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Speed Boat

Object of Play

Speedboat is a short and sweet way to identify what your employees or clients don’t like about your product/service or what’s standing in the way of a desired goal.  As individuals trying to build forward momentum on products or projects, we sometimes have blind spots regarding what’s stopping us. This game lets you get insight from stakeholders about what they think may be an obstacle to progress.

Number of Players

5–10

Duration of Play

30 minutes

How to Play

  1. In a white space visible to the players, draw a boat with anchors attached and name the boat after the product/service or goal under discussion.  This picture is the metaphor for the activity—the boat represents the product/service or goal and the anchors represent the obstacles slowing the movement toward a desired state.
  2. Write the question under discussion next to the boat. For example, “What are the features you don’t like about our product?” or “What’s standing in the way of progress toward this goal?”
  3. Introduce Speedboat as a game designed to show what might be holding a product/service or goal back.  Ask the players to review the question and then take a few minutes to think about the current features of the product/service or the current environment surrounding the goal.
  4. Next, ask them to take 5–10 minutes and write the features of the product/service they don’t like or any variables that are in the way on sticky notes.  If you’d like, you can also ask the players to estimate how much faster the boat would go (in miles or kilometers per hour) without those “anchors” and add that to their sticky notes.
  5. Once they are finished, ask them to post the sticky notes on and around the anchors in the picture.  Discuss the content on each sticky note and look for observations, insights, and “ahas”.  Notice recurring themes, because they can show you where there’s consensus around what’s holding you back.

Strategy

This game is not about kicking off a complaint parade.  It’s designed to gather information about improvements or ambitions, so be careful to frame it as such. Tell the players that the intention is to reveal less-than-desirable conditions so that you can be empowered to move the product/service or goal toward an improved state.

That being said, be aware of the fact that many groups have a tendency to move immediately toward analysis of an improved state. They shift into problem-solving mode. However,doing so disrupts the nature of this game play. After the activity, it’s probable that you won’t have all the information or the right stakeholders to respond to the challenges comprehensively.  So, if you hear the players critiquing or analyzing the content, gently tell them that problem solving is for another game—try to keep their attention focused solely on description, not solution.

Speedboat is based on the same-named activity in Luke Hohmann’s book, Innovation Games: Creating Breakthrough Products Through Collaborative Play.

Online Speed Boat Game

Here is another image of the Speed Boat Game. But this one is special – clicking on the image to the right, will start an “instant play” game at www.innovationgames.com. In this game, there will be icons that you can drag on your online Speed Boat Board:

  • Anchors represent what is preventing your product or service from being as successful as it could be.

This metaphorical game can be altered to suit your needs. For example, Jonathan Clark’s Speed Plane uses an airplane instead of a boat and replaces anchors with luggage. Customizing the game will make it more relatable to your business and can result in more valuable feedback.

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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Red:Green Cards

Object of Play

Feedback is difficult to manage in large group settings. For the presenter and the audience to track with each other, they need a means to communicate their approval, disagreement, or confusion as the event progresses. Red:Green Cards provide a simple means for channeling this feedback.

Number of Players

Works well in any size group, but especially useful in large groups of 20 or more

Duration of Play

A simple Red/Green exchange takes only a moment to play—the length of time it takes to ask a question. If there is disagreement or confusion about a question, time for discussion may be required.

How to Play

Each participant needs two cards: one red and one green. During the event, they may hold up the green card to indicate their approval or the red card to indicate their disapproval.  In their simplest form, the green card means “yes” and the red card means “no.”

Participants may hold up the cards to answer a specific question or they may use them simply to show how they feel about a topic at any time. For example, a presenter may ask the audience directly, “Have we covered this topic sufficiently to move on?” to get a quick understanding check. Likewise, participants may hold up their cards unprompted, nodding heads and holding up green cards in response to a topic—or holding up red cards to register an objection.

Strategy

Using Red/Green Cards helps solve two sticky problems in large groups: it eliminates the need for “we all agree” commentary, while surfacing participants who would otherwise fume over unheard objections. In short, it’s a simple way to open a feedback loop with a large group.

Red:Green Cards was developed by Jerry Michalski. In his design, yellow and gray cards may be incorporated to represent “neutral” and “confusion.”

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RACI Matrix

Object of Play

Sometimes responsibilities aren’t clear. Nothing erodes morale and performance faster than a difficult problem that belongs to someone else—or to everyone. When these situations raise their head, it may be necessary to call a group together to sort out who does what. By creating a RACI (Responsible, Accountable, Consulted, Informed) matrix, a group will tackle the responsibility problem directly.

Number of Players

2–6

Duration of Play

1.5 hours

How to Play

To set up the matrix, you will need two lists:

  • A work breakdown:  These are the items or activities that the group shares responsibility for creating or managing.  These should be specific enough to answer when a team member asks, “Who does X?”
  • A list of roles:  Instead of creating a list of individuals, create a list of roles that represent a group of related tasks.  For example, “Project Manager”, “Business Analyst”, and “Architect” are better than “Tim”, “Bob”, and “Mary” because individuals can play multiple roles on a project, and multiple people can contribute to a single role.

Create the matrix by listing the work breakdown along the vertical axis and the roles along the horizontal axis. Inside the matrix, the group will work through assigning levels of responsibility by coding R, A, C, I:

  • Responsible:  This is the doer of the work.  Although this person may delegate or seek support from others, ultimately this one person is responsible for doing the work.
  • Accountable:  This person is accountable for the work that the Responsible person does, and signs off on the work. The golden rule of RACI is that only one person can be Accountable for each task.
  • Consulted:  These contributors provide input, opinions, and advice through two way communication.
  • Informed:  Although they are not contributors, these people are kept up-to-date on progress or completion through one-way communication.

In working through the matrix with the group, it is best to follow the natural progression of the work breakdown from start to finish. The matrix is complete when every task has a clear set of responsibilities.

Strategy

The work breakdown is needed to set up the matrix, but don’t be reluctant to change it as the group works through the matrix. In some cases, you may discover that items are unnecessary, redundant, or poorly defined. For example, where it is difficult to assign a single Responsible role, it may help to split the item into two smaller, better-defined pieces. Other items will have no Responsible role at all, and the group may decide to eliminate them.

RACI Matrix is based on the same-named diagram traditionally employed in the management of cross-functional teams.

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Post The Path

Object of Play

The object of this game is to quickly diagnose a group’s level of understanding of the steps in a process.

Often, there is a sense of confusion about who does what and when. The team is using different terms to describe their process. The group has no documented process. Things seem to be happening in an ad hoc fashion, invisibly, or by chance.

Through this exercise, the group will define an existing process at a high level and uncover areas of confusion or misunderstanding. In most cases, this can flow naturally into a discussion of what to do about those unclear areas. This exercise will not generally result in a new or better process but rather a better understanding of the current one.

Number of Players

2–10

Duration of Play

30 minutes to 1 hour

How to Play

Introduce the exercise by framing the objective: “This is a group activity, where we will create a picture of how we create [x].” X in this case is the output of the process; it maybe a document, a product, an agreement, or the like.  Write or draw the output of the process on the wall.

Establish a common starting point of the process with the group. This could sound like “the beginning of the day” or “the start of a quarter” or “after we finished the last one.”  This is the trigger or triggers that kick off the process. If you believe the group will have a hard time with this simple step, decide it for them in advance and present it as a best guess. Write this step on a sticky note, put it on the wall, and then proceed with the exercise.

  1. Instruct participants to think about the process from beginning to end. Then give them the task: write down the steps in the process. They can use as many notes as they like, but each step must be a separate note.
  2. After the participants have brainstormed their version of the steps, ask them to come up to the wall and post them to compare.  The group should place their steps above and below one another’s so that they can compare their versions of steps 1, 2, and so on.
  3. Prompt the group to find points of agreement and confusion. Look for terminology problems, where participants may be using different words to describe the same step.  Points of confusion may surface where “something magical happens” or no one is really clear on a step.

Strategy

The group will draw their own conclusions about what the different versions of the process mean and what they can or should do about it.

For a larger group, you may want to avoid individual readouts and instead have people post up simultaneously.

If you sense in advance that the group will get caught up in the details, ask them to produce a limited number of steps—try 10.

The Post the Path game is credited to James Macanufo.

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Product Pinocchio

Object of Play

Quite naturally, most of us don’t think of products or services as being alive and animate.  But there are a lot of benefits to imagining a product as a friend rather than an instrument. By pretending that a product has come to life, we can personalize and evolve its features in a way that is not accessible to us when we think of it as inanimate. Product Pinocchio is a game designed to establish, refine, and evolve the features of a product or service so that it becomes more valuable to the end user. By personifying it, we can better relate to it and better craft it into a “friend” that a consumer might want to take home.

Number of Players

5–20

Duration of Play

1 hour

How to Play

1. For this game, a “scene” is any simple situation in which the character (the product or service) is required to make a decision or take action. Scene examples might be “someone attempts to steal an old lady’s purse” or “a driver encounters a hitchhiker on the way to a party”. Before the meeting, invent four scenes and write them on index cards, one scene per card.

2. Also before the meeting, write each of the following five questions on the tops of flip-chart paper, one question per sheet:

  • What am I like?
  • What are my values?
  • What is my community?
  • What makes me different?
  • What is my fight?

3. Starting with “What am I like?” draw a picture of the product/service in the middle of the sheet of paper with arms, legs, and a head. (This character should be used throughout the exercise, but in different poses.)

4. Ask the group to imagine that the product or service has come to life and is now a fully developed character that they know well. Ask them to call out adjectives and phrases that describe that character and write their responses around the picture.  During this step, you can also ask players who the product/service would be if it were a cartoon character or a celebrity and write down those responses as well.

5. When you have enough information to adequately describe the character, ask the players to dot vote next to the three to five adjectives that best describe the character.  Circle or highlight the information that got the most votes and make a note of it with the group.

6. Move to the “What are my values?” flip chart and draw a picture of the character.  Divide the group into four small groups and give each group an index card describing a scene (or work with all four scenes as one group if you have seven or less players).  Ask the players to read their scene quietly and discuss in their groups what the character would say or do in that situation.

7. Bring the groups back together and give each one an opportunity to share what they agreed their character would do. Write each response down and then ask the group as a whole what the behaviors suggest about the character’s underlying values.  Add their responses to the flip chart.

8. Move to the “What is my community?” flip chart and draw another picture of the character in the middle of the sheet.  Ask the group who the character spends her time with. What groups does she belong to? Where does she volunteer? Who needs her the most? What do her friends have in common? What are the qualities of her community? Write down the responses.

9. Move to the “What makes me different?” flip chart and draw a picture of the character in the middle of the sheet. Ask the group how this character is different from other characters in her community.  What makes her stand out? What are her strengths? What could she do better?  Why would someone want her on a team? Write down the responses.

10. Move to the “What is my fight?” flip chart and draw a picture of the character in the middle of the sheet.  Find out the character’s mission in life. What motivates her? What keeps her up at night? What does she do for people? What is she trying to prove? What obstacles are in her way? Write these responses down.

  • Optional activity: Ask people to toast the character as though they were at her wedding. Alternatively, ask them to give a eulogy to a competing product or service as though they were at its funeral. Or ask the players to share a true story from the character’s life, something that happened to her that makes her who she is.

11. Summarize the overall findings with the group and reflect on the personality and identity of the character the group created. Discuss the implications of the character traits, values, and behaviors on the features—current or potential—of the related product or service.

Strategy

This game works best when the players suspend disbelief and jump into the idea that a product has a personality, a value system, and a life. For some players it will be a hard leap to make, which is why the picture you draw is important, as are the questions you ask: they both force responses as though the “it” were a “he” or “she.” Be receptive even to character names suggested during the group’s interactions. Calling it “Cameron” makes it easier to imagine the product or service as a person rather than an object or a process.  Encourage storytelling during this game to flesh out the character’s identity based on the scenes you concocted;  for example, “What would Cameron do?” Don’t discourage the group from creating outlandish characters or personality traits, because the actions taken by a zany character may lead to an innovation in the way people perceive of the use of a product or service. Let the players go as far out as they want; if need be, you can move them toward consensus on a more believable character as the game closes. Just be sure to discuss with the group the parallels between the character traits they created and the benefits those traits may have on the next version of the product or service.

The source of the Product Pinocchio is unknown.

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Pain-Gain Map

Object of Play

The object of this game is to develop an understanding of motivations and decisions.

Number of Players

3–10

Duration of Play

10–15 minutes

How to Play

Many decisions often boil down to one’s basic choices between benefit and harm.  By capturing these specifics for a key person, your group may uncover the most relevant points to bring up in presenting or influencing the key person’s decision. This key person may be the ultimate user of a product or may be the leader of an organization whose approval is sought.  Start by writing the key person’s name or creating a quick sketch of him on a wall.  Ask about this person’s pains first by prompting the group to step inside his mind and think and feel as he does. You can then discover which oil is best for him to achieve the maximum pain relief, say the experts at HMHB.org in their guide. Capture the answers on one side of the person:

  • What does a bad day look like for him?
  • What is he afraid of?
  • What keeps him awake at night?
  • What is he responsible for?
  • What obstacles stand in his way?

A persona’s gains can be the inversion of the pain situation—or can go beyond. Capture these on the opposite side by asking:

  • What does this person want and aspire to?
  • How does he measure success?
  • Given the subject at hand, how could this person benefit?
  • What can we offer this person?

Strategy

Summarize and prioritize the top pains and gains from the exercise. Use them when developing presentations, value propositions, or any other instance where you are trying to influence a decision.

The Pain-Gain Map game is credited to Dave Gray.

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Button

Object of Play

A common element of brainstorming or group work is the “let’s go around and hear from everyone” routine. The rule governing this is a valuable one—that everyone speaks once before anyone speaks twice.

There are two problems with this, however. First, moving from one person to the next in a round-robin fashion can be an energy drain, even with a small number of people. It’s predictable, and the participants at the end of the line are often short-changed. Second, and potentially more damaging to the activity, is that often a participant’s attention wanes when she is “on deck” and preparing her own thoughts as opposed to listening to others.

The Button is a simple technique that keeps true to the original rule while avoiding the traps of a round robin.

How to Play

When the group is asked to report on a question, a small token—it may be a poker chip or something similar—is given to the first volunteer to respond. After his response, he chooses a person who has yet to speak to take the button. This continues until everyone has spoken once.

  • This can be done easily with index cards instead of a button. Participants think about their answers to a question first and write a word on the card along with their name. The cards are passed to the left in a quick manner for a few moments so that in the process of passing the order becomes scrambled. The participants then call on each other by way of reading the words aloud and asking the writers to explain.

Strategy

Randomization keeps the participants’ attention.  When you don’t know if you will be called on next, you will be more present and focused. The Button game also passes control onto the participants, by giving them the power to nominate the next speaker.

The Button is inspired by the Native American “Talking Stick” tradition, where a ceremonial object such as a stick or feather, representing the right to speak, was passed from one person to another to respect speakers and avoid interruptions.

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Campfire

Object of Play

Employees spend hours sitting in training sessions, sifting through orientation manuals, and playing corporate e-learning games to learn the know-how for their new positions.  But the reality is that the bulk of employee knowledge is gained through storytelling.  Employees train each other by sharing their personal and professional experiences.  Campfire leverages our natural storytelling tendencies by giving players a format and a space in which to share work stories—of trial and error, failure and success, competition, diplomacy, and teamwork. Campfire is useful not only because it acts as an informal training game, but also because it reveals commonalities in employee perception and experience.

Number of Players

8–20

Duration of Play

30–45 minutes

How to Play

  1. Before the meeting, brainstorm 10–20 words or phrases you can use as trigger words to start the storytelling session. Write them on sticky notes.  Keep the ideas positive or neutral: partnership, venture, first day, work travel, fun project, opportunity, and so forth.
  2. Post the sticky notes in the meeting room in a space visible to all the players and give them access to markers and more sticky notes. Tell them that this is a workplace “campfire” and the only thing they’re invited to do is share stories back and forth as an informal “company training program.” Show them the “wall of words” and ask them to take 1–3 minutes to look them over and recall a story associated with one of them. To help the group warm up, start the storytelling session yourself by removing one of the words on the wall and posting it in a space nearby. Then tell your introductory story.
  3. Ask for a volunteer to continue what you started by peeling another word from the wall and posting it next to yours. This begins the sticky-note “story thread.”
  4. Before the first player begins his story, ask him to read aloud the word he chose and then instruct the other players to listen carefully to his story and to jot down a word or phrase on a sticky note that reminds them of another work-related story.  If no words in the player’s story jumped out at them, they are welcome to pull a sticky note from your original “wall of words.”
  5. After the player concludes the first story, ask for another volunteer to approach the wall and to either post her own sticky note or take one from the “wall of words.” Ask her to read her word aloud and to then share her story.
  6. Repeat this process until the players have created a snake-like “story thread” which acts as an archive of the campfire conversation. Use your best judgment to determine when to end the storytelling session. Before you “put out” the fire, ask the players if there are any lessons learned or final thoughts they want to add.

Strategy

Your role as the meeting leader is simply to encourage the sharing of work-related stories.  If you find a lull in the storytelling thread, refer the employees back to the “wall of words” or ask someone to throw out a “wild card” story. You can also share work-related stories of your own that are triggered by stories from the players. You can let the stories drift toward less positive or neutral topics if you think the players need some catharsis, but be prepared to manage what may come up and don’t let the meeting conclude on a sour note.

The point of Campfire is simple but powerful. It encourages sharing, shows the many things employees have in common, and leverages the natural tendency of employee training to take place through informal dialogue. Humans want to tell stories; you’ll likely find that the players linger to share experiences even after the meeting ends.

This game was inspired by Tell Me a Story: Narrative and Intelligence (Rethinking Theory),by Roger Schank and Gary Saul Morson.

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Challenge Cards

Object of Play

To identify and think through challenges, problems and potential pitfalls in a product, service or strategy.

Number of Players

Works best with small groups of 5-10

How to Play

Divide each group into two teams. One team, the “solution team” silently brainstorms features and strengths of the product or solution. The other team, the “challenge team” silently brainstorms potential problems or challenges and writes them on index cards, one problem or challenge per card.

When play commences, the two teams work together to tell a collaborative story. The challenge team picks a card from the deck and plays it on the table, describing a scene or event where the issue might realistically arise. The solution team must then pick a card from their deck that addresses the challenge. If they have a solution they get a point, and if they don’t have a solution the challenge team gets a point. The teams then work together to design a card that addresses that challenge.  Play continues in this fashion, challenge followed by solution followed by challenge, and so on, until the story or scenario reaches a conclusion.

Strategy

The goal of this game is to improve a product or strategy by thinking through various scenarios and alternatives. By turning the exercise into a competition as well as a storytelling game, players are more likely to get engaged and immerse themselves in the scenarios. Keeping it lighthearted and fun will increase the energy. It shouldn’t feel like work.

Michelle Ide-Smith wrote a great blog post called Playing with Challenge Cards where she shares some insights into how to use this game to generate ideas and insights.

This game emerged spontaneously during a Gamestorming workshop in London in 2010.

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Customer, Employee, Shareholder

Object of Play

The object of this game is to imagine possible futures from multiple perspectives.

Number of Players

1–10

Duration of Play

1–3 hours

How to Play

  1. Divide your group into three roles: Customers, Employees, and Shareholders.
  2. Ask the players to step into their roles and imagine their business five years from now. What will they value? What will their experience be like? What events or trends emerge? What specific, tangible things are different?
  3. Have the players draw their visions of the future and share them.
  4. Ask the group to identify themes and new possibilities. Capture them and consult the group on next steps.

Strategy

In this exercise, the group is given a chance to relate intuitive knowledge about the business that may not surface otherwise. If possible, allow the group to cycle through multiple roles by reshuffling the roles and repeating the exercise.

The Customer, Employee, Shareholder game is based on the Stakeholder Framework developed by Max Clarkson in “A Stakeholder Framework for Analyzing and Evaluating Corporate Social Performance” in the Academy of Management Review (1995).