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Object Brainstorm

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Object of Play

Objects play a special role in brainstorming. A tangible object helps externalize the thought process, just as sketching or role play does, but often in a more immediate and concrete way. Because objects suggest stories about how they might be used, they make a great starting point for free association and exploration.

Number of Players

Any

Duration of Play

30 minutes or more

How to Play

Before you can play, you will need to hunt down a collection of objects. Nominate yourself as the curator of your collection. It’s worth considering what kind of investment you want to make. Although a trip to a second-hand store to find interesting (and cheap) items is a good start, if you are expecting to make a habit out of the exercise it may be worth the time and expense to look for items more broadly.

Although you will find your own criteria for your collection, one rule of thumb is to collect “things that do things.” Functional objects can offer more inspiration. Other things may make it into the collection based on their characteristics or personality, or simply because they are “fun.” Here are some types of objects to consider collecting:

• Kitchen gadgets

• Hand tools

• Instruction manuals

• Functional packaging and dispensers

• Containers and compartments

• Sports equipment

• Toys and games

A good collection will evolve over time, and a good curator will get others involved in contributing to the cache of items.

Object brainstorming starts with a question, such as “How will the next generation of [fill-in-the-blank] work?” This question may ask participants to reimagine an existing product or invent something new.

1. Direct the group to explore the objects and to take some time to play with them.  The objects may inspire participants to think about how a new thing could function, or how it could look or feel. The long, hinged mouth of a stapler may suggest a new way to bend and fasten steel. A telescoping curtain rod might inspire thinking about a collapsible bicycle. Likewise, an object’s personality, such as a rugged toolbox, might suggest how a laptop might be designed. Most objects explain themselves, and the results can be very intuitive; participants are likely to stumble on fully formed ideas.

2. After a set amount of time, the participants share their ideas, document them, and decide on next steps. This may be as simple as voting on an idea to pursue in more detail, or it may mean moving into another brainstorming exercise.

Strategy

One choice to make before an object brainstorm is whether to use a set of items or a single item. This changes the depth of focus: a group presented with a set will branch into a wider path of ideas, whereas a group presented with one item is “forced” into a deeper study of the object and associations from it, along the lines of random inputs or forced analogy. Try to use a set of items for larger groups and more divergent brainstorming, and a single item for smaller groups and more focused inquiry.

The source for the Object Brainstorm game is unknown.

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Welcome To My World

Overlap Toronto

Object of Play

Many of us make the mistaken assumption that others see what we see and know what we know. No one in the world shares your internal system map of reality. The best way to compare notes, so to speak, is to actually draw an external representation of what you think is happening. Welcome to My World gives players an opportunity to better understand other players’ roles and responsibilities. It helps chip away at silos and introduces the novel idea that we may be seeing only one reality: ours. It helps immensely to show what we see to others so that we can start to share a reality and work on it together.

Number of Players

8–20

Duration of Play

30 minutes to 1 hour

How to Play

1. Give all players access to flip-chart paper, markers, and sticky notes. Ask them to take 30 seconds to write one of their job responsibilities (e.g., create the company newsletter or devise a marketing strategy for Product X) on a sticky note and stick it to their shirt.

2. Have the players wander around the room and pair up with someone whose job responsibility they’re the least familiar with or that they’re curious about. If you have an odd number of players, join them to even it out.

3. In pairs, ask the players to take turns drawing their best representation of how they envision the other person’s workflow around that job duty. They can use simple circles, boxes, and arrows to make flowcharts or they can get creative, but they cannot interview the other player or ask any clarifying questions while they’re drawing.  Give them 5–15 minutes to draw quietly.

4. When the time is up, give each player five minutes to share her drawing with the other person and describe what it means.

5. Then give the pairs 5–10 minutes each to clarify or agree on the realities of each other’s drawing. They should also take time to discuss where the areas of ease, friction, and interactions with others fall in the process. They can elaborate and draw on the other person’s visual at this point, or the original creator of the visual can add content as his partner shares.

6. Ask for volunteers to show their visuals to the larger group and to describe some of their insights and observations.

Strategy

To be maximally effective, this game has one requirement: the players should represent a range of positions or job responsibilities within an organization. The game rapidly loses its value if all the participants have the same, predictable workflow, like processing an undisputed insurance claim. The idea is to educate each other on the realities of their work duties and to help break down silos across organizational areas. Once the insights start coming out, this game can significantly increase the understanding and appreciation of others’ work. And it can be even more effective when you have players who have to work together but historically have had little insight into—or even patience with—their colleagues’ processes.

Most people feel comfortable drawing basic shapes and workflow-related diagrams since these are common in company life. If, however, players balk at having to draw, tell them they’re welcome to rely only on words, but they’ll miss an opportunity to make a simple picture of someone else’s “world” at work.

The source for the Welcome to My World game is unknown.

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Value Map

Index cards
Image: Sambla.se via Flickr

Object of play

The end goal of value mapping is to build a visual matrix that quickly and clearly defines areas of interest for something – it can be a service, a product, a plan, a website. It consists of asking people to choose a limited number of features from a bigger collection and then plotting their choices against a matrix. The result can be presented back in a template that resembles a light box, with items that were chosen more times being lit up by brighter colors and items chosen fewer times by weaker colors.

Number of players: 5 – 30

Duration of play: 15  minutes – 2 hours

How to play

This game has three main parts:

1.  Define features and their groups: draw sketches or write down on cards the features or items you want participants to attribute value to. Group them in a way that makes sense to you and plot them on a table that represents these groups

2.  Play: show the collection of feature cards to participants, and ask them to choose a smaller number than the total, so that they need to make choices and leave some features out. A good ratio is 1:3, that is, if you have 30 cards ask people to choose only 10. Another way of doing this is to provide them with imaginary money – say £100 – and tell them they can use this budget to ‘shop’ for features. Keep a record of each participant’s choices.

3. Plotting results: color the cards on the original table according to the number of times they got chosen. Cards that were chosen more times can be colored with stronger or brighter colors, and cards that were chosen less times should be colored with light colors. Cards that were never chosen should remain ‘uncolored’. The matrix should now give you a good – and visual – idea of what areas were received with more interest, and which were not.

Strategy

Value mapping allows you to quickly visualize things that are valued by others – consumers, members of a team, your department, your stakeholders. Understanding general areas of interest can help focus the work (where should we concentrate our efforts?) and to settle internal disputes (“consumers really didn’t like any of the social networking features for this application, so we don’t need to invest in them now”). Try presenting the matrix in a series of slides that show different color groups – it really makes an impression!

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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?