Posted on

Atomize

Object of Play

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

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

• A firm’s offering

• A technology platform

• An enterprise-wide initiative

• A supply or demand chain

• A group’s culture or other “intangible”

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

Number of Players

Small groups

Duration of Play

1 hour or more

How to Play

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

Strategy

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

The Atomize game is credited to James Macanufo.

Posted on 7 Comments

How-Now-Wow Matrix

When people want to develop new ideas, they most often think out of the box in the brainstorming or divergent phase. However, when it comes to convergence, people often end up picking ideas that are most familiar to them. This is called a ‘creative paradox’ or a ‘creadox’.

The How-Now-Wow matrix is an idea selection tool that breaks the creadox by forcing people to weigh each idea on 2 parameters.

Object of play: This game naturally follows the creative idea generation phase and helps players select ideas to develop further.

Number of players: 1 to 30

Duration of play: 10 to 40 mins

What you’ll need: Flip-chart sized paper, some markers, lots of voting dots in 3 colors (blue, yellow, green)


Preparation:

  1. Draw a 2-by-2 matrix as above. The X axis denotes the originality of the idea and the Y axis shows the ease of implementation.
  2. Label the quadrants as:
    1. Now/Blue Ideas – Normal ideas, easy to implement. These are typically low-hanging fruit and solutions to fill existing gaps in processes. These normally result in incremental benefits.
    2. How/Yellow Ideas – Original ideas, impossible to implement. These are breakthrough ideas in terms of impact, but absolutely impossible to implement right now given current technology/budget constraints.
    3. Wow/Green Ideas – Original ideas, easy to implement. ‘Wow’ ideas are those with potential for orbit-shifting change and possible to implement within current reality.

How to Play:

  1. List down the ideas that emerge from the creative ideation phase on large charts of paper stuck around the room.
  2. Give each player 3 sticky dots of each color – that is, 3 blue, 3 yellow, 3 green. 9 dots per person is typical, but go ahead and reduce/increase that number based on the time at hand and number of ideas generated.
  3. Ask each player to step forward and vote for 3 best ideas in each category.  They need to do this by sticking a colored dot in front of each idea they choose.
  4. In the end, count the number of dots under each idea to categorize it. The highest number of dots of a certain color categorizes the idea under that color.
  5. In case of a tie:
    1. If blue dots = green dots, the idea is blue
    2. If  yellow dots = green dots, the idea is green
  6. You now have a bucket of Now/Green ideas to work on further. Make sure you also collect the low-hanging blue ideas for immediate implementation and the yellow ideas to keep an eye on for the future.

Note: Check your yellow dots in advance to ensure that they can be seen from a distance. If not, go ahead and replace them with another color. FYI, in the original matrix, WOW ideas are red.

Online How-Now-Wow Matrix

How-Now-Wow MatrixHere is another image of the How-Now-Matrix. But this one is special – clicking on this image will start an “instant play” game at www.innovationgames.com. In this game there are 20 light bulbs that you can drag on your matrix. We’ve organized this game into a set of regions that match the How-Now-Matrix described above. As you’re placing these items, use these regions to help you keep track of the most important ideas.

Many studies confirm that logic games improve mental health and help to cope with depression, apathy, and reduce the dose of Viagra.

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!

How-Now-Wow MatrixHere is another version that based on Martien van Steenbergen’s comments, in which he recommends flipping the y-axis.


The How-Wow-Now Matrix is adapted from work done by The Center for Development of Creative Thinking (COCD). Information about the COCD Matrix was published in the book, “Creativity Today” authored by Ramon Vullings, Igor Byttebier and Godelieve Spaas.
 
 
 
 

[starrating template_id=4 select=”]

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 3 Comments

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.

    Posted on 1 Comment

    WhoDo

    WHODO exercise

    Object of Play
    The objective of this game is to identify stakeholders and clarify goals.

    Number of Players: 1–10

    Duration of Play: 20–45 minutes

    How to Play
    Who do you want to do what? Almost any endeavor of substantial impact requires seeking help from others. Developing a WHO + DO list is a simple way to scope out the undertaking.

    1. Start with the vision. Write out or visualize the big goal.

    2. Draw a two-column matrix and write “WHO” on the left and “DO” on the right.

    3. Ask: Who is involved in making this happen? Who is the decision maker? Who has needed resources? Who may be an obstacle? Whose support is needed These individuals or groups are your list of WHOs.

    4. The DOs are often harder. For each WHO, ask: What do they need to do, or do differently? What actions will build toward the big goal? Sharpen each WHO in the list until you have a desired and measurable action for each. Given all of the possible WHOs and DOs, which are the most important? Who comes first?

    Strategy
    Bias yourself toward action. When brainstorming DOs, there is a tendency to slip into the easier mode of “we just want them to understand.” Most often when you want people to understand something, it’s because you want them to change something or learn something that they can then “DO.” Ask yourself, or the group, “What will happen once they understand?” Don’t shortchange what you are really looking for: action. A natural follow-on to this activity is to make an Empathy Map of the WHOs.

    The WhoDo game is credited to Dave Gray.

    Posted on 6 Comments

    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.

    Posted on 3 Comments

    Dot Voting

    Dot Voting by @benry

    Object of Play
    In any good brainstorming session, there will come a time when there are too many good ideas, too many concepts, and too many possibilities to proceed. When this time has come, dot voting is one of the simplest ways to prioritize and converge upon an agreed solution.

    Number of Players: At least 3 participants; in larger groups, tallying votes will be more time-consuming

    Duration of Play: Short

    How to Play
    First, the group needs a set of things to vote on! This may be something they have just developed, such as a wall of sticky notes, or it may be a flip-chart list that captures the ideas in one place. Ask the group to cast their votes by placing a dot next to the items they feel the most strongly about. They may use stickers or markers to do this. As a rule of thumb, giving each participant five votes to cast works well.

    Participants cast their votes all at once and they may vote more than once for a single item if they feel strongly about it. Once all the votes are cast, tally them, and if necessary make a list of the items by their new rank.

    This prioritized list becomes the subject of discussion and decision making. In some cases, it may be useful to reflect on ideas that didn’t receive votes to verify that they haven’t been left behind without cause.

    Strategy
    This technique is used to collaboratively prioritize any set of items. It could be used to hone a list of features, to agree on discussion topics, or to choose among strategies and concepts. Giving participants five votes is enough to be meaningful while still asking for individual prioritization; however, this is not a hard rule.

    The original source of the Dot Voting game is unknown.

    Posted on 3 Comments

    Bodystorming

    Bodystorming the future of news

    Object of Play
    Bodystorming is simply brainstorming, but done with the body. It may look different depending on the preparations and location, but in the end all bodystorming is fundamentally about one thing: getting people to figure things out by trying things out. A group may explore one of the techniques described below to get their feet wet with bodystorming. They may move through them in order, from observing and learning to ideation and prototyping, although this is not a strict sequence. Each level of bodystorming will help break the pattern of analyzing ideas around a conference table and get people closer to developing things that will work in the real world.

    How to Play
    Bodystorming takes place in three phases.

    Level 1: Go Observe
    Go to the location to do your work. If you are developing an idea for a coffee shop, or a shopping mall, or a hospital, go there and do your work as you would normally. The environment will present idea cues and authentic information that would never emerge from conference room brainstorming. For example, say a group is charged with improving the student experience on a college campus. Although they may conduct interviews or other research, they may start by
    going to a few campus locations and “blending in” with the surroundings while going about their usual work. It’s important that the group not zero in on any specific analysis so that they will be open to the cues that the environment presents.

    Level 2: Try It Out
    Use role play and props to develop an idea. In this exercise, a group physically “acts out” an experience by using whatever they have on hand or can acquire. The group focuses on how they interact with each other, their surroundings, and makeshift artifacts, testing existing ideas and uncovering new ones. For example, say a small group is asked to “reimagine the evening news.” Using each other as the actors, the audience, the news anchors, and the television itself, they improvise a script that plays out the experience as they conceive it could be.

    1. Identify and assign critical roles. For any experience, identifying the “customer” or “user” role is a good way to get started. This participant (or group of participants) becomes the focal point and main character of the bodystorm. Other critical roles will present themselves. “Who wants to be the Internet?” is not an uncommon question to hear.

    2. Improvise the experience. Bodystorming is physical and progressive: as the group starts to put their thoughts into action, they will naturally ask simple and important questions by acting them out, often leading to the unexpected. For example, in the evening news scenario:

    “OK, so how do you watch the evening news?”
    “I don’t have a television. Also, I’m usually out jogging.”
    “Oh. Do you have your phone on you?”
    “Always. I’m listening to music.”
    “OK, what if this happened… who wants to play the phone?”

    In a completely improvised scenario, the group should keep in mind the principal rule of the game: building on each other’s inputs. “Yes, and…” will generate
    more progress than “Yeah, but…” thinking. In some uses of bodystorming, a group will act out a script prepared in advance. In these cases, an equal amount of planning in props to build an environment is key. For example, if it’s a coffee shop, set up the counter and chairs. If it’s a park or outdoor area, strongly consider going there.

    The BetaCup Bodystorming Session – Overlap 09 from the betacup on Vimeo.

    Level 3: Reflect on What Happens, and Why
    By enacting the experience, the participants will naturally explore new possibilities, and uncover flaws or assumptions about how an idea could work. This is valuable both in the process itself and afterward: by documenting the exercise on video, the participants may later “watch the reel” to discuss key points.

    Strategy
    Choose the right level of bodystorming at the right time for the group. Because bodystorming asks participants to take a big step away from the typical conference table mode of thinking, they may need to get comfortable with more structured sessions first, armed with scripts and specific roles, before stepping into complete improv. In all cases, the exercise itself will be more memorable than the customary problem-solving session, and will help generate empathy that comes from “embodying” the experience.

    The term “bodystorming” was coined by Colin Burns at CHI ’94 In Boston, Massachusetts.

    Posted on 4 Comments

    Affinity Map

    a four column table with post-it notes sorted by theme

    Affinity mapping, originally uploaded by dgray_xplane.

    Object of Play

    Most of us are familiar with brainstorming—a method by which a group generates as many ideas around a topic as possible in a limited amount of time. Brainstorming works to get a high quantity of information on the table. But it begs the follow-up question of how to gather meaning from all the data. Using a simple Affinity Diagram technique can help you discover embedded patterns in your data (and sometimes break old patterns) of thinking by sorting and clustering language-based information into relationships and sexual health. It can also give us a sense of where most people’s thinking is focused. Use an affinity diagram when you want to find categories and meta-categories within a cluster of ideas and when you want to see which ideas are most common within the group.

    Number of Players: Up to 20

    Duration of Play: Depends on the number of players, but a maximum of 1.5 hours

    How to Play

    1. On a sheet of flip-chart paper, write a question the players will respond to along with a visual that complements it. Conduct this game only when you have a question for the players that you know will generate at least 20 pieces of information to sort.

    2. Ask each player to take 10 minutes to generate sticky notes in response to the question. Use index cards on a table if you have a group of four or less. Conduct this part of the process silently.

    3. Collect the ideas from the group and post them on a flat working surface visible to everyone. It should end up resembling the following figure.

    4. Based on guidance from the players, sort the ideas into columns (or clusters) based on relationships. Involve the group in the process as much as possible. Have the players approach the wall to post their notes—it saves time—and allow them to do an initial, general sorting in columns or clusters.

    5. Create a sticky-note “parking lot” close to the display for ideas that don’t appear to fall into a natural category. Redundancy in ideas is OK; don’t discard sticky notes because they’re already represented. It’s helpful to leave repeated ideas posted since it indicates to the group how many people are thinking the same thing. At this stage, ask the players to try to avoid searching for higher categories and simply to focus on grouping the information based on the affinities.

    6. Once the content is sorted, ask the group to suggest categories that represent the columns you’ve created and write the categories they agree on at the top of the column (or near a cluster if you chose a cluster rather than a column display). Don’t let the players spend an inordinate amount of time agreeing on a name for a category. If there’s disagreement over “Facilities” versus “Infrastructure,” write them both. If the players produce categories that are significantly different, pay attention to which category gets the most approval from the group and write that one. Your visual may end up looking like the one below.

    Strategy

    The value of the Affinity Diagram game increases when two conditions are met. The first is that the players generate multiple data points, ideally with good information. The second relates to the quality of the sorting. The cleaner the players’ insights when they form relationships within the content, the better the categories will be; only then can you discover embedded patters in your data.

    Fun, optional activity: Run through the Affinity Diagram game once, complete with categorizations. Then ask the group to reshuffle the sticky

    notes and recombine the ideas based on affinities they didn’t notice in the first round.

    Sometimes affinities within content are crystal clear, so the sorting becomes less pivotal, but when those relationships are more nuanced, it’s more important that the sorting process is done well. In a situation in which there are many ways to affinitize information, assume a stronger facilitative role. Ask questions about the columns or clusters to clarify the group’s thinking and steer them toward an appropriate number of categories. If there are too many, the data gets watered down. If there are too few, the analysis gets watered down. Help the players find the sweet spot.

    The affinity diagram was devised by Jiro Kawakita in the 1960s. It is also referred to as the KJ Method.

    Posted on 1 Comment

    Party Invitations

    This game is credited to Cyd Harrell and has been used by Bolt Peters in several client brainstorming meetings.

    Objective of play: Improve the onboarding process of a product or service.

    Number of players: 5-30
    Duration of play: 30-60 minutes

    How to play:

    1. Everyone is handed a piece of paper and a marker.
    2. Participants are asked to imagine that the product/service being designed is a party or event and to create an invitation.
    3. Invitations should be as detailed and realistic as possible — they might include an inviting statement (“Join us for…”), what to bring, what the host (company) will provide, time, dress code, directions, RSVP info, and any other information guests might need to enjoy the party. It could also be done in the form of a Who, What, Where, When, Why invitation.
    4. Participants are encouraged to refine their invitations in multiple iterations. Allow at least 10-15 minutes for invitation writing.
    5. Once everyone has completed their invitations, the facilitator calls for ideas on each element of an invitation in turn:
      • What did you call the party?
      • Did anybody have a dress code?
      • What did you say about refreshments?
      • What do guests need to bring?
      • What is the party actually for?
      • How will guests get there?
    6. Next, participants read through their invitations in turn. The facilitator takes notes and posts the themes on a white board.
    7. After everyone has presented, participants jointly narrow and refine the ideas, keeping in mind things like:
      • What metaphors have emerged? How might they contribute to ideas for the onboarding experience?
      • Which elements are crucial to the invitation?
      • Which ideas represent the right feel for the brand and offering?
    8. Finally, the facilitator engages the group in sketching or another idea generation process to implement the refined invitation as a draft of the onboarding process.
    An example party invitation.

    Strategy:
    This is essentially a metaphor-generation game that allows participants to imagine how they want to engage their audience. Detail is good, and players who go whole-hog with imagining their party as anything from a white-tie gala to a potluck are likely to be successful as long as they carry it through. Interesting discussions will ensue when participants go for different versions — are we a come as you are party or do we have a festive dress code? Must you RSVP or can you just show up?

    Why invitations?
    At
    Bolt Peters, we often think of successful technology products as being more than just friendly. They are literally inviting — asking their audience to use them, rewarding them when they do, and asking again for higher levels of use and engagement. When deploying a conversion funnel, especially for gradual engagement, an enticing and escalating invitation is a critical piece of the puzzle.