, marketing and UX firms in Austin. It was a creative brainstorm designed to put the “hive mind” together to see how we can make the 2011 event better and bolder than last year’s (which was very well done, in large part to Nancy Giordano‘s solid mind and infectious enthusiasm). I’d love to be able to show the other visual artifacts from the meeting, alas, that content is intended to be a surprise for the audience.

Some tips for running the Lo Tech Social Network game (on p. 105 of the book): This game is an opener and it really contributes to warming up groups that otherwise may be slow to wake up or timid about contributing, particularly if they’re in a group of their professional peers. (Note: If the people are strangers who have never heard of each other, this game won’t work. At least 1/2 of the participants need to have some knowledge of the others.) Position your white space by a food-and-drink area so the participants can loiter and make connections while they (sometimes awkwardly) stand around before the meeting begins. You can have written instructions on a flip chart next to the space they’re playing in, but it’s also good to have a visual example already in the white space (at least two sticky notes connected by a line that says how the people are connected) and you’ll find that people deduce what to do. And of course you can have a facilitator placed near the area to give people the rules of the game and supply them with markers and sticky notes. Lo Tech Social Network gets fun fast and it alleviates the desire to run the old “My-name-is _______ and-one-thing-people-don’t-know-about-me-is _______” snoozer. This is a faster way to accomplish the same goal and to actually show how small the world can be. And if you want to make the game less formal, start off the visual example by writing a comment like, “we have the same taste in women” or “we went to the same nudist colony.” If you’ve got a tight-knit group already, let them be goofy. It makes it a funnier experience.

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American Marketing Association interviews Dave Gray about Gamestorming

Summary: According to Dave Gray in his new book, Gamestorming, playing with office supplies is not a waste of time. Whipping out a stack of post-its in a meeting and jotting down notes or sketching ideas is actually helpful; otherwise all those ideas have to stay inside your head, getting lost and confused. Writing out ideas, moving them around like pieces in a game, and collaborating with others makes for faster meetings and more creativity. Every company needs those creative ideas to reach the top even just stay there.

Listen to the podcast here.

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Coriolis Effect

corporate team building

Materials:

  • One plastic pipe per person
  • One ball (bouncy ball, marble, wooden ball) per team
  • One team handout per team
  • One timer per group, one person on each time needs a timer function on their watch or a timer function on their cell phones (I have found that all groups have at least one person with a stop watch function on their cell phones)

Team Size:

4-15 people per/team

Objective:

Offers insights into the needs that different team members have for information and detail, how people like to work in either a structured or unstructured approach to problem solving and change, and how quickly and slowly people are willing to move ahead with a plan based on how much they know and understand about the solution.

Preparation:

Each team of 4-6 people will need sufficient space to spread and work independently of the other groups, if it is a nice day I always recommend going outside.

When the teams are established hand each team member one pipe per person and one to three balls per team, additionally hand each team one to two team handout sheets.

Instructions and Facilitator Script:

It is all on the team handouts.

Ensure that each team has a team handout – inform each group that they will have 30 minutes to develop the fastest and most efficient process to reach customer satisfaction and project completion. Following the 30 minutes of project time, you will ask the groups to review and answer the team processing questions on the back of the handout.

If the teams ask you (the facilitator) for clarification be a stickler and say, “everything you need to know is on the team handout; as long as you are following the guidelines set by the handout you are being successful.” This will annoy some people, just stick to the script.

Leadership Training Buffalo NY Univ. at Buffalo Womens Softball - Team Building Buffalo, NY

Coriolis Affect Team Handout.

Equipment: One team sheet, one gutter for each person on your team, 3 bouncy balls, one stopwatch, and a pen

(Do you have everything? Does it work?)

Time: You will have 25 minutes of project time, during the 25 minutes you may make as few and as many attempts as your team wishes.

Directions: Make a human circle then give each person a gutter (one gutter per person).

Hand the bouncy balls to the tallest person in the circle.

Assign a timer for the attempts – the timer is allowed to participate in the activity.

You are ready to begin.

Objective: Move one bouncy ball around the circle using only the gutters and following the guidelines, as quickly as possible.

Guidelines:

  • Starting with the tallest person use the gutters (and only the gutters) to transport one bouncy ball to the person to their left then all the way around and back to the tallest person.
  • Try to send the ball through the process as fast as you can, beginning and ending in the tallest persons gutter, here are the constraints;
  • No one’s gutter can be skipped, the ball must pass through all team members gutters
  • Gutters cannot touch each other
  • Gutter per person method – Your own pinkies must be touching each other all the time.
  • You cannot touch any other gutters besides your own
  • People cannot touch the ball as it travels from beginning through the process and back to the beginning.
  • If the ball falls from the gutter, the process must be restarted.

Coriolis Affect Team Processing Questions:

Directions: Choose a volunteer willing to read the questions and write some responses. Discuss as many of these questions as you can with your group in the time allowed. Jot down key responses in the margins. Be honest with yourself and others. Honesty will bring out understanding. Understanding will lead to learning.

Looking back on the activity, consider the idea of Communication.

1. Determine what types of communication took place during the activity.

2. In each of your opinions, which was the most powerful form of communication during the activity? What made them powerful?

3. What were some successful communication moments?

4. At what points were you having difficulty communicating?

5. What might each of you want to remember about communication?

Consider who is on the team & their talents…

1. What were some of the ideas that were generated?

2. How receptive was the group to new and different ideas?

3. How did you add structure to the ideas?

4. What were some of the roles that were proposed for people in this project?

5. Which ideas were seen as unrealistic / realistic? what made those ideas unrealistic / realistic?

6. Describe how the plan was developed and evaluated?

7. Explain the action steps of the project. Describe the results and outcomes of the action steps.

8. How do you feel about what was done? ideas for improvement?

9. What was the key moment in the teams’ success? where did the ideas come from? who was the ideas champions?

10. Where do you feel were the gaps in this project? how did or did you not work to fill those gaps?

If you have Time…

1. How mindful were you of your preferred team role?

2. Describe how that impacted your part in the project.

Michael Cardus is the founder of Create-Learning an experiential based consulting, facilitation, training and coaching organization. Leading to successful results in retention of staff talent, increased satisfaction with work, increased collaboration and information sharing within and between departments, increased accountability of success and failures, increased knowledge transfer, increased trust as well as speed of project completion and decision making of Leaders, Teams and Organizations.

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SXSW panel proposal for Gamestorming

We have proposed a panel at the SXSW Interactive conference on Gamestorming. Here’s the description:

Work is getting flatter. There’s no central server dishing out orders. It’s a peer-to-peer, co-evolving world. The team that flocks together, rocks together. The future of work is not about dull routine, it’s about being more human. It’s about curiosity, exploration, flexibility and imagination. Gamestorming is for people who want to design the future, to change the world, to make, break and innovate. It’s a kind of Jedi-judo for inventors, explorers and change agents who want to engage the swarm, surf the infosphere and fan the creative hive to an excited state. Gamestorming is a practice made of people, paper and passion. The enabling technologies are sticky notes, whiteboards, index cards, loose rules and fast action. Gamestorming is a mashup of game principles, game mechanics and work. It’s about weaving energy and fast-feedback loops into your work, into your meetings with co-workers, into your design and development activities. Gamestorming is the future of work. Our panel of Gamestorming Jedi will infect you with the Gamestorming virus, so you can carry it back with you and unleash the contagion to the other nodes in your network. There is no antidote.

SXSW selects panels based on votes and comments from people like you. So get on over there and vote!

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Party Invitations

This game is credited to Cyd Harrell and has been used by Bolt Peters in several client brainstorming meetings.

Objective of play: Improve the onboarding process of a product or service.

Number of players: 5-30
Duration of play: 30-60 minutes

How to play:

  1. Everyone is handed a piece of paper and a marker.
  2. Participants are asked to imagine that the product/service being designed is a party or event and to create an invitation.
  3. Invitations should be as detailed and realistic as possible — they might include an inviting statement (“Join us for…”), what to bring, what the host (company) will provide, time, dress code, directions, RSVP info, and any other information guests might need to enjoy the party. It could also be done in the form of a Who, What, Where, When, Why invitation.
  4. Participants are encouraged to refine their invitations in multiple iterations. Allow at least 10-15 minutes for invitation writing.
  5. Once everyone has completed their invitations, the facilitator calls for ideas on each element of an invitation in turn:
    • What did you call the party?
    • Did anybody have a dress code?
    • What did you say about refreshments?
    • What do guests need to bring?
    • What is the party actually for?
    • How will guests get there?
  6. Next, participants read through their invitations in turn. The facilitator takes notes and posts the themes on a white board.
  7. After everyone has presented, participants jointly narrow and refine the ideas, keeping in mind things like:
    • What metaphors have emerged? How might they contribute to ideas for the onboarding experience?
    • Which elements are crucial to the invitation?
    • Which ideas represent the right feel for the brand and offering?
  8. Finally, the facilitator engages the group in sketching or another idea generation process to implement the refined invitation as a draft of the onboarding process.
An example party invitation.

Strategy:
This is essentially a metaphor-generation game that allows participants to imagine how they want to engage their audience. Detail is good, and players who go whole-hog with imagining their party as anything from a white-tie gala to a potluck are likely to be successful as long as they carry it through. Interesting discussions will ensue when participants go for different versions — are we a come as you are party or do we have a festive dress code? Must you RSVP or can you just show up?

Why invitations?
At
Bolt Peters, we often think of successful technology products as being more than just friendly. They are literally inviting — asking their audience to use them, rewarding them when they do, and asking again for higher levels of use and engagement. When deploying a conversion funnel, especially for gradual engagement, an enticing and escalating invitation is a critical piece of the puzzle.

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Air Time Mastermind

Air Time Mastermind with Maverick Business Adventures members


Object of play:

Brainstorm multiple solution and answers to participants pressing problems…while feeling like a 7-year old again.

Number of players: 10-50

Duration of play: 30 minutes – 1.5 hours

How to play:

1.    Everyone is handed a piece of construction paper.
2.    At the top of one side, participants are asked to write their biggest, most pressing problem the group can assist with and then their name on the reverse side.
3.    Ask participants to be as specific as possible with the question. (i.e. “What low or no-cost ways can I increase referrals for my service business?”)
4.    Make sure participants leave enough space below their question for multiple answers.
5.    Have people start folding their paper airplane with the question ending up the inside of the folds.
6.    Recommend each person decorate their plane individually to be able to find it later on.
7.    Once everyone has completed their airplanes it’s time to fly! Have everyone stand up and toss their planes into the wild blue yonder!
8.    Each participant grabs an airplane that doesn’t belong to them and unfolds it.
9.    Next, participants read through the question inside the airplane and provide their best answer. Make sure participants place their name or initials (for smaller groups) next to their response.
10.    Allow 3 minutes for answers and then call time.
11.    Participants (hopefully) re-fold their paper airplane and re-launch them.
12.    The cycle repeats for as many rounds as time available or until someone pokes an eye out.
13.    If a participant gets the same airplane twice they should switch with a neighbor.
14.    At the end of the flying time – each participant retrieves their winged worksheet.
15.    Facilitator asks for volunteers or selects individuals to present questions that have universal appeal to the audience and start group discussion.
16.    (Optional) Silly prizes given for best flying plane, sorriest looking plane, best design, etc.

Strategy:
Questions dictate your answers and getting answers from an assortment from different people gives participants another vantage point to their ideal solution. Also, instead of a group setting, some quieter participants with good ideas are now ‘heard’ since they have introspective time to come up with responses. What’s more, since everyone has signed their name or initials to their answer, participants will naturally engage in private conversations later on.

Refinement:
You can customize the game based on a particular meeting theme. Recently for a Maverick World Cup adventure & business excursion, we used inflatable soccer balls and had participants tape index cards to the soccer ball before kicking them. We called the game “Kickin’ It!” (Like kicking their biggest business problem.)