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Force Field Analysis

Force Field Analysis
Force Field image by Seth Starner

Object of Play
The Greek philosopher Heraclitus asserted that change alone is unchanging. This is certainly true in today’s competitive global marketplace. As employees, we’re often responsible for understanding and even anticipating change in order to stay ahead. The Force Field Analysis game is a time-tested way to evaluate the forces that affect change which can ultimately affect our organizations. Making a deliberate effort to see the system surrounding change can help us steer the change in the direction we want it to move.

Number of Players: 5–30

Duration of Play: 30 minutes to 1.5 hours

How to Play
1. Before the meeting, draw a picture of a potential change in the middle of a large sheet of paper or a whiteboard. You can draw a literal representation (e.g., a manufacturing plant) or a more abstract representation (e.g., a metaphor). Label the picture to ensure that everyone participating will be clear on the topic.

2. On the top left of the page, write the phrase “Forces FOR Change”. On the top right, write the phrase “Forces AGAINST Change”.

3. Draw arrows on both sides pointing toward the image in the middle. These will be the areas that contain categories generated by the group, so make the arrows large enough to write 1–2-inch letters inside. If you like the “wow” factor of drawing live with the group but you’re not yet comfortable with freehand, sketch the arrows in pencil or yellow marker and trace them during the meeting.

4. When the group is gathered, introduce the change topic and explain that the goal of the Force Field Analysis game is to evaluate the feasibility of that change.

5. Ask the players to take 5–10 minutes and quietly generate ideas about what elements are driving the change. Tell them to include one idea per sticky note.

6. Ask the players to take 5–10 minutes and quietly generate ideas about what elements are restraining the change.

7. Draw a simple scale with a range of 1 to 5 on your main flip chart. Indicate that 1 means the force is weak and 5 means the force is strong. Ask them to review each idea FOR change and add a number to that sticky note, weighting that idea. Ask them to review each idea AGAINST change and add a number to that sticky note, weighting that idea.

8. Gather all of the sticky notes FOR change and post them to any flat surface viewable by the players.

9. With the group’s collaboration, sort the ideas based on their affinity to other ideas. For example, if they produced three sticky notes that say “Can’t continue production at current cost”, “Materials cost too high”, and “Overexpenditure on production”, cluster those ideas together. Create multiple clusters until you have clustered the majority of the sticky notes. Place outliers separate from the clusters but still in playing
range.

10. After the sorting activity is complete, begin a group conversation to create an overarching category for each cluster. For example, an overarching category for the cluster from step 9 might be “unsustainable costs”.

11. As the group makes suggestions and finds agreement on categories, write those categories inside the arrows on the main visual.

12. As you categorize each cluster, direct the group’s attention to the numeric scores within that cluster. Get an average for each cluster and write that number next to the related category in the arrow.

13. Repeat steps 8–12 using the sticky notes generated AGAINST change.

14. Add the quantities for and against change and write the totals at the bottom and on the appropriate side of the sheet.

15. Summarize the overall findings with the group, including the numeric totals, and discuss the implications of whether change should occur.

Force Field example

Strategy
Often when you play the Force Field Analysis game, it will not be the first time the players have considered the change under discussion. Many of them will have preconceived beliefs about whether the change should occur. So, be aware of group dynamics—whether they’re eager for or resistant to the change. If you sense that they’re eager, encourage them to give equal consideration to forces against it. If they seem reluctant, encourage them to imagine their wildest dream with respect to this change and describe what’s already in place to support it. Don’t let employees with fixed perspectives on either side dominate the conversation.

This game is about exploring the viability of change in an open-minded way. So, be sure to acknowledge and discuss any ideas that end up as outliers in the clusters—they frequently turn out to be valuable by offering unforeseen perspectives. Along that same line, don’t assume that the numeric totals resolutely answer the question of whether change should occur. The totals are another gauge by which to measure where the group may stand. Use them as fodder for further conversation and evaluation. And if you want to take the evaluation further, ask the group to look for meta-categories after they’ve brainstormed the categories within the arrows. Meta-categories should be a level higher than the categories generated from the clusters. They could include “politics”, “economics”, “company culture”, or “mid-level management”. Seeing meta-categories can also help the group determine where the bulk of the evaluation may need to be focused.

This game is based on the Force Field Analysis framework developed by Kurt Lewin.

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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.]

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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.

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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!

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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.

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Brainwriting

Geneva workshop

Object of Play
Some of the best ideas are compilations from multiple contributors. Brainwriting is a simple way to generate ideas, share them, and subsequently build on them within a group. Access to multiple hands, eyes, and minds can yield the most interesting results.

Number of Players: 5–15

Duration of Play: 30–45 minutes

How to Play
1. In a space visible to the players, write the topic around which you need to generate ideas and draw a picture of it. An example of a topic might be “Employee Recognition Program.”

2. Distribute index cards to each player and ask them to silently generate ideas related to the topic and write them on the cards.

3. As they complete each idea, ask the players to pass that idea to the person on their right.

4. Tell the players to read the card they received and think of it as an “idea stimulation” card. Ask them to add an idea inspired by what they just read or to enhance the idea and then pass again to their right.

5. Continue this process of “brainwriting” and passing cards to the right until there are various ideas on each card.

Optional activity: Ask the players to write an idea on a piece of paper and then fold it into an airplane and fly it to another participant. Continue writing and flying the planes until each piece of paper has several ideas. Conclude with steps 6 and 7.

6. Once finished, collect the cards and ask for help taping them to the wall around the topic and its picture.

7. Have the group come to the wall to review the ideas and draw stars next to the ones they find most compelling. Discuss.

Optional activity: Create an idea gallery in the room using flip-chart pads and stands. Ask players to write as many ideas on the sheet as they can and then wander around the room and add ideas to the other sheets. Continue this process until each sheet has a good number of ideas.

Strategy
In a typical group setting, extroverts tend to dominate the verbal contributions. And while their contributions are certainly important, it can be difficult to hear from quieter players who also have something valuable to offer. Let the players know that this play is intentionally silent. It affords the quiet people the opportunity to generate ideas without having to verbalize to the whole group, and it gives you certainty that you’ll hear from every player in the room.

Brainwriting also allows ideas to emerge before being critiqued and creates a space for them to be co-created, with multiple owners, and therefore a greater chance of follow-through.

The Brainwriting game is based on the same-named activity in Michael Michalko’s Thinkertoys. Horst Geschke and associates at the Batelle Institute in Frankfurt, Germany, developed a variety of these creative-thinking techniques referred to as “brainwriting.”

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The Anti-Problem

IMG_2574

Object of Play
The Anti-Problem game helps people get unstuck when they are at their wit’s end. It is most useful when a team is already working on a problem, but they’re running out of ideas for solutions. By asking players to identify ways to solve the problem opposite to their current problem, it becomes easier to see where a current solution might be going astray or where an obvious solution isn’t being applied.

Number of Players: 5–20

Duration of Play: 30–45 minutes

How to Play
1. Before the meeting, find a situation that needs to be resolved or a problem that needs a solution.

2. Give players access to sticky notes, markers, index cards, pipe cleaners, modeling clay—any supplies you have around the office that they could use to design and describe solutions.

3. Break large groups into smaller groups of three to four people and describe what they’ll tackle together: the anti-problem, or the current problem’s opposite. (For example, if the problem is sales conversion, the players would brainstorm ways to get customers to avoid buying the product.) The more extreme the problem’s opposite, the better.

Optional activity: Bring a list of smaller problems and decrease the amount of time allotted to solve them. Make it a race to come up with as many solutions as the group can churn out—even if they’re outlandish.

4. Give the players 15–20 minutes to generate and display various ways to solve the anti-problem. Encourage fast responses and a volume of ideas. There are no wrong solutions.

5. When the time is up, ask each group to share their solutions to the anti-problem. They should stand and display any visual creations they have at this time or ask the others to gather around their table to see their solutions.

6. Discuss any insights and discoveries the players have.

Strategy
This game’s purpose is to help teams evaluate a problem differently and break out of existing patterns, so make the anti-problem more extreme than it really is, just to get people thinking. And don’t worry if the players don’t generate many (or any) viable or actionable solutions. Obviously, those would be a boon to the game, but the intention is not to eliminate a complex problem in 30 minutes. The intention is to give people a new approach that can lead to a solution when they have time to think after the meeting is over. Or, since this game tends to naturally segue into a conversation about the real problem, you could use any extra time to start that conversation while the players’ ideas are ignited. Note: there may be some unexpected “aha moments” as people could discover that they’re applying a solution that’s actually contributing to the current problem. Whoops!

The Anti-Problem game is based on an activity called Reverse It, from Donna Spencer’s design games website, http://www.designgames.com.au.

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3-12-3 Brainstorm

Enrique writing

Object of Play
This format for brainstorming compresses the essentials of an ideation session into one short format. The numbers 3-12-3 refer to the amount of time in minutes given to each of three activities: 3 minutes for generating a pool of observations, 12 for combining those observations into rough concepts, and 3 again for presenting the concepts back to a group.

Essential to this format is strict time keeping. The “ticking clock” forces spontaneous, quick-fire decisions and doesn’t allow for overthinking. With this in mind, a group that is typically heavily measured in its thought process will benefit the most from this exercise but will also be the hardest to engage. Given its short duration (30 minutes total for 10 participants), 3-12-3 Brainstorming can be used as an energizer before diving into a longer exercise or as a standalone, zero-prep activity. It works equally well in generating new ideas as improvements to existing ones.

Number of Players
This is a fast exercise that gets slower as more participants are added. With up to 10 participants working as partners, the speed of the exercise makes it an energy builder. Working beyond 10 may require creating groups of three instead of pairs to keep from getting slowed down.

Duration of Play: 21–30 minutes, depending on number of participants

How to Play
You will need a topic on which to brainstorm ideas, boiled down to two words. This could be an existing problem, such as “energy efficiency,” or it could be focused on creating something new, such as “tomorrow’s television.” Although the two words could be presented as a full challenge question, such as “How
will tomorrow’s television work?” it is best to avoid doing this right away. By focusing on two words that signify the topic, you will aim to evoke thinking about its defining aspects first, before moving into new concepts or proposing solutions.

To set up the game, distribute a stack of index cards and markers to all the participants. Everyone should have a fair number of cards available. The game should begin immediately after the rules have been explained.

  • 3 Minutes: Generate a Pool of Aspects. For the first three minutes of the exercise, participants are asked to think about the characteristics of the topic at hand and to write down as many of them as they can on separate index cards. It may accelerate the group’s process to think in terms of “nouns and verbs” that come to mind when thinking about the subject, or to free-associate. As in all brainstorming, no filtering should be put on this phase, in which the goal is a large pool of aspects in a small window of three minutes.
  • 12 Minutes: Develop Concepts. At this point the group is divided into pairs. Each team draws three cards randomly from the pool. With these as thought starters, the teams now have 12 minutes to develop a concept to present back to the larger group. If the two topic words are sufficient to explain the challenge, the clock starts and the teams begin. If there is any doubt, reveal a more fleshed-out version of the topic’s focus, such as “How will we become more energy-efficient next quarter?” In developing concepts to present, teams may create rough sketches, prototypes, or other media—the key is in preparing for a short (three-minute maximum) presentation of their concept back to the group.
  • 3 Minutes: Make Presentations. When presenting to the larger group, teams may reveal the cards that they drew and how the cards influenced their thinking. Again, tight time keeping is critical here—every team should have a maximum of three minutes to present their concept. After every team has presented, the entire group may reflect on what was uncovered.
  • Strategy
    Speed is key. Many traditional brainstorming techniques can be slowed down or fouled entirely when time is not of the essence, despite the best intentions of participants. Additionally, speed helps prove the value of what can be accomplished in short bursts—often the important aspects of good ideas can be captured very quickly and do not require laborious discussion before first coming to light.

    After presenting concepts back to the group, teams may do a number of things. They may dig deeper on an individual concept or try to integrate the ideas into each other. They may vote or rank the concepts to decide on which to spend more time developing. Often, concepts coming out of this exercise are more memorable to the participants, who are bonded in the time-driven stress of creating together.

    The 3-12-3 Brainstorm game is credited to James Macanufo.

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    Storyboard



    VTS, originally uploaded by dgray_xplane.

    Object of Play
    This game asks players to envision and describe an ideal future in sequence using words and pictures. Storyboarding as a technique is so versatile that it can be used to show any topic, not just an ideal future. But it is particularly powerful as a visioning exercise since it allows players to imagine and create possibilities. The players tell a story with a happy ending, planting tiny seeds for a different future. You can also use storyboarding to let employees describe their experience on a project, to show approaches to solving a problem, or to orient new employees on policies and procedures—its uses are limited only by the imagination.

    Number of Players: 8–20

    Duration of Play: 45 minutes to 1.5 hours

    How to Play
    Before the meeting, determine the topic around which the players will craft their “ideal” story. Once the meeting starts, divide the group into pairs or groups of three or four, depending on the size of the group. Provide markers, pads of flip-chart paper, and stands.

    1. Tell the players that the purpose of this game is to tell the other players a feel-good story. The topic of the story is “The Ideal Future for [blank]”—for a team, a product, the company, whatever you decided beforehand. The players’ assignment is to visually describe the topic and narrate it to the group.

    2. After the groups are established, give them 20–25 minutes to (1) agree on an ideal state, (2) determine what steps they would take to get there, and (3) draw each step as a sequence of large images or scenes, one per sheet of flip-chart paper.

    3. Give the players a two-minute time warning, and once the time is up, bring them back together. Ask for volunteers to tell the story first.

    4. After all the groups have presented, ask them what’s inspiring in what they heard. Summarize any recurring themes and ask for observations, insights, and “aha’s” about the stories.

    Visualization
    Alternative: Have individuals draw their storyboard images on large stickies.

    Strategy
    As the leader of this game, be sensitive to the fact that many of the meeting participants will freak when you tell them that large-scale drawing is involved. Reassure them that the story is the point of the exercise and that the images play a supporting role. They can use words as captions to clarify the images and they can also select the “artist” within their group so that not everyone has to put marker to paper. (But it’s more fun for those who do.) Finally, remind them that they aren’t allotted sufficient time to create a da Vinci anyway, so stick figures work perfectly well.

    For the presentation format, there are various options. Breakout groups can post each sheet of flip-chart paper in a row around the room and walk along the row as they tell the story. They can also leave the flip-chart pad intact and flip the pages over the stand as they narrate. They could choose to hang the sheets in rows and cover them, using one group member to act as a “Vanna White” and create a series of voilà moments. Tell them to have fun with it—they won’t be graded on their stories (although you could make it a contest if it’s that kind of crowd). The process of creating and sharing the stories is what matters.

    Walt Disney is credited for this activity. His need to animate Steamboat Willie in 1928 led to the process of storyboarding—a story told in sequence on a wall covered with a special kind of board. He found it to be an effective way to track progress and improve a story.

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    Post-Up

    Post-up, originally uploaded by dgray_xplane.

    Object of Play
    The goal of this game is to generate ideas with silent sticky note writing.

    Number of Players: 1–50

    Duration of Play: 10 minutes to 1 hour

    How to Play
    There are many ways to work with ideas using sticky notes. Generating ideas is the most basic play, and it starts with a question that your group will be brainstorming answers to. For example: “What are possible uses for Product X?” Write the question or topic on a whiteboard. Ask the group to brainstorm answers individually, silently writing their ideas on separate sticky notes. The silence lets people think without interruption, and putting items on separate notes ensures that they can later be shuffled and sorted as distinct thoughts. After a set amount of time, ask the members of the group to stick their notes to the whiteboard and quickly present them. If anyone’s items inspire others to write more, they can stick those up on the wall too, after everyone has presented.

    Harry Brignall at the 90% of Everything blog makes a great suggestion:

    When doing a post-up activity with sticky notes in a workshop, you may want to use the FOG method: mark each note with F (fact), O (opinion) or G (guess). It’s such a simple thing to do, but it adds a great deal of clarity to the decision-making process.

    Strategy
    Generating ideas is an opening activity, and a first step. From here you can create an Affinity Map or further organize and prioritize the thoughts, for example using Forced Ranking.

    The Post-Up game is based on the exercises in Rapid Problem-Solving with Post-it® Notes
    by David Straker.