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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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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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Start, Stop, Continue

a three column chart, with headings START, STOP, CONTINUE

Object of Play

The object of Start, Stop, Continue is to examine aspects of a situation or develop next steps.

Number of Players

1–10

Duration of Play

10 minutes to 1 hour

How to Play

Ask the group to consider the current situation or goal and individually brainstorm actions in these three categories:

  • Start: What are things that we need to START doing?
  • Stop: What are we currently doing that we can or should STOP?
  • Continue: What are we doing now that works and should CONTINUE?

Have individuals share their results.

Strategy

This exercise is broad enough to work well as an opening or closing exercise. It’s useful in framing discussion at “problem-solving” meetings, or as a way to brainstorm aspirational steps toward a vision.

The source for the Start, Stop, Continue game is unknown.

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Give-And-Take Matrix

Object of Play

The goal of this game is to map out the motivations and interactions among actors in a system. The actors in this case may be as small-scale as individuals who need to work together to accomplish a task, or as large-scale as organizations brought together for a long-term purpose. A give-and-take matrix is a useful diagnostic tool, and helps players explore how value flows through the group.

Number of Players

Small group

Duration of Play

1 hour or more

How to Play

To begin, you will need a list of all the actors in the system. This may be prepared in advance or generated at the start of the exercise.

Using the list, create a matrix with the list of actors along both the horizontal and vertical axes.

Each cell in the matrix captures only one direction of the flow. For example, a supplier may give a certain value to a manufacturer, but a manufacturer will give a different value to the supplier. For consistency, the vertical axis can be considered the “from” and the horizontal axis the “to.”

  • Primary motivations: For each actor in the matrix, fill in “what they want” out of the system. This information goes along the diagonal, where the individual actors intersect with themselves. These should be brief phrases that describe a goal or reason the actor participates in the system.
  • Intersecting interests: The next step is to look at the intersections, and capture what value flows between the actors. Start with a single actor and work through each cell, asking “What can I offer you?”

For some intersection points, this will be easier to describe. In other cases, the matrix will expose previously unconnected actors and possibly those at odds with each other. The goal in completing the matrix is to find the most complete picture of how each actor can benefit all the others.

Strategy

Completing this matrix may involve research both before and after the initial mapping process. By using surveys or interviews, players may be able to explore and validate both the initial inputs and the intersecting interests.

Along with stakeholder analysis and boundary mapping, the Give-and-Take Matrix helps players explore and define the actors and interactions within a system.

The Give-and-Take Matrix is inspired by a number of techniques used in engineering, chemistry,and design.

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Make A World

Make a World by @benry

Object of Play

The Make a World game appeals to visual, auditory, and kinesthetic learners because of its layers of interaction. It’s useful (and downright fun) because it lets players imagine the future and take action to create a first version of it. All successful ventures start with a vision and some small, initial effort toward crystallization. Alexander Graham Bell’s vision for the telephone started as highly rudimentary sketches. The purpose of Make a World is to create a three-dimensional model of a desired future state.

Number of Players

8–20

Duration of Play

45 minutes to 1.5 hours

How to Play

  1. Before the meeting, determine a meeting topic. It can be any topic that would benefit from the group advancing it to a desired future state (e.g., “Our new branch location in Austin” or “Our future marketing strategy”).
  2. Tell the players the meeting topic and give them access to flip-chart paper, markers,sticky notes, pipe cleaners, modeling clay, magazines, index cards, tape—any art supplies available to help them “make a world.”
  3. Break the players into groups of three or four and give them 10–15 minutes to agree on a shared vision to make into a three-dimensional world. Explain that the world can include people, scenes, buildings, products and features, and anything they deem necessary to show an idealized version of the topic.
  4. Give the players 20–30 minutes to brainstorm the attributes of the world and physically create it using art supplies.
  5. When the time is up, give the players five minutes to create a slogan or tag line to summarize their world.
  6. Have each group showcase their “Eden” and give the others insight into what it offers. Make note of any recurring themes or parallel features in these “fantasy lands.”

Strategy

Any desired state can be visualized. The game isn’t confined to creating 3D models of widgets or parks or products or real estate. The “world” that players create could be anew landscape for a video game, a happier and more aligned team, a globally distributed supply chain, and so forth. The challenge for each group will be in the process of ideating and creating without shutting out possibilities. Encourage them to be expansive in their thinking. In this game, players are limited only by their imaginations and their art supplies.

The title of this game was inspired by Ed Emberley’s book, Make a World.

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Mood Board

Mood Board

Object of Play

The object of this game is to create a poster or collage that captures the overall “feel” of an idea. The mood board may be used throughout development as a frame of reference or inspiration. It may be composed of visual or written artifacts—photos clipped from magazines, physical objects, color swatches, or anything that communicates the overall flow and feel of an idea.

Number of Players

1–10

Duration of Play

30 minutes to 2 hours

How to Play

Although mood boards are common in design disciplines, creating a mood board does not require professional expertise. Any group that is at the beginning of a project may benefit from creating a mood board; all they need is the raw material and the idea to interpret.

Gather visual material from stacks of magazines, the Web, or even corporate presentations.Everything else—scissors, tape, blank paper, and flip charts—can be found in most office supply closets. Bring the group together around the materials and the theme that they will be interpreting. Here are some to consider:

  • “Our Culture”
  • “Next Year”
  • “The New Product”

Small teams may co-create a single mood board from individual contributions; larger groups may interpret the theme separately and then share them with each other. It’s Important that every participant gets a chance to contribute elements to the board and to explain their imagery.

Strategy

When participants are selecting and contributing elements to a board they are best advised to do so “from the gut” and not to overly rationalize their choices. A mood board is an artifact that captures the “feel” of an idea, not a comprehensive description or a requirements document!

The game is complete when the board is complete, but the board should live on after the process. It is invaluable to keep the board visible and persistent throughout development.

Mood boards are a traditional design practice and are often a feature in the architectural practice called charette—an intense period of collaborative group design activity around a shared goal.

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The Blind Side

Object of Play

Every human being has blind spots and every company does, too. Knowledge openness can enhance businesses and relationships while knowledge blindness can make things unnecessarily more difficult. In other words, what we don’t know can hurt us. The military refers to this as “the fog of war.” The premise of this game, therefore, is to disclose and discover unknown information that can impact organizational and group success in any area of the company—management, planning, team performance, and so forth.

Number of Players

5–15

Duration of Play

30–45 minutes

How to Play

  1. Before the meeting, decide on a topic for discussion. Draw a large-scale profile of a person and draw four arrows coming out of the top of the head. Label those arrows “Know/Know”, “Know/Don’t Know”, “Don’t Know/Know”, and “Don’t Know/Don’t Know”.
  2. Give the players access to sticky notes and markers and tell them that the purpose of this game is to try to make explicit the knowledge they have, and the knowledge they don’t have but could use.
  3. Start with the Know/Know category. Elicit from the group all information about the topic that they know they know. This category should go quickly and should gener- ate a lot of content. Ask the players to write one bit of knowledge per sticky note and cluster them near the arrow pertaining to that category. (They’ll do this for each category.)
  4. Next, tackle Know/Don’t Know. This category will go less quickly than the first but should still generate plenty of content. Again, ask them to cluster the sticky notes near the related arrow.
  5. Move to Don’t Know/Know. This information could be skills people have that are currently not used to solve problems or untapped resources that have been forgotten.
  6. Last, move to Don’t Know/Don’t Know. The group will be stopped here, possibly indefinitely. This category is where discovery and shared exploration take place. Ask the players provocative questions: What does this team know that your team doesn’t know it doesn’t know? How can you find out what you don’t know you don’t know?
  7. Ask the group what they can do to proactively address the distinct challenges of each category. Discuss insights and “aha’s”. Even if the players’ only revelation is that they have blind spots, this in itself can be a fruitful discovery.

Strategy

This game works best with a familiar team when the participants cross disciplines and responsibilities. Having a diverse group enhances the feedback loop for the Don’t Know categories, which are where the players are going to get stuck. They’ll be confident about what they know—and even about what they know they don’t know—but without an outside perspective, it’s next to impossible to declare what we don’t know we don’t know. The nature of this question warrants discussion and the solicitation of others’ observations.

Because this game has an obvious trust-building component, start by sharing easy information and move toward more substantive information depending on the players’ comfort level. Keep the group on business- or project-related topics and away from personal evaluations. Although The Blind Side can be used as a psychological assessment, the self-help applications of this game should be conducted outside the business setting, unless you’re dealing with the rare group that’s into that.

The Blind Side is inspired by and adapted from the Johari Window, a communication model developed by Joseph Luft and Harry Ingham.

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Atomize

Object of Play

There is a time to go deep. Just as in science, breaking large structures into their base components is fundamental to knowledge work. It is how we create understanding and formulate new ideas.

This exercise starts with a single item and ends with a layer-by-layer analysis of its components. It is useful for unpacking large but poorly understood structures. Although the applications are numerous, some structures that are well suited for atomization include:

• A firm’s offering

• A technology platform

• An enterprise-wide initiative

• A supply or demand chain

• A group’s culture or other “intangible”

By breaking the larger system into its components, the group will have an advantage in problem solving or brainstorming. Because they are more discreet and tangible, the smaller components are more easily handled and better understood. Likewise, the overall map that is created will help serve as an explanation of the overall system.

Number of Players

Small groups

Duration of Play

1 hour or more

How to Play

  1. Open the exercise by putting the name of the system on a sticky note at the top of a large whiteboard. Introduce the exercise as a way to understand what the system is made of in tangible terms, by breaking it down into its “atoms.”
  2. To start the brainstorming, ask the group to “split” the main system into its components. In this step you are generating a list of things to capture on sticky notes directly below the main topic. Generally, a short list of three to five large components is the norm.
  3. For each item, repeat the splitting process by asking “What combines to create this?” In this manner, you will build a pyramid of components all the way down.
  4. The map and individual components that result may be used as inputs into other activities, or may be documented as an explanation of a system’s parts.

Strategy

At some point, usually four to five levels deep, there is a natural turning point. Instead of becoming more diverse, the items start to become more fundamental. This is the atomic level, and where some of the most interesting results are found. In exploring a group’s culture, this is where hidden attitudes and behaviors unique to the group may be discovered. In atomizing a service offering or product, this is where elementary characteristics and differentiation points may live.

The Atomize game is credited to James Macanufo.

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4Cs

Object of Play

Simple information-splicing games come in handy because, in an intentional way, they disrupt the standard ways we break down topics. The 4Cs game is a quick way to gather and organize information about any subject using four common key concepts.

Number of Players

5–20

Duration of Play

30 minutes to 1 hour

How to Play

1. Before the meeting, decide on a topic you want the players to explore and draw a 2×2 matrix in a large white space in the meeting room.

2. Write the following categories in each box of the matrix: “Components”, “Characteristics”, “Characters”, and “Challenges”. Then, draw something that represents each category.

3. Tell the players that this game is about exploring and sharing what they know about the topic based on the 4Cs. Define the terms of each “C”:

• Components are parts of the topic. For example, a component of a social commerce strategy might be responsive tweets. Components of a distribution channel might be 18-wheelers.

• Characteristics are features of the topic. For example, speed of response is a characteristic of a social commerce strategy. A characteristic of an 18 wheeler might be an inefficient use of fuel.

• Challenges are obstacles associated with the topic.

• Characters are people associated with the topic.

You don’t have to use four “Cs” to conduct this game. You can be creative with other letters that are company or team-specific. Use four “Ds” to create your matrix and name them “Discover”, “Design”, “Damage”, and “Deliver”. Just make sure the categories you create will give you a meaningful way to look at a topic of interest.

4. Divide the group into four teams of roughly equal size. (A group of 5–7 people can work as one team.) Give them access to sticky notes and markers.

5. Assign a different “C” to each team and tell them their goal is to collect information about that “C”, specific to the topic. Tell them they’ll have three minutes to plan an information-gathering strategy, five minutes to collect the information, and three minutes to analyze and organize it. Also explain that they should collect information from as many people in the room as possible.

6. Announce the start of the planning period, and let the teams converse with one another. At the end of three minutes, call time.

7. Tell the players they can use their sticky notes and markers, then kick off the fiveminute information-gathering stage and stay out of the way. This stage of the game involves a lot of interviewing and moving around the room. Tell the players when the five minutes are up.

8. Start the three-minute information-analysis stage. In this stage, the players should analyze their data, organize it in a meaningful way, and post the contents in the matrix on the wall.

9. Close the game by asking for volunteers to present their group’s findings. After each group presents, ask clarifying questions (Is there anything missing? Do these items mean the same thing?), and encourage the others to reflect on and add more information. You can also ask players if they want to share thoughts on their team’s information-gathering process—to discuss what worked and what could have worked better.

Strategy

The 4Cs is deliberately quick (and slightly chaotic) to avoid a situation in which people simply list information about what they know related to the topic. In this game, the players gathering information may already have a lot of detail about the topic, but they’ll inevitably learn something new through the process of interviewing others. Interviewing allows people who may not interact much the opportunity to do so. Because the time is short, they won’t dive into a substantive conversation; nevertheless, the chances are higher that someone will take away new content or a new perspective based on an interview.

Avoid shortchanging the closing activity, even though it may be tempting to give the group more time to gather and analyze their content (and some of them will request it). The last stage of the game is important to spend time on because it allows the group to reflect on the content together, as a sort of group mind. If the meeting is based on a familiar topic, there will likely be many players who think they have a corner on information around it, so it’s important to discuss the 4Cs as a whole group. It exposes more ground to more people and invites a discussion that can bring new life to old content.

The 4Cs is based on the same-named activity written by Matthew Richter in the March 2004 publication of the Thiagi GameLetter.