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Mouse Traps to Explore Exceptions and Solutions

Mouse Traps break the worry cycle to develop new habits and behaviors

create-learning team building & leadership

Worry is something that we all of have. Worry stops us from;

  • Taking risks
  • Exploring the unknown
  • Gaining new knowledge
  • Changing
  • Listening
  • Making more money
  • Confronting team members who are not doing their work
  • Being happy and doing meaningful work

 

Worry follows a familiar pattern

Event (internal or external) –> Worry (Thoughts & Feelings) –> Worry—Physical (Stress reactions) –> Worry—Behavior (Checking & Avoiding) –> returning to Worry

This cycle is vicious. 

So how do mouse traps break this? A mouse trap has an external worry attached. Fears from getting injured, to rodent phobia etc…

Attaching and working through a Worry, creating familiarity with the worry, determining the exceptions to the worry and what solutions can happen, and the final step is attaching a solution that the person has to the mouse trap.

Here is how I generally sequence Breaking the Worry Cycle with Mouse traps.

  1. Explain the worry cycle
  2. Explore techniques to reduce worry i.e. behavior replacement, breathing exercises, progressive muscle relaxation.
  3. Illustrate how mouse traps work
  4. explore worries and individual worry of mouse traps
  5. Practice until familiar and have a working comfort with traps
  6. Explore when people felt comfort with the mouse trap, and how they increased their comfort.
  7. Explain about breaking the worry cycle. Looking for exceptions to the worry and facilitating a discussion about solutions finding. 
  8. Ask people to write a worry they have on the trap
  9. Ask people to write a solution or exception to the worry on a note card 
  10. Guide people though a visualization of worry reduction and techniques.
  11. Guide people through a visualization in feeling, seeing, smelling, hearing, observing when the solution / exception is taking place.
  12. Interaction with mouse traps through Trust:Trap:Sequence
  13. Facilitate a discussion comparing and contrasting comfort levels and worry of mouse traps.
  14. People gain concrete and metaphorical skills in breaking the worry cycle to find solutions and exception with the mouse traps.

 

Mouse Traps and the Worry Cycle – good stuff. To discuss this further contact me

Michael Cardus is the founder of Create-Learning an experiential based consulting, facilitation, training and coaching organization. Leading to successful results in retention of staff talent, increased satisfaction with work, increased collaboration and information sharing within and between departments, increased accountability of success and failures, increased knowledge transfer, increased trust as well as speed of project completion and decision making of Leaders, Teams and Organizations.

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Communicate This & Stick it here

Stickit

Communicate This & Stick it here

Complex simulation illustrating communication by people listening and sharing information in a manner that other people can understand the message being received as well as sent.

Creates environment to transfer, strengthen and re-work systems of communication with intra as well as inter departmental systems.

Can also be used to highlight different idioms and references that are used internally, this can be confusing to other departments and cultures (for global organizations and teams).

Materials:

  • Laminated Puzzle (supplied below)
  • Blank Puzzle Board (supplied below)
  • 18 envelopes – 1 for each puzzle piece
  • Countdown Timer
  • Stop Watch

Group Size:

  • For this variation 18 people is ideal
  • For smaller groups you can supply people with more than one puzzle piece or create a puzzle and puzzle grid with less pieces
  • For larger groups you can ask people to break into 18 teams i.e. partner, triad. Or create a puzzle and puzzle grid with more pieces

Objective:

The objective is for the group to assemble themselves according to the directives and place the Communicate This puzzle pieces into their proper order.

Secondary objective is for the group to explore a complex process that requires mapping, planning, strategy, and situational leadership of each team member.

Concluding in the group exploring and developing improved use of communication systems, process mapping and listening plus speaking for understanding.

Preparation:

Prior to beginning this activity with 18 people (see group size above for different group sizes) laminate and cut out each of the square Communicate This puzzle pieces. Place each piece into its own separate envelope, you will need and use 18 envelopes.

The Communicate This grid should be on a table somewhere on the opposite side of the room of where you will have the group gather.

Split about ¼ of the room and place on a table the Communicate This blank grid. In the other ¾ of the room will be the working area for the team. It helps to lay a rope or use masking tape to mark the “Grid Area” and “Planning Area”

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Have the guidelines written on flip chart paper

Instructions and Facilitator Script:

Hand out the puzzle pieces in a random order to the people; ask them NOT to open the envelopes until the activity begins.

Below is how I generally explain the initiative

“Each of you contain within your envelope specific pieces of information that is needed for your personal advancement and the teams overall success. Please keep the envelopes sealed until the countdown timer begins.

The objective of this simulation is to place each of the puzzle pieces in the correct order in less than 60 minutes, and then place the puzzle pieces into the Communicate This grid in under 30 seconds. Here are the guidelines;

  • One person per puzzle piece.
  • Only you can see, touch, and move your puzzle piece once the envelope in opened.
  • NO ONE besides the person assigned the puzzle piece can see, touch and move that puzzle piece at any time in the “Planning Area” and the “Grid Area”.
  • Pieces may NOT be exchanged –You must keep your piece at all times.
  • Pieces will be assembled properly (letters, symbols, numbers are the right way up)
  • Symbols match so that any two adjacent piece edges match the same symbol
  • The color symbols mark the edges of the puzzle (sometimes I leave this guideline out)
  • All planning and systemizing will be completed in the Planning Area
  • The group will have 60 minutes to plan, prepare, and develop a process for placing the Communicate This puzzle into the grid
  • Once 1 person steps into the “Grid Area” the 30 seconds for placing all the pieces properly in the grid starts.
  • For any violation of the guidelines the ethics board requires a penalty of 2 minutes removed from the planning time. You can choose to be a strict or forgiving of the rules as you choose. Observe how the teams and people choose to interpret the rules and use these observations for the processing and reflection.

Any questions? Your time starts NOW.”

Connections and Concepts:

Communicate this is a challenging activity. Expect yelling, confusion, and some chaos in the beginning.

For the team to complete the task a shared use of language for the symbols will be either formally or informally created. Some of the names of the symbols are not commonly known, for example ampersand. Additionally global team members may not know and have the same symbol and description; this creates a great discussion for the processing. This may / will create confusion and frustration for people who are working to solve the puzzle.

Pay attention to the group dynamics; are they all working together? Are they splitting into smaller teams? Are the smaller teams sharing information with the larger group? Who is keeping track of the time?

Once the team is all in place and they are ready to transfer the pieces to the grid, did they remember that once the 1st person crosses the line the 30 seconds for completion starts. Teams need to also plan for how they are going to move everybody in a sequence from the Planning Zone to the Grid Zone and place each piece correctly in the Puzzle Grid.

As you can see this is a multi process, situational leadership simulation.

Processing & Reflection:

Here are some ideas;

Show or list Great Team Dynamics Include;

Ask the people to break into groups of 4 to discuss and find areas in the initiative that match the Great Team Dynamics.

Following about 10-15 minutes of small group discussion ask the groups to share what they discussed.

Ask the group to split into 2 groups of 6 and to come up with an example from their work lives that is similar to Communicate This.

Allow each group to share the example, and then ask each group to create a solution based idea that can change and improve the example either team explained.

Possible questions for the group;

  • What was your initial reaction to the challenge?
  • On a scale of 0-5 0 being horrible and 5 being excellent where would you place the teams planning?
  • For the planning to be 1 to 2 numbers higher what would be different? How would you know? What would you notice in other people? What would they notice in you?
  • Did any leaders emerge?
  • How where disagreement dealt with?
  • In what ways is this like work, home, community, etc..?
  • How?
  • What can we learn from this?
  • How can these ideas be brought to the office, home, community, classroom?

Reference:

First saw a version when working at a Corporate Conference Center in Buffalo, NY. While co-facilitating a Global Corporate Team with Dave Davenport of DxM

Communicate This Puzzle;

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Communicate This Puzzle Grid;

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Michael Cardus is the founder of Create-Learning an experiential based consulting, facilitation, training and coaching organization. Leading to successful results in retention of staff talent, increased satisfaction with work, increased collaboration and information sharing within and between departments, increased accountability of success and failures, increased knowledge transfer, increased trust as well as speed of project completion and decision making of Leaders, Teams and Organizations.

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WHAT IS GAMESTORMING?

Think back to the last time you played a game. What was the game? Why did you choose to play? Was it a simple game like tic-tac-toe, or something more complex, like Monopoly, Scrabble or Chess? Or maybe it was a game of basketball? Did you play with friends? With family? Try to recapture the feeling you had as you played the game. How did it feel? Would you like to have more of that feeling at work?

Games come naturally to human beings. Playing a game is a way of exploring the world, a form of structured play, a natural learning activity that’s deeply tied to growth. Games can be fun and entertaining, but games can have practical benefits too.

This blog is about games designed to help you get more innovative, creative results in your work. We’ll show you not only how to play them but how to design them so they fit your own specific work goals.

 

REVIEWS

Chris Brogan video review of Gamestorming:

“Most organizations would welcome more innovation, a greater ability to change and a more fulfilling and fun culture for their employees. This book is probably the fastest and easiest – and most economical – way to make that happen.” Read the review at Research 2.0.

“If you are a business owner or manager who wants to look at things in a new way and sharpen innovation in your company or on your team, Gamestorming is an excellent resource for you.” Read the review in CanadaOne Magazine.

“If you’re a facilitator, corporate trainer, a team leader or in a creative role within a company, I’d say that this book will be valuable to you and that’s it’s worth checking out. A definite 8/10 and recommended.” Read the review at Broadcasting Brain.

“Gamestorming… teaches you how to fish, so to speak, instead of just giving you a formulaic set of rules and procedures. Best approach to game design writing I’ve ever read on the subject, flat out, this is really good stuff.” Read the review by Gregg Fraley.

“As I put the book down I find my mind racing, filled with a sense of excitement, eager to “play” the games that’ll create new ideas, solve problems and improve our business.” Read the review by Adam Davidson.

“Considering the actual “instruction” part of Gamestorming is only 52 pages, I took a crazy amount of notes as I read through it. Perhaps this speaks to the uniqueness of this book. Perhaps it’s a reflection of how many ideas it sparked for my own life and business. Regardless, I can comfortably say that it’s been a while since I so enjoyed reading a business book.” Read the review by Chris Taylor of Actionable Books.

“This is a really smart book. Buy it and it is going to come in handy for that next workshop you need to run. Just don’t forget to leave PowerPoint behind and bring pens and paper instead!” Read the review on Just a Tech blog.

“This is an unprecedented collection of tools and strategies that anyone can use to examine challenges deeply, explore new ideas, for performing experiments and testing hypotheses, and for generating new and creative insights and results.” Read the review on Innovation Tools.

 

ABOUT THE GAMESTORMERS

Dave Gray is the founder and chairman of XPLANE Corp., an information design consultancy serving Fortune 100, NGO and government clients around the world, and co-founder of Vizthink, a global community dedicated to the use of visualization in all forms of learning and communication. An artist, journalist and information designer, he is passionate about applied creativity.

Sunni (Sun) Brown is a social entrepreneur, best-selling author, keynote speaker, and expert meeting facilitator. She and her team have designed and led hundreds of multi-sensory group problem-solving sessions and she’s delivered countless interactive “playnotes” in environments around the world. She’s the author of Gamestorming and The Doodle Revolution and is currently authoring a book on collaboration as a force to unlock potential, strengthen relationships, and soften resistance to changeHer TED talk on doodling has drawn more than 1.6 million views on and her work has been featured in every major U.S. publication including The New York Times, The New York Post, The Wall Street Journal, Time Magazine, WIRED, and Entrepreneur, as well as being featured twice on CBS Sunday Morning and on The TODAY Show. She was named one of the “100 Most Creative People in Business” and one of the “10 Most Creative People on Twitter” by Fast Company ands she served as the Innovator-in-Residence for MURAL. Sunni has trained for thousands of hours in inner sciences including meditation, Mindfulness-Based Stress Reduction, Right Use of Power, and a potent mind-body practice called Internal Family Systems.

James Macanufo is a senior consultant who works with clients around the world using visualization to help them unravel complex challenges, develop solutions and implement change.

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Mapping Business Models

Business Model Workshop Netherlands

Globalization and the emergence of digital business have changed the playing field for everyone. New business models can now rapidly disrupt an entire industry by changing the way value is delivered to customers (Look how Apple’s iTunes strategy disrupted the music industry, for example). The Business Model Canvas, developed by Alex Osterwalder, is a tool that you can use to examine and rethink your company’s business model. We are very pleased to announce a knowledge game for examining your business model and exploring alternatives, developed by Alex himself, and shared here for the first time. Thanks Alex!

Objective of Play: Visualize a business model idea or an organization’s current and/or future business model in order to create a shared understanding and highlight key drivers.

Number of Players: 1-6 (depending on the objective). Works well individually to quickly sketch out and think through a business model idea or an interesting business portrayed in the press. To map an organization’s existing and/or future business model you should work in groups. The more diverse the group of players (marketing, operations, finance, IT, etc.), the more accurate the picture of the business model will be.

Duration of Play: Anywhere between 15 minutes for individual play (napkin sketch of a business model idea), half a day (to map an organization’s existing business model), and two days (to develop a future business model or start-up business model, including business case).

Material required: Mapping business models works best when players work on a poster on the wall. To run a good session you will need:

How to Play: There are several games and variations you can play with the Business Model Canvas Poster. Here we describe the most basic game, which is the mapping of an organization’s existing business model (steps 1-3), it’s assessment (step 4), and the formulation of improved or potential new business models (step 5). The game can easily be adapted to the objectives of the players.

  1. A good way to start mapping your business model is by letting players begin to describe the different customer segments your organization serves. Players should put up different color sticky notes on the Canvas Poster for each type of segment. A group of customers represents a distinct segment if they have distinct needs and you offer them distinct value propositions (e.g. a newspapers serves readers and advertisers), or if they require different channels, customer relationships, or revenue streams.
  2. Subsequently, players should map out the value propositions your organization offers each customer segment. Players should use same color sticky notes for value propositions and customer segments that go together. If a value proposition targets two very different customer segments, the sticky note colors of both segments should be used.
  3. Then players should map out all the remaining building blocks of your organization’s business model with sticky notes. They should always try to use the colors of the related customer segment.
  4. When the players mapped out the whole business model they can start assessing its strength and weaknesses by putting up green (strength) and red (weakness) sticky notes alongside the strong and weak elements of the mapped business model. Alternatively, sticky notes marked with a “+” and “-” can be used rather than colors.
  5. Based on the visualization of your organization’s business model, which players mapped out in steps 1-4, they can now either try to improve the existing business model or generate totally new alternative business models. Ideally players use one or several additional Business Model Canvas Posters to map out improved business models or new alternatives.

Strategy: This is a very powerful game to start discussing an organization’s or a department’s business model. Because the players visualize the business model together they develop a very strong shared understanding of what their business model really is about. One would think the business model is clear to most people in an organization. Yet, it is not uncommon that mapping out an organization’s business model leads to very intense and deep discussions among the players to arrive at a consensus on what an organization’s business model really is.

The mapping of an organization’s existing business model, including its strengths and weaknesses, is an essential starting point to improve the current business model and/or develop new future business models. At the very least the game leads to a refined and shared understanding of an organization’s business model. At its best it helps players develop strategic directions for the future by outlining new and/or improved business models for the organization.

Variations: The Business Model Canvas Tool can be the basis of several other games, such as games to:

  • generate a business model for a start-up organization
  • develop a business model for a new product and/or service
  • map out the business models of competitors, particularly insurgents with new business models
  • map out and understand innovative business models in other industries as a source of inspiration
  • communicate business models across an organization or to investors (e.g. for start-ups)
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What is a knowledge game?

What is a knowledge game?, originally uploaded by dgray_xplane.

Games and play are not the same thing.

Imagine a boy playing with a ball. He kicks the ball against a wall, and the ball bounces back to him. He stops the ball with his foot, and kicks the ball again. By engaging in this kind of play, the boy learns to associate certain movements of his body with the movements of the ball in space. We could call this associative play.

Now imagine that the boy is waiting for a friend. The friend appears, and the two boys begin to walk down a sidewalk together, kicking the ball back and forth as they go. Now the play has gained a social dimension; one boy’s actions suggest a response, and vice versa. You could think of this form of play as a kind of improvised conversation, where the two boys engage each other using the ball as a medium. This kind of play has no clear beginning or end: rather, it flows seamlessly from one state into another. We could call this streaming play.

Now imagine that the boys come to a small park, and that they become bored simply kicking the ball back and forth. One boy says to the other, “Let’s take turns trying to hit that tree. You have to kick the ball from behind this line.” The boy draws a line by dragging his heel through the dirt. “We’ll take turns kicking the ball. Each time you hit the tree you get a point. First one to five wins.” The other boy agrees and they begin to play. Now the play has become a game; a fundamentally different kind of play.

What makes a game different? We can break down this very simple game into some basic components that separate it from other kinds of play.

Game space: To enter into a game is to enter another kind of space, where the rules of ordinary life are temporarily suspended and replaced with the rules of the game space. In effect, a game creates an alternative world, a model world. To enter a game space, the players must agree to abide by the rules of that space, and they must enter willingly. It’s not a game if people are forced to play. This agreement among the players to temporarily suspend reality creates a safe place where the players can engage in behavior that might be risky, uncomfortable or even rude in their normal lives. By agreeing to a set of rules (stay behind the line, take turns kicking the ball, and so on), the two boys enter a shared world. Without that agreement the game would not be possible.

Boundaries: A game has boundaries in time and space. There is a time when a game begins – when the players enter the game space – and a time when they leave the game space, ending the game. The game space can be paused or activated by agreement of the players. We can imagine that the players agree to pause the game for lunch, or so one of them can go to the bathroom. The game will usually have a spatial boundary, outside of which the rules do not apply. Imagine, for example, that spectators gather to observe the kicking contest. It’s easy to see that they could not insert themselves between a player and the tree, or distract the players, without spoiling, or at least, changing, the game.

Rules for interaction: Within the game space, players agree to abide by rules that define the way the game-world operates. The game rules define the constraints of the game space, just as physical laws, like gravity, constrain the real world. According to the rules of the game world, a boy could no more kick the ball from the wrong side of the line than he could make a ball fall up. Of course he could do this, but not without violating the game space – something we call “cheating.”

Artifacts: Most games employ physical artifacts; objects that hold information about the game, either intrinsically or in their position. The ball and the tree in our game are such objects. When the ball hits the tree a point is scored. That’s information. Artifacts can be used to track progress and maintain a picture of the game’s current state. We can easily imagine, for example, that as each point is scored the boys place a stone on the ground, to help them keep track of the score – another kind of information artifact. The players are also artifacts in the sense that their position can hold information about the state of a game. Compare the position of players on a sporting field to the pieces on a chess board.

Goal: Players must have a way to know when the game is over; an end state that they are all striving to attain, that is understood and agreed to by all players. Sometimes a game can be timed, as in many sports, such as football. In our case, a goal is met every time a player hits the tree with the ball, and the game ends when the first player reaches five points.

We can find these familiar elements in any game, whether it be chess, tennis, poker or ring-around-the rosie. On reflection, you will see that every game is a world which evolves in stages, as follows: Imagine the world, create the world, enter the world, explore the world, leave the world.

THE EVOLUTION OF THE GAME WORLD

1. Imagine the world. Before the game can begin you must imagine a possible world. The world is a temporary space, within which players can explore any set of ideas or possibilities.

2. Create the world. A game world is formed by giving it boundaries, rules, and artifacts. Boundaries are the spatial and temporal boundaries of the world; its beginning and end, and its edges; Rules are the laws that govern the world; and artifacts are the things that populate the world.

3. Enter the world. A game world can only be entered by agreement among the players. To agree, they must understand the game’s boundaries, rules and artifacts; what they represent, how they operate, and so on.

4. Explore the world. Goals are the animating force that drives exploration; they provide a necessary tension between the initial condition of the world and some desired state. Goals can be defined in advance or by the players within the context of the game. Once players have entered the world they can try to realize their goals within the constraints of the game-world’s system. They can interact with artifacts, test ideas, try out various strategies, and adapt to changing conditions as the game progresses, in their drive to achieve their goals.

5. Leave the world. A game is finished when the game’s goals have been met. Although achieving a goal gives the players a sense of gratification and accomplishment, the goal is not really the point of the game so much as a kind of marker to ceremonially close the game space. The point of the game is the play itself, the exploration of an imaginary space that happens during the play, and the insights that come from that exploration.

Imagine the world, create the world, enter the world, explore the world, and leave the world.

A knowledge game is a game-world created specifically to explore and examine business challenges, to improve collaboration, and generate novel insights about the way the world works and what kinds of possibilities we might find there. Game worlds are alternative realities, parallel universes that we can create and explore, limited only by our imagination. A game can be carefully designed in advance, or put together in an instant, with found materials. A game can take 15 minutes or several days to complete. The number of possible games, like the number of possible worlds, is infinite. By imagining, creating and exploring possible worlds, you open the door to breakthrough thinking and real innovation.

We are writing a book about knowledge games. What games are you practicing in your workplace? What kinds of experiences have you had? Please leave a comment and share them with us!

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“Design games” by Donna Spencer

Information Architect and Interaction Designer Donna Spencer practices knowledge games as part of her work. She calls them design games, which she describes as having these four essential characteristics:

1. They are fun, involving play to promote creativity.

2. They are hands-on, about making ideas real, not just talking about them.

3. They are useful, as opposed to the dreaded team-building exercise.

4. They are structured: they have goals and are planned so the goal is met.

Here’s a list of Donna’s design games:

The 4 C’s is a game that breaks down a problem into four quadrants: Components, Characteristics, Challenges and Characters.

Card sorting is a method for breaking down information into modular units and organizing the units into groups and subgroups.

Design slam is a way to quickly generate design ideas, and improve team dynamics, by breaking a group into small design teams.

Design the box is a game for thinking through features and benefits of any product or service. Design the homepage is a variation on “Design the box” to identify features and design ideas for a website or web application.

Divide the dollar is a game for apportioning features or resources based on value. It has some similar dynamics to Aaron Williamson’s Scenario Slider.

Freelisting is a method for quickly generating lists on a topic or category.

Idea Cards is a game for generating new thinking. It reminds me of Brian Eno’s Oblique Strategies card deck, which is also now available as an excellent iPhone app.

Reverse it! is a game that asks teams to solve the opposite problem as a way to finding novel solutions.

Role play is a way to work through and experience scenarios.

Scavenger hunt is a game for exploring the usability of a system or web site, where people are given a list of features or other elements to find in a limited time.

Here’s the full list of Donna’s games, with descriptions and a link to the site for more information.

What do you think? Have you tried any of these games, or something similar? What kinds of game-like practices have you employed in your work?