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Understanding Chain

Object of Play

Communicating clearly and effectively is a challenge when there is a lot to say to a lot of people.  It can be tempting to try to explain “everything all at once” to an audience and fail in the process.  In the Understanding Chain game, a group shifts from a content focus to an audience focus, and draws out a meaningful, linear structure for communication.

Number of Players

1–10

Duration of Play

30 minutes to 2 hours

How to Play

To set up the game, the group needs to develop two things: an audience breakdown and a set of questions.

The audience(s):  If there are a large number of audiences, break them down into meaningful groups.  The groups could be as broad as “Corporate leaders” or as specific as “The guys in IT who fix the laptops.”  As a rule of thumb, the more specific the audience, the more tailored and effective the understanding chain will be.  Each audience group will need its own understanding chain. This list of audiences could be created as a result of a Who Do exercise (see Chapter 4).

The questions: Once the group has a clear picture of their audience, it’s time to brainstorm questions. The questions frame what people really want to know and care about. Questions are best captured in the voice or thoughts of the audience, as they would ask them. They may sound like:

  • “What’s cool about this? Why should I care?”
  • “How is this related to x, y, or z?”
  • “What makes this a priority?”

Or, they may be more specific:

  • “When does your technology road map converge with ours?”
  • “How will it impact our product portfolio?”

The questions will become the links in the understanding chain.  To generate them, the group puts itself in the mindset of the audience and captures the questions on individual sticky notes (see the Post-Up game in Chapter 4 for more information).

Play begins by sorting the questions in a horizontal line on a wall or whiteboard.  This is the timeline of a communication, from beginning to end. The group may choose to:

Arrange the questions in a simple story format.  In this understanding chain, the group clusters questions under three headings, from left to right:

  • Situation, which sets the stage, introduces a topic and a conflict
  • Complication, in which further conflict is endured and decisions are made
  • Resolution, in which a course of action is chosen which leads to a result.

By constructing the understanding chain as a story, the group may find the “climax”—the most critical question that leads to the resolution.

Arrange the questions in an educate-differentiate-stimulate format.  In this chain, the group arranges the questions from left to right, moving from:

  • Educate, in which a topic or idea and its parts are introduced
  • Differentiate, in which parts of the topic are contrasted to create a basis of understanding
  • Stimulate, in which actions are asked for or proposed.

Arrange the questions as a conversation. In this chain, the group thinks through or role-plays a conversation with the audience and arranges the questions in an order that flows naturally. Although all conversations are different, one framework to consider is:

  • Connecting:  “What’s up?”  “What do we have in common?”
  • Focusing:  “What’s important right now?” “What do you know about it?”
  • Acting:  “What should we do?”

Strategy

An understanding chain, like any chain, is only as strong as its weakest link. By examining the questions as a whole, the group may uncover an area that needs work or find the “tough questions” that are not easy to answer.  A group that tackles the weak questions, and has the courage to answer the tough ones directly and honestly, will win.

The Understanding Chain game was developed by Dave Gray as part of XPLANE’s consulting approach.

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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.

About – archive

Creativity and invention has long been seen as a “black box.” As business people, we don’t typically try to understand this process. We fully expect that when designers, inventors, and other creative people go into a room with a goal, they will come out with more or less creative discoveries and results. Although when we watch them at work, we can observe some combination of sketching, animated conversations, messy desks, and drinking. But the fundamental nature of what happens in that room remains mostly a mystery.

It’s easy to leave creativity to the creative types, and say to yourself, “I’m just not a creative person.” The fact is that in a complex, dynamic, competitive knowledge economy, it’s no longer acceptable to take this position. If you are a knowledge worker, you must become, to some degree, creative.

That may sound a bit scary, but the fact is that successful creative people tend to employ simple strategies and practices to get where they want to go. It’s not so much that they employ a consistent, repeatable process that leads to consistent creative results. It’s more like a workshop with a set of tools and strategies for examining things deeply, for exploring new ideas, for performing experiments and testing hypotheses, to generate new and surprising insights and results.

So we set out, much like the brothers Grimm, to collect the best of these practices wherever we could find them, with a special focus on Silicon Valley, innovative companies, and the information revolution.

Many of these practices emerged from a kind of “Silicon soup” – the deeply interconnected network of Silicon valley, where ideas and people cross-pollinate like bees in a single massive hive. The practices live in a mostly oral culture, passed along from person to person by word of mouth. For example, a consultant uses an approach with a client, and the client begins to employ that approach internally. Over time, as more people employ a method, it evolves into something quite different, and over time the source of the original idea or approach may be lost. Sometimes methods are written down and sometimes, like folk tales, they exist in many different versions in many places.

We chose to call this practice “Gamestorming” because it seemed to come closer to describing the phenomenon than anything else we could think of.

Our goal with this collection was to find the best of these tools and practices and bring them together into a single place.

It is our hope that you will contribute games based on your personal knowledge and experience, that you will help us clarify the history of the ideas and practices, and that through your comments you can help us all better understand the complex and fascinating history of games at play in creative work.

Why you should read the book

by Chris Brogan (1 minute 30 seconds)


What is Gamestorming?

by XPLANE (3 minutes)


Gamestorming explained


Gamestorming

Dave Gray – Gamestorming from CPSI on Vimeo.

by Dave Gray speaks at the Creative Problem-Solving Institute (CPSI) (26 minutes)


Design Practices for Co-Creation and Engagement

by Dave Gray for Adaptive Path’s UX Week, San Francisco (30 minutes)


A Grammar for Creativity and Innovation

by Dave Gray for iXDA, Savannah (45 minutes)


Informal chat with Michael Dila

A very informal chat with Michael Dila about knowledge games, later dubbed “Gamestorming” (35 minutes)


Bootleg video of the first knowledge games talk

Rough bootleg video shot by Jonathan Litwack with an iPhone (45 minutes)


Gamestorming webcast

Gamestorming Webcast

by Dave Gray for the American Management Association (Opens on their site) (1 hour, including Q&A)


Tummelvision (audio-only podcast)

Dave Gray on Design, Gamestorming and more

Dave Gray speaks with Heather Gold and Deb Schultz of Tummelvision.


AMA podcast (audio only)

Dave Gray on How Games at Work Inspire Creativity

Dave Gray speaks with Doug Sohn of the American Management Association.


Forbes article

In Defense of Games at Work.

Gamestorming author Dave Gray on how games cut through creative chaos. Article by Mac Slocum.