Posted on 2 Comments

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.

Posted on 3 Comments

Mission Impossible

Geneva workshop

Object of Play

To truly create something new, we must challenge constraints. In this exercise, participants take an existing design, process, or idea and change one foundational aspect that makes it “impossible” in function or feasibility. For example:

• “How do we build a house…in a day?”

• “How do we create a mobile device…with no battery?”

• “What would a browser be…without an Internet connection?”

Number of Players

Small groups

Duration of Play

45 minutes to 1 hour, depending on the size of the group

How to Play

When a problem is interesting and important, we naturally rise to the occasion. To set up the exercise, develop a question in advance that engages both the emotional and the rational parts of the brain. A mobile device without batteries would be an engineering feat (rational) and a make-the-world-better proposition (emotional). Write this question for the group and explain the challenge.

For the next 30 minutes, working in pairs or small teams, the groups develop approaches to accomplishing the “impossible.” They may consider these broad questions or develop a set that is more specific to the challenge:

• What new benefits or features might emerge from this constraint?

• Why is this a typical constraint or requirement? Is it just a customary assumption?

• What are the core elements in conflict?

• Can the conflicting elements be eliminated, replaced, or altered in some way?

• Is there anything that can happen before or after to change the parts in conflict?

• Can time, space, materials, motion, or the environment have an effect?

At the end of the 30 minutes, groups present their concepts to each other. Following this, a reflective discussion about both common and uncommon approaches should yield a list of possible solutions to be explored further. Closing and next steps should include this follow-up work.

Strategy

This challenge works well for thinking through assumptions and obstacles in a product or a process. When a product is languishing and needs to be re imagined, this technique will help challenge basic assumptions about its design. In cases where processes are slow or overloaded, the “fire drill” question of “How would we do this in a day?” can be a powerful framing device.

The Mission Impossible game is credited to James Macanufo.

Posted on 1 Comment

Heuristic Ideation Technique

Heuristic Ideation technique
Photo by Dr. Nathan Ryder.

Object of Play

In this simple game, participants use a matrix to generate new ideas or approaches to a solution. The game gets its name from three heuristics—or rules of thumb of idea generation:

• A new idea can be generated from remixing the attributes of an existing idea.

• A new idea is best understood by describing its two essential attributes.

• The more different or surprising the combination of the two attributes, the more compelling the idea.

Number of Players

1–10

Duration of Play

15 minutes to 2 hours

How to Play

To set up the game, participants decide on two categories of attributes that will define their matrix. For example, a toy manufacturer might look at its product line by type (vehicles, figures and dolls, puzzles, and instruments) and by type of play (racing, simulation, construction). Participants use these lists to populate a matrix, creating a grid of new possible combinations.

In playing the game, participants look across the cells for unusual or surprising combinations.  These become the seeds of new ideas.

Strategy

Some combinations that at first seem absurd are worth examining more closely: a toy that combines puzzle pieces with a racing element might seem counterintuitive, but there are classic games built around that principle. After looking across the matrix for such combinations, a group may then develop fast prototypes or sketches that explore the possibilities. Consider that GI-Joe came to life conceptually as a “doll for boys.”

The technique used in this game was documented by Edward Tauber in his 1972 paper, “HIT: Heuristic Ideation Technique, A Systematic Procedure for New Product Search.”

Posted on

Forced Analogy

Moooo

Object of Play

We understand things by grouping them with other things of similar type and function.  An airplane is similar to a helicopter; they’re both flying things. Both are more similar to a bird, which is also a flying thing, than any of those things are to an earthworm, which is a crawling and tunneling thing. The Forced Analogy game breaks these hard-wired categories and allows us to see things from a different angle, opening new possibilities in problem solving and idea generation.

Number of Players

1–10

Duration of Play

15 minutes to 1 hour

How to Play

Participants set up the exercise by generating a random list of things—animals, objects, or people. Write these items on individual index cards. For each item, write some of its qualities or attributes—for example, “An airplane flies through the air, moves along predefined routes, and has an autopilot feature.” Likewise, an oak tree would be noted for its branching structure, its deep roots, and its ability to grow from a very small seed.  Participants shuffle the cards and distribute them randomly. They then use the cards to develop analogies to the problem or issue at hand, asking:

• How is this problem similar to [random object]?

• How would I solve this problem with [random object]?

Participants may also work through one analogy as a group, as in “How would we use a paper clip to solve our data integration problem?”

Strategy

A truly random list of objects will push the boundaries of the group’s mindset and create new perspectives. If needed, this list can be created in advance of the game itself by an unbiased nonparticipant.

The source of the Forced Analogy game is unknown.

Posted on

Graphic Jam

IMG_7891

Object of Play

Words become more challenging to visualize as they become less literal. For example, the words computer and necktie offer immediate imagery. But the words strategy and justice are more abstract and lend themselves to broader visual interpretations. Graphic Jam is an all-purpose visualization game that you can conduct before many other games as a warm-up, but it’s also a useful game in itself. Visualizing abstract concepts supports logo development, presentation design, website design, metaphor development for e-learning, and so on. It exercises the visual part of our cortex—which accounts for 75% of our sensory neurons—and turns on parts of our minds that don’t get much action in a typical business setting. Why does that matter? Because business is getting more complex.  Being able to use your mind’s eye to see and show problems—and solutions—will be a sought-after skill.

Number of Players

5–15

Duration of Play

30 minutes to 1 hour

How to Play

1. Establish a large, flat, white display area for this game. Give all players access to sticky notes and index cards.

2. Ask them to take 1–2 minutes to write words on the index cards that they have difficulty conceptualizing and drawing, like “quality” or “teamwork.” Ask for one word or phrase per index card.

3. Gather all of the contributions, shuffle them, and then draw one card and read it aloud to the group. Tape it up in the white space.

4. Ask the players to reflect on the word and draw a visual representation of it on a sticky note so that it can be posted on the wall. Give them 2–3 minutes to do so.

5. Have the players approach the white space and post their sticky note under the index card with the related word.

6. Repeat steps 3–5 until all or most of the words have been read aloud. If you draw repeat words or synonyms of previously drawn words, draw again until you get a fresh concept.

7. By the end of the game, you’ll have a gallery space of visualized concepts. Ask the group to spend time looking at how others interpreted the words.

8. Referring to the sticky notes, lead a group discussion by asking what certain images mean and how the artist related that image to the word that was read aloud. Ask players to discuss which words were easier to visualize than others and why. Close by asking them how they might see visualization skills applied in their daily life and work.

Strategy

It is highly likely that the words the players contribute to this game will be on the abstract end of the spectrum. Note that the amount of time you’ll need for this game depends on the number of players, the number of words each player generates, and the complexity of the word concepts. Use your best judgment on how long to spend conducting a Graphic Jam session. And when you decide it’s time to call it quits, ask the group if there are any burning concepts they’d like to see visualized. If so, take a few more minutes with the group to tackle them. When the game is over, give the players a chance to converse with each other about the creative processes and techniques they use to conjure ideas and imagery.

The Graphic Jam game inspired by the same-named activity created by Leslie Salmon-Zhu, co-founder of the International Forum of Visual Practitioners.

Posted on 1 Comment

Open Space

Meshforum 2006

Object of Play
Open Space technology is a method for hosting large events, such as retreats and conferences, without a prepared agenda. Instead, participants are brought together under a guiding purpose and create the agenda for themselves in a bulletin-board fashion. These items become potential breakout sessions, and participants have the freedom to “vote with their feet” by moving between breakouts.

Open Space was founded by Harrison Owen in the 1980s out of a desire to “open the space” for people to self-organize around a purpose. Many meetings and examples have been recorded at Openspaceworld.org. Hosting a small Open Space meeting is fairly straightforward, but requires an amount of “letting go” on the part of the organizer, who must recognize that the participants will develop a richer approach and solution to the challenge at hand.

Number of Players: 5–2,000

Duration of Play: A day or longer

How to Play

Setup: An Open Invitation
Perhaps the most important work of the organizer is developing a compelling invitation. The ideal invitation will frame a challenge that is urgent, important, and complex enough to require a diverse set of perspectives to solve. It might sound as simple as “How can we revitalize our city’s schools?” or “What’s our strategic direction?”

Create the Marketplace
At the start of the process, participants sit in a circle, or in concentric circles, to get oriented and start to create their agenda. Given the challenge of the meeting, participants are invited to come to the center and write out an issue they’re passionate about, and then post it on a “marketplace” wall with a time and place at which they are willing to host the discussion. All are invited to create an item for the marketplace, but no one is required to. Creating the agenda in this fashion should take between 60 and 90 minutes.

The “Law of Two Feet”
The breakouts then begin, typically lasting 90 minutes per session. Participants may organize their breakouts however they see fit; the host records the discussion so that others may join the conversation at any time. Participants are asked to observe the one law of Open Space, the Law of Two Feet, which asks that if you find yourself neither learning nor contributing, use your two feet to go somewhere else. In this sense, participants are given full responsibility over their learning and contributions.

Pulling It All Together
Breakouts may last for a day or more, depending on the scope of the event. Closing the event may take many forms, the least desirable of which is a formal report from the groups. Instead, return to the circle arrangement that started the event, and open the space again for participants who want to reflect on what they’ve discovered and their next steps.

Strategy
Keep in mind the four principles of Open Space that will help set the tone of the event:

1. Whoever comes are the right people. Passion is more important than position on an org chart.

2. Whenever it starts is the right time. Spirit and creativity do not run on the clock.

3. Whatever happens is the only thing that could have. Dwelling or complaining about past events and missed opportunities is a waste of time; move on.

4. When it’s over, it’s over. When a conversation is finished, move on. Do the work, not the time.

You can read more about Open Space at openspaceworld.org.

Open Space game rules been popularized and incorporated into many self-organizing events which are known under different names, most prominently BarCamps and Unconferences. The concept of Open Space was put forth in Open Space Technology: A User’s Guide, by Harrison Owen.

Posted on

Back of the Napkin

NapkinBack

Object of Play:
The goal for each team is to come up with an answer  to a provocative question and write/draw it up on the back of a napkin.

Number of Players: Teams of 3. (See strategy section for discussion of different team sizes.)  No limit to the number of teams other than what the organizer wants.

Duration of Play: TBD by organizer.  Minimum amount of time recommended:  10 minutes per team per question.

Examples: Here are examples of questions and  napkins from the recent TEDxTC event in St. Paul, MN.  [1] [2] [3]

How to Play

  • Game is played in teams.
  • There is at least 1 problem statement/open-ended question per game session.
  • Each team writes and/or draws their answer on a napkin.
  • Each answer appears on one side of the (folded) napkin.
  • Players write their names on the other side of the napkin.
  • Optional:  Players may enter as many solutions as they want, however, each submission has to be from a different team.
  • Optional:  Each team must be comprised of at least 2 people who have just met or are just meeting.
  • Optional:  A group of judges will look at the entries.   Play for bragging rights or for a prize.  To keep it clear that there are all sorts of possibilities, offer different categories, such as:
    • Most Practical
    • Most Out-of-the-Box
    • Most Whimsical
    • Most Visual

Strategy
As a facilitator/organizer, why might you play this game?  Here are some reasons:

  • To introduce people to each other and/or to facilitate networking amongst them.
  • To provide a fun, competitive way to brainstorm.
  • To turn the reception for an event into an experience that people value as part of the overall experience.

The back of a napkin is already associated with Aha moments and inspiration.  Its informality helps combat people’s instincts towards worrying about whether they can draw, have the “perfect” solution to the question, and other worries that can crop up if we were to use something more formal. It’s a good idea to reinforce this in the introduction to the game by encouraging teams to be as practical, whimsical and/or out of the box as they want, and, if winners will be named, by having categories that include playful ones.

Question strategy: define a question that’s open-ended and requires more than a couple of words to answer.  Keep it relatively short and clear.  Don’t worry that the question is too “big” in terms of its scope.  This game is meant to inspire conversation and ideation.

Another important thing about the question is to make sure it relates to something that all the potential players have in common.  Some examples of common things are:

  • a speech that everyone’s heard,
  • a book or article that everyone’s read,
  • a company or organization they’ve all done business with or been a part of in some other way,
  • an experience they’ve had in common, such as being a parent or living in the same community.

Team size:  you can choose to set the team size to be exactly n players, no fewer than n players, no more than n players, or n to y players.  I recommend that the numbers be somewhere between 2 and 6.  If you’re running the game at an event where people decide to play or not, going with the “n to y players” would work best.  This is because people are playing and networking at the same time, and if 4 people want to play in one place and 2 in another, for example, there’s no reason they shouldn’t be able to.  In an environment where it’s important to you that everyone plays, setting team sizes more precisely might work better.

With regard to team formation, you can go with an unconference approach and have multiple questions and have people gravitate to the question they want to answer and find others to team with, or go with something more defined.

Logistics:

  • A napkin that’s around 5″ x 5″ in its folded form works well. It’s better to get ones with a smooth surface so it’s easier to write on.  Gel pens work well, fyi, if you’re providing pens.
  • If you are playing the game with multiple questions or in a large space, consider having a host/facilitator at each question’s station to explain the game and answer questions.
  • I recommend having a flip chart or other large-format paper hanging on the wall and having players tape their napkins to that.
  • Tell players the timeframe in which the game will be played.

[This game is credited to Sheila Kim.]

Posted on

Draw the Problem

Bill Keaggy sketching

Object of Play
On any given day, we prioritize the problems that get our attention. Problems that are vague or misunderstood have a harder time passing our internal tests of what matters and, as a result, go unaddressed and unsolved. Often, meetings that address problem-solving skip this critical step: defining the problem in a way that is not only clear but also compelling enough to make people care about solving it. Running this short drawing exercise at the beginning of a meeting will help get the laptops closed and the participants engaged with their purpose.

Number of Players: Works best with small groups of 6–10 participants

Duration of Play: 20–30 minutes


How to Play
1. Each participant should have a large index card or letter-sized piece of paper. After introducing the topic of the meeting, ask the participants to think about the problem they are here to solve. As they do so, ask them to write a list of items helping to explain the problem. For example, they may think about a “day in the life” of the problem or an item that represents the problem as a whole.

2. After a few minutes of this thinking and reflection, ask the participants to flip over their paper and draw a picture of the problem, as they would explain it to a peer. They may draw a simple diagram or something more metaphorical; there are no prizes or punishments for good or bad artistry. The drawing should simply assist in explaining the problem.

3. When everyone is finished, have the participants post their drawings on the wall and explain them to each other. While the group shares, note any common elements. After the exercise, the group should reflect on the similarities and differences, and work toward a shared understanding of what the problem looks like to each other.

Strategy
This warm-up does not result in a problem definition that will satisfy an engineer; rather, it engages participants in defining the challenge in a simplified form. It is a first step in bringing a group together under a common purpose, elevating the problem above the noise to become something they care to solve.

The Draw the Problem game is credited to James Macanufo.

Posted on 2 Comments

Cover Story

IMG_1785

Object of Play
Cover Story is a game about pure imagination. The purpose is to think expansively around an ideal future state for the organization; it’s an exercise in visioning. The object of the game is to suspend all disbelief and envision a future state that is so stellar that it landed your organization on the cover of a well-known magazine. The players must pretend as though this future has already taken place and has been reported by the mainstream media. This game is worth playing because it not only encourages people to “think big,” but also actually plants the seeds for a future that perhaps wasn’t possible before the game was played.

Number of Players: Any

Duration of Play: Depends on the number of players, but a maximum of 90 minutes

How to Play
1. Before the meeting, draw out large-scale templates that include the categories shown on the following image. Your template doesn’t need to look exactly like this one; you can be creative with the central image and the layout. Just be sure to keep the categories intact. The number of templates you create depends on the size of the group. At the most, allow four to six people to work on one template together.

2. Explain the object of the game to the players and define each category on the template:
• “Cover” tells the BIG story of their success.
• “Headlines” convey the substance of the cover story.
• “Sidebars” reveal interesting facets of the cover story.
• “Quotes” can be from anyone as long as they’re related to the story.
• “Brainstorm” is for documenting initial ideas for the cover story.
• “Images” are for supporting the content with illustrations.

3. Break the players into groups of four to six and make sure there are markers and one template for each group. Tell the players that to populate the template they can either select a scribe or write and draw on it together.

4. Ask the players to imagine the best-case scenario for their company and to take that scenario one step further. Request that they spend five quiet minutes imagining their own stories before they work together to agree on one. Give the groups 30–45 minutes to generate this “story of the year” and represent it on their template.

5. Reconvene the breakout groups and ask for volunteers to present their visions first. Give each group 5–10 minutes to share what they imagined was written in the story and the supporting elements.

6. Note any common vision themes and areas of agreement. Ask for observations, insights, and concerns about the future state.

Optional activity: Ask two players to role-play an interview based on the content from their “On the Cover” template, as though the magazine sent a reporter to interview an important character in the story.

Strategy
This game is about the wildest dream for the organization—that has already happened! So, when you set up this game as the meeting leader, speak about their “successes” with enthusiasm and in the past tense. Encourage the players to use the past tense in their brainstorming and story creation. And don’t let the group go into analysis mode. This game is not about logic, pragmatism, or parameters. Cover Story is an open-ended, creative-thinking exercise, so tell the players to be wary of any “reality checks” from other players. And as the small groups present their visions to the large group, note and discuss any common themes that arise. These themes—however fantastical—are telling, because commonalities reveal shared hopes and also plant seeds for real possibilities. If this play is part of a longer group process, post these visions around the room so that they serve as reference points for continued ideas and inspiration.

This game is based on The Grove Consultants International’s Leaders Guide to Accompany the Cover Story Vision Graphic Guide® ©1996–2010 The Grove.

Online Cover Story

Cover StoryHere is another image of the Cover Story Game. But this one is special – clicking on this image will start an “instant play” game at www.innovationgames.com. In this game, there will be a set of light bulb icons that you can drag on your online Cover Story to capture your big ideas. We’ve organized this game so that the regions will capture where you’ve placed each of your awesome ideas.

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!

Posted on 2 Comments

Context Map

CAD Environmental Scan

Object of Play
We don’t truly have a good grasp of a situation until we see it in a fuller context. The Context Map is designed to show us the external factors, trends, and forces at work surrounding an organization. Because once we have a systemic view of the external environment we’re in, we are better equipped to respond proactively to that landscape.

Number of Players: 5–25

Duration of Play: 45 minutes to 1.5 hours



Context Map, originally uploaded by dgray_xplane.

How to Play
1. Hang six sheets of flip-chart paper on a wall in a two-row, three-column format.

2. On the top-middle sheet of flip-chart paper, draw a representation of the organization under discussion. It can be as simple as an image of your office building or an image of a globe to represent a global marketplace. Label the picture or scene.

3. On the same sheet of paper, above and to the left of the image, write the words “POLITICAL FACTORS”. Above and to the right, write the words “ECONOMIC CLIMATE”.

4. On the top-left sheet of flip-chart paper, draw several large arrows pointing to the right. Label this sheet “TRENDS”. Include a blank before the word TRENDS so that you can add a qualifier later.

5. On the top-right sheet of flip-chart paper, draw several large arrows pointing to the left. Label this sheet “TRENDS”. Again, include a blank before the word TRENDS so that you can add a qualifier later.

6. On the bottom-left sheet, draw large arrows pointing up and to the right. Label this sheet “TECHNOLOGY FACTORS”.

7. On the bottom-middle sheet, draw an image representing your client(s) and label the sheet “CUSTOMER NEEDS”.

8. On the bottom-right sheet, draw a thundercloud or a person with a question mark overhead and label this sheet “UNCERTAINTIES”.

9. Introduce the context map to the group. Explain that the goal of populating the map is to get a sense of the big picture in which your organization operates. Ask the players which category on the map they’d like to discuss first, other than TRENDS. Open up the category they select for comments and discussion. Write the comments they verbalize in the space created for that category.

10. Based on an indication from the group or your own sense of direction, move to another category and ask the group to offer ideas for that category. Continue populating the map with content until every category but TRENDS is filled in.

11. The two TRENDS categories can be qualified by the group, so take a quick poll to determine what kinds of trends the players would like to discuss. These could be online trends, demographic trends, growth trends, and so forth. As you help the players find agreement on qualifiers for the trends (conduct a dot vote or have them raise their hands if you need to), write those qualifiers in the blanks next to TRENDS. Then continue the process of requesting content and writing it in the appropriate space.

12. Summarize the overall findings with the group and ask for observations, insights, “aha’s,” and concerns about the context map.

Strategy
It’s up to the players to paint a picture of the environment in which they sit, but as the meeting leader, you can help them generate content by asking intelligent and thoughtprovoking questions. Conduct research or employee interviews before the meeting if you need to. The idea is to portray a context that is as rich and accurate as possible so that the players gain insight into their environment and can subsequently move proactively rather than reactively. The players can populate the categories other than TRENDS on the context map in any order, so note their starting point and pay attention to where they focus or generate the most content—both can indicate where their energy lies. But keep in mind that this activity is designed to generate a display of the external environment, not the internal one. So, if you notice that the discussion steers toward analyzing the internal context, guide them back to the outside world. There are other games for internal dynamics. The Context Map game should result in a holistic view of the external business landscape and show the group where they can focus their efforts to get strategic results.

This game is based on The Grove Consultants International’s Leader’s Guide to Accompany the Context Map Graphic Guide® ©1996–2010 The Grove.