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Here, There, Everywhere

Reflections from a recent Expedition

We’ve all attended a meeting, taken a course, or read an article that moved us no further than to pique our interest. Putting new insights into action is the payoff for attention spent. And we multiply that payoff if we take a moment to reflect on a more broad understanding of the concept or technique we found so interesting.

Objective of play

Here, There, Everywhere emerged so that workshop participants might detail – sometimes in front of the room, sometimes just to themselves – how they will change their behavior once they return to work.

Source

Here, There, Everywhere was created by David Mastronardi and Eric Wittenberg

Number of Players

Everyone in the meeting

Duration of Play

3 – 5 minutes for reflection and commitments

+10 minutes for sharing and discussion

Material Required

  • Content to review (a wall of post it, digital canvases, notes taken, a…powerpoint presentation?!)
  • Post-it notes (digital or analog)

How to Play

  1. Begin by telling your particpiants you’re going to take a moment to reflect and crystalize a learning from the material you just covered.
  2. Ask them to take a moment to go back and review whatever that material is, so that the content is once again fresh.
  3. After the review, have each participant then capture the following, one per post-it note:
    1. Here something in our time together that caught your attention, piqued your curiosity or, at the very least, you noticed. It might be a game, a comment from a fellow participant, a concept, a visual framework, etc… 
    2. There how you might take that specific example and implement it at work or in your personal life. Bring in as much detail as you can to make for easy implementation; imagine your future self doing it and the outcome it generates.
    3. Everywhere would be a generalized interpretation of this thing that would allow for more universal application – an underlying principle absent context
  4. Optional: Break participants into small groups to discuss their reflections. After the breakout, ask the group to share their reflections.

An example, from one of our training Expeditions:

  • HereSquiggle Birds quickly and simply helps adults overcome feelings of fear and inadequacy related to drawing
  • There: In next month’s workshop with the product team I’m going to add Squiggle Birds to the agenda
  • Everywhere: Workplace norms and culture keep drawing from being more widely adopted; people mistake this for lack of ability. This falsehood is easily overcome with a simple game. I wonder what other false narratives our culture promotes and how they might be addressed?

Strategy

It’s a common meeting pitfall to either rush or entirely forego the closing phase. In some meetings, closing refers to making decisions and commitments as a team, or identifying next steps and action items. In other meetings, closing is an opportunity to reflect on what just happened and find meaning in personal development. You might use Here, There & Everywhere in either case; but however you close, give it the time it deserves.

Related Games

Here, There and Everywhere can be used after any game or meeting.

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JourneyFolio

JourneyFolio's timeline slide homepage. The timeline is segmented into four categories, Personal Highlights, Education and Learning, Side Projects and Professional Path
Raquel’s JourneyFolio timeline page

Looking for a job can be stressful. The many unknowns keep us guessing. Even when it’s updated, our resume or CV feels inadequate, incompletely representing who we are. Companies require them, but they’re often too sterile; we want to share in more dimensions the projects we’ve done, our skills and abilities and the little details that make us us. We want to tell our story.

Objective of play

JourneyFolio is a framework that can help you structure your journey and portfolio, putting your own narrative on it.

The structure was designed on Google Slides (take a look at the tutorial and have full access here). This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License because you should have have total freedom to explore this framework as you wish by using the same license.

Source

JourneyFolio was designed and created by Raquel Félix. You can see her JourneyFolio here, and watch her talk about it in this video interview.

Number of Players

Of course, this is your JourneyFolio but it might be helpful to involve others:

  • involve others who have interest in updating their resume; this might be a good activity to do together
  • JourneyFolio reaches beyond the typical boundaries of a standard CV or resume; you might want to involve family, friends, classmates and colleagues who know you well to help fill out your swim lanes.

Duration of Play

Anywhere from a few hours to a few weeks; take your time to get JourneyFolio right. Tell the story you want to tell by including all your life hilights replete with documented evidence: pictures, quotes and links. It might take some time to pull it all together. JourneyFolio is never quite complete.

Material Required

  • Google Slides (preferred) or other presentation software with inter-slide linking capabilities
  • Artifacts of your highlights and achievements: photos, certificates, plaques, badges, ribbons, medals, resume, CV, yearbooks, scrapbooks, journals, notebooks, report cards,
  • Your mom might prove useful

How to Play

Your JourneyFolio timeline grid
  1. It starts with a timeline in a grid where you can draw different layers, for example:
    1. Personal Highlights – This is challenging! Here, you get to tell personal things that you think can help others to better understand your B side. Remember all those adjectives that we like so much to put on the curriculum: “I’m creative, collaborative, a fighter, a this, a that…”. Choose some nice episodes and put it in words and pictures. 
    2. Education and Learning – Yes, it’s about school, college, university, but it’s not just that. You can add any type of extra learnings (relevant seminars, masterclasses, MOOCs, a lecture…) or extra activities during your schooling (which you consider to be important learning moments).
    3. Side Projects – A blog, a hidden music career, volunteering, cooking for others, pop-up parties, a flashmob, a beautiful video you made to your friends, landscape photography… so many things (choose the ones that you really like and share them by telling a story). 
    4. Professional Path – All the places that you’ve been as a worker. Maybe you’ve changed a thousand times (I had ?), maybe you’ve been working in the same place for centuries (you must have a good reason), it doesn’t matter. Share your actions, thoughts, projects, and what was your role in each one of them. It’s more about you than it is about the job, keep that in mind.
  2. Fill in the slides with all the stories of each corresponding moment in the timeline grid. On each slide, you have a HOME button, this will allow you to return to the main timeline grid – you just add a hyperlink to your home page – see the hyperlink tutorial for Google Slides. 
a quadrant of different template types color coded to match the timeline homepage
Match your slide template colors to the layers you use on your timeline
  1. It’s time to add some colour to your timeline grid! Start by identifying with a sphere (or not… you can use emoji, squares, you name it) the stories that you wrote for each moment. 
  2. Add a hyperlink to each specific point (relate it to the slide that connects the story to the point). 
  3. That’s it! Now it’s up to you, explore your own JourneyFolio freely (you can take a look at Raquel’s JourneyFolio for some extra inspiration).

Strategy

Research shows recruiters look at your resume for an average of 7.4 seconds. This necessary document might get you an interview but will not set you apart from the competition. JourneyFolio lets you easily communicate a more complete story in an elegant format sure to leave an impression. You don’t need to be a capital C creative to have a portfolio; built on Google Slides JourneyFolio opens up this document to anyone who wants one.

Related Games

Adapt these games to spark your memory:

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Choose your words wisely

Humans live in language. It defines what we do, how we do it, and why we do it. Language is the bedrock of our cultures and societies. As with fish in water, we go about our daily business without paying much attention to the language around us and how it influences us. Information architect and author, Jorge Arango developed Semantic Environment Mapping years ago to make visible the everyday language through which we so naively swim.

 

A completed Semantic Environment Canvas
A completed canvas

Object of Play
The Semantic Environment Canvas will help you understand the language, rules, and power dynamics that make it possible for people to accomplish their purposes in particular situations—or hinder them from doing so.

Number of Players
1-6 players.

If you have more than six people, consider breaking them into groups and assigning separate environments to each group.

Duration of Play
20 minutes – 40 minutes

Materials Required
To run a good session, you will need:

  • A large print of the Semantic Environment canvas. Preferably on A0 size. A1 – A3 will do the job. Downloadable here
  • Flip chart paper with adhesive backing
  • Duck tape
  • Sticky notes of different colors
  • Markers and pens
  • Camera to capture the results
  • It may be helpful to read more about Semantic Environments in Jorge’s blog posts here and here

How to Play

  1. Print out the Semantic Environment canvas on a large sheet of paper and hang on a wall with the duck tape. (It’s easiest if you do this exercise using sticky notes — especially if you’re collaborating with others.)
  2. Inform the players we’ll be filling out canvas sections one-at-a-time. For each section we will individually brainstorm and then conduct a group conversation.
  3. Facilitation tip – if an insight or thought aligns better to another section of a canvas simply place it in the appropriate section and return to it at a later time, i.e. do not discard it because it was in the “wrong” section

The Environment

  1. Ask the players to take 2 – 3 minutes to brainstorm characteristics of the environment. As prompts, ask them to consider the following:
    • What is the general area of discourse we are designing for?
    • Does it employ the language of law? commerce? religion? Etc.
    • What are the intended purposes of this environment?
    • What are the environment’s key terms, including its basic metaphors?
  2. Discuss as a group and agree on a name for the environment. The name should be clear, but also compelling; you want the language to come alive!
  3. Write the name on the canvas.

The Actors

  1. Now let’s think about the actors in the environment. Inform the group these could be individuals, but they can also be roles or groups within an organization. (More than two actors can participate in a semantic environment. For the sake of simplicity this canvas focuses only on two. You can print out additional canvases to map other relationships.)
  2. Ask the group to individually brainstorm all the actors or roles they envision in the situation. Brainstorming prompts:
    • Who are the people performing within the semantic environment?
    • How well do they know the environment’s rules?
    • How well do they know the environment’s language?
  3. After 2-3 minutes, ask the group to discuss their thoughts. From the discussion, have the group choose and name Actor A and Actor B; fill in the canvas.
  4. Ask the group to discuss the relative power of each actor in the situation. Are they peers, or is one actor more powerful than another? How do the actors experience their power differentials?
  5. Fill in the Power Relationship section of the canvas.

Their Goals

  1. Move to the goals section of the canvas. Ask to the players to individually brainstorm why they think the actors might participate in this environment; write one thought per sticky note. Begin with Actor A. After a few minutes, ask the players to focus on Actor B. Some prompts for the brainstorm:
    • Why are they having this interaction?
    • What do they expect to get out of it?
    • How will they know when they’ve accomplished it?
  2. After the brainstorm, ask each player to present their ideas by placing their sticky notes on the canvas. After all players have presented their ideas, let the group discuss.

The Rules

  • Now let’s consider the rules that govern the situation. Explain to the players that these rules can be spoken or unspoken.
  • Ask to the players to individually brainstorm the rules for each Actor; write one rule per sticky note. Begin with Actor A. After a few minutes, ask the players to focus on Actor B. Brainstorm prompts:
    • Are the actors expected to behave in some ways?
    • Are there behaviors the actors are expected to avoid?
    • What happens when they don’t follow the rules? (Does the communication break down entirely? Or do they shift to another semantic environment?)
  • After the brainstorm, ask each player to present their ideas by placing their sticky notes on the canvas. After all players have presented their ideas, let the group discuss.

The Key Words

  1. Move on to the Key Word section of the canvas. Ask the players to consider the key words the actors use in the situation. Explain: All semantic environments have what Neil Postman called a technical vocabulary: words that have special meaning within this environment.
  2. Ask to the players to individually brainstorm the Key Words for each Actor; write one per sticky note. Begin with Actor A. After a few minutes, ask the players to focus on Actor B. Brainstorm prompts:
    • What are the environment’s basic terms?
    • What metaphors could apply to this environment?
  3. After the brainstorm, ask each player to present their ideas by placing their sticky notes on the canvas. After all players have presented their ideas, let the group discuss. Group discussion prompt:
    • Who controls the environmental metaphors?
    • Do both actors share an understanding of what these words mean?
    • Who or what is in charge of maintaining the definitions?

The Touchpoints

  1. Move on to the Touchpoints section of the canvas. As the players to consider the key touchpoints that allow the communication to happen.
  2. Ask to the players to individually brainstorm the touchpoints for each Actor; write one per sticky note. Begin with Actor A. After a few minutes, ask the players to focus on Actor B. Brainstorm prompts:
    • Do the actors meet in person?
    • If so, do they have to be in a special physical environment?
    • If they meet remotely, are there particular technologies involved?
    • What is the mood surrounding the touchpoint?
  3. After the brainstorm, ask each player to present their ideas by placing their sticky notes on the canvas. After all players have presented their ideas, let the group discuss.

The Analysis

Now that the canvas is complete, you can analyze relationships between different sections and discuss their implications.
Questions to help make sense of it all:

  • Is there potential for ambiguity over what sort of environment this is? What can create such confusion?
  • What are the purposes that are actually being achieved by the way this environment is currently organized?
  • Is there a difference between what is intended and what is being achieved?
  • Are there contradictions in purpose between the environment and its sub-environments?

Tips for visualizing the analysis:

  • Draw arrows between sticky notes to clarify relationships around words, rules, goals, and so on.
  • Use colored stickies to represent whether certain words, goals, rules, etc. help (green) or hinder (red) the actor’s goals.
  • Identify and explore related semantic environments. In a single process (for example, a sales pipeline) one actor may transverse various environments as he or she interacts with other actors. Also, semantic environments can be nested: some environments contain sub-environments where language and rules become ever more specialized.
  • Pin up multiple semantic environment maps next to each other; this can help you spot situations in which the same words appear under different guises or with different meanings.

Strategy
When collaborating, people must be clear they’re using language in the same ways. However, they often take the words they use for granted; they don’t question their meaning. Other collaborators may understand them differently.
Mapping the semantic environment clarifies the language people use and the expectations they bring to an interaction. (In other words: always and everywhere!)

For example:

  • Your team may be struggling to communicate effectively with other teams in your organization; mapping the semantic environment may lead you to discover you’re unwittingly using similar words in both teams to mean different things.
  • You may be facing a difficult political environment. Mapping out the semantics of the situation can help you understand other people’s goals and trigger phrases so you can manage tensions more effectively.
  • You may be designing a complex software system and need to understand how the various parties involved — including the system’s users and stakeholders — use language to accomplish their goals. This understanding can then inform the system’s conceptual models and information architecture.

Credits
The canvas is adapted from Neil Postman’s semantic environment framework, and inspired by the canvases of Dave Gray and Alex Osterwalder.

The canvas was originally published on jarango.com

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Mapping Organizational Culture

Are you struggling to break down organizational silos, increase creativity, engagement and collaboration? Do you feel like the people in your company are resisting change? Is your company’s culture holding you back?

Nobody denies the critical importance of culture to a company’s success. And yet, although everyone agrees that culture is of vital importance, culture still seems fuzzy, vague and difficult to grasp. Culture change initiatives are often well-meaning, but end up as a series of feel-good exercises. They create a feeling that progress is being made, but ultimately fail to deliver results.

Objective of Play
Assess, map and transform organizational culture via deep reflection. As a leader or manager in a large organization, you probably have a sense of the culture and people challenges facing you, but at the same time, you must also manage not only down but up and across the organization.

Culture Mapping gives you the intelligent information you require to make a business case for the interventions, executive support, and budget you will need to minimize risk and maximize the chances of success for your change initiative.

Number of Players
Use the culture map individually or with a group.

For group use, gather 5 – 6 people from the same function (IT, HR, finance, et al) who work together and know each other well. The goal of the session is candid and constructive criticism; the boss cannot come.

Duration of Play
Anywhere between 15 minutes for individual play (napkin sketch of a Culture Map) to 90 minutes for a group.

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

  • A very large print of a Culture Map. Ideally A0 format (1000mm × 1414mm or 39.4in × 55.7in)
    • Alternatively, recreate the canvas on a large whiteboard.
  • Tons of sticky notes (i.e. post-it® notes) of different colors
  • Flip chart markers
  • Camera to capture results
  • The facilitator of the game might want to read an outline of the Culture Map.

How to Play
There are several games and variations you can play with the Culture Map. Here we describe the most basic game, which is the mapping of an organization’s existing culture. The game can easily be adapted to the objectives of the players (eg, map your desired culture or that of another organization).

  1. Before you begin mapping, review with the group the Culture Map sections. A garden plays a useful analogy:
    • The outcomes in your culture are the fruits. These are the things you want your culture to achieve, or what you want to “harvest” from your garden.
    • The behaviors are the heart of your culture. They’re the positive or negative actions people perform everyday that will result in a good or bad harvest.
    • The enablers and blockers are the elements that allow your garden to flourish or fail. For example, weeds, pests, bad weather, or lack of knowledge might be hindering your garden. Where as fertilizer, expertise in gardening specific crops, or good land might be helping your garden to grow.
  2. Start with Behavior, it tends to be the easiest to discuss. These are the things we see everyday, the things we talk about when we ask someone if they “want to grab a coffee?” Use the guide questions to prompt ideas. Write a single behavior on a sticky note, put it on the map. Before moving to the next step, group similar behaviors and remove duplicates. Recommendation: be as specific as possible, use stories to elicit detail and specificity; avoid the tendency to be generic in describing these behaviors. Ask the players: how would you describe this behavior as a scene in a movie?
  3. Move to Outcomes. Go behavior-by-behavior and use the guide questions to prompt ideas, the most important being: What happens to the business because of the behaviors? Write a single outcome on a sticky note, put it on the map near its related behavior. Use a marker to draw a line between a behavior and its direct outcome.
  4. Move to Enablers and Blockers. Go behavior-by-behavior and use the guide questions to prompt ideas. Enablers and blockers describe why we behave the way we do: a listing of organizational incentives. Write a single enabler or blocker on a sticky note and place it near it’s related behavior. Use a marker to draw a line between an enabler or blocker and its resulting behavior.
  5. Once you have taken a pass at each section, examine the map and discuss with the group. Do the relationships make sense? Are the behaviors as detailed as they could be? Has your discussion sparked any other thoughts? If so, add them to the map. Recommendation: Keep relationships as direct as possible. For example, a behavior should have only one outcome and one enabler or blocker. It is likely this will not happen without discussion, editing and refinement. For clarity and communication, keep the relationships as simple as possible, for example:

Strategy
Depending on who you ask, 60–70 percent of change initiatives fail to meet their stated objectives, and the primary source of that failure, according to a Deloitte study, is resistance to change. So if you’re embarking on a change initiative, the last things you want to skimp on are risk-awareness and risk management.

Culture Mapping surfaces information that, as far as we know, cannot be collected any other way. It gives the C-suite access to frontline culture in a way that they could never get through their own efforts, because the water-cooler conversation always shuts down, or significantly shifts, when the CEO or senior leader walks by.

Variation
Map the Culture of industry competitors or an aspirational company

The Culture Map was developed by Dave Gray and Strategyzer AG.

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Manage What You Measure

Measures of success vary across an organization. Executives concern themselves with company-wide Objectives involving Revenue, Cost, Profit, Margin and Customer Satisfaction. Further down the org chart, management and individual contributors rate performance against more detailed Key Performance Indicators (KPIs) tracking customer behavior: a product manager may measure app downloads, or number of shopping cart items per visit. These customer behaviors clearly affect the larger corporate Objectives, but how? and which have the most impact?

Objective of Play
Understand how customer behavior impacts higher level objectives; direct organizational efforts on the most influential of those behaviors.

Number of Players
5 – 15

Invite participants across the KPI spectrum: individual contributors, management and executive leadership. A successful game will demonstrate how all levels of KPI’s relate and affect one another.

Duration of Play
30 minutes – 3 hours.

Material Required
Manage What You Measure works best when played on a whiteboard. To run a good session you will need:

  • Sticky notes (i.e. post-it® notes) of different colors
  • Dot stickers
  • Dry-erase markers
  • Camera to capture results

How to Play

1. With the group gathered, introduce Manage What You Measure by stating that the purpose of the game is to focus resources and strategies on the most critical customer behaviors. To get there, the group will map the relationship between high-level corporate objectives and customer behavior.

2. Write at the top of the whiteboard a corporate-wide Strategic Goal.

3. Below that, write on sticky notes the measures of success (KPIs) for that Strategic Goal. Use different color sticky notes when possible.

4. Ask the players to take five minutes for an individual brainstorm: list all the customer behaviors impacting the KPIs identified in Step 3; one per sticky note. If possible, match sticky note colors of customer behaviors and KPIs — this will help organize what may become a crowded whiteboard.

5. After the brainstorm, ask the players to come to the whiteboard and post their sticky notes under the appropriate grouping.

6. Take 5-10 minutes to review the sticky notes. Lead a clarification discussion. Ask participants to explain any potentially confusing sticky notes. Note any customer behaviors mapped multiple times.

7. Repeat steps 4 – 6 once. Use the first set of brainstormed-customer behaviors as the baseline: what are the behaviors that drive those behaviors?

8. Once everyone is comfortable with the customer behaviors, conduct a Dot Vote. Give each player five dots to place on what they consider the most important customer behaviors in light of the Strategic Goal in step 2.

9. Tally the votes.

10. Once again, take time for discussion. Note unpopular choices; ensure their dismissals have merit. Have any results surprised the group? Why? Recommendation: If the Dot Vote results and ensuing discussion dictate further prioritization, consider playing Impact & Effort or the NUF Test.

11. Once the group agrees on the prioritized areas of focus, assign each a baseline value (what is the measure of this behavior now?) and goal (where would we like it to be). Recommendation: Consider playing Who-What-When

Strategy
Employees understand organizational goals at different levels. By defining relationships between high-level objectives, mid-tier KPIs  and the customer behaviors that drive them you have created a map easily navigated.

This clarity creates a shared understanding across all levels of the organization. Now, each time a team reports progress on their specific KPIs, executives will have a clear sense of why the team is working on that and how it affects the Objectives they care most about.

Complementary Games
The Empathy Map will help you to more deeply understand your customers and their behaviors; play this game before Manage What you Measure

Manage What You Measure derives from Jeff Gothelf’s Medium post: Execs care about revenue. How do we get them to care about outcomes?

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Mapping Design Operations

Today, companies in every industry seek to better their design capabilities: from products to services to experiences. Fueling the growing design function in large organizations is a new discipline called Design Ops, charged with scaling design and design thinking up, down, and across the organization.

Does your organization have a Design Ops function? If not, let’s design it!

Object of Play
Build shared understanding of how Design Ops operates within the larger organizational context. If a current Design Ops function exists, to visually map it. If it does not yet exist, to design it.

Number of Players
1-6 (depending on the objective).

As an individual, use the Design Ops canvas to quickly sketch out and think through a Design Ops organizational model or an interesting model portrayed in the press.

To map an organization’s existing and/or future model you should work in groups. Include partner organizations (e.g. project management) and stakeholders (e.g. clients). The more diverse the group of players, the more accurate the picture of the Design Ops function will be.

Duration of Play
Anywhere between 15 minutes for individual play (napkin sketch of a Design Ops model), half a day (to map an organization’s current Design Ops model), and up to two days (to develop a future Design Ops model, including vision, mission and metrics).

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

  • A very large print of a Business Canvas Poster. Ideally A0 format (1000mm × 1414mm or 39.4in × 55.7in)
    • Alternatively, recreate the canvas on a large whiteboard.
  • Tons of sticky notes (i.e. post-it® notes) of different colors
  • Flip chart markers
  • Camera to capture results
  • The facilitator of the game might want to read an outline of the Design Operations Canvas

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

  1. Start with the Stakeholders in the Who are we? circle. Use different color sticky notes on the Canvas Poster for each type of stakeholder (e.g. external vendors, internal support functions, clients). Complete this section.
  2. Subsequently, move to the What do we do? section and map out the value propositions your organization offers each stakeholder. Players should use the same color sticky notes for value propositions and stakeholder segments that go together. If a value proposition targets two very different stakeholder segments, the sticky note colors of both segments should be used.
  3. Map out all the remaining building blocks of your organization’s Design Ops model with sticky notes. Try to use the colors of the related stakeholder segment. Recommendation: once you complete the Stakeholders section, work around the canvas clockwise, beginning with the upper left section; leave the What Constrains Us? section last.
  4. Assess the strengths and weaknesses of your Design Ops model by putting up green (strength) and red (weakness) sticky notes alongside the strong and weak elements of the mapped model. Alternatively, sticky notes marked with a “+” and “-” can be used rather than colors.
  5. Try to improve the existing model or generate totally new models. You can use one or several additional Design Ops Model Posters to map out improved org models or new alternatives.

Strategy
This powerful game opens up channels of dialogue about a new, lesser-known but vitally important design function. Use this game as an opportunity to not only create a thoughtfully designed and productive organization, but to introduce and educate the rest of the company about what design can do and how to plug in. Players not familiar with design may stay silent at first, but their participation will increase understanding and alignment, benefits with payoff into the future. Keep them engaged. Beyond including outside stakeholders in the game, use a completed Design Ops canvas as a conversation starter in evangelizing Design’s value to your company.

Variation

  • map out the Design Ops org of industry competitors or an aspirational company

Complementary Games

  • The Empathy Map will help you to more deeply understand your stakeholders; play this game before Mapping your Design Ops org.
  • The Business Model Canvas will provide a more technical (managerial?) understanding of how your Design Ops org functions; complete the Business Model canvas after mapping your Design Ops org. In the event you are looking to improve upon your current state, the Business Model Canvas will prove especially useful.
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Agile UX Sketching and Scrum

Last-Import-09-300x300“Use a picture. It’s worth a thousand words.” That was the advice of Arthur BrisbaneEditor The Syracuse Post Standard March 28, 1911. Despite originally referring to newsprint, the adage still holds true in the digital age.

Sketching for understanding” is an efficient and effective way to gather tons of ideas in a short period of time while cultivating shared understanding across agile teams. With the right structure and active participation, sketching with Scrum teams can really pay dividends throughout the release life cycle.

Use the following guide to help plan and facilitate your next agile sketching session. Continue reading Agile UX Sketching and Scrum

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Cost Benefit

This game, developed by Johan Tré, is most probably the most simple collaborative cost benefit analysis ever.
It is applicable onto subjects where a group has expert knowledge about costs and/or benefits.

A group of developers is such an example.
Especially a customer or customer proxy will have interest when it comes to prioritizing work items.

Generation ideas
If the list of work items is not existent you can start this exercise by a silent post-up.
All individuals in the group start scribbling down about the work to be done. (one thing/sticky)
After 10 min or so ask the group to hang them on the wall.

Clustering
Ask the team to group items together by subject in silence. Items causing discussion you ask to park aside.
Explain that the only purpose is having a priority. So under what cluster it’s been put isn’t that important. What is important however, is all know where it’s under.
So on the exact scope (what-fits-best-where) there is no explicit consensus needed. A majority is fine.

In short:
* does everybody know the scope of the clusters?
* can the team proportionally estimate the size of the scope? (what is bigger/smaller then what)

Priories on cost

SortingCostBenefit-Sorting-Scaling
Next, ask the team to sort them top to bottom on cost. (5 minutes of work)
Park the items under discussion aside after all the others are done.
Discussion can only happen when the clustering did not clear things up or caused friction. This could indicate the team isn’t aware of the goal: putting priority.

Scaling
Next hang the lowest sticky way lower and the highest way higher then the rest of the sorted list.
Like that you’ll have room to position the stickies on a scale.CostBenefit-Y-axis
Write down on the board some marks of the scale.  E.g. (see image): 1, 5, 10, 15, 20.
Ask the team to position the other items on the correct place on the scale.
The sorted order must will stay ofcourse, a relative cost will emerge from the scale as they are positionned.

This all takes about 10 min: Sorting 5, scaling 5.
Depending on the position on the scale, write the relative number bottom left on the stickies.
E.g. stickies in the middle: 50%, top 0%, bottom 100%.
This will be your Y-axis coordinate to put your sticky on a 2D cost -benefit graph.

Priories on benefit

Do the same for the benefits with a product owner, customer if preferred.
Sort, relatively scale them, and write the number bottom right.

 

Cost Benefit Result

Putting it all together

Draw the X and Y axis with the top and bottom values from the exercise above:  the costs & benefits.
Hang the stickies according to the cost/benefit coordinates noted on them.

The low hanging-fruit and infeasible-expensive items are clearly found now.

 

Conclusion

Note that the same approach can be done with a Kano diagram or any other kind of 2D graph.
It’s a fun way of clearing things out and prioritizing is done through collaborative support.
Special attention on discussion starters is recommended. They are the time consumers, and can be stopped by guarding and communicating your goal: prioritizing.

Enjoy this game, feedback is mostly appreciated!

Source
This game was developed and originally authored by Johan Tré.

 

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Object of Play

This game has been designed to gather facts and opinions from the participants on different aspects of the issue at stake. It will help gain and share insight from all points of view, since everyone will have had the chance to contribute.

Number of Players: Up to 50

Duration of Play: 15min to an hour depending on the amount of participants

How to Play

  1. Prepare 5 up to 10 flip-charts where you address different aspects of the topic at hand. On each flip-chart you address a certain aspect of the issue by posing a powerful question about it, these questions should be impersonal and ask for facts and opinions. Focus on “what”, “when” and “how” questions.
  2. Spread the flip-charts through the entire room, making sure there is enough distance in between to allow group discussions between participants without disturbing the others too much.
  3. Quickly introduce the topic at hand and go through the questions of each flip-chart, making sure everybody understands the questions correctly.
  4. Aks participants to split into pairs, or groups up to 5 people if you have a bigger group. You should have one group per flip-chart/question.
  5. Ask each group to answer the question by adding their ideas, facts and opinions on the flip-chart either with images, writing or post-it artifacts in a way that it is possible for others to interprete the data presented.
  6. Give each group 2-3min time to add their information and rotate to the next flip-chart (clock-wise or counter clock-wise)
  7. Repeat until each group has answered all the questions.
  8. Give the entire group another 5-10min to review all generated content and move to the next step: prioritization and/or deeper research into some of the ideas generated.

Strategy

By limiting the time a group has to answer a question you will make them focus on the most important things. The idea is not to gather all information per participant but to gather meaningful information as a group. This gathered information will form the basis for a prioritization and/or deeper research into some of the ideas and opinions.

Gamestorming Training - 3396