Posted on

‘Wikkid Awesome’ Gamestorming Workshop & Happy Hour in Boston – March 1st and 2nd

NOTE: We had to postpone the January workshop to March. We hope you can still join!

Gamestorming co-author James Macanufo will be delivering a one-day workshop in Boston as part of the WorkBar Workshop series. It is going to be ‘wikkid awesome’ as they say here.

“Work Better” Part One: GAMESTORMING

MARCH 2, 2012 | 10AM – 4PM

Picture taken by Dave Gray http://www.davegrayinfo.com/

Registration details here: http://workbarworkshopsgamestorming.eventbrite.com/

In addition, there will be a happy hour the evening beforehand starting at 7pm. Sign up here:  http://gamestorminghappyhour.eventbrite.com You do not need to be a registered workshop participant to attend the happy hour.

Posted on

Facilitating with Constraints

Many fields have long embraced constraints as necessary for creativity. Without bounding the problem you’re trying to solve, it’s difficult to see the big picture, to know where to start, or how to focus your attention – much like trying to write a paper without a thesis. Lately, there is increasing acknowledgement of the importance of constraints such as Jonah Lehrer’s Wired post highlighting the research of Janina Marguc at the University of Amsterdam.

It turns out that constraints are also an engaging and effective way to facilitate a conversation, something I’ve learned working with designer Scott Francisco.* Whether you’re trying to balance a budget, plan a meeting, or design a building, workshop activities that make the constraints visible enable better conversations and decision-making.

Here’s how it works:

1. BOUNDARY: Identify the key constraint that defines the problem you’re trying to solve. For instance, the budget (money), the duration of the meeting (time), the size of the building (area). Then create a boundary like a simple square on a large sheet of paper that represents this constraint at some scale (e.g.: a 1” square = $1000, 10mins, 100 square feet, etc)

2. GAME PIECES: Create “game pieces” that represent the different pieces your trying to decide on: different programs within the budget, different possible activities within the meeting, different spaces within the building. These can be color-coded slips of paper / cardstock / post-its. They must be at the same “scale” as the boundary so you can see the relative size of each idea or component. (This may help you realize that one proposed program would take up most of your budget, for instance.)

3. GAME PLAY: Gather a representative group of 12 – 18 stakeholders committed to finding a solution that works by the end of the exercise. Then, play out different scenarios arranging the components to see what “fits” inside the boundary constraint. This can be as one group or with teams working in parallel then comparing and combining results. Along the way, you can discuss and document the merits of each component, the trade-offs, and other options. Do this multiple times to take the pressure off getting it right the first time and photograph each iteration so that you can compare.

4. BONUS ROUND: As an additional option, once you’ve agreed on what fits inside the boundary constraint, you can also continue the discussion to relate the different elements by arranging the components on a sheet; for instance, which programs within the budget depend on each other? What should the sequence of meeting activities be? What spaces within the building should be next to each other?

By making the constraints visible and tangible, you enable a better conversation and unlock the creativity of your group to solve problems together. You also have a visible record of the decisions made as well as a shared sense within the group of what’s involved, how the different components go together, and what’ve you’ve agreed on.

————————–

*  Scott Francisco developed a space planning facilitation tool called the Sandbox which uses a kit of parts to try out different workplace design concepts within a limited amount of space. You can read more about it here and here. We subsequently took the principles of the Sandbox and applied it more broadly to the kinds of exercises described above.

Posted on 1 Comment

The Low Tech Social Network – an amazing experience

At the recent Design Jam Oxford I was introduced to the Gamestorming book and have been pretty much obsessed with it ever since. Given the slightest opportunity I have been putting its ideas to use and one fantastic success was at a recent event in Nottingham in the UK.

We are a group of artists called Livescribes and we have only just launched ourselves into the world of Visual Thinking, Graphic Recording and Graphic Facilitation. When you begin a new venture – I quit my regular 9-5 web job to do this – you never quite know what might happen. The first event we were due to attend as Livescribes was called ‘Show Off’ at Antenna in Nottingham.

Antenna is a studio and office space for creatives based in and around Nottingham. We decided one thing we wanted to do to show the people there we do things differently was to instigate the ‘Low Tech Social Network’ straight out of the Gamestorming playbook (page 105). We would ask people to take a Post-It, draw themselves, write two things about themselves on it and ‘upload’ themselves to our piece of paper.

The event had businesses associated with Antenna as well as visitors all with stands showing their wares in a large, and very nice, bar area which forms the main networking spot within the building (it does coffee and beer). We unfurled a giant piece of paper and masking taped it to a large wall on a slightly raised area in the bar area. And after politely negotiating with some hairdressers to move their stand so we could be seen awaited the first arrivals.

As it was the hairdressers next to us became our first additions to the social network. We even drew a cartoon of them cutting hair. They went from a bit put out at moving to our new friends. Already the power of the social network was having an effect. We got everyone we could to ‘upload’ themselves and draw connections to other people. You can have a look at the final result on our site here (I have used the cloud zoom JQUERY plugin to create that effect incase you’re interested).

We managed to collar nearly everyone who walked into the room over the course of the day. Not only is this an excellent ice breaker its a fantastic way to get talking to potential clients at an event like this. Once the penny dropped that we were not trying to get their credit card details for some ‘New Facebook’ people smiled, grabbed a sharpie and connected. And once the network had grown into a significantly large collective artwork it became one of the main draws of the event.

My favourite moment was when I accosted a thin slightly stressed individual who was inspecting the work. After giving him the spiel and placing a Post-It and pen in his hand he got to it. Although one odd thing that struck me was, as I was speaking, he looked over my shoulder and made that sort of ‘no it’s ok’ hand gesture to someone. As the gentleman uploaded I noticed he wrote ‘politician’ on his Post-It, I looked around to see a coterie of sharp suited business delegates and political types holding clip boards and a few photographers all looking at us. It turned out I had button holed the head of Nottingham City Council. When he asked me how he should cut £20m from the city budget I immediately thought of the ‘Anti Problem’ Gamestorming session and was about to suggest we figured out how to spend £20m and then not do that – but he was whisked away by his army of followers before I could get him to a flip chart.

My tips are for this are: it’s a highly effective ice breaker, a great way to get talking to people and it can run all day. Get a massive bit of paper to do it if you can, people like the tactile nature of it. And over the course of the day we only met one person who didn’t want to do it, so we drew one for him. I wonder if you can guess who…

Posted on

Circles of Influence

Object of Play
The first step of achieving your business goal is always the most difficult. Where do you start? Who can you talk to? Is there anybody that will support you in your risky journey? Fortunately, Deb Colden’s Circles of Influence can help you reach your action potential by identifying connections that will lead you to success. Take advantage of this game to expand your network and turn your thoughts into plans.

Number of Players
5 – 8

Duration of Play
1 hour

How to Play
1. At the top of a large poster or white board, define your goal. This could be anything from finishing a task by the end of the day to increasing your sales before the end of the year. Write what you want to accomplish in one sentence to keep it concise.

2. Draw two large circles next to each other, putting a check mark in the center of the left one and a smiley face in the middle of the right one. Label the circles as followed:

  • Left circle: “Circle of the Task”
  • Right Circle: “Board of Directors”

3. Distribute pens and plenty of sticky notes to each person.

4. Focus on “Circle of the Task.” This is designated for people who could help you reach your goal or provide contacts of people in their network who could assist you. Ask participants to write names of people belonging to the category on their sticky notes and to post them on the edge of the left circle. Avoid generalizations, such as “somebody from Company X,” or “a professor.” By using specific names, you can transform vague ideas into tangible actions and identify who will help you excel toward your goal. Also, it will get you thinking about specific questions to ask them so you can get exactly what you need in an efficient manner.

5. As a team, reflect on and note how connecting with each person could be advantageous. Who benefits from the relationship? Who knows other potentially helpful people? Why is the interaction important? Focus on ways you can provide a win-win (give something, get something) experience to the people on your task circle.

6. Move on to the “Board of Directors.” This circle is for people who will help you no matter what, and who you can rely on to provide encouragement and advice. These personal acquaintances are perfect to speak with when you don’t know where to start or want to practice forming focused questions. As before, ask players to write names on their sticky notes and to post them on the edge of the circle.

7. Collaborate to uncover ways to use the support and advice of your “Board of Directors.”

8. Work together to identify who to speak with first from your “Circle of the Task.” Who is the easiest person to talk to with the best return? If going straight to your “Circle of the Task” is too intimidating, then select someone from you “Board of Directors” who can calm you down and provide advice. These people want you to succeed, and can help you identify where to start. Also, look for two-fers: people who belong to both circles. These are valuable connections, as they can assist you with the task and provide support.

9. After speaking with people on your “Circle of the Task,” make sure to ask, “Is there anyone else I should talk to?” This will encourage them to share their networks to help expand yours. When you return to the chart, attach a circle to the person’s sticky note, representing their connections. This will organize your potential contacts so you can see your expanded sphere of support.

Play Circles of Influence Online

You can instantly play Circles of Influence online with as many members as you would like! Clicking on this image will start an “instant play” game at innovationgames.com; simply email the game link to your staff to invite them to play. In the game, the image to the right will be used as the “game board.” As with the in-person version, the two circles organize your “Circle of the Task,” and “Board of Directors.” You will see two icons in the top left corner, which represent people in your network:

  • Green person – in your “Circle of the Task”
  • Blue person – in your “Board of Directors”
  • Blue stars – goals

To add the icons to the game board, simply drag them to their respective sections and describe what they represent. Players online are able to decide on multiple goals, symbolized by blue stars. As facilitator, engage your participants to discover which of the goals are most important.

Everyone can edit the placement and description of each icon, which can be seen in real time. Collaborate through the chat facilitator to build from each other’s ideas. When finished, the results will be organized in a spreadsheet for you to carefully analyze in order to get the most out of the game.

Strategy
Write names of people even if you do not personally know them or if you believe they will be difficult to schedule a time to talk with. Doing so will get you thinking about that person’s network, which can be just as valuable.

Key Points
This game involves visual organization and extensive collaboration to identify people who will help you move toward your goal. By writing out specific names, you can turn potential connections into beneficial relationships and form a more focused approach on how to achieve your objective. Get the job done by expanding your network while utilizing the support of those who know you best.

Posted on 2 Comments

Merrill Covey Matrix

Object of Play
Many of us are overwhelmed by our to-do lists, and work hard each day to accomplish just a few of our countless tasks. However, we tend to focus on urgent items while disregarding the importance of planning for tasks that are necessary to reach our overall goal. This negligence will lead to even more stress in the long run, as everything will eventually become urgent if not prepared for. Fortunately, Merrill Covey Matrix, based on  Stephen Covey, A. Roger Merrill, and Rebecca R. Merrill’s description in their book First Things First, allows you to evaluate the urgency and importance of your tasks. The goal of this activity is to prioritize your to-do list in order to plan ahead and work efficiently. Play Merrill Covey Matrix with your team at work, key partners, or customers to clarify the purpose and value of your tasks and to discover which items should be minimized or eliminated.

Number of Players:
5 – 8

Duration of Play
1 hour

How to Play

1. Before your meeting, draw a 2×2 matrix on a large white board or poster. Label the axes as followed:

  • 2 left cells – Urgent
  • 2 right cells – Not urgent
  • 2 top cells – Important
  • 2 bottom cells– Not important

2. Distribute pens and plenty of sticky notes to your players; participants will use these to write tasks.

3. Allow 5 – 10 minutes for players to write to-do items on the post-its: one per note.

4. Have players present their tasks to the group. As a team, collaborate to identify where each to-do item should be placed on the matrix.

5. Once all of the notes are posted, rearrange the tasks in each cell in order of importance. Start thinking about how you can use the organization to make your to-do list more efficient. Keep in mind the value of each cell:

  • Cell 1: Urgent, important – these tasks should be at the top of your to-do list
  • Cell 2: Not urgent, important – these items are likely to be neglected, but are necessary for long-term success. Set aside time each week to focus on these in order to be more productive. We suggest making this cell a different color so you will remember its significance.
  • Cell 3: Urgent, not important – these tasks suck your time and are often the result of poor-planning. They should be minimized or eliminated.
  • Cell 4: Not urgent, not important – these items are trivial time-wasters that should be eliminated

6. Collaborate to clarify the value of the items and to identify which team members will be responsible for each task. Write down the new order of your to-do list, but make sure take a picture of the chart or leave it up so you can refer back to it.

Play Online

Now you can play Merrill Covey Matrix instantly online! Clicking on the picture to the right will start an “instant play” game at innovationgames.com. Here, this image will be used as the “game board.” This chart is organized the same way as the in-person version, and the second cell is highlighted yellow to remind you of its importance. However, instead of post-it notes, there will be two different icons that players can drag onto the chart and describe to represent the tasks:

  • Green squares – priority tasks that require attention
  • Red square – tasks to minimize/eliminate

All moves can be seen in real time by each participant, so everyone can edit the positions and descriptions of the icons. Also, the integrated chat facility allows you and your players to collaborate to form the most efficient to-do list.

Strategy
Delegation is an integral part of time management. Rather than assuming everyone will work together on each item, you must assign tasks in order to prevent social loafing. This way, people will feel more responsible for certain items and will accomplish them more efficiently.

Considering how easy it is to neglect the items in the second cell, it is advised to highlight or surround the region with a different color to portray its significance, as seen in the images above. At the beginning of each week, set aside time to work on these necessary tasks.

Avoid creating a long, intimidating to-do lists by breaking it down into smaller lists. For example, consider creating a task sheet for each person or a group list for each day or week.

Key Points
While we are all busy working through our to-do lists, we may not be doing so as efficiently as we think. Play Merrill Covey Matrix to identify the purpose and value of your tasks and to minimize or eliminate time-wasters. Plan ahead to avoid unproductive busy work and to accomplish your goal in a productive manner.

Posted on

Learning Matrix

Object of Play
Iteration retrospective activities are tricky; it is often difficult to think of practical improvements, and reflecting on negative aspects of the project can leave your team feeling upset and unmotivated. A great way to prevent these from occurring is to play a game that focuses on the positives while also pointing out aspects that need to be changed. As described in Diana Larsen and Esther Derby’s Agile Retrospectives, Learning Matrix does just this. In this game, teams collaborate to identify what they liked and disliked about a past project, as well as point out whom they appreciated and what they believe should be altered for the future. Whether analyzing the results of a conference, product, or meeting, Learning Matrix can help you uncover your top-priority items to enhance your iteration.

Number of Players
5 – 8

Duration of Play
1 hour

How to Play
1. Before your meeting, create a 2×2 matrix. Draw a picture in each quadrant to represent a different aspect involved in your retrospective analysis:

Quadrant 1: Frown face for aspects you disliked, should be changed
Quadrant 2: Smiley face for aspects you liked, should be repeated
Quadrant 3: Light bulb for new ideas to try
Quadrant 4: Bouquet: people you appreciated

2. Provide players with plenty of sticky notes and markers. Allow 5-10 minutes for participants to individually write down their ideas for the four topics on separate notes.

3. After all players are done writing their ideas, ask them to present their sticky notes to the group and post them on the designated sections of the chart.

4. Narrow down the notes to a few requiring immediate attention. Give each player 6 – 10 dot stickers, which they will use to dot vote for the ideas they believe are top-priority. Resolve ties by discussing which note is more pressing or having another dot vote. Count all the votes to determine which ideas should be focused on. Narrowing ideas down is important, as it allows the team to concentrate on priorities and increases the chance of effective improvements being made.

5. Move the notes around to reflect the order of priority. Collaborate to evaluate how these ideas can be used to enhance your next iteration and discuss where you can begin making improvements.

Online Learning Matrix

Clicking on the image to the right will take you to an “instant play” game at innovationgames.com. Here, the picture will be used as the “game board” and you will find four icons in the top left corner. As with the in-person game, the each icon represents a different topic:

Frown face – aspects you didn’t like
Happy face – aspects you liked
Light bulb – new ideas
Bouquet – people you appreciated

To add the icons, simply drag them to the board and describe what they represent. Everyone can edit the placement and description of each icon, which can be seen in real time. Collaborate through the chat facilitator to build from each other’s ideas and improve your past project.

Strategy
Encourage players to continue thinking of ideas for each quadrant, even after all the sticky notes have been posted or the quadrants have filled up. Write the additional comments around the topic images to maintain the positioning of the original notes.

A good facilitator is necessary for this game in order to keep everyone focused. If the project team leader does not feel comfortable in this position, it is best to hire a neutral facilitator. This must be someone who can gain the team’s trust and create an environment in which participants feel comfortable sharing their ideas.

Key Points
This exercise allows you to perform iteration retrospective analysis while maintaining a positive environment. By organizing your thoughts, you can lay out your plan for improvement and discover how to enhance your project for the future. Collaborate to identify what should be repeated, changed, or tried, and to congratulate team members for a job well-done.

Posted on

2 Brains: Tell it & Sell It

Object of Play

Forming an attention-grabbing slogan or pitch can be difficult. Just like brain lateralization — the right hemisphere controls imagination and feelings while the left side manages facts and details – it requires the perfect balance of emotion and logic. To accurately identify this specific combination and maximize your pitch’s impact, Thomas J. Buckholtz has created 2-Brains: Tell It & Sell It. In this activity, you will include a left-brain fact (tell it) and a right-brain emotional idea (sell it) to connect the two aspects of persuasion and create a 2-brain message.

Number of Players

5 – 8

Duration of Play

30 min – 1 hour

(The game works most effectively if it is repeated multiple times over the course of a few days.)

How to Play

1. Before your meeting, draw a 4×4 graph on a large white space (poster, white board, etc.). Label the vertical axis “Emotional (right brain).” Higher on the chart is for “sizzles” (great emotional ideas) and lower on the graph is for “fizzles” (negative emotional appeal). Mark the horizontal axis “Practical (left brain).” Further to the left is for negative practical uses while further to the right is for very positive practical uses. The third row on the graph represents emotionally neutral. The second column represents neutral practical appeal.

2. Provide your players with post-its and markers. We recommend using four different colors for the four thought topics:

  • Right-brain post-its are for purely emotional.
  • Left-brain post-its are for purely practical.
  • 2-brain post-its are for emotional and practical.
  • Other post-its are for other types of ideas.

3. Have your players write right- and left-brain ideas on the sticky notes. These can be themes (phrases) or messages (sentences). When all ideas have been written, ask the participants to stick them on the chart. Right-brain (emotional) ideas likely should be placed close to practical-neutral while left-brain ideas (logical) likely should go near emotional-neutral.

4. Collaborate to form as many 2-brain messages as you can by combining the right- and left-brain messages. Write these new messages on sticky notes and place them in appropriate (likely upper-right) squares.

Strategy

Maintain a fun, positive environment so players will feel comfortable sharing their ideas. Encourage random creativity and give players breaks to keep them from burning out. Motivate people to build from each other’s ideas to create a perfect slogan or pitch.

As you play the game, continue to modify the sticky notes to reflect improved ideas. You can also add post-its to show new concepts or major breakthroughs. Organize the notes to portray the relative ranking of the ideas. Remember to document or take a picture of your chart at the end so you can refer back to the notes.

It is important to play this game multiple times over the course of a few days so players can improve on ideas. Keep the chart up so participants can consider how to combine the right- and left- brain ideas to make the most effective pitch.

Play Online

You can play 2-Brains: Tell It & Sell It instantly online! Clicking on the image to the right will bring you to an “instant play” game at innovationgames.com. The image will be used as the “game board,” which organizes the level of emotion and practicality of players’ thoughts. You will find a yellow sticky note icon at the upper left corner of the chart. Participants drag the sticky notes onto the board and describe what they represent. The layers and regions in the game will keep track of where the notes are placed.

Players can edit the placement and description of each sticky note, which everyone can view in real time. Use the integrated chat facility and communicate with your players throughout the game to get a better understanding of each move.

Key Points

The purpose of a slogan or pitch is to catch the attention of your audience, which is easier said than done. The visual organization in 2-Brains: Tell It & Sell It perfectly reflects the balance of the right- and left- brain ideas needed to capture your listener’s interest, and the extensive collaboration involved introduces multiple perspectives and ideas. By combining emotional and factual ideas, you can form a “sizzling” pitch that radiates compelling practicality.

Posted on 1 Comment

Actions for Retrospectives

Object of Play
Analyzing past events can get repetitive, leading to a lack of creative ideas and dulled critical thinking. Without an engaging strategy, you could get stuck in a pit of unproductive ideas, causing you to lose all sense of direction and become blind to areas needing improvement. To resist this useless slump, Actions for Retrospectives, based on Nick Oostvogel’s Actions Centered, allows teams to examine multiple aspects of an event or project in order to form original ideas on how it can be enhanced in the future. Break free from the barriers of boring retrospective analysis strategies to discover how you can make your next project, meeting, conference, etc., a success.

Number of Players
5 – 8

Duration of Play
1 hour

How to Play
1. Start by drawing a large 2×2 matrix with a square labeled “Actions” in the middle; this is designated for the changes that the team commits to making as a result of the retrospective. The four quadrants surrounding it represent different aspects of your event:

  • Puzzles: Questions for which you have no answer
  • Risks: Future pitfalls that can endanger the event
  • Appreciations: What you liked during the previous iteration
  • Wishes: Not improvements, but ideas of your ideal event

2. Provide the players with pens and sticky notes, preferably different colored notes for each quadrant. Have the participants write their ideas for “Appreciations,” “Puzzles,” “Risks,” and “Wishes” one category at a time, allowing 5 – 10 minutes for each section.  
3. Once players have written all their thoughts, ask them to post their notes on the chart. As a team, go through the ideas and cluster related ones together.
4. Discuss the novelty, feasibility, and impact of the ideas, and collaborate to analyze how they can be applied to the next event. Use this process to create practical, efficient “Actions” in the middle.

Strategy
There are many techniques you can use to amplify the benefits of this game. For instance, making players feel comfortable sharing their ideas is crucial to attaining high-quality results. One way to do so is to describe “Risks” as possible improvements, rather than negative aspects that could ruin the event. This will encourage participants to share their ideas about what should be done to ensure the success of the event without them feeling as though they are criticizing others. Also, to increase players’ concentration, you can wait to write and describe the titles of each section until just before it is time to think of ideas related to them. This will force players to focus on one category at a time. Don’t forget to create a playful environment so participants will let their thoughts flow and form higher quality ideas.

Actions for Retrospective has many applications in the business world. It can also be used for any product, service, or section of your company to identify how they can be improved. Take advantage of the game’s organized format and extensive collaboration to advance toward your potential.

Play Online
Clicking on this image will start an “instant play” game at innovationgames.com. Here, this image will be used as the “game board,” and there will be five different icons that players can drag onto the chart and describe to capture their ideas.

  • Puzzles = question marks
  • Risks = bombs
  • Appreciations = smiley faces
  • Wishes = stars

As with the in-person version, the chart is divided into five quadrants for the five categories of thoughts.

All moves can be seen in real time by each participant, so everyone can collaborate to edit the ideas. Also, you can use the integrated chat facility to encourage the players to expand on their ideas and come up with fresh insights.

Key Points
This unique strategy involves teamwork and spatial organization so your group can think differently about retrospectives and brainstorm changes for progress. Also, by writing thoughts down and working together, participants will be more comfortable providing ideas for how to improve the event rather than feeling as if they are criticizing past ideas. Play Actions for Retrospectives to reflect on the past in order to advance toward the future.

Posted on

Bang-for-the-Buck

Object of Play
Bang-for-the-Buck involves collaboration among the product manager and development team to prioritize backlog items. Rather than blindly moving down your agenda without any direction, this game allows you to analyze the costs and benefits of each task, and to organize them in a way that shows you where to begin and in what order to go in. Graph each item against cost and value so you can prioritize your to-do list and start checking items off.

Number of Players

5 – 8

Duration of Play

1 hour

How to Play

  1. Before the meeting, draw a graph with the “value” of the items on the y-axis and the “cost” of them on the x-axis, organizing each axis as a Fibonacci number. Write each backlog item on a sticky note and post them by the chart.
  2. Next, give your players sticky notes and pens so they can each write other backlog items. Have them place their tasks along with the ones you posted.
  3. As a group, take time to discuss where each item belongs on the graph. The product manager should focus on what the “value” position of the task is, while the development team concentrates on the “cost” placement on the x-axis. With multiple players, you can get different perspectives on the aspects of each item.
  4. After all the items have been posted, use the chart to get started on your agenda. Follow the graphed items in a clockwise order to optimize value delivery.

Strategy

This game is helpful to prioritize both short-term and long-run tasks. If one item must be accomplished soon but is too costly to start right away, work together to identify how to move it to the left on the graph. By comparing the value and cost of each item, you can collaborate to alter approaches for the tasks depending on which are most important. The discussion and visualization involved in Bang-for-the-Buck helps you think differently about where to begin working. This not only increases efficiency and productivity, but also allows you to see an impact faster.

Bang-for-the-Buck Online

Clicking on this image will start an online version of Bang-for-the-Buck  at innovationgames.com. You’ll see this image as the “game board” and an icon of a light bulb in the top left corner of this window. The light bulb represents the backlog items you want to prioritize. To add a backlog item onto the game board, simply drag it from the top left and describe it.
While any player can move a light bulb at any time, the game works best when the product manager focuses on getting the light bulbs in the right place vertically, while the development team puts the items in the right place horizontally.

Use the integrated chat facility to negotiate about the items. And any player can edit the items to keep track of the agreements of the team. This means that items will move around during the game as the value of an item increases or decreases or the development team considers various ways of implementing an item.

To get the final results of the game, simply download the Excel spreadsheet. All of the items and their Fibonacci values will be available to you for post-processing, including all of the chats.

Posted on

Whole Product Game

Object of Play

In a competitive business environment, it is important to attract and keep customers by making your product stand out from the competition. Products are not just tangible items; they are a unique combination of benefits, services, and promises. The Whole Product Game — inspired by Ted Levitt’s “Whole Product Strategy” — categorizes aspects of products based on customer expectations in order to help companies uncover forms of differentiation. The goal of the game is to discover effective ways to set your product apart and to go beyond what your customers anticipate.

Number of Players
5 – 8

Duration of play
1 hour

How to Play
1. Before the meeting, collect sticky notes or 3×5 notecards. In a white space (a poster, whiteboard, etc.), draw four concentric circles, leaving enough room between each one to place the notes. Don’t worry about the layers being completely symmetrical; this activity is subjective, and, just like the future, the circles will not be precisely as you plan.
2. The players can be your internal team taking the perspective of customers, or actual customers themselves. Tell the group what each region of the chart represents

 

  • Circle 1: Generic Product – the fundamental “thing” that you are marketing
  • Circle 2: Expected Product – the minimal conditions customers expect from your product
  • Circle 3: Augmented Product – aspects of your product that go beyond customer expectations
  • Circle 4: Potential Product – what could be done to your product to attract and keep customers
  • Feel free to add more regions to the chart to further organize the group’s ideas.

    3. Ask members to write ideas related to each category on the notecards and to stick them on the respective circle. Remove any repetitive cards and put together similar ones with the group’s input.
    4. Once all the ideas are posted, discuss the significance of the resulting chart with your group. How can you use this information to differentiate your product? What must you do to attract more customers?

    Strategy
    The Whole Product Game is widely applicable to any product or service; while the expected product may attract customers, differentiation is necessary to keep them. With the visual organization and critical thinking involved in this activity, your team can productively come up with new ideas on what can be done to make your product distinct.

    This game can also be used for more concentrated aspects of your company. For example, what makes your customer service unique? What can be improved about it to appeal to customers?

    Avoid “going in circles” by guiding your players and focusing on what you can do to go beyond the customers’ expectations. After all of the ideas are posted, work as a team to analyze which direction your product should move in to be one-of-a-kind. Encourage expanding on the ideas and coming up with practical ways to apply them effectively.

    Online Whole Product Game

    You can instantly play the Whole Product Game online with as many members as you would like! Clicking on this image will start an “instant game” at innovationgames.com

    As facilitator, email the game link to customers or your staff to invite them to play. In the game, this picture is used as the “game board,” and there is an icon of light bulbs at the upper left corner of the board. Each light bulb represents an idea, which players describe and drag onto the respective circle.  As with the in-person version of the game, the game board is organized into four concentric circles:

    • Inner circle: Generic Product – the basic item that you are marketing
    • 2nd Circle: Expected Product – what your customers expect from your product
    • 3rd Circle: Augmented Product – aspects of your product that exceed customer expectations
    • Outer Circle: Potential Product – alterations to your product that would attract and keep customers

    Players can edit the placement and description of each light bulb, which you can view in real time. Use the integrated chat facility and communicate with your players throughout the game to get a better understanding of each move.

    Key Points:

    • This productive game involves visual organization and critical thinking to gain insight on what can be done to make your product stand out from the competition. Expand your point of view to understand what your customers truly want from your product.